Viktor Build Guide by War Angel
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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.
To get the most magic damage over time and to get the CD in the beginning and I dont build anymore CD then I have in the boots and in the runes. This is the build that I use all the time I have like 100 champion kills and a large amount of kills on minions.
Hello everyone,. I have been playing League of Legends since December of 2009. I feel that I am a veteran to the game and decided to post a build about a champion because I have noticed, not many people play Viktor well.
*Note* I am a casual player so this is for the basic player who just wants to have fun.
Now, let's start the guide.
These runes need to stay with Ability Power, Hit Points, Magic Penetration and mana to even out the champions of the field and to get a jump on not running out of Hit Points or mana in the heat of war. These runes will help you in the beginning of the match to help you stay ahead of the enemy/enemies in your lane.I have a very different view on runes for my mages. Most of my mages use these runes. I know it seems ridiculous, but on Viktor, these runes are extremely effective. The AP/lvl stacks onto his hex core. I believe I start the game with 21 AP at lvl 1. By the time I am lvl 6 and the fights really start happening, I have more ap than most of the champions I fight against.
I build champions for late game because the power is needed then more than ever. Early game, anyone can sit a turret and defend, just keeping the enemy off of them. Mid game, you should always have a team mate with you so you don't need as much power as someone walking alone (who you will probably come across; This also happens to be your hardest part of the game.) Late game, Your ap/lvl is really high now, you should have alot of gold for items, and hopefully you should have outleveled most of the enemy team if not all of them.
These masteries are to have beginning Ability Power damage and to have Cool Down Reduction and Magic Penetration in the beginning to poke the enemies to a safe distance for you to farm minions in your lane. This will help on poking the enemy/enemies in your lane with more damage for them to maybe even recall, this will let you or give you the time to farm minions and maybe take out a turret.Standard damage-mage masteries...'nough said. You can go 21/0/9 but I just feel this is better for someone who I plan on doing alot of damage with. Plus the masteries add on to my runes and his hex core and the Magic Penetration stacks with void staff.
Ionian Boots of Lucidity: The Cool Down Reduction helpes get abilities off faster. I almost always build my champions for late-game power. Sorcerer shoes really don't help that as much as the CD from these boots does.
Archangels Staff: Ability Power for more damage and to get mana in beginning games. I have noticed that alot of times, people generally have mana problems early game, especially if they are spamming [Not overboard spamming] (which is what you should be doing to get minion kills and slowly lower the enemies health).
Void Staff: Helps your Ability Power damage cut through the strongest armor and hurt the ones with that armor more. This is the most vital part of your build. I build no other magic penetration except for the 10% from masteries. Along with this item you get exactly 49% magic pen. That will cut through a Rammus/Galio/Alistar pretty much any Magic resist you come up against. This is the reason I don't build Magic Pen anywhere else. (Ex. Take a 250 Magic resist rammus. Voidstaff, boots, and runes give you about 30 Flat MP and 50% MP / where my build gives you only 50% MP. They cut Rammus down to 110 MR, I cut it down to 125. They wasted more gold and rune slots on a difference of 15 Magic Resist) I know there are flaws to my reasoning, but if you are playing well enough, the enemy team WILL be building magic resist...guranteed. You are gonna need the extra ap instead of the 15 or so magic pen.
Rabadons Deathcap: For more Ability Power damage to hurt your enemies more. A must for any damage mage. Just....trust me on this one.
Rod of Ages: Ability Power, mana, and Hit Point all in one item that even helps you when u lvl up. I definitely prefer the ROA. The AP over time adds to your AP/lvl runes. The mana adds more AP to your AA Staff. You get more health. Plus you get the benefit of a catalyst. The only reason I choose Rylai's is if I decide to augment my Q instead of my E. Then I slow them and give myself a speed buff....pretty undeniably effective right there.
Augment: Death: This is for the built in ignite for your E or the death ray and gives u alot of ability Power in the beginning.
When u get your Augment: Death, this really gets the full potenial of the death ray and gets more Damage Over Time or, DOT, in the most important spell which is death ray. Your Q is a good spell for high damage in the beginning to scare away the enemy champions. R is the third most important spell for the constant area of effect damage and the slight area for the suppression. W is the last spell to master this will help in the beginning to help you stun or slow to either help do damage and not take damage, or to slow them to help you escape a gank or an Attack Damage carry champions.Vikotr's E, tough harder to land, ends up doing more damage over the course of the game than his Q...especially after the augmentations. After a couple level ups, you should be able to farm minion waves very easily and gain the upper hand in a 1v1. The range on E is incredible, so if you learn to land it, you can zone them out and just last hit.
As in most cases, level up your ultimate whenever you can. Q is the next most important spell. W is your least important, level it up last.
Flash: This will help you run away in a high damage area or help u gank the enemy champions in another lane to help the team get more kills and take ahead of the match.
Heal: If you are in a team battle or even by yourself you can stay alive in battles to maybe even turn the tides in a battle or catch your enemy off guard in the battle and even win the battle with less effort.
If you use this build for Viktor you can send your team to Viktory haha hehe hoho...... ok you probably see this alot but now on a serious note if you use this build for Viktor you will win the games you play. I want you to play with this build because I hate the noobs in this game that think their all that and then get pooped on by me. I know they are easy to kill and dont know the game very much yet but it still makes me mad that they try to talk trash and lose in the process.
Viktor works exceptionally well with a team. His W is an aoe slow and stun, allowing your team to jump on them unharassed. Your E is a large line-aoe damage dealer that deals more damage over time. Your Q is a single target nuke to pick off those pesky ad carries which returns some of the damage as a sheild. You R silenced a decent area and constantly damages their team...all the while your team is bashing the enemy hard because all they see is they are taking damage from death ray, chaos storm, and being slowed by gravity field.
Viktor's Death Ray can scan bushes for you and reveal enemy champions. It can also be used over walls and cliffs.
The biggest problem I have seen with most people who play him is they are too aggressive. His starting item itself tells you how how play him, cautiously at first and then build into a powerhouse. You can't play him like you play Leblanc, it just isn't how you do it.
If there is anything you want to know more about, just let me know. I can probably answer any question you ask. I didn't have a lot of time to write it so, leave comments and vote.