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Spells:
Flash
Clarity
Ability Order
Glorious Evolution (PASSIVE)
Viktor Passive Ability
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.
Math
Greater Quints of Force (7.74) x 3 = 23.22
Greater Glyph of Scaling Ability Power (3.06) x 9 = 27.54
Greater Seal of Scaling Ability Power (1.8) x 9 = 16.2
Greater Mark of Scaling Ability Power (1.8) x 9 = 16.2
Total = 83.16
Mastery
Mental Force + 4 AP
Blast + 18 AP
Total = 22
[Archmage Added at the end (+.05% Total AP)]
Upgrade
Death Ray + 45AP + 3 AP per level
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
Viktor should be built as a full AP caster. We want to maximize his damage potential. We take scaling AP per level runes, so you can only get better as the game progresses.
Item Sequence
Augment: Death must be bought quickly.
Boots and a Sight ward, or Sorcerer's Shoes and a Sight ward.
Morello's Evil Tome for AP and cooldown reduction.
Rabadon's Deathcap for your DPS.
Deathfire Grasp The more AP you have, the higher percentage of damage it deals with it's active ability.
Rylai's Crystal Scepter More HP more AP.
Tips
Stay in lane until you get 1000G and buy Augment: Death Beam (Before Boots!)
If you can sell Doran's Ring and buy Sorcerer's Boots and Augment: Death Beam, do this now.
Otherwise, buy Augment: Death Beam, a ward and Boots.
WARNING! Selling your Doran's Ring to get Augment: Death Beam without any other items will kill your laning ability. Do not do it!
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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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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.
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.
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.
Currently looking to join a team. I have Vent + Skype.
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.
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.
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.
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