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Viktor Build Guide by Rys Aberdeen

Viktor & Rolf : A Rys Aberdeen Guide

Viktor & Rolf : A Rys Aberdeen Guide

Updated on January 7, 2012
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League of Legends Build Guide Author Rys Aberdeen Build Guide By Rys Aberdeen 32 9 75,977 Views 36 Comments
32 9 75,977 Views 36 Comments League of Legends Build Guide Author Rys Aberdeen Viktor Build Guide By Rys Aberdeen Updated on January 7, 2012
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Viktor & Rolf

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Imperative Introduction

spaaaace So this week I'll be doing things a bit differently. Gameplay sections and montage will remain the same, but considering the way my last guide was received I've decided to make a shorter section on summoner spells, runes, and masteries as well as backing these sections up with as much math as a I can. Basically I hope to move to a more concise and less opinionated guide that relies on numbers or facts for support. I'm also going to take a stand on certain items rather than explain how each is viable. What I mean is that while certain choices are situationally better others are just generally better and I will try to give people a nice concrete build they can use. Now some people I'd like to thank are JhoiJhoi and Apotheosis. JhoiJhoi for her great line dividers I use e'ry day and apotheosis for his warding section. I use it a lot and even if I dont put it in this guide, I still want to thank him (or her - not sure).

Rys Aberdeen.
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Quick Note on Masteries - Misconceptions

So I'm not here to tell you how to play or what to take. Im here to give advice so you can make a better decision on how to build your champs. Now I wouldn't be doing that if I just said to do stuff without explaining. Clearly I havent explained masteries well enough but its because throughout the guide I refer to the fact that Viktor is NOT the best AP nuke carry there is. Annie and Brand are better. What he excels at is supporting with his AoE damage, utility and awesome CC. You have to use your cloud carefully to help your team, silence enemies, deal damage. Death ray for AoE damage. Gravity Field for CC and Power transfer for the utility/survivability. Now going flat AP would be silly because his power lies in his utility, not necessarily his pure damage output. You can still be effective with less AP. In fact you are more effective with less AP and more CDR because then you can use your CC/utility more. Without single target nuke power (only a weaker power transfer) there's no point in taking 21 in offensive because you probably wont get kills anyway and Executioner would be a waste. If you take utility though you will get CDR, more gold for assists and mana. This allows us to focus our build more efficiently on AP and hit the CDR more easily because we dont have to worry about buying mana items, having less gold from assisting (teammates ksing maybe) and focus on getting AP for AoE damage as well as CDR to help out our team. This is just a brief overview of why I take 21 in utility but keep reading to find out more - this is just a quick reminder to those who keep asking WHY that I DO explain within the guide.
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A Pithy Section on Pros / Cons

spaaaaaaaace
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...
spaaaaaaace
spaaaaaaace
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
spaaaace

(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.
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Beautiful Brief Base Stats (In Case You Need 'Em)

Damage 49 (+3.0 / per level)
Health 385 (+78 / per level)
Mana 220 (+30 / per level)
Move Speed 310
Armor 12 (+4.0 / per level)
Spell Block 30 (+0.0 / per level)
Health Regen 1.35 (+0.13 / per level)
Mana Regen 0.86 (+0.09 / per level)
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Short Section on Summoner Spells

Recommended Summoner Spells





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


Viable Summoner Spells





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

sp Heal: Its actually pretty great. If no one else takes heal on your team its not a bad choice. As a kind of support its not outside of your jurisdiction to take it. In fact it gives you total control over any fight and will allow you to help both yourself and teammates even more. This scales especially well into late game as well. sp


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Mucho Mega Mastery Mountain




Utility
spaaace
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
spaaace Summoner's Wrath : 5 AP on ignite. Not bad for one point.
Mental Force : More AP is pretty standard here. Alternative is AD.
Sorcery : This 4& CDR is major. Puts you at 10% with masteries alone.
Arcane Knowledge : Very powerful mastery. One of the only ways to get spell pen and quite a lot of it. On a lvl 1 champ with 30 MR you already have 4.5 Spell Pen. On a lvl 18 champ with 100 MR you already have 15 Spell Pen. For one mastery point this is huge.
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Runes Runes Runes (Warning: Subjective Read N' Choose)

Runes

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  • Flat Ability Power Quints : These are a standard on most casters. I find that harassing without these runes actually puts you at a disadvantage because the damage you do will usually be healed up and as most other players will take these quints if you exchange harass in mid, you will end up with lower health. These are especially good on Viktor though because his early game with Death Ray and Power Transfer is already so strong, these will cripple your opponent. 15 AP means around 10.5 more damage on both your spells. Considering they do 70 and 80 damage respectively its more than a 10% damage increase at lvl 1.
  • Spell Vamp Quints : These runes are great in normal games. Whether you want early game sustain or simply have greater effectiveness in 1v1 situations, spell vamp is always a strong choice. I only dont reccomend it for ranked because it does not make or break the laning phase or teamfights and is outclassed in terms of stats by flat AP quints.
  • Flat Magic Penetration Quints : These runes pay off great late game. In a chart Ill show in the item section you will see how greatly these benefit you, especially late game.
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Runes

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  • CDR/Lvl Glyphs : Yielding 0.9 CDR each they offer 8.1% CDR at lvl 18. With masteries this puts you at 18.5% CDR guaranteed. Considering I prefer to augment death, this helps me hit the CDR cap with just my items and lets me control teamfights beautifully at lvl 18. CDR on Viktor grants not just increased damage but CC and survivability as well ( Power Transfer , Gravity Field). While these are not as strong in the laning phase as flat AP runes they give a much greater reward than any other rune late game.
  • Flat MR Glyphs : Standard laning runes. Going mid means chances are you will be against another AP. This will greatly improve your laning phase allowing you to exchange harass effectively and save your pots.
  • Flat AP Glyphs : These give more power in the early game as I mention in the section on flat AP quints. I do find that CDR/Lvl runes are better for glyph's however and the bonus AP is overkill. Once you've outzoned your opponent and your opponent is unwilling to exchange harass they become obsolete. While this is not really a problem you can achieve this with flat AP quints alone. Viktor outshines all champs in the laning phase already.
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Runes

Sorcery
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  • Flat Mana/5 Seals greater seal of replenishment : Strongest choice IMO. While masteries are enough for some, harassing with Death Ray does take its tole on mana. Especially early you have terrible base mana regen. However combine this with masteries and Doran's ring and you should come out with around 10 mp5. Put these runes on top and you should have around 15 mp5. This can support a Death Ray cast around every 25 seconds.
  • Flat Armor Seals : Perhaps not the strongest choice. If you opt to go the survivability route or are a new player these can be helpful. I assume that if you are lvl 30 though you are comfortable playing AP carries and don't need bonus survivability.
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Runes

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  • Magic Pen Marks: I dont see a whole lot of choice here but correct me in the comments if I'm wrong. I do like spell pen regardless so even if there were a viable AP carry pick here I'd still take the magic pen.
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Skills (Tricks & Tips)




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.
Tips and Tricks


  • // 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.
Tips and Tricks


  • // 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.


Tips and Tricks


  • // 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.
Tips and Tricks


  • // 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.
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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

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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Starting Items

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  • Doran's Ring: Take double Doran's to start for health and mana regen. You have little of both. While movespeed is important you have Power Transfer when you need to escape or finish the kills.
  • Boots of Speed : I think these are a viable starting item with pots but less effective on viktor. With unlimited long range and a shield for shorter range, I dont think these are the best.
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Hex Core

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Rush this first (after boots) because stats are amazing for gold.
  • Power Transfer: Augment: Power (Passive): +3 ability power per level, +220 health and +6 health regen per 5 seconds. Power Transfer increases Viktor's movement speed by 30% for 3 seconds.

    Decent, not my first choice though because I don't see health and movespeed being huge boosts early game nor late game.

  • Gravity Field : Augment: Gravity (Passive): +3 ability power per level, +200 mana, +10% cooldown reduction, +5 mana regen per 5 seconds. Gravity Field has an additional 30% cast range.

    Slightly better. I like the CDR but mana and the additional range is quite pointless. There are better items that grant CDR and so I dont find this useful. Especially late game this will seem like a huge waste of an item slot.

  • Death Ray : Augment: Death (Passive): +3 ability power per level, +45 ability power. Death Ray sets fire to enemies, dealing 30% additional magic damage over 4 seconds.

    Definitely take this. Even as more of support caster. More AoE damage means more successful teamfights, means winning without people noticing. Mark of good support. This will be very useful early game AND will remain useful throughout. Your Death Ray will scale amazingly. I dont really see a viable reason to augment any other spell.
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Mid Game Items

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  • Rabadon's Deathcap: I rush this for damage. With good CDR off runes and masteries as well as mana regen there's not much stopping you from getting flat AP. Some would say to take catalyst the protector first but I don't think thats necessary. With Viktor's CC and Power Transfer you should get out of most hairy early game situations. While you are more supporty than most other AP carries you arent going to help anyone without damage. This will also net you some early game kills to help you snowball into that expensive build.
  • Rylai's Crystal Scepter: Like I said health is a must by lvl 12 when most champion's will kill you in a single burst. Also I choose the slow over the mana and AP of RoA simply because I feel more supporty and then your ultimate becomes slightly more useful past the silence. With an AoE slow like that why would you NOT take rylai's.
  • Rod of Ages: RoA is good. But not as good as Rylai's. When playing a support caster I'd always choose a slow over more damage. The fact is the mana is wasted as well with your masteries and Doran's. Late game you should have enough base mana regen not to have to B often.
  • Deathfire Grasp: Very good. Take this for CDR and to initiate onto enemy tanks. There is nothing more frustrating than trying to DPS down an enemy tank, blowing your CD's and losing the teamfight. This will make you able to take down enemy tanks (with your team of course) and turn many unexpected fights into your favour. Trust me no one expects the damage this does to a tank.
  • Merc Treads : If you feel constantly targeted or at least dying to CC you may want these. Tou are forced to put yourself in more danger constantly because In order to keep up your DPS you will have to stay within attack range of the enemies. Merc treads are a somewhat last resort choice in the case that your team is not supporting you at all.
  • Ionian boots of lucidity : The CDR on all abilities would be roughly 2 for each adding to a 6 reduced CDR per ability round. I cant vouch completely for these though. It also drastically reduces the CD on your ultimate which is useful when you use it to chase (slow from Rylai's).
  • Sorcerer's Shoes : With little magic pen your damage is severely hindered, but I usually solve this end game with Void Staff Check out this chart to see the amount of damage reduced by MR. Anyway movespeed is always useful in teamfights and map control and you can see how much the magic pen helps. Ionian boots are better in terms of overall DPS though. If you really want burst and won't be buying a Void Staff late game (enemies not stacking MR) These boots could be more effective.
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Magic Resist Returns - Decide How Much Spell Pen You Need

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Late Game Items

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  • Zhonya's Hourglass : This is your situational armor. If you are getting focused, not necessarily DYING, especially by AD champions you should pick this up. Granted you should be hard to target but this is your go to item for resist because it synergizes the best. Sometimes I'd take a thornmail but your not an easy target so normally I don't.
  • Abyssal Scepter: Good for spell pen. Take it over void staff if the enemy is not stacking MR. Great damage and survivability.
  • Will of the ancients: Good late game item to support your team. Giving everybody spell vamp and AP is a huge boost and will turn many fights in your favour without anyone noticing. The mark of a good support.
  • Void Staff: Probably one of the best END game items. When people have over 100 MR, your 40 spell pen wont be doing much in terms of increasing your damage (see the MR returns). The only way to really cut through late game MR is through [[void staff]. Also this will allow you to focus on CDR and AP early game.
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Why I Take Deathfire over Morello's (Taken from my Ahri Guide)

I personally only ever take deathfire grasp for CDR. Heres why.



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.
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5v5 Mid - Late Game Tactics

Going for Solo Kills

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.




Team Fights

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.



Tower 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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3v3 Tricks and Tips - General to Specific

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Heres a few pointers for TT


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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Warding - Credit to Apotheosis

This section is taken from Apotheosis Guide to Tryn with his permission of course :)

Warding is way too over looked by many teams. I'm going to show you how to ward correctly, or at least how my team and I ward. The ward possibilities are obviously endless for 5s. These are the primary areas that you and your team will be warding each and every game.


Order of priority; Use Sight Ward and Vision Ward where necessary:

Baron/Dragon Wards:
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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Conclusion/Scores - Send Yours In!

Thanks for reading!
By the way this is just the start! I haven't had much time however I plan on adding much more in-depth sections depending on how the guide is received.




Shout out's to my mates
XRearview
Chris1221
Pink Munn
ap00pnugget
DjPositive
TheShingle
M33V
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League of Legends Champions:

Teamfight Tactics Guide