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Choose Champion Build:
-
Standard Mid Lane
-
Vs. AD
Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Glorious Evolution (PASSIVE)
Viktor Passive Ability
Introduction


Viktor is an AP Caster through and through. As such, he can deal boatloads of damage to an enemy team. What makes him special amongst other AP casters is his remarkable versatility and the extreme utility he provides for his team as a whole. Overall, he's a blast to play (literally and figuratively). If you enjoy being a huge asset to your team and pulling off amazing plays with style and flair, then Viktor may be for you.
Like many other mids, he is best kept safe from harm when possible, although he has tools to defend himself when needed. Overall, his role is that of a heavy damage dealer, while providing amazing zone control, team protection, and general utility. He therefore fits well in almost any team comp, as long as he isn't taking all of the damage. To this end, building high damage, cooldown reduction, and a splash of survivability will help you successfully accomplish these goals.
Pros/Cons to Viktor
PROS![]() |
CONS![]() SPACES PACESPACE SPACESPA CESPACE ESPAC SPACE SAPCE SPACE SPACE SPACE SPACE SPACE |
Good Choices
Flash is almost obligatory on most champions. Its ability to both secure kills and save your life make it indispensable.SPACE SPACE SPACE SPACE SPACE SPACE SPACE SPACE SPACE SPACE SPACE | Ignite is amazing as both the final component to a damaging combo, as well as retaining its usefulness in late game against healing. As a damage dealer, ignite fits Viktor's role well. |
Viable Choices
Teleport is viable for getting back to lane after shopping and for the improved map presence when ganking and defending towers. SPACE SPACE SPACE SPACE SPACE SPACE SPACE SPACE SPACE SPACE SPACE SPACE SPACE SPACE SPACE SPACE SPACE SPACE |
Exhaust is also viable, though you'll probably get more mileage with ignite (especially against other AP mids). Exhaust is, however, a better escape tool, and it will work well against certain champions, if you know you'll be matched up against them (i.e. ![]() ![]() |
Barrier is also OK, though your ![]() |
Heal is an underrated summoner spell - the mass heal in teamfights is amazing. However, ![]() |
NOT RECOMMENDED








In general, Viktor can use the same runes that you would use for most other AP mids you might play.
I find the following runes to be particularly good on Viktor:
Runes




These runes provide an early 7.8 magic pen for trading with the enemy mid, as well as 12.1 magic resist for defense against their spells. I take flat MR instead of scaling because they provide more MR than scaling runes up to level 9, by which time many games are already in the teamfight phase. In my opinion, the first few levels of play are what you should optimize when building rune pages for AP mids.
The combination of AP yellows and AP quints yield a hefty 20.2 ability power right at the start of the game, making your spells and harassment that much stronger. This is important towards your viability in the early game.
You could swap



I wouldn't recommend

I also wouldn't use any mana (






Passive - Evolving Technology
The hex core is an often overlooked item, and most people tend to disregard it as a useless item that gimps Viktor's damage potential as an AP caster.
To this I say, "nonsense!" The hex core instantly provides an impressive 3 AP per level for FREE, without having to go back to the shop. This means that Viktor does not have to return to the shop as often in order to keep up his damage output. In fact, as Viktor and the enemy mid stay in lane for longer periods of time, Viktor gradually gains an advantage over his opponent, since his AP will rise more rapidly. This may force the enemy to recall to shop in order to acquire the items necessary to match Viktor's damage output, thereby giving you free farm (and who doesn't like that?).
The augments themselves also make this passive well worth it, but we'll get to those later.
Remember that you can't sell the hex core (but considering how awesome it is, why would you want to?).
Power Transfer (Q)

The important thing to remember about power transfer is that it fulfills distinctively different roles depending on the stage of the game in which it's being used.
In the early game, its low cost and decent damage make it excellent for last hitting minions. However, power transfer doesn't have the range or damage to justify putting yourself in harm's way in a damage trade with most enemy mids. Additionally, the shield (arguably power transfer's most useful component) doesn't usually return fast enough to block much damage in quick single-spell trades against enemy champions. You'll usually end up behind if you try to use it this way in the early game, and this often frustrates many beginning Viktor players.
That being said, in the mid/late game, and in long, drawn-out teamfights, power transfer is great at providing sustained damage output while protecting yourself from damage. In these situations, Viktor CAN trade well with multiple power transfers, particularly with some AP and cooldown reduction.
Additionally, power transfer is excellent at all stages of the game as a defensive ability against damage-over-time spells, especially

Although you can max this first for consistent damage and a stronger shield, I put 1 point in at level 2 and only max it after Viktor's E (

Gravity Field (W)

Gravity field is another easily misunderstood skill. Many people try to use it as an initiation tool to begin a damaging combo. Without its eponymous

This is not to say you won't ever use it as part of a combo to stun your enemy and burst them down. You'll just usually have to wait for the enemy to initiate on YOU before they are close enough for you to use gravity field in this manner.
However, gravity field is SUPERB at stopping aggressive opponents and preventing ganks. This is especially the case against champions that lack blinks who must run straight towards you to (i.e.

It's equally useful as an escape mechanism if you are being pursued. Drop it behind you in the path your enemies must take, and you'll force them to either go around the field or through it. Either way, you'll buy yourself time to escape.
It can also be used as a zoning tool, though I wouldn't use it in this way unless you have mana to spare and are reasonably sure you won't be ganked soon (it has a relatively high mana cost and long cooldown early game)
Because extra points in gravity field only reduce the cooldown of the spell, I only put 1 point into it at level 3, and max it last.
Death Ray (E)

Death ray is the reason you play Viktor (well, one of the reasons). It does immense damage at long range (which is not reduced by minions), can be cast without interrupting movement, and you can change the vector of the ray each time you fire. In other words, it's an ideal poke and farming tool. With a little AP, a well-placed death ray can clear an entire minion wave as it approaches. It can also devastate an opposing team by hitting multiple targets with the same cast.
Mastering this spell is crucial for reaching Viktor's full damage potential. Therefore, it is important to practice using this skill, especially for beginner Viktor players who may find the targeting and hitbox to be a bit awkward. Although it can only begin firing near Viktor, it can reach extreme ranges when aimed directly outward, and will outrange most other pokes. If you aim carefully, you can often hit all the minions in a wave, even after they've begun attacking each other.
Death ray also gives vision along its path. Use it to check bushes or reveal enemies in the fog of war.
The insane damage and utility of this spell warrant getting it at level 1, and maxing it immediately.
Chaos Storm (R)

Chaos storm is a very powerful ultimate with tremendous sustained damage output over its duration. If cast directly on top of an enemy champion, the storm will follow the enemy as they move, even if they enter stealth or enter a bush. This is fantastic for locking down opponents (like

If it is not initially cast upon an enemy champion, it will NOT automatically track any champions that subsequently cross its path.
It can however be continually redirected by pressing R again and clicking on a new location. In this manner, you CAN follow another champion with the ultimate even if it wasn't initially cast on them.
In addition to the damage over time, it deals an initial burst of damage, as well as an initial silence on the first enemy champion it is cast on. It will NOT silence any champion after the initial cast.
Although the constant area damage is great for scattering enemy teams and zoning off portions of the battlefield in teamfights, the silence and initial burst are also vital components, giving Viktor much of his power as a burst mage, and making him a deadly opponent against a huge number of champions (especially other casters).
Level chaos storm whenever possible.

There has been much debate on the relative benefits of leveling


For the vast majority of game with Viktor,





However, the case for leveling


OR
2a. You have absolutely no hope of hitting your opponent without a targeted

AND
2b. You have little risk of retaliation from getting in range to use

I can't argue with the first situation - if that's your plan, go ahead and level up

However, it's almost impossible to find yourself in a situation that meets BOTH criteria for situation 2. Even someone as mobile as





Augment: PowerThe combination of health, health regen, and (most importantly) movement speed, make ![]() ![]() Verdict: Viable |
Augment: GravityAlthough the CDR and mana regen are useful, the real reason you would want this augment is for the longer range on ![]() ![]() ![]() Verdict: Use Sparingly |
Augment: Death
This is my preferred augment in most games, and will be the focus of the rest of this guide.
The flat 45 AP that it provides (for 1000 gold) is in and of itself a cost-effective purchase. Additionally, the passive effect of



The extra 30% damage on





It can even yield you an unexpected kill on an opponent. Many players will not realize the strength of the DoT, and will forget to use


Most games, you'll want to rush straight for this as your first item, even before boots. It's just that good.
Verdict: Highly Recommended



Starting Item
Doran's Ring
Ever since the Season 3 nerf to boots' movement speed, they are less effective at dodging skillshots or helping you backing away from attacking enemy minions. The concurrent buff to all champions' base movement speed means that even without boots, you are inherently better suited to dodging skillshots and avoiding enemy harassment.
Additionally,

In the mid game, when you have enough AP to allow

This, combined with the ring's other stats gives you utility and sustain that


Call me old fashioned, but I think
Doran's Ring is the way to start.

Early Items
Item Sequence








Once in lane, your job is to assess your enemy and use your skills to zone him out and out-farm him. You may even be able to continually poke his health down to the point of recalling, or ideally, bursting him down.
As mentioned earlier, rushing






Basic Combat
1. Your basic burst combo involves using




2. Make sure to use

3.



4. Because of the variable trajectory of


5. Don't forget about the initial silence on








These constitute your core build, giving you an impressive 35% cooldown reduction (39% if you count the


Ideal Mid Game Inventory
Item Sequence










If you absolutely cannot fathom forgoing

It's also sub-optimal when using


Teamfights
With your high AP and almost maximum cooldown reduction, you want to force teamfights as much as possible, since your AoE stuns and damage will give you an advantage over the other team. Viktor really shines when he can hit all the enemy champions with his spells and disrupt enemy teams with his board control. Between the cost-effectiveness of

It's worth noting that you do very well with objective control. You can easily delay/scatter oncoming enemy teams with








As icing on the cake, the added AP from


If I don't have any specific defensive issues that you have to address, I like to finalize the build with



1. Although catalyst is nice, it's too expensive to provide much benefit to Viktor's early game. You really want the damage offered by

2. The base stats on




Late Game Build
Item Sequence










That being said, you'll often have a more appropriate last item to buy dependent on their teamcomp (i.e.




Item Swaps
I find boots to be extremely overrated in late game for ![]() |
![]() |
No, really. Unless you absolutely need the movement speed (for example, your base is being constantly pushed and you need

*On that note, this is really never an issue for Viktor (his damage is already so high to begin with), though his total AP is technically limited by the fact that his augments (even |
Moreover, his positional control with








In general, any good survivability item can replace your boots in the late game. Even if you don't replace your boots, buying a survivability item (usually in place of the










If you insist that you have to do even MORE damage, consider purchasing






However, practically speaking, you'll rarely need to purchase these items to keep your damage up.





You can also cast


You won't always be able to hit every creep with a single



TOP LANE
Viktor also shines as an unconventional top laner. His strength in this position lies in his amazing poke and the ability to stop melee champs dead in their tracks. Many scary top champions, such as







Thank you for reading my guide. Please leave comments and suggestions (don't just downvote it without a reason) as I hope to improve this guide in the future.
Thanks,
Daedalusx99


Special thanks to Trykstr for his help in editing this guide
And Jhoijhoi's Guide to Making Guides, which taught me basically everything
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