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Viktor Build Guide by Foxy Riven

Not Updated For Current Season

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 Foxy Riven

Viktor - The Creator Perfected

Foxy Riven Last updated on March 22, 2015
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Ability Sequence

2
8
10
12
13
Ability Key Q
4
14
15
17
18
Ability Key W
1
3
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: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0

















My name is Viktor. Viktor, as in conqueror. Once a mere mortal, now the primary example of evolution. Nobody has ever known the power I posses. My knowledge and ideology are the start of a Glorious Evolution. I have already assembled an army of Battlecast warriors, and we are still growing our numbers.
One day, all will be perfected to techmaturgic beings. The inferior race of men shall disappear.
This is my personal Data log. For my own and followers' eyes only. In the wrong hands this could mean our demise. Once locked into my vault it will be impossible for Professor Stanwick to retrieve it. Speaking of which, we cannot move to the next stage of the Evolution until we have destroyed the Professor and his Mercury Hammer. Everything we need will be in this Data Log.


~ "Join the glorious evolution."


SPASPA






Prosoook
oook
.
+ Great farmer
+ Heavy CC
+ Burst damage
+ Long-ranged poke
+ Utility
+ Evolutionary
Viktor
.

.
The Machine Herald
Consoook
oook
.
- Medium AA range
- Cooldown-reliant
- High early mana costs
- CC-sensitive
- Slow
- High skillcap


~ "Metal is perfection."


SPASPA






Runes aid us in battle. They makes us slightly stronger which means having an edge in fights. Our enemies will most likely have those as well, so it is important to get the most out of them.

Q
U
I
N
T
S


Greater quintessence of hybrid penetration

Greater Quintessence of Ability Power: The most useful runes for a mage. Flat ability power offers early game advantages. Abilities will hurt early on and this helps to get the lead.
Q
U
I
N
T
S

M
A
R
K
S
Greater mark of hybrid penetration


Greater mark of hybrid penetration: To penetrate early defenses, go with these runes. Lasthitting is easier and all damage will be blocked less. Poking with basic attacks is advisable.

  • Greater Mark of Magic Penetration: For when you want to push an early advantage and lasthitting creeps with weaker basic attacks is no problem. Advisable against ranged opponents.
M
A
R
K
S

S
E
A
L
S


...

Greater Seal of Scaling Health: When not being scared of being bullied early on, go for these. Late game offers more defense, allowing for a more offensive build.

S
E
A
L
S

G
L
Y
P
H
S


...

Greater Glyph of Magic Resist: Obvious choice against mages, notorious for poking a lot.

G
L
Y
P
H
S


~ "With utmost efficiency."

SKILL PRIORITY


.
>>>
FOX

BUILD

FOX
RSTART: .
RRUSH: RNEXT: .
ROFFENSE .
RDEFENSE:
.

RUNES


greater mark of hybrid penetration

RVIABLE:
greater quintessence of Hybrid Penetration

.

MASTERIES




.

SUMMONERS


&
/
.

MATCHUPS



RCOUNTERS:
REVEN:
RFAVORABLE:
RSYNERGY:



SPASPA






When reaching level 30, all of the mastery points have been unlocked. These give an edge in the game and should be distributed wisely. Every champion/type of champion needs different masteries. These are my most optimal ones. Feel free to experiment.

OFFENSE
Table
As a Mage, you want to maximize your ability power's potential by getting ability power increases and cooldown reduction. The only masteries worth pointing out are Dangerous Game , which can make a world of difference when killing someone and you're about to die yourself, and Arcane Blade , which synergizes with your discharge buff (the basic attack after using Siphon Power). No real surprises here. Defensive masteries are there to make champions a little tankier, and these are the most useful ones. Veteran Scars sometimes means the difference between life and death, keep this in mind.
I don't need the utility tree as I am a Cyborg.
DEFENSE
Table Table
-
-
-

~ "Adapt or be removed."


SPASPA






Summoner spells help in the utility segment. These have long cooldows, so use them wisely. The most obvious ones are highlighted below. Underneath those, other viable spells can be found. It is a matter of personal preference.

Flash Ignite Teleport

Flash is mandatory. When things go bad I can just flash away to safety. It can also be used offensive to surprise an enemy with a full combo. A final way to use it, is to dodge an ability like Wind Slash to turn the tables and kill your opponent unexpectedly.
Flash works over most walls.

Ignite is quite useful. As you have to come as close as 550 range, you will also be in range for Ignite, which has a range of 600. Securing kills has never been more easy.
It also works wonders against healers. Always take it when up against Swain.

Teleport allows for more map presence and pressure. Teleporting to a turret reduces the cooldown to 200 from 240.
You should teleport to a deep ward in bottom lane as soon as you reached level 6 and bought an item. Ask for that ward, it can give a major lead when successful. A free dragon awaits when pulling this off.
Later in the game, turrets can be taken extremely fast due to the Lich Bane procs. The improved basic attack from Siphon Power does not work against structures.


Other viable Summoners:
  • Barrier: This one is a real bait. Siphon Power already offers a shield, but paired with Barrier I'm really hard to take down.
  • Heal: Less convenient, as I am a sololaner. It does offer great utility in later teamfights and the movement speed can offer an easy escape.
  • Ghost: Adding to the mobility gained from Augment - Turbocharge, Ghost can help with chasing, escaping and kiting in general. It's all about personal preference.


~ "Pave the way."


SPASPA






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.

Hex Core Details
  • 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.

Notes
  • The item slot becomes gold efficient at level 2.
  • At level 18, Perfect Hex Core grants a total of 168 ability power. Including the 500 mana, Perfect Hex Core is worth 4654 gold (not including any passives).




Siphon Power


ACTIVE: Viktor blasts a target enemy unit, dealing magic damage. Additionally, Viktor instantly receives both a damage-absorbing shield for 2.5 seconds and the Discharge buff.

Discharge converts Viktor's next basic attack within 3.5 seconds to deal magic damage on-hit.

Ability Details
  • Range: 600
  • Cost: 45 / 50 / 55 / 60 / 65 mana
  • Cooldown: 10 / 8.5 / 7 / 5.5 / 4 s
  • Magic Damage: 40 / 60 / 80 / 100 / 120 (+ 20% AP)
  • Shield: 30 / 50 / 70 / 90 / 110 (+ 20% AP)
  • Discharge damage: 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) (+ 100% AD) (+ 50% AP)

Notes
  • Siphon Power grants a temporary shield. It can be used on a minion to prevent damage when your enemy target is out of reach.
  • The shield is instant. There's no reason not to use it when Ignite is about to kill you.
  • The ability itself deals only little damage. Paired with Discharge it is the most potent ability. Landing a basic attack after using it will increase damage exponentially.
  • Siphon Power resets the basic attack, so landing it should be no problem. Rightclick the target after using it.
  • Siphon Power has a higher range than your basic attack. Don't put yourself in too much danger when trying to follow it up with a basic attack.

Augment - Turbocharge

Viktor instantly gains 30% movement speed for 2.5 seconds after using Siphon Power.
  • Choose this augment first against melee opponents. They'll have a hard time trying to damage you.
  • Move in between attacks & spells to use the augment to its maximum potential.




Gravity Field


ACTIVE: Viktor conjures a gravitational imprisonment device at a target location for 4 seconds, slowing all enemies that pass above it by 28 / 32 / 36 / 40 / 44%. Whilst under its effects, enemies generate stacks every 0.5 seconds; at 3 stacks the target will be stunned for 1.5 seconds.

Ability Details
  • Range: 700
  • Cost: 65 mana
  • Cooldown: 17 / 16 / 15 / 14 / 13 s
  • Slow: 28 / 32 / 36 / 40 / 44%

Notes
  • Gravity Field consists out of two parts. A strong slow and a stun. To make sure the enemy is stunned, place it right on top of them.
  • The field is an AOE. This means that you can stun an entire team. This makes the ability super important in team fights.
  • Gravity Field is Viktor's only escape mechanism. Do not use it when it is not needed. Getting ganked when this ability is on cooldown is devastating.

Augment - Implosion

Units stunned by Gravity Field are dragged into the center.
  • This augment is for later in the game. It can pull an entire team to its center, leaving them as sitting ducks for your team and AOE abilities.
  • It looks quite similar to Command: Shockwave, which makes the abilities synergize great when used consecutively.




Death Ray


ACTIVE: Viktor uses his synthetic arm to fire an energy beam down a chosen 500-unit long path, dealing 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.

Ability Details
  • Range: 525 + 500
  • Cost: 70 / 80 / 90 / 100 / 110 mana
  • Cooldown: 13 / 12 / 11 / 10 / 9 s
  • Magic Damage: 70 / 115 / 160 / 205 / 250 (+ 70% AP)
  • Aftershock damage: 70 / 115 / 160 / 205 / 250 (+ 70% AP)
  • Reduced damage: 28 / 46 / 64 / 82 / 100 (+ 28% AP)

Notes
  • Death Ray is AOE and can hit multiple targets at once.
  • It is considered a projectile and can be blocked by Unbreakable, Wind Wall & spell shields.
  • The ability can be cast while running, without interrupting movement.
  • Death Ray's range can be extended to up to 1025 units. It can be cast towards every direction from the starting point. The best way to use it is to click the starting point, hold the mouse button, drag it in the right direction, and release it. This can also be smartcasted, just practice a bit first.

Augment - Aftershock

An explosion follows Death Ray's wake, dealing additional damage. Enemies already hit by Death Ray will take 40% damage.
  • Choose this augment first against ranged opponents. Your superior range makes Death Ray a massive poke.
  • The Aftershock works on minions as well. Death Ray should be your primary farming tool.





Chaos Storm


FIRST CAST: Viktor conjures an arcane singularity at a target location, dealing magic damage to every enemy it hits and interrupting channeled abilities. The singularity remains active for 7 seconds afterwards, dealing 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.

Ability Details
  • Range: 700
  • Cost: 100 mana
  • Cooldown: 120 / 110 / 100 s
  • Radius: 325
  • Summon Magic Damage: 150 / 250 / 350 (+ 55% AP)
  • Magic damage per bolt: 15 / 30 / 45 (+ 10% AP)
  • Total magic damage: 360 / 670 / 980 (+ 195% AP)

Notes
  • Chaos Storm is AOE and can hit multiple targets at once.
  • It is particularly useful against channeled abilities like Death Lotus. Use it first in your spell rotation to deny damage as fast as possible.
  • Chaos Storm becomes a controllable entity when summoned. It will stick to the first target it hits until this unit died. Then it remains static until it disappears or when given new orders.
  • The can easily be controlled by pointing the mouse at the target location, and pressing "R" next.
  • If possible, try to stay close to it. The storm's movement decreases when moving away. It travels at maximum velocity when moving to Viktor.

Augment - Velocity

Chaos Storm moves 20% faster.
  • Augment - Velocity is gained upon evolving your third ability.
  • The fast movement comes in handy against fleeing opponents.


~ "I am the first of many."


SPASPA






You want to take and upgrade Death Ray first against ranged opponents. The superior range will outpoke most middle lane champions. You want to max it first because of the waveclear in 99% of your games.

Against melee champions, you can take Siphon Power first for defensive and offensive measures. When they're mobile it's viable to augment Siphon Power first to kite away when they jump you.

Obviously you want to upgrade Chaos Storm whenever you can. Having a stronger ultimate will secure kills much easier.

Gravity Field is upgraded last in every single game. It offers great utility, but getting the reduced cooldown is not worth the damage loss when not maxing the other abilities.


Skill Order

0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
0 Q W E Q Q R Q E Q E R E E W W R W W




~ "Submit to my designs."


SPASPA






FULL BUILD EXAMPLE



Above, the full build example can be found. This is however very tentative as items should be bought in line of events and opponents.

The Augmentation is really important. However, when doing poorly, just buy The Hex Core MK-1 and start building a defensive item. Hopefully this won't be the case.

AUGMENTING THE HEX CORE


Augmenting the Hex Core first is a possibility. For every augment I gain ability power per level and I can evolve an ability. It also fixes my mana problems. Cost efficiency starts at level 2. Although sometimes, I need other items to survive laning phase. Just get the The Hex Core MK-1 first and move on to other, much needed items afterwards. Finish Perfect Hex Core when teamfights start to erupt.

The Hex Core MK-1 allows me to evolve one of three abilities. This has to be chosen wisely. Against mobile melee enemies it is advisable to upgrade Siphon Power for kiting measures, however, not necessary if they lack gap-closing abilities. With it I gain an instant extra 30% movement speed whenever I use it. Against ranged enemies it is advisable to upgrade my Death Ray. A second burst of damage will follow up the first death ray. Enemies who are hit twice will receive reduced damage. Clearing waves is now much easier.

The Hex Core MK-2 allows me to evolve a second ability. This should either be Siphon Power or Death Ray depending on the previous upgrade.

Perfect Hex Core, or reaching the pinnacle of my power, allows me to upgrade Gravity Field. Now enemies get sucked into the center when stunned. This synergizes with my robotic colleague’s Command: Dissonance and other AOE abilities. Upon reaching my full augmentation, Chaos Storm gains a movement speed.



Once my full potential has been reached, we can proceed. The next items are core to my build. Reasoning is explained below. Remember that this path is for when doing rather good. If this is not the case, build what needs to be built to survive and stay in the game.

CHOOSING THE RIGHT PATH
AGAINST RANGED AGAINST MELEE
Amazing Synergy with Perfect Hex Core. My damage reaches a peak in which I can singlehandedly burst down my enemies. Because our opponent is ranged I will have less chances to dish out basic attacks. This means that I need to power up my ranged Death Ray. This item is mandatory in every single game. It synergizes with my Siphon Power to an extraordinary extent. Once full build, one basic attack can deal up to 1300 damage. It has to be rushed against melee opponents as Siphon Power plus basic attack deals more damage than Death Ray. The passive procs after every spell. Use basic attacks in between spells if possible.
JOIN THE GLORIOUS EVOLUTION JOIN THE GLORIOUS EVOLUTION
Boots of Speed can be bought any time you think you need the movement speed to dodge abilities. This usually means while upgrading The Hex Core or slightly after completion. Upgrading to Tier 2 boots should work after getting Perfect Hex Core when you want to start roaming. Get it after Rabadon's Deathcap when you prefer to stay in lane. Boots of Speed can be bought anytime you think you need the movement speed to dodge abilities. This usually means while upgrading The Hex Core or slightly after completion. Upgrading to Tier 2 boots should work after getting Perfect Hex Core when you want to start roaming. Get it after Lich Bane when you prefer to stay in lane.
JOIN THE GLORIOUS EVOLUTION JOIN THE GLORIOUS EVOLUTION
This item is mandatory in every single game. It synergizes with my Siphon Power to an extraordinary extent. Once full build, one basic attack can deal up to 1300 damage. Do not rush it against ranged opponents as you'll have to come too close to danger to land that one basic attack. The passive procs after every spell. Use basic attacks in between spells if possible. Amazing Synergy with Perfect Hex Core. Now we have our core build, squishies don't stand a chance when landing a full spell rotation. Do not rush it against melee opponents, your Siphon Power plus basic attack deals more damage than Death Ray and offers kiting potential with Augment-turbocharge. This means Lich Bane is the better option.



Following my Core, we have the following equipment. They are all situational and I cannot give you a strict build which works in every single situation. This fully depends on your judgement. My guidelines should be kept in mind when taking these decisions.

Hex-Propulsed Equipment

O
F
F
E
N
S
E
This item helps penetrating enemy magic resistance. Usually the better late game item when they start buiding defensive. It can be rushed against oppponents who build magic resist first.
JOIN THE GLORIOUS EVOLUTION
A very good item. My Gravity Field doubles the damage, so it can be a great item when you want some health, and need magic penetration. This item synergizes with Rylai's Crystal Scepter because of its slow (which doubles the burn).
JOIN THE GLORIOUS EVOLUTION
Another great pick. Notorious healers will be shut down by it. Undeniably useful against opponents like Swain and Dr. Mundo. Not just that, but CDR is a very useful stat considering my long cooldowns. This means sustained damage and a lot of kiting with Q and W. It should be rushed to make use of the manaregen.
JOIN THE GLORIOUS EVOLUTION
The ultimate item for when there's no stopping me. If kills keep coming in, this item converts those into raw power. Be careful: Dying will remove one third of the stacks.

D
E
F
E
N
S
E
Banshee's Veil is one of my favorite items. It will block a spell once every 45 seconds (if you're not taking any damage in that time window). It's great against initators like Malphite.
JOIN THE GLORIOUS EVOLUTION
Very useful against Melee opponents. It can be rushed whenever the melee opponent is better than expected. The armor helps to mitigate Attack Damage. It can deny Zed a lot of kills when the stasis can prevent his ultimate's damage.
JOIN THE GLORIOUS EVOLUTION
An item with a lot of power, and great defensive stats. Nothing is more feared than a tanky killing machine. Your already amazing kiting potential will become ridiculously patent.
JOIN THE GLORIOUS EVOLUTION
An item which is great against an AP opponent, while you have one or two more mages in your team. It should never be used with Void Staff as the MR decreasing aura takes away some of Void Staff's power.



Besides the standard items, there's consumables. You can be as powerful as you want, but still lose when there's a lack of them.

Consumables


This is the starting trinket and helps in the laning phase. It should not be upgraded at any stage of the game. The ward lasts for 60 seconds and has a 120-second cooldown. This means that you’re vulnerable for exactly one minute when you don’t have any more wards.


Get the lens when laning phase is over. It can be used to clear wards at primarily Dragon and Baron. When recalling, always use it first. Recalling on an enemy ward on low health might not be the best idea. It can be upgraded to Oracle's Lens when stealth champions are doing good. Always upgrade it when full build.


Stealth wards grant vision. Vision wins games. This is used to prevent ganks, sneaky barons/dragons & invasions. Always buy at least one when recalling. Taking the warding pressure off of the support is always nice. Maybe he’ll let me transform him when I do.


This ward lasts until destroyed. It can be used to bait enemies into a trap if they want to destroy it, It spots other wards and you can prevent ganks from stealth champions. Place one in the brushes in the river whenever possible.


Potions:
  • Health Potion: Health potions heal you up obviously. You gain 150 health over the course of 15 seconds. Staying in lane for a long time is a must when you want to get farmed and these make it possible.
  • Mana Potion: Early game, I am mana-hungry. There's no arguing about that. Buying a mana potion or two on the first back is a possibilty when not receiving the second blue buff.
  • Elixir of Brilliance: Extra Cooldown Reduction and ability power. When having the feeling of an incoming teamfight, getting this Elixir might win you that fight.
  • Elixir of Fortitude: Even though I am Ability Power based, this elixir is still very viable. My enhanced basic attacks hurt even more now and the extra health makes it hard to take me down.



Lastly, there's an option to upgrade boots to tier 3. Always upgrade them when full build. They can be upgraded sooner as well depending on the situation. There are three different viable enchantments.

Enchantments


The most known echantment. More of a defensive one. Two possible uses.
1. Allied base is under attack. Healing as fast as possible to get back into the fight is necessary. These boots offer fast regeneration and an amzing speed boost to get back into action.
2. When playing the roaming game, these boots offer a fast regeneration and speed boost to get back to middle lane ASAP.


The best option when having Flash and Teleport as Summoner Spells. It decreases the cooldown by 20% and grants a movement speed boost of 30% for one and three seconds respectively. Buy it as soon as possible. Preferably right after buying tier 2 boots.


Because of my rather slow nature, this enchantment helps out amazingly. Kiting is even easier and so is roaming. Overall pretty good. Get these when having the feeling of lacking speed.


~ "Steel can fix all your flaws."


SPASPA






UNDER CONSTRUCTION




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JOINTHEEVOLUTION



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JOINTHEEVOLUTION JOINTHEEVOLUTION

~ "They are obsolete."


SPASPA






Following chapter describes how a game on Summoner's Rift rolls out in the early stages of the game, and how to be the victor of the laning phase.


Start

Spawning happens at the fountain inside the base. After buying the starting items, proceed to the brush marked in the picture. This is called scouting. Invasions can be prevented, or spotted. In case of an invasion it's advisable to go and take an enemy buff. At 2:03 minions reach eachother in the middle lane. From there on, the actual laning phase commences. Do not level up a skill unless you have to.


Early

First things first. Analyse the opponent. What items does he have? What stats? Is he melee or ranged? Now is the time to level up a skill, depending on being melee or ranged. It's always possible for them to perform a laneswap and get an unexpected opponent. Expect the unexpected.

Do not push the lane. Level 2 all-ins don't work that good unless the enemy took unnecessary minion damage. Let the wave push to the turret. Junglers grab their second buff and/or gank mid lane between 2:30 and 4 minutes. Do not overextend during this time.

Early farming: Caster minions need one basic attack, one turret shot and another basic attack to die. Melee minions need two turret shots and a basic attack to die. Be sure to last hit all of them this way. More farm equals advantage. Advantage means domination.

Early Harassing: Depending on what skill is being maxed, it should be used as the primary harass ability. In the case of Death Ray, it should be used to both harass and farm. Lasthitting an out of range minion with the lazer while damaging the opponent is something we should aim for. Always predict the path of the opponent to land a hit. Observe enemy movement at all times.


Next


At 1100 gold, either recall or stay in lane when the possibility of killing the opponent is there. In the first case, go back and buy The Hex Core MK-1, a Stealth Ward and one or two Health Potions. Always push first before recalling. Lose as little farm as possible. Another technique is to make the other recall, then push the wave into the enemy turret when the lane is free. This way allied minions die to the enemy turret. The enemy loses gold and experience leading to an advantage.

When forced to recall before 1100 gold, either buy another Doran's Ring or save up for the augments.


Ending Laning Phase


The following rule applies to all games.

"When behind, you want to take the enemy turret as soon as possible. When ahead, you want to extend the laning phase as long as possble."

When ahead, the advantage can grow by zoning the enemy from gold and experience (minions). By doing this, your enemy will be annoyed to hell and forced to clear jungle camps/start roaming. Whenever he leaves the lane, try to push the wave into the turret, but do not attack it yourself. You are now free to roam or clear jungle camps until the enemy returns and the process restarts.
When behind, the enemy turret should go down as fast as possible. When it is impossible to take it down, ask help from your jungler or bottom lane. They should rotate to middle lane whenever they destroyed their enemy laners' turret anyway. This means global gold, freedom, vision control and safety. To stay in the game, farming is still mandatory. Helping out other lanes is possible as well. When helping them out by killing the enemy or forcing him to recall, a turret is free for the taking. The game's pace is now being sped up.

When absolutely getting wrecked by an assassin (come into lane, get 100 to zeroed), only farm when minions are at the turret. Roam as much as possible because staying in lane means dying. Clearing jungle camps is also an option. Just let them have your turret and tell your team this assassin is going to be a problem. Drag out the game by playing safe and pushing empty lanes.


~ "Function over form."


SPASPA






Farming

Laning phase or not, never stop farming. This might sound selfish, but it will win games. With Death Ray an entire wave of minions can be wept out at once. Attending other things in between waves is better than waiting for the next wave of minions.

Having the blue buff helps out a lot. Because of infinite mana and less cooldown on the abilities, jungle camps are much easier to clear. Just throw in a Death Ray, next shield up by hitting Siphon Power on the biggest creep.
Jungle camps can be cleared really fast with these abilities, and it is the easiest way to get ahead. Aim for 10 cs per minute. This is not impossible if jungle camps are free to clear.


Objectives


Taking objectives is what it's all about. The ultimate objective, destroying the enemy's Nexus, is achieved by getting multiple smaller objectives.
  • Turrets: They defend the enemy base. Destroying them means global gold for your team, more vision and the ability to push to the next turret.

  • Dragon: Global gold for the team. The earlier and the more of these you get, the bigger the advantage becomes. Advantages mean domination.
    The best moments to take down the Dragon are the following:

    1. The enemy jungler is top lane and yours is ready.
    2. All vision in that area has been removed.
    3. The enemy bottom laners have just been killed and your allies are still healthy.

  • Baron Nashor: Global gold for the team as well as the Exalted with Baron Nashor buff.
    You gain:

    1. 40 Ability Power.
    2. 40 attack damage.
    3. 3% of your maximum health in health regeneration per 5 sec.
    4. 1% of your maximum mana in mana regeneration per 5 sec.

    The best moments to take down Baron Nashor are the following:

    1. The enemy team has been aced.
    2. The enemy struggles with super minions.
    3. Vision has been cleared and a sneaky Baron Nashor is possible.
    4. at least two members of the enemy team just died including their jungler.


Warding





This cannot be stressed enough. Wards save lifes. Wards win games. Here are two maps of all relevant wards considering laning phase, Evelynn and in general. General rule: try to cover as much corners as possible.

Laning:



Keep yourself safe. Either put some deeper wards in their jungle, or place them in the side brushes when lacking time.



General:



These are the general wards. Either put a lot of them in the enemy jungle when ahead, or put them in the allied jungle for defensive measures.

Dragon and Baron Nashor should be warded as much as possible to prevent the enemy from killing these unseen. Keep timers.




~ "Embrace progress."


SPASPA






Teamfighting


Ability cooldowns are still pretty high. When a teamfight is imminent, buy Elixir of Brilliance and make sure you have the blue buff for reduced cooldowns. This ought to be enough.

In teamfights, my role is to hang back a little. Not too far though. I have enough utility to stay alive for long, and a lot of burst damage to instakill squishies. Because of my AOE abilities, it's wise to keep those for when most of them are grouped up. When hitting multiple enemies at once, the chance to win this fight becomes more real.

In the case of enemies having channeling abilities like Idol of Durand, us the Chaos Storm to interrupt or cancel the incoming damage. Playing smart and not just mashing buttons defines a Cyborg. Mathematics and precision. This is what we stand for.

When everything is on cooldown, the stasis from Zhonya's Hourglass can come in real handy. If this item is not in the inventory, just run and kite. Dying is out of the question. Stay alive at all costs.


Counterplaying

Sometimes, the enemy makes a smart move. This happens. Counteracting as fast as possible is mandatory. This is achieved by objective. They take a turret? go for a Dragon or Baron Nashor, and vice versa. When the enemy goes for Baron Nashor, try to take an inhibitor (when the allied team cannot contest Baron Nashor) if possible. This is a worthy trade.

Fast reactions and communication is mandatory. If communication fails there's no way to win the game. Playing in team is something everyone has to learn. As the Creator, I am bound to lead my allies to Viktory. Make calls, follow strategies.


Kiting

Something easily achieved. Because of Augment - Turbocharge and Gravity Field, kiting is way too easy. Even Death Ray can be cast while moving. When being chased at low health, tables can be turned with this technique. Just run, throw a Siphon Power, Gravity Field and a Death Ray. When the enemy still chases, rinse and repeat. when the enemy backs off, either follow and kill the target, or flee. Depends on whether enemies are inbound or not. Analyze the map and environment before making decisions.


~ "Destroy... then improve!"


SPASPA






Questions & Answers



~ "Submit to my designs."


SPASPA






Date Log completed.

Viktor signing out





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