Viktor Build Guide by jawbit
Champion Build: Viktor
| Health | 2509 |
| Health Regen | 24.45 |
| Mana | 1140 |
| Mana Regen | 24.4 |
| Armor | 96.69 |
| Magic Resist | 30 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 405 |
| Gold Bonus | 0 |
| Attack Damage | 103 |
| Attack Speed | 0.849 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 439.85 |
| Life Steal | 0% |
| Spell Vamp | 32 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 39.9792% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Hello, and welcome to my very first Mobafire guide! I will update this guide as often as possible, listening to your feedback and improving it anywhere I can. Let's make this the guide people go to when they pick up Viktor! Please ignore the low rating - this guide was unjustly downvoted by a few haters...read through it, and you'll see why it deserves a few more upvotes. Thanks!
Viktor, The Machine Herald, is a rather beefy mage with lots of utility and teamfight potential. While his range is less than that of other AP casters, he absolutely commands the space around him. He can adapt to the situation with his highly unique passive, which gives him an item that may be upgraded into one of three choices, each upgrading one of his basic abilities. Now, Viktor is no Annie - he is difficult to get the hang of, and will take a while to master. Hopefully, this guide will help you get there quicker!
Pros / Cons
Pros:
+ Lots of utility
+ Excellent in teamfights
+ Good escape potential
+ Hard AoE crowd control
Cons:
- Small ranges on abilities
- Lower burst damage than most mages
- Rather long cooldowns
Skill Sequence
We will max
Why max Power Transfer over Gravity Field?
The benefits for upgrading
Skills
Evolving Technology
One of the cooliest passives in a while. Viktor starts the game with The Hex Core (Mobafire does not yet have it or its upgrades in its database), which gives you 3 ability power per level. However, the upgrades are where things get interesting. Not only are there three options for an upgrade to The Hex Core, each providing decent stat boosts for only 1000 gold (down from 1200!), but each will upgrade one of your basic abilities too! While I almost always choose Augment: Power, you may choose differently depending on the situation. I will discuss upgrade choices in the Items chapter.
Power Transfer
The one spell that doesn't really have cooldown issues. As such, it makes a great poking tool, especially with its relatively low mana cost. Even better, it returns some of the damage dealt as a shield, blocking some damage should your opponent choose to counter you. If you take Augment: Power as I usually do, you'll gain a significant speed boost after using it, to perhaps chase your opponent to laser their face off or escape if you fear his counter. However, it should be noted that the shield does not activate immediately after using it, or even when it hits your opponent, but when the projectile returns to you. Because of this, and also its small range, you should be careful when using it.
Beware when moving in to use this skill, as most other skills, such as
Disintegrate, will outrange it.
Gravity Field
A nasty motherducker of an ability. A decent sized AoE with a heavy slow, one that if your opponents do not escape quickly, they will be stunned. Use it to escape, to trap escaping enemies, to zone your lane opponent, and to swing teamfights in your favor. While laning, if you really want to bring the pain on your opponent, drop this right over his head to make it easy to land your Death Ray. Just keep in mind its small cast range and short delay after cast.
Snagging an emeny in Gravity Field makes it a piece of cake to land Death Ray.
Death Ray
Your trusty main source of damage. It is an even better poking tool than Power Transfer. If you cast it at max range and drag outwards, you've got yourself some
Xerath range there.
Use Death Ray like this, and you'll be able to harass from a safe distance.
It also makes a great minion farmer, sweeping it across the wave to pick up a few last hits at once. After catching a few emeny champions in Gravity Field, zap 'em all for good measure. But the most amazing part of this ability is the fact that it has no cast time, and will not interrupt anything else you do, including movement. Use this move as often as you can (while maintaining a reasonable amount of mana, of course).
Remember that Death Ray can be cast at any angle. Look for linear patterns of enemies like this to make the most out of one use.
Chaos Storm
Moar teamfight dominance right here. The ideal time to use is after you've caught the other team in Gravity Field, drop this bad boy on their heads for significant burst damage and an AoE silence. Now, we're not talking
Summon: Tibbers damage, but its nothing to shake a blasting wand at. Then, when the enemy squishy starts to run for mommy, keep the pain train over his head by repeatedly pressing R and keeping your cursor above his sorry little head. Just remember that the farther the storm gets from you, the slower its travels. You'll have a better chance of keeping your opponent underneath it if you follow it, maybe using the speed boost from your augmented
Power Transfer to help.
Try to follow the storm, as it will get slower the farther it gets from you, and you don't want your enemies to be able to outrun it.
Runes
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Cooldown Reduction 9 |
Greater Quintessence of Ability Power 3 |
||||||||||||
These are the runes I use for most mages. The AP from the
However, there are plenty of other viable choices, such as
Masteries
With the new masteries, the best path for mages is 21/0/9. You'll get a ton more ability power and magic penetration, some needed CDR, as well as a % increase in damage and that nifty
Summoner Spells
These are pretty standard spells for a mage. Teleport makes you a presence early game, as you can recall to grab some items or heal up and pop right back in, keeping your opponent off the tower and not falling behind in experience. It's also nice late game to save that tower swamped by minions or to get back with your teammates who are pushing that inhibitor turret right after you respawn.
Flash can be used for like, everything. Dodging some hard CC coming your way. Escaping over a wall. Chasing your opponent who just escaped over the wall. Getting just in range to land that final Death Ray. Flash will become your best friend.
...but...these are viable options too.
Ghost is great for both chasing and escaping. Combined with the augmented
Power Transfer and
Gravity Field, you should be able to escape safely and chase successfully most of the time.
For those times when your opponent is about to get away with so little health remaining that you need a microscope to see his health bar, then allchats exactly how much he had left and laughs maniacally and drinks your sweet tears. Yes, you know it happens. This will dry your tears.
Items
Early Game
Because I try to get my augment as early as possible, I hop right into
I almost always take Augment: Power. The speed boost from
Here is a comparison of the range of Gravity Field with and without Augment: Gravity.
WITHOUT AUGMENT

WITH AUGMENT
It's up to you whether it's worth it or not. As I explained above, I think it isn't. But the choice is yours.Mid Game
Start grabbing the early versions of your late game items. Fiendish Codex for the mana regen and cooldown reduction, and Hextech Revolver for the extra damage and sustain. And we don't want to put off Rabadon's for too long...what's a mage without his creepy purple hat with eyes?
Late Game
Time to finish what you started. Top off your items for lotsa ability power, health, CDR, and mana. Will of the Ancients goes nicely on Viktor as it not only benefits yourself significantly, but it fits into his role as a slightly more supporty-mage and helps out other AP users on your team. They will be thankful to have another spot free in their build when you grab this aura. If your team is lacking on the AP side, consider getting
...oh, right, you could ask for survivability. Well, depending on the other team, what champion type they have more of, and who's fed, you have two good replacements for Rylai's:
Getting owned by that @#%&! Tryndamere? One Zhonya's Hourglass, please.
Karthus pissing you off? Try Banshee's Veil on for size.
Conclusion
Don't get frustrated if your first few games don't go so hot - remember, Viktor is tough! Keep practicing, keep commanding those teamfights, and eventually, you shall be Viktorious!
...
Oh, come on, you knew it was coming.
Don't forget to upvote and comment! Thanks for reading!
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