Viktor Build Guide by The Pink Baron
Not Updated For Current Season
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.
Viktor is a tanky burst ranged pusher mage assassin fighter carry, with a PhD in Lasers and a license to kill. He specializes in winning trades because they do not occur. He lasers you, and you can't hit him back. Because you're already dead.
He's best built with what we'll call "AP." "AP" stands for "Ability Power," but can also refer to "Advanced Placement" classes taken at the high school level. Either interpretation works here, because Viktor is not only a mage, but he wrecks the grade curves of average-level classes.
I've never read the lore, but I assume it goes something like the movie Robocop. This explains Viktor's quest for justice and Jesus-metaphor persona. However, not even Robocop got to start the movie off with a free The Hex Core.
So What Exactly Makes Viktor so Great?
- BEST CHAMP
- Tons of Damage.
- FREE ITEM
- AOE STUN
- AOE SILENCE
- AOE DAMAGE
- Has a hidden passive called "Tons of Damage," which enables him to do tons of damage.
- All abilities apply a debuff called "dead." Dead opponents cannot move or perform actions, but do respawn after a short time in their team's fountain.
- His poke is as hard-hitting as Fox News's reporters and excellent event coverage.
- Can win a lot of early trades due to his Power Transfer. And mid-game trades. And late-game trades.
- Only has two skins.
- Costs 6300 IP.
The Things that do Damage
PASSIVE: FREE ITEM ~ Gives you a free item, because not even a non-sentient videogame can avoid taking sides with Viktor.
Q: YOINK ~ Steals health. Makes trading really good against champions with slow-moving projectile abilities (e.g. Annie, Akali), or champions with DoT harass ( Malzahar, Swain), but is also useful against any other champion, because the shield protects you from ensuing minion aggro.
W: YOU WILL NEVER LAND THIS IN A 1v1 ~ This will never be landed offensively in lane. Anyone who is close enough to you to get stunned by this is already close enough to take your whole combo. It will still save your tail from ganks, as you can stun any jungler beelining towards you. This ability IS, however, a total game-breaker in teamfights. An AOE ranged 1.5 second slow is extremely potent, especially in jungle fights, or fights near a choke.
E: THE APTLY NAMED "DEATH RAY" ~ Powerful poke. Like all your abilities, it has a respectable base damage, with great AP scaling. The Augment: Death makes this ability pack a huge wallop, and is arguably the only augment worth buying.
R: SILENCE! I KILL YOU! ~ I had to wash my hands after typing that Jeff Dunham reference. Still a good ability, though. Keep in mind that it's a skillshot AoE, so you can cast in into the fog of war, or onto a stealthed target. It will not, however, follow a target unless you cast the ability onto them directly, OR unless you retarget the storm onto the opponent after summoning it.
Power Transfer: We grab this first, because it does more base damage than your Death Ray, is cheaper, better for trades, and more reliable to hit. Leash with this and poke with it at level 1.
Gravity Field: We max this last because it's your worst-scaling ability (all it does is become slightly harder to escape from), and does no damage. It's useful, but its utility does not change when you invest early points into it.
Death Ray: We max this first (usually), because it lets you poke from a distance, and does more damage than Power Transfer after you get Augment: Death. In lanes versus melee assassins, where you can safely harass with your Q, it is feasible to max Q first. Otherwise, sit back and poke with your E.
Chaos Storm: It's an ult. Get it whenever you can.
I GOT THESE TATTOOS IN RUNE PRISON
IGNORE THE TOP OF THE PAGE, MOBAFIRE MAKES ME PICK ONE PAGE WORTH OF RUNES OR ELSE THINGS GET CONFUSING. THERE ARE ACTUALLY A LOT OF OPTIONS:
Standard damage AP carry (yawn):
9x Greater Mark of Magic Penetration
9x greater seal of replenishment
9x Greater Glyph of Scaling Ability Power
3x Greater Quintessence of Ability Power
- Nice Balance of early/late game damage
- You probably already have this page.
- Works on most mids, so you won't need to purchase another rune page.
- Not a unique setup. I am a special flower, and I need room to blossom.
- Beaten easily by MR-heavy openings/pages.
The "I'm a Jerk" Page:
9x Greater Mark of Magic Penetration
9x Greater Seal of Magic Resist // Or some mix with greater seal of replenishment
9x Greater Glyph of Magic Resist
3x Greater Quintessence of Magic Resist
- Win early game trades.
- Safe against anti-fun assassins ( LeBlanc, Kassadin, Fizz, etc.)
- Be a troll.
- If hell is a real place, running this page will send you there.
- You will not get fed easily, as you have no early help doing damage.
- Bad for late-game.
The "Early-Game Advantage" Page:
9x Greater Mark of Magic Penetration
9x Greater Seal of Health
9x Greater Glyph of Ability Power
3x Greater Quintessence of Ability Power
- Be a total bully in lane.
- Can try to snowball that advantage.
- Bad late game
- Useless if you don't pull it off.
9x Greater Mark of Magic Penetration
9x greater seal of replenishment
9x Greater Glyph of Magic Resist
3x Greater Quintessence of Magic Penetration
- Good mix of early/late game
- Much more useful against champs using MR pages.
- This is the page I run.
- The flat penetration doesn't stack well with Void Staff or Arcane Knowledge .
- I only run this page because I can't afford a separate one for Ryze.
ALSO VIABLE: figure it out yourself.
The Part where You Expect me to Explain why I go 21/0/9
It's season two. Every AP caster uses these masteries.
Instead of explaining why you want to use the standard set up (best damage and synergy with your role), I'll explain why not to do anything else.
1) 9/0/21 forgoes too much AP and only gives you a small experience gain and a shorter Ignite cooldown.
2) 3 points in Resistance (some people do this) means shorter blue buffs, because you could no longer afford the Runic Affinity mastery. 6 MR isn't much anyway. At best, it's only 4.15% reduced damage (assuming they have 9x Greater Mark of Magic Penetration and the Arcane Knowledge mastery), at the cost of 1 minute of blue buff, per blue buff. Plus, your rune set will probably already include some MR anyway.
3) People will laugh at you if you break the meta.
DISCLAIMER: IF YOU PUT FOUR POINTS IN Mental Force INSTEAD OF THREE IN Mental Force AND ONE IN Summoner's Wrath , KILL YOURSELF.
Every AP goes Flash+Ignite, it's not Rocket Science
LOOK AT THESE
Grab Ignite for TONS OF DAMAGE in lane, and for your team's clutch healing reduction later. Many people underestimate the 410 true damage this does, but it really helps in melting important targets late game.
Get Flash because it's still an OP way to consistently save your sorry behind, or get kills. (PROTIP: Your ult silences briefly after being cast, so you can flash+R+Q+E before they get to retaliate or cast an escape.)
THINGS THAT YOU SHOULD IGNORE:
Barrier: Better than Ignite if you're playing an ARAM. Don't play ARAM.
Exhaust: You're supposed to kill your targets, not make them tired.
Garrison: Viktor actually has really good zone control, and is a capture/defend pick for dominion. Don't play dominion.
Ghost: You don't kite or chase. You burst. Also you're probably really bad and need Flash to escape after you've failed to pay attention.
Heal: You're a poke/burst mage. You do not need this, and your parents will regret having you if you grab it.
Revive: VIKTOR DOESN'T DIE
Smite: I saw [Dyrus/Hotshot/TheOddOne/Phreak/Jesus] jungle Viktor once, so that immediately means it's a good idea worth trying, right?
Surge: BIG VIKTOR
Teleport: This is not necessary on a mid UNLESS you plan on screwing over your team by farming the side lanes all game.
Cleanse: In case you're prone to a lot of "Oh, sh*t" moments, and Flash alone won't cut the mustard.
Clarity: You might as well start the game by saying "/all I'm new to Viktor and can't manage mana on him."
Promote: Insanely viable for any mage. It will force the enemy jungle to camp the lane in order to Smite your super minions, starving them of exp and jungle buffs.
Clairvoyance: Somewhat kinda useful if your team doesn't have one, and you feel like losing your lane. It's okay to grab this, but you have to type "THE EYE OF SAURON SEES ALL" every time you use it, or else it's not worth it.
LET'S GO SHOPPING
Welcome to 90% of the reason you looked up a Viktor guide. Unlike the rest of the guide, this will happen to be the ONLY part I invest any real effort in. JOKE ZONE ENDS HERE
First, a brief run through of the core build:
OPEN 100% OF THE TIME WITH THREE
IF AGAINST A SPAM-HAPPY SKILLSHOT POKE MAGE GRAB AND A SH*TTON OF AND MAYBE SOME IF YOUR JUNGLER IS WHORING BLUE
USUALLY YOU'LL WANT or WITH SOME
IF YOUR JUNGLER IS KEEPING BLUE AND/OR YOU ARE TAKING A LOT OF MAGIC DAMAGE, GET INSTEAD.
AS ALWAYS, KEEP A HEALTHY SUPPLY OF sight ward. WARDS ARE ALWAYS IN STYLE!!!!
FIRST MAJOR PURCHASE IS WITH BEING THE HIGHEST PRIORITY RECIPE ITEM. FINISH OFF YOUR AT ABOUT THIS TIME IF YOU GOT A
NOW GET FOR TONS OF DAMAGE
THEN MAYBE SOME OTHER SH*T IT IS AMERICA AFTER ALL
Boots of Speed is a universally safe opener for someone like Viktor. You can space your lane effectively and avoid skillshots and ganks, as well as look totally stylish. The potions are also effectively 450 bonus health, which significantly increases your durability in lane.
Doran's Ring: many other Viktor builds forgo Doran's Rings in favor of "beefier" items. But a ranged poke champion like Viktor benefits tremendously from the AP and mana regen boosts, and the added health also increases his survivability. The ONLY two setbacks to this item are:
a) The Hex Core already takes up an inventory slot, and one or two additional Doran's Rings crowd out wards and potions, and
b) there are situations where grabbing a Chalice of Harmony is almost strictly better.
Usually, however, I find myself grabbing a pair of rings. They are cost-efficient, non-committal early-game advantage items that work really well on this champion.
Rylai's Crystal Scepter is core on this champion. Anyone who does not include this in their build better have a REALLY good reason why they left it out, because I can't think of one. Your ult is a seven second AOE 15% slow with this item, your E become a 15% 5.5 second slow after you get Augment: Death, and your Q becomes a useful kiting/chasing tool when it needs to be.
Void Staff is more useful if the other team has significant amounts of MR, or if you do not need the magic resist that you'd get from Abyssal Scepter. Keep in mind that Viktor's AOE make it preferable to hit as many targets as you can without exposing yourself, even if it means prioritizing their bruisers/tanks over the carries in the back. This means that Viktor needs to consider the defensive stats of their tankier champs a lot more than an assassin like Kassadin or LeBlanc would.
Abyssal Scepter, however, is still viable on Viktor. It stacks better with the flat penetration that you get from runes and Sorcerer's Shoes, and gives you a healthy amount of MR. It is recommended to grab this item if the majority of the other team has less than ~85 MR, AND you do not need the magic resist bonus.
Athene's Unholy Grail: I've found myself opening with an early Chalice of Harmony a lot. While the Doran's Ring first back is a bit more universal than an early chalice, Athene's is still an incredibly viable and useful item on Viktor. However, I do not go out of my way to buy it if I didn't have the early chalice.
Banshee's Veil: Good if the other team has an assassin nuker like LeBlanc.
Zhonya's Hourglass: Provides armor and a temporary reprieve from whatever assassin/bruiser managed to get on top of you. 100 AP is also nothing to scoff at.
Deathfire Grasp: Maybe? I never get this because I'm not used to having it in my rotation, nor do I forsee it being useful enough to start trying out. People that are used to having a DFG will adapt to having this item more easily, but it still seems to run counter to Viktor's playstyle, as well as being hard to fit into his build.
Rod of Ages: Okay sustain in lane, but grabbing it in the same game as Rylai's Crystal Scepter isn't optimal (it delays your damage items, which you need), and it crowds out other item slots that would arguably be better.
Morello's Evil Tome: Ever since this item was nerfed, it went from "usually bad item" to "always bad item." If you're playing on a team versus five Dr. Mundos, maybe the active is useful. But since you already have Ignite, it usually won't be.
Lich Bane: No
REASONS TO DEVIATE:
1) Go Sorcerer's Shoes earlier (i.e. first back) if you're against a long-range poke-heavy mage, such as Cassiopeia, Ziggs, or Xerath. This delays your mana regen items significantly, so you will be more dependent on the next blue buff than normal. While you won't *need* it, your prohibitively high mana costs will catch up to you as you level, and slow you down.
2) Chalice of Harmony is a good item in general, but it's critical if you're spamming skills and/or are taking a lot of magic damage. Again, someone like Cassiopeia come to mind. If you're unsure of whether to go chalice or for one or two Doran's Rings, consider how early or how often you're popping your potions. If your primary reason for going back to base tends to be to heal and/or buy potions, then a Chalice of Harmony is probably the safer pick.
3) 99.99% of the time you'll get Augment: Death. The other 0.01% will be when you misclick and accidentally buy the wrong augment. Get Augment: Death after you get Sorcerer's Shoes, and before you work on your Rylai's Crystal Scepter. The only exception here is if you get fed enough to buy a game-breaking item (such as an entire Rylai's, or a Rabadon's Deathcap) all at once.
4) Go for an early Negatron Cloak into Abyssal Scepter if you're against an AP nuker. The modified build order will usually go: Chalice of Harmony-> Sorcerer's Shoes-> Negatron Cloak-> Augment: Death-> Giant's Belt-> Rylai's Crystal Scepter-> Abyssal Scepter-> Rabadon's Deathcap.
5) Other unforeseen events will also occasionally force you to alter your build. Ultimately, all this is is a guide, and not a generalized rule of how you *have* to play Viktor. Tackle these problems to the best of your ability.
Early Game (Leashing and pre-6 Laning)
Try to get into the habit of saving your first skill point until you need to cast an ability. This way, you can immediately place your first point in your E or W if necessary. Usually you'll open Power Transfer, like it says in the skill order section. However, this can change depending on if any invasions occur.
OPTION ONE: Normal Leash
DPS wolves with your auto-attacks, and one Power Transfer on the big wolf if you are ABSOLUTELY SURE you can't accidentally steal it. Then use Power Transfer on blue buff, land a few autos, then go to your lane.
OPTION TWO: You are INVADED
Put a clutch point in Gravity Field and stun the opposing team if they catch you by surprise, and you need help escaping. If/when your team retaliates, if your opponents are all clumped in a bush, put a point in W (provided you haven't already) and stun them. If they're not clumped, get your Death Ray and hit them from range. This is also helpful because Death Ray is a long-range way to get vision in a bush, in case no one on your team has Clairvoyance.
OPTION THREE: Invading
Usually, get a point in Death Ray. TONS OF DAMAGE. The other team will scatter if your team is the one doing the invading, and if they retaliate, they'll usually come in from divergent directions, making Gravity Field less than ideal. However, if you managed to save your skill point and see them all clumped, or approaching from a single direction, then Gravity Field will be the better ability to grab.
If ganked: Throw down your Gravity Field between you and the enemy jungler (or underneath yourself, if they have a gap closer, like Xin Zhao or Master Yi), then walk away at a brisk pace. Alternatively, WARD YOUR LANE, DUMB*SS
While you still do a respectable amount of damage, you won't be able to burst someone sans ult. People are capable of making mistakes and feeding you kills before level six, but usually that won't happen. Just focus on farming and harassing for now.
Also: BUY SOME FRIGGIN' WARDS. There is never a situation where you "couldn't afford them" at shop. NO. You *could* afford them, you just bought a Blasting Wand instead. Remember that, while laning, wards are the HIGHEST priority item you need.
Mid Game (Taking Tower, Roaming)
Once you hit level six, the kills will start rolling in. Combo order is R-Q- Ignite-E, saving the long-range Death Ray for last, since they'll have used Flash or otherwise put some distance between you after the silence from Chaos Storm wears off. Your Gravity Field is not part of your rotation UNLESS they go in on you instead of running. Your Gravity Field is a waste of time when cast on a fleeing target, for reasons stated above.
After you WARDED YOUR LANE, and obtained Augment: Death, you can safely push and put pressure on the enemy tower, provided it serves your team better if you roam. If you're getting fed and denying then enemy carry CS, keep your tower up and make a wider and wider gap between you and your opponent. Otherwise, push the lane and take the tower. There are few mid champions that can out-push Viktor, among them being Anivia and Morgana. When against mids like these, instead focus on at least freezing your lane past river, and holding out for a gank.
Viktor isn't the best roamer, but his ganks are INSANELY good when paired with an extended slow effect, such as Nasus's Wither or Singed's Mega Adhesive. Effects like these allow you to get off the entire DoT aspect of your Chaos Storm, as well as making it really easy to land your Gravity Field. Other lanes will still require another form of upfront CC to make the most out of your ganks. Even if you fail to get a kill out of it, you can still poke the enemy champions under their tower with Death Ray, and help your allies take their tower.
Late Game (Tons of Damage)
Oh, is that a teamfight?
Viktor has one of the greatest teamfight presences of any AP mid. 3/4 of his abilities are AOE, and, with Rylai's Crystal Scepter, all of those abilities apply crippling team-wide slows. Your W alone is on a short enough cooldown to be used 2-3 times each teamfight, with each cast being a huge slow with a follow-up 1.5 second stun. Teamfights can be won single-handedly if you get the entire enemy team trapped in your Gravity Field, and thus force them to take the entire duration of your Chaos Storm. (Protip: remember to redirect your Chaos Storm constantly in teamfights, trying to simultaneously hit as many people as possible, while making sure the squishier champions are the ones taking it.)
Viktor's greatest drawback is that he cannot deal with being dived on. Unlike AP carries like Swain or Mordekaiser, who have a jolly good time being in the thick of things, Viktor prefers to be in the back, with ample personal space. Your only response to being dived is the slow from your Power Transfer and whatever else comes off cooldown. A Zhonya's Hourglass can help here, but ultimately you're dependent on a competent team that can peel people off of its carries.
Putting Viktor on a Team
The title of this chapter is misleading. What's really important is BUILDING A TEAM AROUND VIKTOR, since you're going to be first-picking him, since he's the BEST CHAMPION IN THE GAME.
Viktor, being a powerful AoE caster with a somewhat short range on most of his abilities, benefits the most from a tanky team that can turtle around its carries. This will not only keep you safe from any opponent that manages to get on you, but it also makes the most of of your team-wide slows and stun. A sample team that would synergize with Viktor would be:
1) Mid: Viktor, obviously.
2) Top/Jungle: Shen: Laughably overpowered and arguably the best tank for protecting his own carries. Only real drawback is a bad/unreliable initiate.
3) Top/Jungle: Lee Sin: A lot of teamfight mobility, can move from the enemy carries to his own carries and back again. Has a knockback and an AS slow if someone gets too close for comfort.
4) AD carry: Varus: Can either save his ult to stack it with yours, or use it to stop an enemy bruiser that's closing in you guys. His AoE slow also synergyzes well.
5) Support: Taric: Can survive on your team's front lines while still stopping whomever tries to get to you. Totally fabulous.
Team comps you should try to avoid involve aggressive teamfighters, or teams that revolve around chasing/mobility. Viktor can kite and chase okay, but his cooldowns are long and he only has one truly long-range spell ( Death Ray), which is bad to rely on. Viktor is much happier setting up camp and going to pound town on a stationary team than he is trying to hit skillshots on a bunch of fleeing opponents. An example "bad team":
1) Mid: Viktor, again.
2) Top: Olaf: He becomes the king of chasing, but he'll end up pushing his targets out of your range.
3) Jungle: Rammus: A very good (read: VERY GOOD) tank, his initiation nonetheless involves locking down a single target and seeing how the enemy team responds. This is not conducive to how Viktor works best, with tight teamfights that allow for multiple targets in your Gravity Field and Chaos Storm.
4) AD Carry: Tristana: A long-range carry that works best when kiting or chasing with her Draw a Bead and Rocket Jump. Admittedly, the AD carry has the least influence on whether you'll fit the team or not. Tristana's Buster Shot is an amazing disengage if someone gets on top of you two.
5) Support: Lulu: She works by buffing a frontline bruiser, which everyone promptly runs away from. She then slows/squirellifies any stray runners that she can catch. Not optimal for what Viktor does.
As a concluding note to this chapter, remember Viktor can work on any team. There just happen to be team compositions that are more or less optimal. Keep in mind that each individual summoner's playstyle will determine how your team fights more than the champion they play.
Viktor is a reasonably safe pick. Nobody "counters" him, there just happen to be people who he dunks harder than others. He's the dragon-type Pokémon of League of Legends. The only counter to him is another Viktor. (Or ice-types. It's not a perfect metaphor.)
Ahri: You out-range, out-damage, and otherwise out-Viktor this champion. Remember that Viktor never actually gets charmed, he's just getting closer so you can kill her.
Akali: All assassin lanes are tough. Be a bully until level 6, then stack MR and be a complete coward. You are infinitely more useful than her, as long as she doesn't get fed.
Anivia: Because of her passive, you have to kill her two times. That's almost twice as much as normal. Focus on farming and poking when you can. Your combo is harder-hitting than hers, but has a significantly shorter range. You are one of the few mages that can kill her handily after you pop her egg, as your Chaos Storm will continue doing damage, and your Gravity Field is a guaranteed stun if you throw it down right as she's respawning.
Annie: Poke all day err day. Yes, you've seen her bear, Tibbers. You are not impressed.
Brand: Fire is weak against dragon-type Pokémon. Beware of his cryocore skin.
Cassiopeia: Annoying, until you get Sorcerer's Shoes and Chalice of Harmony. Then she's merely irritating.
Ezreal: TIME FOR A TRUE DISPLAY OF SKILL
JUST KIDDING AP EZREAL IS GARBAGE
Fiddlesticks: I AIN'T NO CROW I'M NOT AFRAID
Fizz: This ****ing ******-*** ****** champion is so ****ing annoying it's not even funny. Poke with your E, farm passively, and be REALLY ****ing careful. You'll be safer after you get your MR items.
Galio: MR? LOL MORE LIKE "BR"
Gragas: Maybe if you disconnect, he'll be able to hit those barrels. Otherwise, he'll spend the whole game regretting not being Lux.
Heimerdinger: YOUR INVENTIONS ARE BAD AND YOU SHOULD FEEL BAD
Karma: Standard lane. Poke and avoid damage. Enjoy watching her become gradually worse as the game goes on longer.
Karthus: Outfarm, poke, and outclass him. Then lose the game anyway because your team kills him, then spends the next 7 seconds circle-jerking inside his Defile.
Kassadin: Same as Akali. Make him really mad at you pre-six, then regret it the rest of the game.
Katarina: Nice ult, it'd probably look better inside a Gravity Field. OH I'M SORRY, DID I BREAK YOUR CONCENTRATION?
Kennen: LASERLASERLASERLASERLASER- oh sh*t, he's going in. Uh, um... WRQEDQautoattackautoattackFQ AN ENEMY HAS BEEN SLAIN. WHO'S STUNNING WHOM NOW?
Kog'Maw: Nice poke, but it could be better. Let me show you a few pointers.
LeBlanc: Feed her 90 trillion kills because she's a 2100 elo LeBlanc main, then win anyway because the game went on longer than twenty minutes.
Lulu: LOL LULU IS A SUPPORT NOT A MID (you have been slain!) ...oh, sh*t.
Lux: SECOND BEST, AFTER VIKTOR OBVIOUSLY.
Malzahar: Five sentence guide to laning versus Malzahar: Don't. Stand. On. His. Pool. EPILOGUE: Tons. Of. Damage.
Master Yi: Ignore him. Hit level 6, then take steaming sh*ts on him because you have 2 interrupts to his meditate. Watch him have an existential crisis as you push harder than he can, ripping him of the only threat AP Yi has in lane.
Mordekaiser: LOL YOU OUTPUSH HIM. TRY TAKING WRAITHS NOW, F*GGOT
Morgana: Trading with Morgana: Use Death Ray. MODIFIER: Stand behind a minion to alter the conditions from "trading" to "out-harassing and being a general nuisance."
Nidalee: Step one: Get boots 2. Step two: There is no step two because YOU'VE ALREADY WON YOUR LANE.
Orianna: Just kidding lol no one plays what's-her-face. Enjoy getting boots 2 and chalice, then walking around her Command: Attack and violating her with your Laser of Truth.
Ryze: Ask him where he got those tattoos.
Sion: That's a nice stun you got there. Wanna see mine? Let's see how an entire AP caster kit does against two abilities with AP scaling.
Swain: Nice DoTs you have there. Wanna hear a joke? Knock knock. Who's there? SHIELDSHIELDSHIELDSHIELD
Talon: Kill yourself, so he doesn't get the gold. (DISCLAIMER: hardest viktor lane, hands down. A nasty assassin that's hard to itemize against. Try to trade with your top lane, assuming they put an AP like Vladimir there. If they didn't put an AP anywhere, make your team stack armor and cruise to victory.
Tristana: Zone her out, be careful once she hits 6. Her level 6-11 is a tough hump to get over, but if she doesn't get fed by that point, she falls off harder than that one guy in Titanic, who also fell off (the boat).
Twisted Fate: Outpoke him, and pray that your teammates don't get caught with their pants down.
Veigar: Spend all game not getting hit by his Event Horizon. His "lol gotcha" is a lot easier to land than yours. You still outburst him early to mid game.
Viktor: HAHA AS IF
Vladimir: Hemomancer? Too bad I'm mostly robot!
Ziggs: Stand near minions in order to make his harass push the lane. Enjoy teamfighting better than he ever could.
Zilean: Oh, hey. There's a bomb on me.
Viktor takes a lot of practice to get the hang of. His Death Ray may feel odd to cast, and you need a good sense of the range on his Gravity Field and Chaos Storm in order to teamfight with maximum efficiency. Like all champions, a guide may help you play them, but not as much as practice and experience. Viktor is a rewarding champ to learn, as there are not many feelings better than raping your opponents' faces with an underpowered champion. So get out there and carry those noob teammates of yours!