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Viktor Build Guide by Asler

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This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Asler

(Very in depth) Katekyō Diamond Viktor Reborn! (5.15)

Asler Last updated on August 5, 2015
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Ability Sequence

2
8
10
12
13
Ability Key Q
3
14
15
17
18
Ability Key W
1
4
5
7
9
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 9



Threats to Viktor with this build

Threat
Low
High
Show all
Threat Champion Notes
3
Twisted Fate The dream. Although the old viktor with the old DFG would make this a 1/10 difficulty, Viktor is still extremely strong against TF, since it's easier for you to dodge his Q than it is for him to dodge your Death Ray.
3
Nidalee Nidalee has been AD, AP, rework, AD and now AP. To be honest, I haven't fought an AP Nid at mid since the rework, however, if Viktor can burst the AD one, I dare the AP nida to go on cougar form and farm the minions post-6. (General tip : The way she wins is by hitting spears and healing herself from your poke)
3
Gnar Free lane. If he goes AD, he's paying you to kill him. If he goes tank, you easily farm and problaby still kill him. I don't rate this 1/10 because there can be matches in which after 20 minutes, he does manage to kill you if you don't all-in him.
Guide Top

Introduction


About me

Hello everyone. I'm a diamond player on EUW since season 3, having peaked at 16 LPs D1 in season 3 and 55 LPs season 4. I main mid, but I play everything except for jungle.

I have over 500 rankeds as Viktor and more than 700 matches with him overall. I've played with him since he was releases and I still play him. You can check my stream if you want to see me play Viktor or learn about anything else in general :p



Reasons for this build
  • Show the world that Viktor is a very good champion. (Specially after the rework)
  • Create an in-depth (kinda.) build for Viktor players.
  • (old)Teach about Toplane Viktor, but since Viktor is almost the same at top and mid, I deleted the top part from the previous build.





Guide Top

Old vs New (Opinion about the rework and changes in this build)

Old Viktor vs New Viktor

At first, I hated the new Viktor and I used to die an enormous amount of times. I hated that they reworked every other AP mid to have 4 damaging skills, while Viktor still only had 3. I also thought absurd that it was required for an AP Carry to stay in range to auto attack, since by doing so, you're putting yourself in danger.

However, after letting go the old Viktor and embracing the new one, I actually prefer the new Viktor (mainly due to the fact that you can now have all the different upgrades and you get several bonuses from the hex cores, making it a very viable item and not a late-game waste like the old augment system).

Although the gameplay remains similar to the old one (remain far and poke with Death Ray), you no longer have the viable option of maxing your Power Transfer (now called Siphon Power), since you don't get alot of damage from it (It's more based on Viktor's level than it is the skill's level).




Augments/Hex cores




In terms of augments/hex cores, the changes are decent, being quite good for the Death Ray augment, since the old DoT almost never killed anyone, and now even if you miss your skillshot, there's still a chance you can do its damage if the enemy passes over the burnt area.

The Siphon Power's augment was nerfed, the change being the duration going from 3 seconds to 2.5, although the cooldown was also reduced, so in practice terms, there isn't a difference here.

Gravity Field's change was very good. Although the augmented skill isn't very important, the fact that they increased the base range from 625 to 700 is very appreciated, and although the old augment increased the range to 812.5, the truth is almost no one bought the old one, so no one feels hurt for the range not being increased by the new augment.




Changes to this build



1st Update (February 12, 2015)

  • I deleted the Golden rule section and sections related to Toplane Viktor, since the gameplay is similar now.
  • Completly updated the item list, and explanation behind.
  • Updated the Mark runes. (I use Magic Pen, although Ad ones are still decent)
  • Modified a bit the general gameplay, since this is season 5.
  • Updated the skill descriptions and skill order explanation.
  • Added some counter and countered champions by Viktor.




2nd Update (March 14, 2015)

  • Updated the latest masteries
  • Updated and added several runes
  • Updated and explained more summoner spells.
  • Added Abyssal Scepter



3rd Update (August 6th, 2015)

  • Fully updated the item section, explaining each item.
  • Updated the main item build.
  • Added new possible builds and explained each.
  • Added a matchup section (not complete atm but has alot of champions).


I was going to talk about Viktor in the LCS and about the builds, when he was still being picked rarely and by the weakest teams, which resulting in Viktor almost always losing. However, by now people have realised how broken he is and he's a complete top tier pick, which means he's very often played in the LCS. So I'm problaby not going to make the LCS Viktor builds now.


Guide Top

Pros / Cons



Pros

+ Very good scaling
+ Very flexible
+ Has an AoE stun
+ Can burst entire teams
With the ability to get all three augments, now viktor went from a mid-game monster to a late-game beast, making people sad for not joining the glorious evolution.





Cons

- Shorter range than other AP carries
- Can be manna hungry
- Not easy to master
- Not as good against melee champions early-on.
By maxing the old Power Transfer, the old Viktor was tremendous against melee champions. However, the new Q, Siphon Power, is more based on Viktor's level than the skill level, meaning he lost his best weapon against melee champions.


Guide Top

Masteries




This are the AP masteries most LCS players have been using.




Offense Tree

Tier 1 - We get 4 points in Sorcery because it's the only AP choice there is. 1 point in Butcher to last hit easier.

Tier 2 - Same as the 1st tier, we get 3 points in Mental Force for the same reason. Feast gives a decent sustain with 36 hp regen / minute (If we don't fail any CS).

Tier 3 - Arcane Mastery is the AP choice(6AP). Executioner is important in order to kill low-healthed enemies.

Tier 4 - We only get 2 points in Arcane Mastery because more 1,5% AP isn't important compared to with Dangerous Game .

Tier 5 - Devastating Strikes is very useful for the magic pen, and viktor auto-attacks, so it's good to have that armor pen. Arcane Blade is useful with Lich Bane and Siphon Power.

Tier 6 - Havoc gives extra physical/magical damage. It isn't much, but is still useful.



Utility Tree

Tier 1 - Phasewalker is very useful because one less second is very important when you're backing, specially if your base is getting backdoored. Meditation is something we need due to Viktor's ability to run out of mana easily in the early-game.

Tier 2 - Summoner's Insight is very good because you'll be flashing alot. Strength of Spirit is quite decent since you'll end up with more than 1700 mana. Alchemist is very good since you'll always want to have potions to be able to outlane your opponent.

Tier 3 - Since the buff duration was nerfed, Runic Affinity isn't as good. However, Culinary Master gives you instantly 20HP and 10Mana, which is very good in the middle of fights.


Guide Top

Runes




Runes

Greater Quintessence of Ability Power
3

Greater Mark of Magic Penetration
9

Greater Seal of Scaling Health
9

Greater Glyph of Scaling Cooldown Reduction
9




Against an AD Assassin



Get this runes instead



Against an AP Assassin



Get this runes instead

  • Greater Seal of Health: You won't be a beast late-game if you die too much at the early-game. Therefore, you'll need flat health to help your early laning phase.
  • Greater Glyph of Magic Resist: Since you're against an AP Assassin (Hello LeBlanc), you'll most likely lose 1v1 (unless you poke). Therefore, it's better to have some magic resistance to survive.


Guide Top

Summoner Spells



General Summoner Spells




Flash
Teleports your champion instantly to a nearby position.

Flash is a must-have summoner spell for every champion, but specially for Viktor, because using it offensively will give you alot of kills. In teamfights, you'll sometimes also need it to flash to the enemy carry and kill him, or just escape.


Ignite
Does DPS for 5 seconds and reduces healing.

Not much to say here. You have a burst. Ignite helps you finish off the enemy.








Important Summoner Spells






Ghost
Your champion gains mov. speed and passes by any unit.

Viktor is problaby the AP Carry most based on moving around in battles, since his Siphon Power upgraded grants him 30%. Since he is a mid-ranged champion who needs to get close to his enemies, Ghost is very valuble.







Exhaust
Reduce the enemy damage, mov. speed and resistances.

Exhaust and Barrier both have the same purpose. Survive. However, this is more agressive-oriented. For example, if you're against a Zed, having this sum. spell is useful if you're playing to kill him. Also, in late-game, this is one of the best summoners to have.





Barrier
Gain a shield for 2 seconds.

However, if you're playing to survive, then Barrier is a good choice. Barrier's concept idea was most likely to bait the enemy into diving you. However, if this does happen and you manage to survive and kill, then you've won the lane.










Cleanse
Removes all disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 3 seconds.

You may find it weird to use Cleanse on an AP Carry but don't. Against certain teams, it's crucial, since Viktor has no gap escapes. (Damn you Leona..!)



I don't talk about Heal because if you're going to use it, it's due to being against an Assassin, and that means they have Ignite, which makes Barrier or Exhaust a better choice.


Guide Top

Skill explanations and Skill order





Glorious Evolution


Viktor starts each game with an exclusive Prototype Hex Core, which permanently occupies one of his item slots. For 1000 gold, Viktor can upgrade his Hex Core to increase its stats and grant him one Evolution point, which he can use to augment one of his basic abilities. Once he augments all of his basic abilities, Viktor will automatically augment his ultimate ability, Chaos Storm.

Extra Info


  • Prototype Hex Core: Grants Viktor +3 ability power per level.
  • The Hex Core MK-1: Grants +4 ability power per level, +20 ability power, 150 mana and 1 Evolution Point.
  • The Hex Core MK-2: Grants +5 ability power per level, +40 ability power, 300 mana and 1 Evolution Point.
  • Perfect Hex Core: Grants Viktor +6 ability power per level, +60 ability power, 500 mana and 1 Evolution Point.
  • Each upgrade costs 1000 gold.




Siphon Power

Range: 600 || Cost: 45 / 50 / 55 / 60 / 65 mana || CD: 10 / 8.5 / 7 / 5.5 / 4
Active: Viktor blasts a target enemy unit, dealing 40 / 60 / 80 / 100 / 120 (+ 20% AP) magic damage. Additionally, Viktor instantly receives both a damage-absorbing shield (30 / 50 / 70 / 90 / 110 (+ 20% AP)) for 2.5 seconds and the Discharge buff.


Discharge:Viktor's next basic attack within 3.5 seconds converts to magic damage, dealing 20 / 25 / 30 / 35 / 40 / 45 / 50 / 55 / 60 / 70 / 80 / 90 / 110 / 130 / 150 / 170 / 190 / 210 (15 + 5 / 10 / 20 at each level) (+ 50% AP) (+ 100% AD) magic damage.

Extra Info


  • Augment- Turbocharge: Viktor instantly gains 30% movement speed for 2.5 seconds after using Siphon Power.
  • You get the shield the moment you cast the spell
  • The biggest reason for leveling Siphon Power is due to the reduced cooldown, since the main damage from it comes from leveling the champion.




Gravity Field

Range: 700 || Cost: 65 mana || CD: 17 / 16 / 15 / 14 / 13
Viktor deploys a gravitational imprisonment device at a target location, which arms after a brief delay. For 4 seconds, the trap slows all enemies that pass through its field, even briefly slowing those who leave it.

Slow: 28 / 32 / 36 / 40 / 44%

Extra Info


  • Augment- Implosion: Units stunned by Gravity Field are dragged into the center.
  • This is the only escape spell Viktor has without any upgrade.
  • This like most escape spells, it can also be used offensively. (Although it often doesn't work when your enemy is aware of your position due to the short range) (P.S. This is in a 1v1 scenario.)
  • If you believe that you're going to get ganked very early, try to get a point in this at level two or at most level three.




Death Ray

Range: 525 || Cost: 70 / 80 / 90 / 100 / 110 mana || CD: 13 / 12 / 11 / 10 / 9
Viktor uses his synthetic arm to fire an energy beam down a chosen 500-unit long path, dealing 70 / 115 / 160 / 205 / 250 (+ 70% AP) magic damage to every enemy it hits. The arm can fire in any direction from any point within range, and does not interrupt Viktor's previous command.

Extra damage from upgrade : 70 / 115 / 160 / 205 / 250 (+ 70% AP)
Reduced damage: 28 / 46 / 64/ 82 / 100 (+ 28% AP)
Total damage: 98 / 161 / 224 / 287 / 350 (+ 98% AP)


Extra Info


  • Augment- Aftershock: An explosion follows Death Ray's wake, dealing additional damage. Enemies already hit by Death Ray will take 40% damage.
  • This spell is what defines Viktor.
  • Like Rumble's ultimate, Viktor's Death Ray is a vector, meaning you can fully control the direction of where you want it to go.




Chaos Storm

Range: 700 || Cost: 100 mana || CD: 120 / 110 / 100
First Cast:Viktor conjures an arcane singularity at a target location, dealing 150 / 250 / 350 (+55% AP) magic damage to every enemy it hits and interrupting channeled abilities. The singularity remains active for 7 seconds afterwards, dealing 15 / 30 / 45 (+ 10% AP) magic damage to all nearby enemies every 0.5 seconds.


Second Cast: Viktor directs the singularity toward the mouse cursor. Once the singularity damages an enemy champion, it will automatically follow them until the enemy champion dies or escapes it. The singularity moves faster depending on its proximity to Viktor, but will always move at maximum speed when moving towards him.


Extra Info


  • Augment- Velocity: Chaos Storm moves 20% faster.
  • Viktor's ultimate isn't instant, it takes around 0,5 seconds to cast.
  • You can control the ultimate like it's Summon: Tibbers. However, the further the ultimate is, the slower it'll move, and it won't return to you like Summon: Tibbers does.







Skill order on Mid/Top






R

No need to explain why to max your ultimate. Also, even tho your ultimate is AoE, it has great sinergy with your Gravity Field, letting you burst and do DoT to the enemy.












E

Reaasons to max Death Ray:
While Siphon Power gives 20 dmg/level for 1 target, Death Ray gives 45 dmg/lvl and with the Augment- Aftershock and two dorans, you can kill mage minions at level 7.
Also, you need Death Ray to push and to safely poke.




W

At last, you max your W. This is particully useful due to the fact that the bigger the slow is, the easier it is to stun an enemy because they can't get out of the field in time. This is viktor's main safety spell, so be careful using it.





Q

The reason you never or at least almost never max your Siphon Power is because its damage comes from Viktor's Level and not from Siphon Power's level. This means what you gain the most from leveling it is a reduced cooldown, which is perfect for the 2nd skill to max. (Due to Viktor being at level 13 when it's maxed)


Guide Top

Items






Hex Core

Boots

Core Item

Usual Must-Have

Pen. Item

Situational item





Hex Core


>
>
>




Build order :

Rush The Hex Core MK-1, then get The Hex Core MK-2 usually after the 1st complete core item, and finish by getting Perfect Hex Core whenever you want after getting Rabadon's Deathcap or unless you can't get anything else.

The only time when you should not upgrade Death Ray first is when you need
Siphon Power's speed to survive and kill if you can.
Personally, nowadays I always upgrade Death Ray first.




Boots



In my opinion, the best boots an AP mid can have early.
As Viktor, your objective is to one-shot the enemy champions, and since people don't usually have alot of Magic Resist in early-mid game, this boots help alot.















I buy this boots if the following conditions are met:

The enemy squishy champions have magic resist items.

I have Void Staff.

If your enemies have Magic Resist items, flat pen is useless.

Also, 15% CDR is really useful for Vitkor to survive with the Siphon Power speed, and you'll be dealing more damage over-time, since towards late-game, you won't be in position to kill the enemy carries, and you'll need to kill the tanks, which you can melt with your Siphon Power short CD.
If the enemy team has alot of Crowd Control and they're focusing you hard, get this boots. You have no damage if you're dead.

Also, 25 Magic Resist is really good against enemy AP Mids, since if they get
Sorcerer's Shoes, they'll only have 15 Magic Pen. against your 25 Magic Resist.
















Core Items

(Get after The Hex Core MK-1)


Offensive

Strongest build late-game


Based on Siphon Power


Power spike when bought, but truly explodes after getting
Rabadon's Deathcap


Burst over DPS

(Even tho late-game you can get 25% CDR)


Getting Lich Bane as first item has always been my main choice. Mostly because Viktor is a beast late-game (if he doesn't die) and has one of the fastest in terms of cooldown One-Shot Kit with his
Death Ray + Siphon Power with Lich Bane, if your enemy doesn't have health nor MR items. If it's a tank, your Siphon Power has a very short CD, which activates Lich Bane very often which allows you to melt him.






Decent Late-game (Due to 20% CDR)


Based on Siphon Power and
Death Ray


No notable power spike, the build path is constantly getting you stronger


DPS over Burst



There are two main differences between Lich Bane and
Morellonomicon.

Spellblade vs 20% CDR.

Morellonomicon's path is better due to not having to get a
Sheen, which isn't optimal for Viktor.
While overall you have less damage with this item, you have the bonus 20% CDR, which allows you to cast spells more often, and if you have The Hex Core MK-2 movement speed bonus, it makes it easier for you to survive fights.





Balanced




















Early






Late







Need










Option







Weakest of the cores late-game


Based on Siphon Power and
Death Ray


Notable power spike due to reducing 20 MR around you, effectively giving you 20 Magic Pen, which is really good early-mid.


Burst over DPS



This is the safest item against AP enemies, and still offers a good mid-game, since you'll have alot of damage due to your sheer Magic Penetration (with this item).

In terms of late-game, this item fails because it only lowers the enemies MR, while Lich Bane has Spellblade, which gives an extra 400-500 damage, and
Morellonomicon gives you the precious 20% CDR.

Still, this is a very viable item, which I often buy in case I'm against a skilled AP assassin like Diana or Fizz, or if my enemy doesn't have Magic Resist and the enemy team is AP-Heavy (Jungle, top and mid champions), because the 50 MR is really useful.

If I get this item and I don't need the MR to survive (Example: against a Xerath), I usually go with 9 Greater Glyph of Scaling Cooldown Reduction to get 15.03% CDR late-game, which makes this a better version of Morellonomicon late-game, since you lose 10 AP and 5% CDR, but gain 50 MR and reduce nearby enemies' MR (Mana-regen is ignorable at this stage).





Poke















Old








New






Why buy it









Why I don't buy it


Slightly below average late-game

(In my opinion)

Based on Death Ray


Very noticeable Power spike (Extra 100+10% AP right away).


Poke-Burst over DPS



When Luden's Echo came out, it was really broken and every AP Mid was getting it. The passive's ratio was 0.15% (more 33% damage from your AP), costed more 300 gold but gave more 20 AP and less 3% Mov Speed.

Since you want this item for the poke and not the movement speed, it was better when it was more damage-based.


Now since it became more utility-balanced, I personally stopped getting it, since I feel like the damage I get from it is not worth the gold nor the extra mov. speed.


However, like I said, when the item came out it was broken, and now it's just a legit item, which means if your team needs you to poke, then getting this item is not such a bad idea.


The old Luden's Echo, the moment you got that item, you would easily do between 33% to 45% of your enemy midlaner's HP if he had no MR, now you do less, which is why I stopped buying it.

Also, in late-game, I prefer to get one of the 6th slot items from this build, because they are way more useful, and in terms of full build, I trade around 180-190 damage Luden's passive for either a really useful slow from Rylai's, or another eally useful statis from Zhonya's.




Usual Must-Have

(Get after the 3rd slot item)


Viktor wants alot of AP.

Rabadon's Deathcap gives alot of AP.

So why not rush it?


I did some math using a site which was slightly buggy, but I believe the results to be quite accurate:


| Siphon Power | | Death Ray | | Chaos Storm | | Ult T.D. | | Burst | | Full |

543

556

366

1081

1465

2180

377

556

366

1081

1299

2014

435

669

429

1305

1533

2409











Combo











Burst


















Full














Note #1







Note #2

I'm going to mainly compare
Lich Bane with Rabadon's Deathcap
because the difference between
Lich Bane and Morellonomicon
is 166 damage on Siphon Power and 5% M.S. for 20% CDR and less 700 gold (ignoring both items' mana stats), which I consider to be balanced.



Now, let's compare the damage between
Lich's Siphon Power + Death Ray, with Rabadon's. So in terms of a combo, you are 5 damage behind, but you also have +5% M.S. and 250 mana, for less 500 gold. I'd say that's quite good.



Let's compare now the burst damage between both items.
So while in a combo you're 5 damage behind, in a burst you are 68 behind, which is less than a Viktor Auto Attack (82) would do more, so in my opinion, this difference is still not worth it.



Viktor complete damage:
Here is when things start to get different, If you can do your 7 seconds of ultimate damage, then the difference starts to be noticeable (229). However, there are normally two scenarios:

Catch someone / force a fight, and they'll use an escape ability, which'll means your Chaos Storm is going to stay behind and it's too slow to catch up.

In team fights, if you do manage to ultimate a carry, either they die or they fall back and you can't chase unless your team is winning the fight, which means your Chaos Storm won't be damaging your objective target.
It is quite good to do some DoT on the enemy front-line tho.



Small note #1 :
Morellonomicon has less 234 damage than Rabadon's Deathcap, but has more 20% CDR and costs less 1200, which allows you to get it way sooner.



Small note #2 :
There are some games in which getting Rabadon's Deathcap before Void Staff or an item from the 6th slot items is a bad idea. If your enemy team has 2-3 Assassins or just really strong 1-shotting champions, it's better to get Zhonya's Hourglass at this time, or if the enemies are just getting MR, it's pointless to get Rabadon and you should get Void instead.




Pen. Item

(Get after Rabadon's Deathcap most times, before in the others)



Your go-to penetration item. Nothing much to be said. This is the equivalent of Last Whisper.

If you see your enemies getting MR and your enemy support has
Aegis of the Legion, then you should consider getting this before
Rabadon's Deathcap, since 35% Magic Penetraton is better when your enemies have more than 100 MR.
In the very low chance you're facing an AP-Heavy team with very low MR, then you can get this item as your Magic Pen. item. I very rarely buy this tho, because I'd rather get another of the 6th slot items.









Situational item

(Get after 3rd slot, 4th slot or normally, 5th slot)

Offensive


Good to catch people


Very strong after item update


400 HP is good against AP and AD



I used to get this item very often in the old Viktor, but after the rework, there was no slot for it.

Since the new AP items, this item became very good, because
Zhonya's Hourglass, which was the normal last item to get, went from 120 AP to 100 AP. This two items cost the same, but they buffed quite hard the Rylai's Slows, which is very good to make some plays that previously would be impossible.

Definitely worth now.





Balanced


Still good


Active can change fights


Useful 50 Armor



This item is quite straightfoward. When you feel like you're getting focused hard or if the enemy team has AD assassins, don't be afraid to drop everything and buy this.

A dead Viktor has no damage.





Defensive


Useful HP, useful MR


One of the best item passives of the game


Can stop hard engages on you



Now this is an item which I don't buy often, but when I do, I really need it. A good example is
Annie. Viktor can be completly fed, but with a few items, she'll instakill you, even if you have
Abyssal Scepter. This item is extremely good against her.

If the enemy team has a serious amount of AP and you're dying too fast, get this.


Guide Top

Matchups






In each matchup, i'm going to talk about the advantages of each champion towards Viktor and Viktor's advantage towards them.

My rating is going to be as follows:

1/10 = Viktor completly wins against the enemy.
5/10 = Skilled match, balanced.
10/10 = Your objective is to farm. Be careful of trades.

Pre-6 is before the players have their ultimate.
Pos-6 is mostely focused on the moment they have their ultimates until mid-game, but usually until level 9 (after first back).

Scaling is about how well they scale against each other in a 1v1 scenario, who wins against who if both are 0-0-0.


Champions to be added (I'll be adding them daily) :

Spoiler: Click to view


Guide Top

Matchups : A to E







Ahri

Pre 6 : 4/10 Pos 6 : 5/10
Scaling : Balanced

Spoiler: Click to view







Akali

Pre 6 : 3/10 Pos 6 : 7.5/10
Scaling : Akali

Spoiler: Click to view







Anivia

Pre 6 : 4/10 Pos 6 : 6/10
Scaling : Balanced

Spoiler: Click to view







Annie

Pre 6 : 4/10 Pos 6 : 6/10
Scaling : Balanced

Spoiler: Click to view






Azir

Pre 5 : 4/10 Pos 4 : 5/10
Scaling : Viktor

Spoiler: Click to view







Brand

Pre 6 : 4/10 Pos 6 : 4/10
Scaling : Balanced (Slight edge to Viktor)

Spoiler: Click to view







Cassiopeia

Pre 6 : 6.5/10 Pos 6 : 5/10
Scaling : Viktor

Spoiler: Click to view







Cho'gath

Pre 6 : 3/10 Pos 6 : 4.5/10
Scaling : Viktor

Spoiler: Click to view







Diana

Pre 6 : 3/10 Pos 6 : 8/10
Scaling : Diana

Spoiler: Click to view







Ekko

Pre 6 : 5/10 Pos 6 : 4/10
Scaling : Viktor

Spoiler: Click to view


Guide Top

Matchups : F to K







Fiddlesticks

Pre 6 : 2/10 Pos 6 : 2.5/10
Scaling : Viktor

Spoiler: Click to view







Fizz

Pre 6 : 3 - 5/10 Pos 6 : 7/10
Scaling : Fizz

Spoiler: Click to view







Galio

Pre 6 : 4/10 Pos 6 : 4/10
Scaling : Balanced until you get Void Staff

Spoiler: Click to view







Heimerdinger

Pre 6 : 3/10 Pos 6 : 2/10
Scaling : Viktor

Spoiler: Click to view







Jayce

Pre 6 : 7/10 Pos 6 : 3.5/10
Scaling : Viktor

Spoiler: Click to view







Karthus

Pre 6 : 3.5/10 Pos 6 : 1/10
Scaling : Viktor

Spoiler: Click to view







Kassadin

Pre 6 : 3.5/10 Pos 6 : 5.5/10
Scaling : Balanced

Spoiler: Click to view







Katarina

Pre 6 : 3/10 Pos 6 : 3/10
Scaling : Viktor

Spoiler: Click to view


Guide Top

Matchups : L to P







Leblanc

Pre 6 : 6.5/10 Pos 6 : 7/10
Scaling : LeBlanc
(The difficulty level would be higher pre-nerf)

Spoiler: Click to view







Orianna

Pre 6 : 5/10 Pos 6 : 5/10
Scaling : Balanced

Spoiler: Click to view


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Matchups : Q to Z






ghj


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Early-game




To start the gameplay chapters, let us define what is Early, Mid and Late-game.






  • Early-Game:

    Also called laning phase, it usually lasts until around level 9-13. This phase usually ends when one or two towers are destroyed and people leave their lanes. (Usually bot)



  • Mid-Game:

    This is when there are small skirmishes, usually 4v4 around drake and mid. Suffering a defeat in a teamfight here isn't very penalizing. Most players have 1 or 2 complete items. (Not counting boots and low price items)



  • Late-Game:

    This is when fights are 5v5, most players are over level 14-15 and unlike Mid-Game, which is around mid and drake, Late-Game is usually around mid and baron. Losing a fight here could mean the end of the game.







Laning
Zone enemy with Death Ray
Against all champions, what you should always try to do is zone them. This can be done by hitting several Death Rays in a row. A trick you can also do is use Siphon Power on a very low mionion and use the AA on the enemy (You need not to get damaged for this to be worth early).





Use Siphon Power on minions and Discharge on enemy champions
The golden rule of any lane is "Hit without being hit". If you're in range to cast your Siphon Power on a champion, then cast it on a minion and use the Auto Attack buff on the enemy, unless you get damaged in the action. The shield will most tiimes be ignorable, unless you're ignited.





While Zoning, don't forget to farm.
Your goal is to harass and farm at the same time with Death Ray. This is quite hard, but you'll manage it if you practice. Don't be afraid to use this spell only to harass or only to farm, but if try to harass and fail, the enemy can attack you without fear of receiving alot of extra damage, so be careful and use your Gravity Field if you have to.





Using Gravity Field wisely.
At early stages, this spell has a long CD, so be careful when using it. Don't try to use it every time you harass, because your Death Ray has a longer range than your Gravity Field. What I usually do is save it for when I'm ganked by the enemy or try to get in range, use Gravity Field on the enemy and use my combo on him.









Outside
The
Lane
Push mid tower
If you're in a low ranking (from bronze to gold in my opinion), you should just focus on wrecking the enemy. If you're wrecking him very hard, you can easily push two towers. By doing this, your enemy mid will be very behind and your team will have more objetives. (Considering he isn't roaming)





Invade enemy jungle
If you have vision, something safer to do is invade the enemy jungle. If you know where he is and if he's low, Viktor is very good at killing the enemy before he even realises that he died. Of course, if they know that you're invading, you should run, since you are squishy and you don't have any escapes.





Gank bot
Ganking bot is the most strategic option. Viktor's kit is very good for it. An AoE stun that blocks the enemy from advancing and alot of burst. Exactly what you need to kill bot. If the enemy bot dies, it's a free drake or bot tower, or even both.





Gank top
This is the option I would recommend the least, but it's still decent. Viktor can kill the enemy top as well quite easily (provided they don't have flash). However, by doing this, the enemy mid can roam bot, get the things I mentioned before or you may simply lose your mid tower for a kill.









Items
Buy The Hex Core MK-1 as soon as possible and upgrade Death Ray. (In some cases, upgrade your Siphon Power, since you may need the extra speed to survive and to kill (example: Jax)).
The extra mana is useful and the extra AP and Death Ray will give you a powerful poke and waveclear, opening to way to instakilling. I recommend just trying to instakill the enemy after having this upgrade and at least hitting the enemy 1-2 times (dropping him to 50-75%) with your Death Ray. Fun Fact! At level 7 ( Death Ray = lvl 4, with this augment you have enough damage to kill the mage minions.





Get one extra Doran's Ring
Viktor is more of a mid-late champion than early-mid, which means if you have two dorans and The Hex Core MK-1, you'll have a very solid early game, being able to clear and lane without blue buff.


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Mid-game




Once the bot tower is destroyed or simply your bot starts roaming towers mid, you'll be doing two things :






  • Get Towers:

    The enemy mid tower is usually still up when mid-game starts, so it's one of the main objectives. The normal target is the mid towers, with bot roaming to mid to get it.



  • Get drake:

    This is something that can be obtained early game, but it's more contested during mid-game. Getting mid-tower and getting drake are two objetives of high importance, although when drake spawns, both teams try to get it as soon as possible



  • Catch an enemy:

    When the previous options aren't possible, this is usually what happens. Players go farm the sidelanes and the jungle. You can also do this, or try to catch an enemy doing this.






Getting Towers
Engage
Unless you have numeric advantage, don't dive. If your team is going to engage, let it be in mid where no one is tanking towers. Try to stun the enemy frontline, unless you see a carry out of position.

Your main duty is to follow the AP Carry code, also known as kill the enemy carries. If the enemy carry isn't fed, then don't save your Chaos Storm for him and use it on at least 2-3 people.

If it's possible, then try to get the carry, but if it's suicide, then don't. Play careful, don't die and kill.





Poke
Your Death Ray will do alot of damage if you hit the carries. You can use your Gravity Field to stun the enemy tanks, which may force a fight. Whoever gets poked the most loses, because either they get engaged upon, die and lose the tower, or fall back and lose the tower. It's your job to poke without getting poked.





Get engaged
If you're getting engaged, use your Gravity Field as soon as possible. This will disrupt the enemy by preventing them from rushing on your team. If it's you getting engaged, then
  • Kill who's engaging on you if it's an offtank like Vi or
  • Use your stun on who's engaging you and try to burst the enemy carries.









Get Drake
Enemy is doing drake
If there are 2 or more people inside the dragon pit, then it's your dreams coming true. All you need to do is use your burst inside of it and done. As always, only do this if the enemy carries aren't fed. You can also use your Gravity Field to zone the enemy carries if they aren't inside the pit.





Your team is doing drake
If you're going to use spells on drake, only use it in the beginning, because you need them for when the enemy comes. Try to use your Gravity Field to zone the enemy jungler and force him to use something to cross it. If the enemy jungler is a full tank, don't bother to use your burst on him. Save it for killing the rest of the enemies. After using your burst, fall back and try to protect your team.

NEW VIKTOR : If you have Rabadon's Deathcap and Lich Bane, then your burst is the smite.





Dancing around drake
If you're dancing around drake, then the procedure is like the poke section of getting towers. Whoever gets caught or poked the most loses.









Catch an enemy
Have wards
With Lich Bane, Rabadon's Deathcap and two MK upgrades, you have burst to kill anyone who isn't a tank. If the enemy is a squish support, your Siphon Power and Death Ray will problaby kill it instantly.

However, make sure you have wards in the enemy jungle. Otherwise, it's very risky because if the enemy sees where you are, they can easily kill you. You don't have resistances nor health, and unless you have flash, it isn't your Gravity Field that will save you. (Actually it can, but depends on the enemies).


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Late-game




The late-game is almost the same thing as mid-game, being the difference that Baron is now the target instead with Drake. Everything that I said in mid-game also applies here.


NEW VIKTOR : Full build, your Discharge does over 1k damage, meaning it's almost as good as smite!


Season 5 : The 5th drake is more important than baron, so be careful. The most important drakes are the 1st and 5th, and the 3rd is also very important.




My opinion about late-game.

Important factors to know:

  • If you can't get in range to kill the enemmy carries, don't try. You are like an AD carry by now, so your team should peel for you and you should melt the tanks.
  • Viktor is not the best one of the best late-game champions.
  • Viktor is very good at protecting, but if given the chance, he can will burst down the enemy carry
  • Viktor always needs likes to have blue, although now he has a good mana pool lategame.


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Summary


I hope you learned something from reading this build. I'd say the most unique part of my build is the explanation of the phases of the game, and the fact that I don't get morello like most viktors nowadays.

If you did enjoy the guide, please vote and comment. If you have any questions, I'll gladly answer them. If you did not enjoy the guide, then tell me what is it that you didn't enjoy so I can explain better or let me understand or your of view. Also, if you see any mistakes here, please tell me, so I can fix them ASAP.

Either way, please follow my stream if you want to learn more about League, watch how amazing Viktor is (diamond yolo queue) and have fun <3