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Viktor Build Guide by Draczor


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League of Legends Build Guide Author Draczor

[Patch 7.17] [Diamond] How to emerge victorious with Viktor

Draczor Last updated on September 20, 2017
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Team 1

Ability Sequence

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Ability Key Q
4
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Ability Key W
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5
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Ability Key E
6
11
16
Ability Key R

Masteries

12 Ferocity

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18 Cunning

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0 Resolve

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Threats to Viktor with this build

Threat
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Threat Champion Notes
2
Twisted Fate Easy lane, he won't be able to win trades against you. Pressure him from farming and poke him a lot but try not to fight too long with him and avoid getting hit by his W. Simply doing Q + AA and E is enough. Make sure to push hard if his ultimate is up to make it harder for him to roam. You can push tower and make him lose cs if he tries to make a gank with his ultimate and try not to forget pinging your other laners if he is missing. You can follow up if he tries to roam bot with ult but that depends on the situation, otherwise just push mid. I recommend taking Cleanse in this matchup since a stun from him might put you in a bad spot.
2
Ziggs Ziggs is no threat since he probably will only focus on pushing or poking you while keeping a distance from you as he knows that he won't win a trade against you. But you are able to poke him too with your laser. In the early game, pressure him enough so that he won't be able to farm unless he uses spells. Naturally, if he comes close poke him with Q and E otherwise try to kill him if you have ult and Ghost up. If he is low enough do not be afraid to Flash and use your combo to kill him. In this matchup it is better to take Deathfire Touch instead of Thunderlords since you won't or rarely be able to proc it. And lastly you can consider taking Luden's Echo instead of Lich Bane to increase your poke dmg.
Guide Top

Introduction

Hello lads.


I have made this guide since I didn't see any updated viktor guides on this site for the new patch with the item changes at that time so I decided to make one myself, also this is my first guide based on my experiences with Viktor.


About myself.


Right now I am a Diamond Viktor main in EUW and my summoner name is CoasterDisaster.
The first time I started playing league was somewhere near the end of season 2 ( Kha'Zix release).
I first started playing Viktor in season 5 and started to main him in season 6. I ended up in diamond with Viktor in season 6 and from that point on I have mostly been playing him in the mid lane in almost every ranked game.


Guide Top

Why pick Viktor?

Because he is OP.



Very good scaling, the ability to two shot ad carries/squishies.
Can be played as an assassin and a control mage.
Good teamfight champion with high AOE burst.
Insane kite potential and pretty good splitpusher.
Being able to dish out huge amounts of damage every few seconds.
Very good wave clear, strong laner and very good late game champ.


Although Viktor isn't as popular as it was before it's still a very strong champion that shouldn't be underestimated.
Most people tend to underestimate his damage and won't realize it before they already are below half hp.
I love Viktor's playstyle which made me main him. He is good in most situations because of his kit and is very annoying to play against. He also has outplay potential in 1v1 situations.

If I had to say one thing Viktor struggles with then it's a way to run away or escape since he doesn't have any dashes but he does have a lot of movement speed.

Viktor isn't easy to master and play to his full potential. He has to micromanage a lot to be played to his full extent and it's also hard to fully control Death Ray to cast it however you want. I would like to say he isn't extremely hard to master but he is also not easy to play.

In short, the learning curve shouldn't be too high for him.


Guide Top

Summoner Spells

There are 6 summoner spells that Viktor can take but most of the time I
take Ghost and Flash.


Ofcourse you take Flash since you don't have any other kind of dash or ability to get out of a bad situation.


Ghost is by far the best summoner spell on Viktor. I choose it 90% of the time. It gives you a lot more kite potential and the ability to chase someone while keeping your Chaos Storm on them. It's also great if you are planning to roam to another lane or get to fights faster, but it's also good for running away from ganks. Together with your augment upgraded Siphon Power you will become the fastest cyborg alive.


The only reason you might want to take Cleanse is if you are facing an enemy/laner with cc, like Twisted Fate or Veigar (and possibly if the enemy team has too much cc). It will also let you get out of sticky situations or ganks if you ever get stunned or slowed.


If you are up against an AD laner or assassin then I would recommend taking Exhaust. A good example is a Zed, Talon or Yasuo matchup. It's a very good summoner spell that most of the time will save your life or help you kill someone.


Barrier is very useful against champions with high burst damage. I only ever take it against Syndra or LeBlanc as it most of the time saves your life and helps you greatly in lane. Also, it guarantees you surviving most ganks.


I rarely see people taking Ignite on Viktor but it's not very bad. It gives you a lot more kill pressure as Viktor is known for his lane pressure and poke. You probably won't be taking this unless you really want to kill your mid lane opponent. As the game goes on, Ignite becomes more irrelevant and most of the time you will find yourself in a situation where it could have been more useful if you took another summoner spell like Ghost.


Guide Top

Runes




quints
x3 Greater Quintessence of Ability Power:

I don't think I really need to explain why you should take these quints. Well these quints give you more AP so you can deal more damage. You want to deal as much damage as you can when you trade so the extra AP will help greatly.


marks
x9 Greater Mark of Magic Penetration:

Magic penetration let's you deal more damage by ignoring a portion of the enemies magic resist. Basically meaning you deal more damage. Pretty standard to take these marks for mages.


glyphs





x6 Greater Glyph of Scaling Cooldown Reduction +
x3 Greater Glyph of Magic Resist:

The 6 scaling cdr is very nice for Viktor since he is an mid to late game champion in my eyes. It will give you the last 10% cdr you will need depending on your build path to have 40% cdr in late game. Having 40% cdr put's your Q on a 2.4 sec cooldown. The duration of the shield and movement speed buff is 2.5 seconds which means that you will have an endless shield and movement speed buff while also being able to deal an huge amount of dps every few seconds.
For the leftover slots, I took 3 magic resist glyphs for a little sustain in the laning phase.


seals

x9 Greater Seal of Scaling Health:

A lot of times you will face an AD champion and ofcourse AP champions so it's better to take scaling health seals simply because it mitigates the ap and ad damage.


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Masteries

My usual mastery tree



Here I am gonna explain why Thunderlord's Decree is the keystone I take most of the time on Viktor.

First of all you can proc it easy and second, it makes trading with the enemy laner a hundred times better. Being able to deal a bit more damage improves your lane pressure while making your burst damage even more unexpected and scary. Hence improving his early game a lot.

Now obviously not everyone takes Thunderlord's Decree ,
I also see a bunch of players taking Deathfire Touch .

I almost never use this but from what I know, you probably only take it when you can't get in range to use your Siphon Power. Deathfire Touch makes your Death Ray deal even more dmg which improves your poke power in lane. Taking this keystone is good against enemy laners that can farm from far away while not wanting to get in ur Q range.
A very good example would be Ziggs. Champions like him will never come close to you and will only try to farm/poke from a distance. In this situation you probably will only land your Death Ray which makes Deathfire Touch better than Thunderlords.
Also it seems that in the late game Deathfire Touch beats Thunderlord's Decree, so if you think thunderlords wont help much in the early game and you wanna focus more on the late game, then you can go ahead and take Deathfire Touch.


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Small combo guide

Basic (trade) combo:
Q E
-> AA ->
Easy to pull off and the dmg is instant while proccing
Thunderlord's Decree resulting in an unexpected burst dmg.

Full dmg combo:
E R Q
-> -> -> AA
Also easy to pull off. You basically use Death Ray instantly together with Chaos Storm and then use
Siphon Power with an autoattack. Using Chaos Storm early is important since it takes some time to deal the full amount of dmg from it to the enemy. This is most of the time more than enough to one shot a carry.


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Roams and Ganks

ROAMS


If you are planning to make a roam somewhere then push your wave first.
Doing so will let you get in time for your next wave after a roam.

You have to look at the situation in another lane first before you make a roam. If the enemey is too deep in lane you can roam, but you can also roam if your teammates have good vision control. If their bot lane is sticking too much to their turret you can plan to make a dive. Make sure your own bot lane pushes wave first before you dive BUT, never stay too long because otherwise your own midlaner will follow up and worst-case scenario, kill you all.

GANKS


If your jungler is planning to gank your enemy mid laner then you gotta set up a good gank for him.
Most people tend to stand diagonally to you. For example if you stand on the left side of the lane the enemy would stand on the right side. That's one way to set up a gank but you can also bait him into fighting you. If he does so then be careful to survive and let your jungler come to kill him. Also put a control ward on the side of the bush where your jungler is.

What if you get ganked?
If it's an enemy jungler with no dash you can simply put a gravity field between you and him to cut off the path so you can walk away. Most of the time that would do the trick.
Apart from this you don't really have anything else to escape with except with your Flash or Ghost. Stand on the side where your jungler is so if you get ganked you can walk towards him.

Now you have to predict or ward when and how the enemy jungler will gank you.
Most of the time a jungler makes their first gank around minute 3 in mid lane, so around that time don't stand too deep in lane or go and ward.
You can also notice from your enemy mid laner's movement if you are getting ganked. If the enemy mid laner walks towards you, which he probably wouldn't do cause that would let him get freely poked then you are most likely getting ganked. Put deep wards in good spots after you pushed your wave to know where he is because it's very beneficial for your team to know where the enemy jungler is.

Tip: If you are gonna ward after you pushed, walk behind instead of to the side to get out of vision. The enemy midlaner won't know you went to ward and will be confused and spamm missing pings.


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Early Game / Laning Phase

Viktor is known for his strong trading potential and lane pressure.

On level 1 you want to start with Siphon Power to proc Thunderlord's Decree to win trades easily by using this ability + AA on your opponent especially if you are up against melee champions.

After that you want to focus on making your opponent lose farm. If he goes for the last hit on a minion you can poke him with Siphon Power and Death Ray. This ensures that your opponent will have to choose between getting farm and getting poked or trading back and losing farm. Whereas the most case is your opponent going for farm and getting poked.
If he get's too low then you can simply kill him with Q + AA and E. Don't be afraid to use Flash if necessary to kill him.

Viktor is pretty mana hungry so do not use your Death Ray too much just for a simple poke if you are almost low on mana. Best to use it together with Siphon Power to proc Thunderlord's Decree .

If you successfully gained lane dominance or an advantage you can pressure him by just walking towards him. He will walk back since it's natural that you don't want to get poked. If he does so he will lose farm and maybe even experience if he's too far away from the creeps. Pressure isn't all about winning trades but also making your opponent afraid to come close to get farm.

Now you don't want to get too close or getting in extended fights. If you get too close you risk getting to die since you don't have the potential to kill someone quickly before they kill you. Keep good attention to the distance between you and him.
Do not prolong a trade after you used your abilities. If you do then you will most likely end up losing the trade making you the one with lower hp. It's never good to already be low on health in the early game as Viktor since it makes it harder for you to stay long enough to earn enough money for items.
Simply use your Siphon Power + AA and Death Ray to proc thunderlords and walk away. Most of the time that's all you gotta do to win the trade since you can almost instantly cast it.

Viktor also has extremely good waveclear. Once you get augment upgrade on your Death Ray you can clear the whole backwave. Now you simply want to push the lane 24/7 so your opponent has to farm under turret and lose cs or facetank the entire wave.
Not only does this give you a lead, it also makes sure your opponent won't go anywhere. He will have to stick around his tower to get his cs and if he doesn't and decides to roam he will lose farm while you are damaging his tower. If he doesn't get anything out of the roam he will only be put at an even bigger disadvantage.