Viktor Build Guide by Dream of Glory
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
Champion Build: Viktor
| Health | 1869 |
| Health Regen | 18.45 |
| Mana | 1140 |
| Mana Regen | 27.4 |
| Armor | 84 |
| 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 | 338.16 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 15 |
| Cooldown Reduction | 20% |
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Mastery Tree Is Outdated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
-Viktor
After you read this guide you should be able to understand the mechanics of
Skill Sequence
Viktor needs to build pure damage. His skills provide utility and area denial/control in team fights. His W is only needed at Rank 1 until later in the game after level 10. E is your primary form of damage, ESPECIALLY when upgraded. Q is for last hitting before Upgrade: Death and giving you a damage shield if you want to E. It's incredibly important not to waste time farming up Upgrade: Death Beam. As soon as you get 1000g, you want to dominate your lane and take the tower/score kills. You should have just enough after selling Doran's Ring for boots + ward.
Addendum
With runes, Augment Death, and masteries, at level 18 with no additional items, for a grand total of 1000G
Viktor has 214.368 AP.
Math
Greater Quints of Force (7.74) x 3 = 23.22
Total = 83.16
Mastery
Total = 22
[Archmage Added at the end (+.05% Total AP)]
Upgrade
Total = 99
Total AP at Lvl 18 = (83.16 + 22 + 99) = 204.16
The mastery adds +.05% of total AP.
Total true AP without any items except Death Beam Upgrade: 214.368AP
Runes
| Runes | |||||||||||||||
Greater Mark of Scaling Ability Power 9 |
Greater Seal of Scaling Ability Power 9 |
Greater Glyph of Scaling Ability Power 9 |
Greater Quintessence of Scaling Ability Power 3 |
||||||||||||
Items
Tips
Stay in lane until you get 1000G and buy Augment: Death Beam (Before Boots!)
If you can sell
Otherwise, buy Augment: Death Beam, a ward and
WARNING! Selling your
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Summoner Spells
Clarity is highly prized because Viktor wants to farm and poke enemies early and often. Flash is obvious for its ability to get kills and to escape. Ignite is also a very useful pick.
I pick clarity if we have 3 champions that use mana. It supports laning, pushes, and is great for assisting teammates right before an initiation. Other times I take ignite if we have 2 or 3 other champions that take ignite. The greater portion of the time I am taking clarity.
In the end, summoner spells are up to the you. Feel free to run with whatever works best for your playstyle.
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Taking Towers
The first 2 towers you take should be a sidelane and midlane. It will happen one of these ways:
The first situation: You won your lane and took the tower. You and your teammate push the creeps, then take mid.
The second situation: You hold your lane, the other sidelane took their tower, push their creeps and take mid.
Mid goes to whichever side is overextended and ganks. The sidelane that won goes with mid. At this point, you are able to now take towers and coordinate ganks. Good teamwork here on out is what will let you win. Coordinate ganks/tower pushes and don't run off solo.
Early Game
After you have boots, and a ward, and Upgrade: Death, you should be level 4. Let your teammate initiate your lane, while you use your E to hit one (or both) of the enemy. Drop your W after, if they have used a knockup or a stun. Run in, as your teammate will probably have taken some damage and may be running back at half or a quarter life. Use your Q to deal damage and get a small shield. If you have ignite, you just got a kill. Otherwise, your teammate will help you get the kill. At this point you will both be low, or one will be dead. Either you can get the second kill if they are low, or if its not an option you can go B and buy some more. Most times you will have to B at this stage.
In the second situation, you have Upgrade: Death, and a ward but no boots. Drop the ward, and take the tower. If you can't gank (no boots), push the creeps to their tower. Then go mid with your teammate and you will take mid together with mid.
You return to your lane with your teammate and gank your lane (with mid if they want to gank) and mid will come with you, or will go to the other sidelane to gank. At this point, mid is going to any sidelane to gank, but mainly to take another tower.
Mid Game
Focus on taking 1 tower down at a time, and don't run solo. This is one of the most important phases of the game, after laning. If your team and the enemy team are even, this is what will determine who wins and who loses. Item purchases are critical, as are PREVENTING successful ganks on your team. If you prevent an enemy gank, saving a teammate, they just wasted resources and time. You however, did not as your teammate survived. If they blew any ultimates or summoner spells, it is helpful to let your teammates know as they are much more susceptible to a gank after blowing their summoner spells or ultimates.
You will be roaming (Never roam alone) and occasionally taking blue if your teammates offer it. When you have to b, go ahead and buy 2 or 3 mana pots as with this build you are mana intensive. It's absolutely worth it. Warn your teammates about incoming ganks with text (or vent or skype if you are premade), and only use pings when it is important. Preventing overuse of pings will make each ping more important as you aren't doing it often. It also may help in case they aren't reading the text because they're too focused on whats happening near them.
Late Game
Dying is the worst thing that can happen to you at this stage, only because you are unable to help or protect your team. In this stage, you have the majority or all of your items. Death is the only thing that can stop your team. Stay alive and win.
Solomid
This is the ideal place for Viktor. He gets free farm for the most part, and can score kills. If with a jungler, they will be able to gank very well. His ability to Dps is great, with flash he can jump in, toss a W behind them, and light them up. Very strong. Clarity is essential still to farm up Upgrade: Death Beam. It's recommended to hit the creeps in a line with Death Beam after they use an ability to prevent their pushing. You want the creeps at your tower but as long as you don't extend too far, you're okay. Treat it as if at all times, there is an enemy in both side bushes and you will do great.
Playtesting
10 hours have been put into this guide and playtesting it to ensure accuracy. You can view my LoLReplay account on http://www.leaguereplays.com/. My name there is DreamofGlory. My summoner name is Dream of Glory.
Currently looking to join a team. I have Vent + Skype.
Pros / Cons
The cons of this build are you will go Out of Mana every few minutes. If you have a teammate with clarity, you won't have any worries. Teammates with heals will keep you pushing lanes really well as well! Always thank them for heals :D.
The strengths of this build are that the longer a fight goes on, the more damage you will do. I find that mid to late game, dropping your W next to a turret lets you hit enemies with Q and your ult if they try to go around it. It makes it easier for your team to hit them with skillshots and abilities as well. Dropping W is amazing for saving teammates. You can frequently save them as the stun on it is fairly long.
Team Work
Number 1 rule: There is no rule. You may get some people who refuse to listen to common sense, or ignore your text/ping warnings. There is nothing you can do. If that's the case, they will feed and you will lose. It only takes 1 person to lose it for the team even if they aren't AFK.
The main thing is just be polite and calm. Even if you die, you can come back and ace them. If that's the case, you win. It's that simple really.
Don't hesitate to ask for help if you need it, just recognize it won't happen right away often times. People are busy doing their own things, but junglers take note: There's nothing worse than that jungler who never leaves jungle to gank, or help hold a lane while you b. It only hurts the team otherwise.
Gold comes in many ways, including creep kills and taking towers. Buffs are not the most important thing in the world, they only exist to help gank or sustain.
Unique Skills
Viktor has 3 abilities that are upgradeable, along with his ult. They are Q, W, and E. E is Death Beam. If you upgrade his Q, it gives you move speed bonus. If you upgrade his W it gives greater range on his aoe stun, along with mana and mana regeneration. Q is upgraded for kitability and survival of ganks. W is upgraded for laning sustainability if you want to play defensively. If you upgrade his E, and get AP, he can wipe out entire minion waves per shot with it. Very strong.
In closing, W and E along with his ult R, allow you to deny areas of the battlefield to the enemy. W they try not to run through, which you can set up with E. E draws a line along the ground while damaging anything at the end of the laser. Careful combination of the two can make it easier to hit enemies. R silences the enemy and makes a controllable orb that damages nearby enemies per second. Select an enemy and press r to place it on them, and press r to make it leave them and move along the ground to where you pressed. It is very slow in this mode, thus it is usually better to leave it on an enemy hero instead of switching.
Augment: Power
+3 Ability Power per level +220 Health +6 Health Regen per 5 seconds
Ability Augment: Power Transfer increases Viktor's Movement Speed by 30% for 3 seconds.
Augment: Gravity
+3 Ability Power per level +200 Mana +10% Cooldown Reduction +5 Mana Regen per 5 seconds
Ability Augment: Gravity Field has an additional 30% cast range.
Augment: Death
+3 Ability Power per level +45 Ability Power
Augment Ability: Death Ray sets fire to enemies, dealing 30% additional magic damage over 4 seconds.
Formatting
Guide is being formatted for readability. -Playing a match to relax from the work 343pm PST-
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