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Choose Champion Build:
Spells:
Ignite
Flash
Ability Order
Glorious Evolution (PASSIVE)
Viktor Passive Ability
INTRODUCTION

Viktor is a tanky burst ranged pusher mage assassin fighter carry, with a PhD in Lasers and a license to kill. He specializes in winning trades because they do not occur. He lasers you, and you can't hit him back. Because you're already dead.
He's best built with what we'll call "AP." "AP" stands for "Ability Power," but can also refer to "Advanced Placement" classes taken at the high school level. Either interpretation works here, because Viktor is not only a mage, but he wrecks the grade curves of average-level classes.
I've never read the lore, but I assume it goes something like the movie Robocop. This explains Viktor's quest for justice and Jesus-metaphor persona. However, not even Robocop got to start the movie off with a free

PROS:
- BEST CHAMP
- Tons of Damage.
- FREE ITEM
- AOE STUN
- AOE SILENCE
- AOE DAMAGE
- Has a hidden passive called "Tons of Damage," which enables him to do tons of damage.
- All abilities apply a debuff called "dead." Dead opponents cannot move or perform actions, but do respawn after a short time in their team's fountain.
- His poke is as hard-hitting as Fox News's reporters and excellent event coverage.
- Can win a lot of early trades due to his
Power Transfer. And mid-game trades. And late-game trades.
CONS:
- Only has two skins.
- Costs 6300 IP.
- BEST CHAMP
- Tons of Damage.
- FREE ITEM
- AOE STUN
- AOE SILENCE
- AOE DAMAGE
- Has a hidden passive called "Tons of Damage," which enables him to do tons of damage.
- All abilities apply a debuff called "dead." Dead opponents cannot move or perform actions, but do respawn after a short time in their team's fountain.
- His poke is as hard-hitting as Fox News's reporters and excellent event coverage.
- Can win a lot of early trades due to his

CONS:
- Only has two skins.
- Costs 6300 IP.

















IGNORE THE TOP OF THE PAGE, MOBAFIRE MAKES ME PICK ONE PAGE WORTH OF RUNES OR ELSE THINGS GET CONFUSING. THERE ARE ACTUALLY A LOT OF OPTIONS:
Standard damage AP carry (yawn):
9x
Greater Mark of Magic Penetration
9x greater seal of replenishment
9x
Greater Glyph of Scaling Ability Power
3x
Greater Quintessence of Ability Power
PROS:
- Nice Balance of early/late game damage
- You probably already have this page.
- Works on most mids, so you won't need to purchase another rune page.
CONS:
- Not a unique setup. I am a special flower, and I need room to blossom.
- Beaten easily by MR-heavy openings/pages.
The "I'm a Jerk" Page:
9x
Greater Mark of Magic Penetration
9x
Greater Seal of Magic Resist // Or some mix with greater seal of replenishment
9x
Greater Glyph of Magic Resist
3x
Greater Quintessence of Magic Resist
PROS:
- Win early game trades.
- Safe against anti-fun assassins (
LeBlanc,
Kassadin,
Fizz, etc.)
- Be a troll.
CONS:
- If hell is a real place, running this page will send you there.
- You will not get fed easily, as you have no early help doing damage.
- Bad for late-game.
The "Early-Game Advantage" Page:
9x
Greater Mark of Magic Penetration
9x
Greater Seal of Health
9x
Greater Glyph of Ability Power
3x
Greater Quintessence of Ability Power
PROS:
- Be a total bully in lane.
- Can try to snowball that advantage.
CONS:
- Gimmicky
- Bad late game
- Useless if you don't pull it off.
MY PAGE
9x
Greater Mark of Magic Penetration
9x greater seal of replenishment
9x
Greater Glyph of Magic Resist
3x
Greater Quintessence of Magic Penetration
PROS:
- Good mix of early/late game
- Much more useful against champs using MR pages.
- This is the page I run.
CONS:
- The flat penetration doesn't stack well with
Void Staff or
Arcane Knowledge
.
- I only run this page because I can't afford a separate one for
Ryze.
ALSO VIABLE: figure it out yourself.
Standard damage AP carry (yawn):
9x

9x greater seal of replenishment
9x

3x

PROS:
- Nice Balance of early/late game damage
- You probably already have this page.
- Works on most mids, so you won't need to purchase another rune page.
CONS:
- Not a unique setup. I am a special flower, and I need room to blossom.
- Beaten easily by MR-heavy openings/pages.
The "I'm a Jerk" Page:
9x

9x

9x

3x

PROS:
- Win early game trades.
- Safe against anti-fun assassins (



- Be a troll.
CONS:
- If hell is a real place, running this page will send you there.
- You will not get fed easily, as you have no early help doing damage.
- Bad for late-game.
The "Early-Game Advantage" Page:
9x

9x

9x

3x

PROS:
- Be a total bully in lane.
- Can try to snowball that advantage.
CONS:
- Gimmicky
- Bad late game
- Useless if you don't pull it off.
MY PAGE
9x

9x greater seal of replenishment
9x

3x

PROS:
- Good mix of early/late game
- Much more useful against champs using MR pages.
- This is the page I run.
CONS:
- The flat penetration doesn't stack well with


- I only run this page because I can't afford a separate one for

ALSO VIABLE: figure it out yourself.
LOOK AT THESE
Grab
Ignite for TONS OF DAMAGE in lane, and for your team's clutch healing reduction later. Many people underestimate the 410 true damage this does, but it really helps in melting important targets late game.
Get
Flash because it's still an OP way to consistently save your sorry behind, or get kills. (PROTIP: Your ult silences briefly after being cast, so you can flash+R+Q+E before they get to retaliate or cast an escape.)
THINGS THAT YOU SHOULD IGNORE:
Barrier: Better than
Ignite if you're playing an ARAM. Don't play ARAM.
Exhaust: You're supposed to kill your targets, not make them tired.
Garrison: Viktor actually has really good zone control, and is a capture/defend pick for dominion. Don't play dominion.
Ghost: You don't kite or chase. You burst. Also you're probably really bad and need
Flash to escape after you've failed to pay attention.
Heal: You're a poke/burst mage. You do not need this, and your parents will regret having you if you grab it.
Revive: VIKTOR DOESN'T DIE
Smite: I saw [Dyrus/Hotshot/TheOddOne/Phreak/Jesus] jungle
Viktor once, so that immediately means it's a good idea worth trying, right?
Surge: BIG VIKTOR
Teleport: This is not necessary on a mid UNLESS you plan on screwing over your team by farming the side lanes all game.
Cleanse: In case you're prone to a lot of "Oh, sh*t" moments, and
Flash alone won't cut the mustard.
Clarity: You might as well start the game by saying "/all I'm new to Viktor and can't manage mana on him."
Promote: Insanely viable for any mage. It will force the enemy jungle to camp the lane in order to
Smite your super minions, starving them of exp and jungle buffs.
Clairvoyance: Somewhat kinda useful if your team doesn't have one, and you feel like losing your lane. It's okay to grab this, but you have to type "THE EYE OF SAURON SEES ALL" every time you use it, or else it's not worth it.


Grab

Get

THINGS THAT YOU SHOULD IGNORE:


















Welcome to 90% of the reason you looked up a
Viktor guide. Unlike the rest of the guide, this will happen to be the ONLY part I invest any real effort in. JOKE ZONE ENDS HERE
First, a brief run through of the core build:
OPEN 100% OF THE TIME
WITH THREE
FIRST BACK:
IF AGAINST A SPAM-HAPPY SKILLSHOT POKE MAGE GRAB
AND A SH*TTON OF
AND MAYBE SOME
IF YOUR JUNGLER IS WHORING BLUE
USUALLY YOU'LL WANT
or
WITH SOME
IF YOUR JUNGLER IS KEEPING BLUE AND/OR YOU ARE TAKING A LOT OF MAGIC DAMAGE, GET
INSTEAD.
AS ALWAYS, KEEP A HEALTHY SUPPLY OF sight ward. WARDS ARE ALWAYS IN STYLE!!!!
FIRST MAJOR PURCHASE IS
WITH
BEING THE HIGHEST PRIORITY RECIPE ITEM. FINISH OFF YOUR
AT ABOUT THIS TIME IF YOU GOT A
NOW GET
FOR TONS OF DAMAGE
PENETRATE!!
//
THEN MAYBE SOME OTHER SH*T IT IS AMERICA AFTER ALL
Item Explanation:
Boots is a universally safe opener for someone like
Viktor. You can space your lane effectively and avoid skillshots and ganks, as well as look totally stylish. The potions are also effectively 450 bonus health, which significantly increases your durability in lane.
Doran's Ring: many other
Viktor builds forgo Doran's Rings in favor of "beefier" items. But a ranged poke champion like Viktor benefits tremendously from the AP and mana regen boosts, and the added health also increases his survivability. The ONLY two setbacks to this item are:
a)
The Hex Core already takes up an inventory slot, and one or two additional
Doran's Rings crowd out wards and potions, and
b) there are situations where grabbing a
Chalice of Harmony is almost strictly better.
Usually, however, I find myself grabbing a pair of rings. They are cost-efficient, non-committal early-game advantage items that work really well on this champion.
Rylai's Crystal Scepter is core on this champion. Anyone who does not include this in their build better have a REALLY good reason why they left it out, because I can't think of one. Your ult is a seven second AOE 15% slow with this item, your E become a 15% 5.5 second slow after you get
Augment: Death, and your Q becomes a useful kiting/chasing tool when it needs to be.
Void Staff is more useful if the other team has significant amounts of MR, or if you do not need the magic resist that you'd get from
Abyssal Mask. Keep in mind that Viktor's AOE make it preferable to hit as many targets as you can without exposing yourself, even if it means prioritizing their bruisers/tanks over the carries in the back. This means that Viktor needs to consider the defensive stats of their tankier champs a lot more than an assassin like
Kassadin or
LeBlanc would.
Abyssal Mask, however, is still viable on
Viktor. It stacks better with the flat penetration that you get from runes and
Sorcerer's Shoes, and gives you a healthy amount of MR. It is recommended to grab this item if the majority of the other team has less than ~85 MR, AND you do not need the magic resist bonus.
OPTIONAL ITEMS
Athene's Unholy Grail: I've found myself opening with an early
Chalice of Harmony a lot. While the
Doran's Ring first back is a bit more universal than an early chalice, Athene's is still an incredibly viable and useful item on Viktor. However, I do not go out of my way to buy it if I didn't have the early chalice.
Banshee's Veil: Good if the other team has an assassin nuker like
LeBlanc.
Zhonya's Hourglass: Provides armor and a temporary reprieve from whatever assassin/bruiser managed to get on top of you. 100 AP is also nothing to scoff at.
Deathfire Grasp: Maybe? I never get this because I'm not used to having it in my rotation, nor do I forsee it being useful enough to start trying out. People that are used to having a DFG will adapt to having this item more easily, but it still seems to run counter to
Viktor's playstyle, as well as being hard to fit into his build.
Rod of Ages: Okay sustain in lane, but grabbing it in the same game as
Rylai's Crystal Scepter isn't optimal (it delays your damage items, which you need), and it crowds out other item slots that would arguably be better.
Morello's Evil Tome: Ever since this item was nerfed, it went from "usually bad item" to "always bad item." If you're playing on a team versus five
Dr. Mundos, maybe the active is useful. But since you already have
Ignite, it usually won't be.
Lich Bane: No
REASONS TO DEVIATE:
1) Go
Sorcerer's Shoes earlier (i.e. first back) if you're against a long-range poke-heavy mage, such as
Cassiopeia,
Ziggs, or
Xerath. This delays your mana regen items significantly, so you will be more dependent on the next blue buff than normal. While you won't *need* it, your prohibitively high mana costs will catch up to you as you level, and slow you down.
2)
Chalice of Harmony is a good item in general, but it's critical if you're spamming skills and/or are taking a lot of magic damage. Again, someone like
Cassiopeia come to mind. If you're unsure of whether to go chalice or for one or two
Doran's Rings, consider how early or how often you're popping your potions. If your primary reason for going back to base tends to be to heal and/or buy potions, then a
Chalice of Harmony is probably the safer pick.
3) 99.99% of the time you'll get
Augment: Death. The other 0.01% will be when you misclick and accidentally buy the wrong augment. Get
Augment: Death after you get
Sorcerer's Shoes, and before you work on your
Rylai's Crystal Scepter. The only exception here is if you get fed enough to buy a game-breaking item (such as an entire Rylai's, or a
Rabadon's Deathcap) all at once.
4) Go for an early
Negatron Cloak into
Abyssal Mask if you're against an AP nuker. The modified build order will usually go:
Chalice of Harmony->
Sorcerer's Shoes->
Negatron Cloak->
Augment: Death->
Giant's Belt->
Rylai's Crystal Scepter->
Abyssal Mask->
Rabadon's Deathcap.
5) Other unforeseen events will also occasionally force you to alter your build. Ultimately, all this is is a guide, and not a generalized rule of how you *have* to play
Viktor. Tackle these problems to the best of your ability.

First, a brief run through of the core build:
OPEN 100% OF THE TIME


FIRST BACK:
IF AGAINST A SPAM-HAPPY SKILLSHOT POKE MAGE GRAB



USUALLY YOU'LL WANT




IF YOUR JUNGLER IS KEEPING BLUE AND/OR YOU ARE TAKING A LOT OF MAGIC DAMAGE, GET

AS ALWAYS, KEEP A HEALTHY SUPPLY OF sight ward. WARDS ARE ALWAYS IN STYLE!!!!
FIRST MAJOR PURCHASE IS




NOW GET

PENETRATE!!


THEN MAYBE SOME OTHER SH*T IT IS AMERICA AFTER ALL
Item Explanation:




a)


b) there are situations where grabbing a

Usually, however, I find myself grabbing a pair of rings. They are cost-efficient, non-committal early-game advantage items that work really well on this champion.









OPTIONAL ITEMS














REASONS TO DEVIATE:
1) Go




2)




3) 99.99% of the time you'll get





4) Go for an early










5) Other unforeseen events will also occasionally force you to alter your build. Ultimately, all this is is a guide, and not a generalized rule of how you *have* to play

Try to get into the habit of saving your first skill point until you need to cast an ability. This way, you can immediately place your first point in your E or W if necessary. Usually you'll open
Power Transfer, like it says in the skill order section. However, this can change depending on if any invasions occur.
OPTION ONE: Normal Leash
DPS wolves with your auto-attacks, and one
Power Transfer on the big wolf if you are ABSOLUTELY SURE you can't accidentally steal it. Then use
Power Transfer on blue buff, land a few autos, then go to your lane.
OPTION TWO: You are INVADED
Put a clutch point in
Gravity Field and stun the opposing team if they catch you by surprise, and you need help escaping. If/when your team retaliates, if your opponents are all clumped in a bush, put a point in W (provided you haven't already) and stun them. If they're not clumped, get your
Hextech Ray and hit them from range. This is also helpful because
Hextech Ray is a long-range way to get vision in a bush, in case no one on your team has
Clairvoyance.
OPTION THREE: Invading
Usually, get a point in
Hextech Ray. TONS OF DAMAGE. The other team will scatter if your team is the one doing the invading, and if they retaliate, they'll usually come in from divergent directions, making
Gravity Field less than ideal. However, if you managed to save your skill point and see them all clumped, or approaching from a single direction, then
Gravity Field will be the better ability to grab.
LANING PRE-6
One-step flowchart:
Poke->Poke Again
If ganked: Throw down your
Gravity Field between you and the enemy jungler (or underneath yourself, if they have a gap closer, like
Xin Zhao or
Master Yi), then walk away at a brisk pace. Alternatively, WARD YOUR LANE, DUMB*SS
While you still do a respectable amount of damage, you won't be able to burst someone sans ult. People are capable of making mistakes and feeding you kills before level six, but usually that won't happen. Just focus on farming and harassing for now.
Also: BUY SOME FRIGGIN' WARDS. There is never a situation where you "couldn't afford them" at shop. NO. You *could* afford them, you just bought a
Blasting Wand instead. Remember that, while laning, wards are the HIGHEST priority item you need.

OPTION ONE: Normal Leash
DPS wolves with your auto-attacks, and one


OPTION TWO: You are INVADED
Put a clutch point in




OPTION THREE: Invading
Usually, get a point in



LANING PRE-6
One-step flowchart:
Poke->Poke Again
If ganked: Throw down your



While you still do a respectable amount of damage, you won't be able to burst someone sans ult. People are capable of making mistakes and feeding you kills before level six, but usually that won't happen. Just focus on farming and harassing for now.
Also: BUY SOME FRIGGIN' WARDS. There is never a situation where you "couldn't afford them" at shop. NO. You *could* afford them, you just bought a

Once you hit level six, the kills will start rolling in. Combo order is R-Q-
Ignite-E, saving the long-range
Hextech Ray for last, since they'll have used
Flash or otherwise put some distance between you after the silence from
Arcane Storm wears off. Your
Gravity Field is not part of your rotation UNLESS they go in on you instead of running. Your
Gravity Field is a waste of time when cast on a fleeing target, for reasons stated above.
After you WARDED YOUR LANE, and obtained
Augment: Death, you can safely push and put pressure on the enemy tower, provided it serves your team better if you roam. If you're getting fed and denying then enemy carry CS, keep your tower up and make a wider and wider gap between you and your opponent. Otherwise, push the lane and take the tower. There are few mid champions that can out-push
Viktor, among them being
Anivia and
Morgana. When against mids like these, instead focus on at least freezing your lane past river, and holding out for a gank.
Viktor isn't the best roamer, but his ganks are INSANELY good when paired with an extended slow effect, such as
Nasus's
Wither or
Singed's
Mega Adhesive. Effects like these allow you to get off the entire DoT aspect of your
Arcane Storm, as well as making it really easy to land your
Gravity Field. Other lanes will still require another form of upfront CC to make the most out of your ganks. Even if you fail to get a kill out of it, you can still poke the enemy champions under their tower with
Hextech Ray, and help your allies take their tower.






After you WARDED YOUR LANE, and obtained












Oh, is that a teamfight?
(drops combo)
ACE!
Viktor has one of the greatest teamfight presences of any AP mid. 3/4 of his abilities are AOE, and, with
Rylai's Crystal Scepter, all of those abilities apply crippling team-wide slows. Your W alone is on a short enough cooldown to be used 2-3 times each teamfight, with each cast being a huge slow with a follow-up 1.5 second stun. Teamfights can be won single-handedly if you get the entire enemy team trapped in your
Gravity Field, and thus force them to take the entire duration of your
Arcane Storm. (Protip: remember to redirect your
Arcane Storm constantly in teamfights, trying to simultaneously hit as many people as possible, while making sure the squishier champions are the ones taking it.)
Viktor's greatest drawback is that he cannot deal with being dived on. Unlike AP carries like
Swain or
Mordekaiser, who have a jolly good time being in the thick of things, Viktor prefers to be in the back, with ample personal space. Your only response to being dived is the slow from your
Power Transfer and whatever else comes off cooldown. A
Zhonya's Hourglass can help here, but ultimately you're dependent on a competent team that can peel people off of its carries.
(drops combo)
ACE!










The title of this chapter is misleading. What's really important is BUILDING A TEAM AROUND VIKTOR, since you're going to be first-picking him, since he's the BEST CHAMPION IN THE GAME.
Viktor, being a powerful AoE caster with a somewhat short range on most of his abilities, benefits the most from a tanky team that can turtle around its carries. This will not only keep you safe from any opponent that manages to get on you, but it also makes the most of of your team-wide slows and stun. A sample team that would synergize with
Viktor would be:
1) Mid:
Viktor, obviously.
2) Top/Jungle:
Shen: Laughably overpowered and arguably the best tank for protecting his own carries. Only real drawback is a bad/unreliable initiate.
3) Top/Jungle:
Lee Sin: A lot of teamfight mobility, can move from the enemy carries to his own carries and back again. Has a knockback and an AS slow if someone gets too close for comfort.
4) AD carry:
Varus: Can either save his ult to stack it with yours, or use it to stop an enemy bruiser that's closing in you guys. His AoE slow also synergyzes well.
5) Support:
Taric: Can survive on your team's front lines while still stopping whomever tries to get to you. Totally fabulous.
Team comps you should try to avoid involve aggressive teamfighters, or teams that revolve around chasing/mobility.
Viktor can kite and chase okay, but his cooldowns are long and he only has one truly long-range spell (
Hextech Ray), which is bad to rely on. Viktor is much happier setting up camp and going to pound town on a stationary team than he is trying to hit skillshots on a bunch of fleeing opponents. An example "bad team":
1) Mid:
Viktor, again.
2) Top:
Olaf: He becomes the king of chasing, but he'll end up pushing his targets out of your range.
3) Jungle:
Rammus: A very good (read: VERY GOOD) tank, his initiation nonetheless involves locking down a single target and seeing how the enemy team responds. This is not conducive to how
Viktor works best, with tight teamfights that allow for multiple targets in your
Gravity Field and
Arcane Storm.
4) AD Carry:
Tristana: A long-range carry that works best when kiting or chasing with her
Draw a Bead and
Rocket Jump. Admittedly, the AD carry has the least influence on whether you'll fit the team or not.
Tristana's
Buster Shot is an amazing disengage if someone gets on top of you two.
5) Support:
Lulu: She works by buffing a frontline bruiser, which everyone promptly runs away from. She then slows/squirellifies any stray runners that she can catch. Not optimal for what
Viktor does.
As a concluding note to this chapter, remember
Viktor can work on any team. There just happen to be team compositions that are more or less optimal. Keep in mind that each individual summoner's playstyle will determine how your team fights more than the champion they play.
Viktor, being a powerful AoE caster with a somewhat short range on most of his abilities, benefits the most from a tanky team that can turtle around its carries. This will not only keep you safe from any opponent that manages to get on you, but it also makes the most of of your team-wide slows and stun. A sample team that would synergize with

1) Mid:

2) Top/Jungle:

3) Top/Jungle:

4) AD carry:

5) Support:

Team comps you should try to avoid involve aggressive teamfighters, or teams that revolve around chasing/mobility.


1) Mid:

2) Top:

3) Jungle:




4) AD Carry:





5) Support:


As a concluding note to this chapter, remember













JUST KIDDING AP EZREAL IS GARBAGE








































SHIELDSHIELDSHIELDSHIELDSHIELD




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