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Viktor Build Guide by BlueMoon01

Middle [9.6][AP Mid] Fix Yourself, Mere Human.

By BlueMoon01 | Updated on March 26, 2019
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Choose Champion Build:

  • LoL Champion: Viktor
    Standard Viktor
  • LoL Champion: Viktor
    Top Tank (?) Viktor

Runes: Standard Page

1 2
Domination
Electrocute
Taste of Blood
Eyeball Collection
Ravenous Hunter

Sorcery
Manaflow Band
Transcendence
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+10 Adaptive (6 AD or 10 AP)
+15-90 HP (lvls 1-18)

Spells:

1 2 3
Refer to Spell sections
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

LeagueSpy Logo
Middle Lane
Ranked #33 in
Middle Lane
Win 51%
Get More Stats

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
















Welcome to my guide on Viktor mid lane!



I hit Challenger in soloQ with 60% games as Viktor and was a Challenger mid laner, and managed to reach Diamond 1 in SoloQ & Challenger Flex Q (Mainly by solo play) with over 70% win rate in Viktor. I hope to share my knowledge through this guide for anyone, inspiring Viktor mains or people who are new to Viktor and looking to discover more!

This guide will hopefully teach you how to play Viktor, insights about him and includes a lot of sections that will guide you from pre-game to post-game. Do not hesitate to pm me or leave a comment to ask me questions regarding this champion as I would be happy to help you !
If you think this guide have helped you, feel free to drop an Upvote if you enjoyed it or find it useful, or Downvote it if you feel this guide is lackluster of anything (I'm open to criticisms!)



I've peaked at Rank 52 around 360 LP but this is the highest ranked I got in pictures but you can trust me :)







Scales Better than Most Mages
The AP Scaling on Hex Core rely on level and as the game goes on, Viktor can keep up with enemy's scalings - Up to 180 AP & 450 Mana at max level. If Viktor is the one leading, he'll snowball harder than most mages because this item is very cost-efficient with stats, especially if you outlevel others. This item also opens up path for tank-based builds because this item can cover AP needed for damage and the mana it provides further increases your shield strength


Strong Utility & Damage in Teamfights
The AoE Stun from Gravity Field makes you able to control enemies' positioning while able to save your allies sometimes and Chaos Storm brings a lot of damage into teamfight. Viktor is also one of the best teamfighter in the whole game due to his obnoxious AoE burst from proper usage of Death Ray & Chaos Storm combination


Strongest Waveclears in the Whole Game
Viktor have strongest wave clear into the game currently that is with his augmented Death Ray. It can clear the whole wave with just a single spell starting from level 7. This makes him have one of the earliest powerspike in the game just having a single item. Though this meant that he's extremely reliant on it


Versatile in Playstyle
Viktor is versatile and can function in most team comps; he's jack of all trades but the master of none. He has good wave clear, but lacks reliable wave clear; has strong burst, yet uncomparable to assassins; has great teamfight, yet can't turn whole fight around solely. He's pretty team-dependant, but you can still work him out as a solo carry depending on your mechanics and playstyle



High Learning Curve
Viktor is quite easy to play (really) as long you have good grasp of using his Death Ray and simple mechanics/understanding of game. But it's not that simple at mastering him at all, Viktor requires good understanding of the game & being indecisive on using your spells & unable to use Death Ray naturally is one of the troubles faced by those who want to play hima


Weak to Ganks
Especially most Viktor works nowadays is they will push the lane to make full usage of his insane waveclear but this kind of playstyle will attract attention from junglers or roaming support from side lanes. Viktor is weak to ganks especially he have no instant form of CC that can help him, his Gravity Field have AoE stun but it takes time to ramp up so its not really that good whatsoever if enemy decides to dash/flash out of it


Jungler-dependant & Easily Exploitable
Viktor is great, especially if he gets his first upgrade from first recall. But knowing that the first upgrade costs a lot without components for a first back item. You have to back at proper timings to get extra gold for upgrade, or greedily stayed in lane, getting ganked early also makes you useless for the next few minutes. Having a good jungler will fix your issues; but in cases of playing with soloQ junglers, it takes an extra amount of effort to play out his first crucial back


Items Slot Issues
Due to his Passive not having any components (unlike Lost Chapter which have crystal & AmpTome for example), and potions, wards taking up two spaces already; until mid game, you'd find yourself having your item slots filled up most of the time and have awkward amount of gold sitting in your inventory. It's not much of a drawback but you'd notice it when you face it







  • Electrocute : Definitely the keystone to go for now if you're in an even range matchup where you can make use of your Q AA as a poke. It's similar to old Thunderlord's Decree and having this would increase your damage on quick trades and burst people faster. Q, AA into E would proc it very quickly making it a useful rune throughout the game

  • Dark Harvest : Dark Harvest takes time to scale before it starts outnumbering Electrocute in damage and it's not preferred to take this into a losing matchup as you'd need more damage early. Luckily, it's easy to proc this due to your long range laser poke and in a huge teamfight it'd be really strong if you can stay alive throughout the fight. Pretty unclear on how strong this is but it could go either way

  • Predator : Predator makes your boots an active that would grant movement speed like a discount Ghost would do. Viktor is not a roamer and you usually don't get boots that early since you're prioritizing the first upgrade. Hence this keystone isn't as good but it works nonetheless. Without boots, this will be useless - you could take Magical Footwear but you only get it at 10 minutes - making this keystone useless for first 10 minutes



  • Cheap Shot : Probably not the best rune of available ones - Cheap Shot helps you deal more damage to enemies that are CC-ed, even slowed. This is barely usable, as Gravity Field doesn't have a permanent uptime, and Rylai is a very situational purchase. The damage is insignificant and not noticeable so this rune is just a mediocre pickup

  • Taste of Blood : Helps you sustain in lane and give flat health instead of Ravenous Hunter which requires time to scale. It procs on hitting abilities so you get healed even when poking with Death Ray. Get this in all difficult matchups



  • Zombie Ward : Pretty niche kind of rune. Although being a very good rune, I will only take this when I run Domination as primary tree; as there are other options in Domination tree which are better than this since you'd only have two options

  • Ghost Poro : An interesting rune but only to be taken in primary tree - do not waste a rune slot on this if you're going Domination secondary tree. It helps you to provide vision around your lane and is consistent in placement moving from brushes to brushes. It'll go on a minute cooldown if scared away but you will know enemies' positions with that. Helps during roam when you place a Ghost Poro in a brush while moving towards side lanes to find out if your enemy laner went to match roam you as well

  • Eyeball Collection : You're not gonna kill much wards in a game - considering that you don't get red sweeper trinkets & you don't have AA reset to reliably kill a ward. You shouldn't take this just thinking that you will stomp the lane and kill a lot. The stats aren't that huge, vision is way more important



  • Relentless Hunter : Pretty weak rune for Viktor since he isn't a roamer, and the movement speed it provides isn't useful in fights (Only effective out of combat)

  • Ravenous Hunter : Great rune to pickup even if Domination is your primary or secondary tree. Gives a lot of sustain (hard to notice) in fights and lane, making you more durable in fights and lasts longer. Coupled with Taste of Blood, you will have enough sustain in lane. Take this every time you go domination tree

  • Ultimate Hunter : Pretty useless rune as Ravenous Hunter is the better choice out of the four here; your ultimate isn't as reliable that you need to get this




  • Arcane Comet : Great for poking in lane with Death Ray, its a follow up damage and helps in your AoE damage. The early game damage it provides isn't that bad compared Electrocute damage. Though it can be dodged but most of the time it would still land - optional Rylai's Crystal Scepter purchase helps this keystone work better as well. Often outshined by Aery, but this keystone is great in teamfights where it'd end on multiple enemies

  • Phase Rush : Phase Rush works like old Stormraider's Surge but takes 3 unique skill/AA to proc like Electrocute. The movement speed boost is great but upgraded Siphon Power did the same as well, have high cooldown of 15s not scaling - you can't use it more than twice in a teamfight. Other 2 choices are better than this

  • Summon Aery : Summon Aery provides decent follow up damage to your pokes and have no cooldown (Except travel time for her to get to you back) The damage got lowered recently but it's still good nonetheless, however not as good as it used to be; take this if you prefer a poke-r approach to the laning phase



  • Manaflow Band : Still the best rune in this row - you get more mana up to 250 that scales with your shield and also reduces mana issue later on. It's easy to proc with Viktor since your Death Ray can't be dodged if you use it well, and the passive mana regeneration is useful since you're going to spam a lot of spells throughout the whole game

  • Nullifying Orb : A discount Hexdrinker being placed on a rune slot, only get this against dangerous matchups such as LeBlanc or Syndra. The shield is barely enough, try not to take this if you can handle difficult matchups

  • Nimbus Cloak : Another useless rune for Viktor, your ultimate is on a high cooldown; even at later stages of the game -- making this rune not a good option



  • Transcendence : Better rune now that gives you free 10% CDR once you reach level 10 and its good since Viktor's build usually make him end up on 30% CDR only without blue buffs - this helps caps CDR easier

  • Celerity : Strong rune if you will kite more throughout the game, and benefits Top lane playstyle more but works just as fine for Mid lane. You'd either need Ghost or Heal to make use of this early on or it's useless until you upgrade your Q



  • Scorch : The early damage this provides is so insane for poking enemies out of lane, probably the better rune to take in this row right now as the meta revolves around early game. This makes your early game presence longer while still playing passively farming out your first hexcore

  • Gathering Storm : Works in lane where you can't reliably use Scorch effectively, for example Xerath matchup and looking to scale further. This rune is great for prolonged games and acts as a cushion in situations where you fall too behind. Only downsides are that games usually don't last longer than 30 minutes and the time interval between each stat boost is too big




  • Kleptomancy : Best keystone if you're looking for Inspiration tree as primary one. This keystone provides a lot of gold income and you can further speed up your first upgrade. The only downside is that it only procs against champions, so in a ranged matchup, ideally you won't be able to get many AA off them. This works fine in top lane if you plan to play him there

  • Glacial Augment : Good replacement for a mana approach build - substitute Rylai's slow for AA. Hextech GLP-800 works nicely for this, only if you buy it however

  • Unsealed Spellbook : Changes to this keystone killed it completely - don't pick this until it gets fixed or buffed again



  • Magical Footwear : You could save gold using this rune by not upgrading a boots earlier - saves more gold to get your next items and so on. I personally do not take this because I value Perfect Timing more but its more of personal choice

  • Perfect Timing : A generous rune that gives you Stopwatch at 10 minutes - makes you unable to be dived later on. 10 Minutes is a huge nerf and its not that great anymore. However, you can still get this if you're into dangerous matchups



  • Biscuit Delivery : Take this for amazing sustain in lane - up until 12 minutes which should suffice for your first upgrade purchase. This enables you to stay in lane longer until certain gold goal and coupled with defensive summoners you shouldn't be dying in lane from solo kills

  • Future's Market : I take most of the time (If Inspiration primary) because it allows me to reach first upgrade earlier than usual. However, the buff to his first Hex Core price make this rune not mandatory anymore but it's still good if you have trouble reaching the goal on first recall. You could also get next item when you lack small amount of gold - the debt can be easily be paid off with your insane waveclear or taxing Raptors.



  • Cosmic Insight : Coupled with Transcendence you get 15% CDR for free at level 10. Good take in all situations and recommended to take even if you're using inspiration secondary

  • Time Warp Tonic : Only works if you start Doran's with 2 potions, rune completely butchered Corrupting Potion start. Pretty useless after laning phase





  • Fleet Footwork : A niche keystone into harder matchups where you might get poked down easily. Gives some good sustain in lane without relying too much on potions but still weaker than Taste of Blood and Ravenous Hunter combo. It's nerfed a lot to prevent mages from abusing it, do not go this for now

  • Presence of Mind : Pretty good rune that gives mana upon take downs which can be crucial sometimes, and the cooldown reduction on ultimate is useful since Chaos Storm have very high cooldown

  • Coup De Grace : Only this two runes should be picked if you want to test precision out. Works like old mastery - helps in executing enemies and buffing your AP slightly in teamfights after getting a kill/assist





  • Grasp of the Undying : You can take this into tough melee matchups, mostly Zed and Talon lanes. Taking this would increase your health from resolve tree and increases your tankiness with sub runes from its tree. Keep in mind you're sacrificing damage for survivability against them, and while Grasp does damage; its not as much as taking other keystones

  • Shield Bash : An alright rune for tanky playstyle. It scales badly but seeing how it has no cooldown it might be strong unexpectedly



  • Bone Plating : Consider getting this against poke matchups like Xerath or against high risk matchups like Talon and Vladimir. This rune helps you survive through most all-ins when its up & you take lesser damage in a short trade

  • Second Wind : Take this against poke matchups where you don't feel confident dodging spells; works well throughout the game as well




Flash
Flash is heavily reliant for Viktor because he does not have any defensive capabilities on his own and its useful for making plays and clutch escapes, take this 100% of the time



Ignite
Ignite is a pretty strong spell to have higher kill pressure in lane and helps out in zoning enemies from engaging on you. Getting this would help you kill enemy easier, and you should take this if you have a jungler that could gank really early. It's the best spell to pick if you want to snowball from early on



Ghost
Ghost have been nerfed several time - making it not that great to pick up anymore for Viktor. Instead, go for this only for matchups where you need to dodge skillshots or they have less amount of CC. Other summoner spells are better for now



Heal
Heals you for a nice amount and give a sweet burst of movement speed that allows you to reposition quicker in fights, and having Heal can turn around early 2v2 fights between laners and junglers. Try not to take this against enemies that would take Ignite usually ( Zed & Ahri) as it would reduce the heal. It gives small burst of movement speed so it isn't that great for chasing


Exhaust
One of better spells now - debuff on damage is crucial (-40% damage)and really shuts down champions with less mobility and even assassins. Take this against comps where you can get close with them, Exhaust has really short cast range so it could be hard to use in an outranged matchup



Cleanse
This spell works so good vs heavy CC comps (ex. Works great versus Cassiopeia, Ahri, Lissandra. You're able to cleanse Ignite/ Exhaust also and making use of it really wins you trades, or manage to escape dangerous situations or ganks



Teleport
Great tool to maximize your global presence, securing objectives, pushing turrets and helping sidelanes with surprise counterganks. Taking Teleport can lead to defensive or offensive playstyle and will maximize your farm even if you're behind thanks to your amazing waveclear tool. Try to avoid taking this since the cooldown is very high, and Viktor isn't a good TP user



Barrier
Very useful spell now, short cooldown that shields more than Heal and protects against bursts, Viktor is stronger in prolonged fights and you don't want to get burst quickly in a fight. Great for all kinds of matchup








PASSIVE
ABILITY
Glorious Evolution (Passive):
This is a self-buff that gives Viktor an exclusive item at the beginning of a game. This item makes you scale hard into the game and give decent mana per level stats early to help you from running out of mana. Upgrading this item makes you able to augment each of Viktor ablities. Each upgraded ability is important to Viktor as they help cover up weaknesses of him





Q
Siphon power (Q):
This skill is great for last hitting sometimes and it procs 2 stacks of Electrocute, if you have it as keystone. It makes your trade stronger and with this, it makes you one of the strongest traders early on, able to proc Electrocute with ease and also sustaining damage with the shield. Although the shield scales with your max mana, it is negligible early and doesn't give you a big shield until you upgrade it. This ability contributes a lot to your burst after you rush a Lich Bane and hurt more than Death Ray. Despite that, do not max this over Death Ray because you will lose the main factor of your lane control and maxing this makes you easy to be pushed in instead of pressuring the lane

Another tip to mastering Viktor is to learn how to animation cancel this skill. I have not much to say but I'll link few videos that will explain it :
>LS's explaining it
>Another detailed explanation





W
Gravity Field (W): Your one and only CC skills in your kit. Max them out last as the only changes it gives per level is just the movement speed reduction and the stun duration remained unchanged. This skill works nice in choke points and if you're able to pull of 3~5 man stuns, that would actually make a turnaround in a fight. Do not hesistate to use this in the beginning of the fight because its still very hard to make use of it and using it early in the teamfight can split their teams for a few seconds. It need time to ramp up and isn't an instant CC so its not that great in an open space

Example of Choke Points





E
Death Ray (E): Always max this first because its your best damaging spell. Death Ray works as a poke ability from safe distance (Also procs Arcane Comet!) and also one of the best waveclear ability. Death Ray had no cast time and you can cast it while moving making it a very strong spell and thats why movement speed plays such a major role in Viktor's kit. To poke while pushing, try lining the skillshot at the beginning of wave and aim at enemy champions + minions at the same time because wasting this skill will leave you open to engages early and you have no way to fight back. Your initial laser outdamages your augmented laser until you reach mid game, so do not try to predict and prioritize on hitting too much augmented laser early on. Start poking with Death Ray after having 2 points in it





ULTIMATE ABILITY
Chaos Storm (R): Summons a singularity after dealing initial damage (The initial cast interrupts Channelings like Fiddlesticks's Crowstorm) and allow you to control it momentarily. Every 2 seconds it will tick (will come out a circle on the singularity to indicate it's about to proc) and deal a lot of damage over the time. To net an unexpected kill, line up your Death Ray on enemy as your it almost tick. The only downside is that, you have to constantly control singularity to maximize damage output because there's many mobility spells nowadays that can easily escape from this






Start this item if you need better sustain in lane. Use this always in a prolonged fight, or try to poke enemy while you're under its healing effect to maximize the burn buff. Coupled with Dark Seal, you'd have much more sustain and you'd rarely face mana issues. Doran's Ring is still a better start but this is just an alternative


Sorcerer's Shoes has always been a great item for Mages throughout the seasons. It allows you to ignore 15 of enemies' MR - you're more deadly against low-magic resistance enemies. You should sell this item at late-game if they starts stacking magic resists (Only when you have 3/4+ Items!) to grab magic penetrations items like Void Staff


Ionian Boots of Lucidity have always been a great alternative choices to Mages and is great to have when you're slightly behind because its 200g cheaper than the costly Sorcerer's Shoes. If you're behind, the reduce of summoner spell cooldown will come in handy and reduce your flash by 30 seconds ! And allowing you to all-in, or escape when nasty situations comes. If you're planning to go CDR Build, I recommend you to get this after the first hex core you bought. You should avoid buying this item if yourr summoner spells are down because it did not affect the cooldown & waste the gold efficiency - get other items instead


Boots of Swiftness have been nerfed but its still great overall. They help you in roaming or even helping in positioning yourself much better in teamfights. While they are much inferior in stats or effectiveness than the boots stated above, it is a situational buy when your struggling in teamfights or even fighting against a lot of slows. If they have a high CC comp - avoid buying this


You're gonna be building it most of the time if you're losing to heavy burst mages or poke champions in the mid lane like Veigar, Syndra or even fighting Elise jungle or Leona support (That constantly locks you down). Consider getting this before or after Hex Core MK-1 if you think you will be killed easily or if they have high CC comps. Getting this item before first ugprade is viable if their jungle is Elise and their mid is Twisted Fate for example, both having magic damage & stuns, so mercs works best in this example scenario


Your first item always, helps you scale into mid game easier - 10 AP per level & 45 Mana per level. If you want to rush Lich Bane, atleast upgrade it twice before doing so - The speed boost and shield buff from Siphon Power is very important for trading


This item is not worth buying it every single game. However, it can be useful in certain situations for the slow passive combined with your skills(Since you have great AoE). It helps your kiting speed by a ton, allows Death Ray's aftershock to hit, consider buying it when fighting "kite-able" comps that lack gap closers


One of the items that you need the most in every single game. Get this when you realise they're starting to get magic resistance items


Viktor's second part of Siphon Power benefits a lot from Lich Bane, and its what helps his burst that is mostly underestimated when his Death Ray is on cooldown. It is not a must-buy anymore because Viktor is reliant on high AP value now that his base damage is affected, but it's nonetheless a very good item on him. If you can get in range to AA often in fights this item might be more valuable as 2nd item


Besides Lich Bane solely, I believe IBG works as good as it on Viktor. The Sheen proc will still deal a lot of damage with empowered AA. It gives defensive stats as well like mana which will increase your shield value (by slight, but still decent) & armor for further sustained fights. This item will reduce your burst slightly from Lich Bane purchase and damage overall in exchange that you can stay longer in fights and able to be a semi tank battle mage. I always find myself getting this item when there's a fed bruisers like Darius and Riven going around. Other than this Zhonya's Hourglass is the only viable armor items you should be getting


This item should be your first rush against fighting assassins if your struggling with them. Try to get Hex Core MK-1 and Seeker's Armguard as soon as possible after your first back as getting it earlier you can stack the passive and gain more AP and Armor to aid you in lane. You can easily bait enemies to yourself after placing Gravity Field and then use the active, to bait or to survive longer while waiting for your Chaos Storm to follow them


You can get an Oblivion Orb in lane, if you want to get that early magic penetration to bully out enemies. Gives nice amount of AP & Health - great to build at any point of game. Try to squeeze this into your build if they have a healer-based champions like Swain or Soraka


Luden's Echo is a very strong item because of its huge AP amount and that high damage with the passive and 20% Max CDR. Passive helps a lot in poking while sieging or pushing. You can also get Lost Chapter before buying this and gives you a good mana sustain in lane. Very flexible build path, you can recall at any gold value and still able to get a component for it, get this if you can't afford Rabadon


The passive from Haunting Guise is nice so you can keep it before buying other core items. Flexible build path, makes you tankier - its a great item overall. If you're building Viktor as a semi-tank battle mage type, get this most of the time as you get more % dmg buff the longer you stay in a fight


This item gives a lot of AP, with its 40% increase as well. It's a great item to have especially if you're snowballing the game hard, I do recommend getting this as a 2nd item if you have the gold to do so. Try to get this and force it in your build if possible because Viktor is heavily reliant on getting high amount of AP to even out the nerfs and making use of the changes he received recently


Despite its too-good-to-be-true stats & active, its still a pretty garbage item for Viktor specifically. He does not benefit much from this compared to Ryze or Karthus for example. Mspd & AP given is great but the speed is barely noticeable and its a decaying buff. Cooldown of this item is high, and stacks slower if you aren't with your team, only buy this if you have excess gold or trying it out


Apparently this item turns out to be good after the changes, even with the harsh Tear stacking mechanic. Viktor can't stack tear very well but 15% Mana refund is noticeable, you won't run out of mana faster than usual, and higher mana contributes to the shield amount and increase your survivability. Only get Tear of the Goddess after second upgrade atleast, getting it on first back even though you can't afford first upgrade is a bad move and you will lose lane pressure. This item is best bought as second item to shorten its stacking period


Underrated but strong item against full AD team, even moreso with Transcendence rune used as you get more AP for overflowing CDR. Extra mana boosts your shield amount further and since you have high CDR -- you'll be tankier in fights although having lower health pool. Combine this with other HP items and you can be a semi tank with huge damage






This section covers what you should get at first ~ 3rd back in different category of gold



Option #1 : 975g Minimum
Path : Doran's Ring + Boots of Speed + Control Ward

I would get this against hard lanes where I usually stress on using mana to farm from a safe distance and need the extra health from Doran's Ring for defensive purposes; boots is important for dodging skillshots and Refillable Potion if you have extra gold, else opt for Health Potions. E.g. Jayce, Syndra, LeBlanc matchups. If you're going for Double Dorans, avoid Dark Seal purchase at all cost! It'll decrease your item slot to 2 slot only and Boots will eventually take over that spot, you have to eventually sell Dorans/DS later on and lose gold in a long term



Option #2 : 1125g Minimum
Path : Sheen + Refillable Potion + Control Ward

Usually get this versus heavy trade matchups; or against enemy that mispositioned badly in lane to eat up all your Q AA pokes. I love taking this versus Yasuo; very aggressive matchups & often dashes into your range, he can't windwall your empowered AA. Else, I'll skip this most of the time because it is too risky to make it useful in most matchups due to your shorter range



Option #3 : 750g Minimum
Path : Dark Seal + Refillable Potion + Control Ward

A niche item to pick since Dark Seal increases healing from refillables and have a higher mana throughout the laning phase. Usually get this versus non-threatening matchups or matchups that you think you could bully them without receiving much damage in return such as Twisted Fate and Veigar



Option #4 : 900g Minimum
Path : Ionian Boots of Lucidity / Null-Magic Mantle / Boots of Speed / Cloth Armor

An early Lucidity boots is great if you still have summoner spell up so it guarantees next summoner spell you used will have lower cooldown; if you've already used Flash, try not to buy this and just buy T1 Boots instead; since your flash is still on cooldown its not that gold efficient to pick it up early. Mercury's Treads is a viable purchase if they have AP/CC mid & jungle duo. Ninja Tabi is great against AA-reliant matchup like Yasuo and Jayce. Get the components of the boots helps you survive the lane



Option #5 : 1000g Minimum
Path : Boots of Speed / Doran's Ring / Dark Seal + Cloth Armor + Refillable Potion + Control Ward

Get this if you're struggling against AD matchups like Talon/ Zed that have immense kill potential once they hit 6 since you don't get extra armor anymore, this is strictly recommended if you don't think you can survive their all-ins (Even more so if you don't have Exhaust/ Barrier!) A cloth armor with AmpTome is possible too if you're greedy with the AP - This path leads to Zhonya's Hourglass as second purchase, or atleast Armguard after MK-1



Option #6 : 1100g Minimum (800g if you own Boots)
Path : Sorcerer's Shoes

Niche purchase but works wonderfully if you don't feel like using up any item slots for extra Dorans or other items -- early Tier 2 Boots is useful for dodging skills and you can win early trades with it. Though by buying this, you'd delay your first upgrade further but on a decent trade off as well, your Death Ray will hit very hard if you buy this; helping you to chip away enemies' health slowly and exerting pressure. Do this against matchups that makes dodging important such as Ahri and Syndra







Heading into the game, you should plan how you're going to play out the lane in champion select, if you don't know how -- you can refer to matchup sections below to give you a base guideline on how you would play the lane out

Generally, your whole early game's objective is to get Hex Core MK-1 as early as possible, and by any means. Of course if your main goal is to get a huge 1150g, it's not going to be easy, just farming will give enemy opportunity to roam and take the lead; you should try to pressure your enemy laner as well. In an even range matchup; try to get early Q AA poke off enemies once they get too close; but try to avoid being too close to their minion wave to avoid pulling aggro. You should try to last hit as much as possible to get maximum gold to hasten your objective. Only start poking enemy with Death Ray once you allocate at least two points into it because the first level of it barely deals damage and doesn't help at all in pushing the wave.


Since your goal is revolved around getting an item early yet you're trading constantly, there's bound to be ganks so to avoid that, make sure you have wards on a side of the lane and usually try to hug the side where your jungler is closer so they could come assist if you get ganked. If you die early // or forced to recall early, you SHOULD still spend all your gold even if you don't have enough gold for Hex Core MK-1, refer to the sections above on what to buy if it happens to you, neglecting to buy anything to save for 1150g is a BAD choice & you should not do it, ever; but waiting a couple of seconds in base for it is recommended as it's extremely important when you're going into mid game


If you have managed to get Hex Core MK-1, you should start pushing the wave constantly and get wards around the map and help your jungler, or stay to punish enemy under turret, your upgraded Death Ray should be able to kill the minion wave pretty easily once you have 3 to 4 points on it; try taxing the raptors camp of your jungler/enemy's jungler, and get the 5 smaller raptors as taking the big one as well would cost too much health & mana. Unless your enemy have a strong wave clear, you'd lock them at mid lane while freeing up yourself to roam to other lanes or getting deeper wards or invading with your jungler
The mid game part is vital but then Viktor isn't at his strongest state yet, try to get as much farm and get atleast 400 AP or above as soon as possible for your next powerspike. With the strong wave clear already, you can defend against sieges fairly easily by clumping up minions with upgraded Gravity Field and then clear the wave with Death Ray and also siege well with a long range poke of Death Ray. Viktor isn't a great split pusher but he's good at denying split pushers, granted if you're slightly ahead. Your goal in mid game is to secure as many objectives possible with your team and try to collect as much gold from farming lanes and jungle

Most of the time, you should not go too front in the fight because you're squishy and aren't that tanky unless you go for tanky build. Use Death Ray from afar and Gravity Field to stun their frontline. If most of their frontliners got stunned with teammates' abilities, put Gravity Field down and chain the stun while using Chaos Storm to burst them down. Your main objective is to deal the highest damage possible, and to hit as many enemies at once. Do not hesitate to Flash inside if your frontlines engages on them, a simple Death Ray and Chaos Storm will deal extremely a lot of damage.


If possible, try to get a pick on their carry before a teamfight breaks out; Viktor can easily burst them with Death Ray + Siphon Power + Lich Bane's AA, and don't afraid on burning Chaos Storm on them is fine since they are the primary damage of their team. You should be able to kill their carry if they aren't too ahead, or atleast force a recall/ Flash. A single teamfight won in late game can mostly turnaround the game or make a comeback since you can push turrets and get Baron/Dragon






Jungler



Support




Ahri



Akali



Anivia



Annie



Aurelion Sol



Azir



Cassiopeia



Ekko



Fizz



Galio



Irelia



Jayce



Karma



Kassadin



Katarina



Le Blanc



Lissandra



Lulu



Lux



Malzahar



Morgana



Neeko



Orianna



Ryze



Swain



Syndra



Talon



Twisted Fate



Varus



Veigar



Vel'Koz



Viktor



Vladimir



Xerath



Yasuo



Zed



Ziggs



Zoe







You actually made it here! Well, good job I guess. This is my first guide yet I tried very hard to make it nice as possible and I wanted to give a shout out to :

- jhoijhoi's Making a Guide guide

- Vynertje for giving crictisms about the guide (Check out the Review Shop here !)

- Seth346 / Crs Dekar for giving his review on the guide ! Check out his Detailed Riven Guide too !

- utopus for reviewing my guide ! Check him out ! :)

- Sir Wellington for his honest opinion on this guide ! Check out his review shop if you are interested

- To anyone whos supported this guide by reading it ! ^^





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League of Legends Build Guide Author BlueMoon01
BlueMoon01 Viktor Guide
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