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Spells:
Ignite
Flash
Ability Order
Glorious Evolution (PASSIVE)
Viktor Passive Ability
Viktor & Rolf
Rys Aberdeen.
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Pros
+ Can be played numerous ways considering the possibilities offered by Evolving Technology + Very good at initiating and using CC + Death Ray gives best poke early game with one of the longest ranges on an AoE spell which means it can go through minions. + Amazing control champion - silence, slow, stun, speed up + Insane AoE damage AND CC means you win teamfights and thus the game + Think of the possibilities of having a third arm... |
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Cons
- Very weak single target / burst damage from only Power Transfer - Squishy for a DPS mage without any spell vamp - Passive requires money - Stupidly low base mana stats for a mage -.- - Generally outclassed for specific roles (e.g. support, AP carry) by other champions ( Sona, Annie) making him excel mostly as a kind of hybrid - Probably a serial killer |
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(Adeori if your reading, I COPYRIGHT THIS || :p lol jaykay.)
|| So while Viktor excels at controlling teamfights, dealing AoE damage and kiting like a boss he is outclassed by other champions in these specific roles. E.g. if you were to build him flat AP, it would be pointless because Annie would be more effective and it you want a great CC/initiator Blitzcrank would probably do the same job with less need for gold. Now this aside Viktor makes a great addition to any team as an AP carry or a roamer. This is because of his great sustained damage, mobility, potential to 1v1, kite and help the team win the teamfights. Keep in mind though that when playing AP carry, dont steal all the kills because it wont nececarilly help the team in the long run. Your silence, slow, stun and AoE damage are all great but focusing on pure DPS, it would be better to let your AD carries take the kills. Viktor is nice because his power lies in utility rather than straight damage. Take his passive for example. For only 1200 gold you can get 45 AP (1800 gold value) and 30% bonus damage on deathray or any number of variations. This equates to a quick mid-game (little gold lots of stats) and basically less need for gold. Ill get into this more later.
sp | Flash: Your a mage. Now while certain mages like Vladimir can take ghost, you lack the spell vamp or health to allow yourself that luxury. Flash outclasses Ghost in the sense that to get off your burst damage or escape, you don't have the luxury of time to run and catch up or run and escape. For example if there is a Master Yi standing between you and a one bar of health Veigar - if you were to use ghost and chase through Yi, you'd probably die. With flash, simply flash, Ignite / Death Ray secure the kill and then make your escape with Power Transfer. While the cooldown on flash is rather high, taking Summoner's Insight should help that. Range is not a huge issue once you learn to hop walls and will get you in range for Death Ray most of the time. | sp |
sp | ignite: As one of the best early game laner's (range and damage on Death Ray combined with utility of Power Transfer) it would be foolhardy not to take ignite just for first blood. Well, not really, but still Viktor has VERY long cooldowns on his abilities (even Q maxed out is a 5 CD) meaning it can be tough to finish those stragglers in the teamfights. Even if your Q comes off CD its range may not be enough sometimes, or you could just be OOM (Out of Mana). Ignite comes in handy for all of these situations. Exhaust isnt really needed considering Gravity Field is effective enough meaning as an offensive spell you can't really go wrong with ignite. | sp |
sp | Ghost: If you think I'm full ******, go ahead. The fact is when will this really be useful. Escaping? You'll be dead a few seconds after activating. Chasing? You could just use Death Ray, Ignite, or Flash. | sp |
sp | Teleport: Can be used very effectively in 5v5 in a telegank, teamfight or just defence. Not viable in 3v3 though as the map is small enough already. | sp |
Utility
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Summoner's Insight: 15 second CDR on flash is nothing to scoff at. Expanded Mind: On champions that use mana, increases mana by 4 per level gained (12 at rank 3). This translates to 72 mana at lvl 18 with rank 1 (216 at lvl 18 with rank 3). This helps your base mana problem and lets you spec into Meditation . Swiftness: A little bit of movespeed is actually very good. On 300 one percent is 3 movespeed. This can make the difference between life and death. Meditation: Increases mana regeneration per 5 by 1 (3 mp5 at rank 3). With a base regen of 0.86 mp5 this is a lot of regen, no? Greed: As a champion that does not rely too heavily on gold, you can leave the minions/kills to your higher priority carries. This leaves you getting gold from assists and odd minions. GP/5 from this mastery (speccing 3/4) gives 450 gold in a 50 minute game. Not bad eh? Transmutation: Spell vamp will give you some survivability in lane to make up for lack of defensive runes/masteries. Runic Affinity: Mandatory if you plan on taking blue buff. Sage: Victor lacks single target damage and will probably end up getting more assists than kills. Take sage to make them worth it and stop yourself from raging. Intelligence: CDR means more effectiveness. 6% here, 4% from offence and then your CDR/lvl runes should help you reach the CDR cap by end game. Mastermind: CDR on flash on and ignite is good. CDR on Flash goes from (265-15)*0.85 = 212.5 seconds. Ignite foes from (180)*0.85 = 153 seconds. |
Offence
Runes
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Evolving Technology: Viktor starts with a Hex Core that provides him with stats and can be upgraded in the store to augment one of his abilities. The Hex Core can only be upgraded once, and cannot be sold back to the store.
I will create a separate section on which I think is the strongest pick and why.
Power Transfer: Viktor blasts an enemy unit for 80/125/170/215/260 (+0.65) magic damage, returning 40% of the damage dealt as a shield. Cost 45/50/55/60/65 Mana. Range 600.
- // Great to exchange harass and auto attacks because you will always come out on top
- // Can be used to push people away then follow up with a Death Ray
- // If your about to die you can cast on a minion to ensure your survival e.g. last tick of Ignite
- // Remember shield is NOT instant, there is a slight delay
- // Decent for tower dive but dont rely on the shield
- // You can tank CS at your turret by drawing their aggro and letting the shield take the damage rather than the turret.
Gravity Field: Viktor conjures a gravitational imprisonment device, slowing all enemies by 28/32/36/40/44% of their Movement Speed and stacks every 0.5 seconds. At 3 stacks the target will be stunned for 1.5 seconds.
Cost 65 Mana. Range 625.
- // Cast on a fleeing enemy for maximum CC
- // Try to push enemies into this by using Power Transfer and casting Death Ray slightly behind them
- // Can be used to initiate a teamfight but is even better in the middle of one
- // Max CD for this spell
- // I take a point in this at lvl 5 in case of a jungle gank. Its not worth using for harass and kills probably wont come before level 5 anyway.
Death Ray: Viktor uses his robotic arm to fire a chaos beam that cuts across the field in a line, dealing 70/115/160/205/250 (+0.7) magic damage to every enemy in its path. Cost 70/80/90/100/110 Mana. Range 530.
- // Strongest source of damage. Make sure to hit as many people with this in a teamfight, dont save to kill fleeing enemies.
- // Can outzone Tristana with the range.
- // Difficult to cast while moving
- // Push enemies out of lane with Power Transfer and auto attacks then finish them with Death Ray
Chaos Storm : Viktor conjures a singularity at the target location, dealing 150/250/350 (+0.55) magic damage and silencing enemies in the area for 0.5 seconds. As it churns, it deals 40/60/80 (+0.2) magic damage every second to nearby enemies for 7 seconds. The storm moves faster the closer it is to Viktor. Activating this ability again while the singularity is active will redirect it.
Cost 125/175/225 Mana. Range 700.
- // Save in teamfight as an interrupt. Can be used to interrupt Fiddlesticks, Caitlyn, Nunu & Willump, etc. Any channeled ult.
- // Decent finisher especially comined with Ignite
- // Can also be used after gravity field to scare opponents. After stun and silence their instinct will probably be to run after your team blows its CD. This equates to a few easy kills for your team.
- // Dont forget the visibility blocked by the cloud. In a heated teamfight you can hide a weakened teammate for maybe a second because of the cloud which could save their life.
So I choose to max my E and Q equally in the laning phase because both are potent and it dosent make sense to focus one immediately. DPSwise on the CD's its better to put two points in each by lvl 4. I take a point in Gravity Field at lvl 5 for jungle ganks and to get ready for the mid game where it will play a major role. I then max my E Death Ray first because I play as a DPS support caster and I can deal maximum damage by hitting multiple targets with death ray. I then max Q to increase DPS and survivability in the mid-game because you tend to get focused. You CAN max Gravity Field before Power Transfer but it depends whether you prefer more damage or CC to support. Take your ultimate any time you can.
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Rush this first (after boots) because stats are amazing for gold.
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Morello's Evil Tome
Fiendish Codex (1275) + Blasting Wand (860) + Recipe (215) = 2350
+75 ability power
+12 mana regeneration per 5
UNIQUE Passive: 20% cooldown reduction
Deathfire Grasp
Kage's Lucky Pick (765) + Fiendish Codex (1275) + Recipe (600) = 2610
+60 Ability Power
+10 Mana Regen per 5 Sec
UNIQUE Passive: 15% cooldown reduction
UNIQUE Active: Deals magic damage to target champion equal to 30% of their current health (+3.5% per 100 Ability Power) with a miminum of 200 damage. 1 minute cooldown.
These two items are very similar except for a few KEY points. The difference is a 260 gold price increase on Deathfire Grasp for 15 Less AP, 2 Less mana regen, 5% less CDR, BUT an active that will do aroudn 30% of the opponents health in burst damage
And that price difference is almost negligible when you consider that Kage's Lucky Pick gives 5 gold/10 seconds as a passive and is uber cheap, meaning you can get it early on and within 8 minutes 40 seconds the price difference is made up.
If you feel aggressive and strong in lane, which you should, you can take an enemy down solo. Its a good idea to start with a Death Ray then follow with Power Transfer. This way the enemy has less of an idea what you are going to do and you gain the movespeed boost during the time you need it most - to chase. Lay down a Gravity Field for slow/stun. Power Transfer should come off CD and follow up with that. Keep walking forward and auto attacking while waiting on your CD's. Dont cast Death Ray immediately after. Keep auto attacking then for the finishing blow, stop moving and make sure to land Death Ray/ Ignite. That should be an easy kill. I like to save flash ignite if my Death Ray dosent finish the job.
Its time to shine. If your team lacks CC you can initiate with Gravity Field. It should come back up when you need it most. Follow up with Death Ray hitting as many targets as possible. Now focus on positioning. Find the enemy with a channeled ult and prepare to interrupt with Chaos Storm. Cast Power Transfer for the move speed and position yourself far away but close enough to land your ulti/death ray/gravity field should they come off CD. If there is not enemy with a channeled ulti simply follow up on your gravity CC with Chaos Storm and Death Ray to scare the enemies. When they notice their health lower than your team's without any easy targets (you should be out of range) its a few easy kills.
Not too hard when you pick someone off with Death Ray. If they are hiding under dat turret show em who's boss by casting Power Transfer on a minion for shield and move speed. Get in range to use Ignite then follow with Death Ray and if need be your ulti for an easy kill. Not really that hard.
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Map Control: Because the map is so small and there is only 3 players there will be a lot of ganking and therefore map control all but wins the game for you. Knowing when the enemy at the top is coming bot to gank will save your lives and probably keep the game from snowballing away from you which happens so easily on this map. Not to mention buff control is hugely important. With less people on the team both sides will usually be evenly matched because most of the time the whole team of 3 people will stick together which isnt that hard. Having a buff will give you the extra edge which will cause you to barely win the first teamfight. From there on it becomes easier and easier to kill the enemy as well as control the jungle. Getting Gold: Here its all about First Blood, Ganks, Dragon and Turrets. Each stage offers you a way to gauge how far ahead or behind your team is. There will be practically no solo kills here because chasing is incredible stupid with enemy teammates so close by and people usually do not overextend until they are winning. If they do they will usually just head into the jungle for a bit and take the buffs. If you miss out on one of the listed forms on acquiring money its not a big deal however remember: GOLD WINS TEAMFIGHTS. Apart from certain OP champs everyone is pretty balanced and because no one will make stupid mistakes here, remember almost all the kills will be from teamfights, even a gank can turn into a teamfight here and half the time an overextended enemy is bait for his other two teammates. This basically means you will not get kills unless you have more gold. I know this may sound silly and applies more to late game than early however it is true and this helps me express the importance of dragon and turret pushes. DO NOT GIVE THESE UP. You need turrets and dragon here to be able to win the game, its not simply about team placement and focusing the squishies, you need better stats to win here most of the time. Laning: Laning here is somewhat passive and somewhat not. Early laning phase should be renamed early ganking phase. Its the only time you will be able to succesfully fight the enemies in 3v2 or 3v1. This is the one exception to the gold rule which says you need dragon or turrets before starting a teamfight to ensure your victory. As a burst champ it is possible to be more aggresive in lane without overextending so take advantage of this. Your enemy may be unable to DPS you if you stay further back in your lane. Careful when finishing kills though because despite their low health, chances are they will run away and if you chase, their team will come for a free kill. This is why I mean it can sometimes be passive. This is not to say dont harass your opponent in lane, Im just saying dont be an idiot and chase them past half for the kill. Also be wary of your health as the lanes are smaller, you can be killed more easily. Now for Viktor. As Viktor it is definitely preferable to take the top lane. Because of the nature of 3v3 however, it is viable to take bottom lane. Going bot with a strong CC partner like Annie or Alistar will almost definitely land you both some early kills. The lanes are tighter here and there are less minions. This means that to last hit you will have to be more aggresive. If you end up losing your lane you will be denyed completely or die very soon. Luckily it means harassing is easier because there are less minions. As Viktor its very easy to lane here maxing Power Transfer first and maintaining control with Death Ray. Make sure to watch the map. Gank whenever it is humanly possible. The early laning phase will pass quickly and make sure you do not have to go back more than once but dont worry too much about farming. At lvl 6 your team is going to want to rush dragon. Make sure it is counter warded first, as otherwise you will end up losing a teamfight. Once this is over the two teams will basically end up taking turns pusing lanes and fighting for jungle control. Spell vamp is pretty good on this map considering theres less chance of getting bursted down and ignited. Getting an early Hextech Revolver will definitely help you win the early jungle fights. What to do at this point is simply push lanes with a partner if possible and help to take jungle creeps whenever you can. The reason Viktor really shine here though is his CC. With reduced CDR you can initiate and interrupt with Gravity Field. Also cause chaos and confusing by interrupting those crucial enemy ulties. Be careful with positioning though because if the enemy targets you, you'll die pretty quick. Fights are more decisive and with tankier and DPSier champs. |
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Order of priority; Use Sight Ward and Vision Ward where necessary:
However you decide to set these up with your team, whether it be orderly among the team or supports only buy wards, make sure these are always laid out! Baron and Dragon are what we're primarily keeping an eye on here. Early in the match it's not as important obviously, however, you still need to know whether top, mid, or bot will be set up for a gank when enemy laners/junglers are wandering about. These early kills can help the enemy sculpt the rest of the match and land a victory. We don't want to be allowing the enemy to kill either Baron or Dragon. That's a good chunk of gold that will distribute among their team, not to mention Baron's handy buff. Again, don't overlook these wards!
Note: I would recommend using Vision Ward for these locations, especially Baron mid-late game. If not Vision Ward, then make sure someone, usually the tank, has Oracle's Elixir for discovering enemy wards.
Self Privacy Wards:
There's orange points at top, mid, and bot hiding locations. I would hope that your entire team would try to ward the areas entitled to them. These wards are not entirely important, however, they are lifesavers. Junglers and wandering laners will use these bushes to set up for early kills. If you're pushing your lane, then it would be a good idea to ward the bush(s) that is closet to you.
Team Privacy Wards:
These are crucial wards to put out when the match can go either way by eliminating possible ambushes when pushing minions or entering your own jungle.
Game Changing Wards:
Of course all of the wards posted on the map are capable of changing the outcome of a game, but these wards are placed in a location that both teams will always drift by. Reasons to go through the wards (for both teams): Getting to Baron and dragon, changing lanes, shifting from allied jungle to the enemy's jungle (either by self or team) to steal mobs/buffs, shifting as a team to gank the enemy team, etc. If you just have a ward on either Baron and/or dragon, you can still miss the enemy slipping by into your jungle never knowing it. This allows enemies to set up ganks. Therefore, these wards change the outcome of a game because you know whats coming.
Invading Wards:
I thought it was appropriate to name these wards in this manner because you can enter their bushes knowing whether they're there or not before you attempt to set up a gank. The enemy usually walks through these bushes hoping to freely enter their jungle for experience/gold and/or buffs.
Buff Wards:
Monitor your's and enemy's buffs with these wards. Good to set in your own jungle if they start playing dirty and snatching buffs early game from your jungle. These wards are primarily for the junglers of each team.
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