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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order

Glorious Evolution (PASSIVE)
Viktor Passive Ability


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~ "Join the glorious evolution."
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~ "Metal is perfection."
![]() Runes aid us in battle. They makes us slightly stronger which means having an edge in fights. Our enemies will most likely have those as well, so it is important to get the most out of them.
~ "With utmost efficiency."
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BUILDRSTART: . RRUSH: RNEXT: . ROFFENSE . RDEFENSE: RUNESRVIABLE: MASTERIES![]() SUMMONERSMATCHUPSRCOUNTERS: REVEN: RFAVORABLE: RSYNERGY: ![]() | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
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When reaching level 30, all of the mastery points have been unlocked. These give an edge in the game and should be distributed wisely. Every champion/type of champion needs different masteries. These are my most optimal ones. Feel free to experiment.
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~ "Adapt or be removed."
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Summoner spells help in the utility segment. These have long cooldows, so use them wisely. The most obvious ones are highlighted below. Underneath those, other viable spells can be found. It is a matter of personal preference.
| Flash | Ignite | Teleport |
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Flash works over most walls. |
It also works wonders against healers. Always take it when up against |
You should teleport to a deep ward in bottom lane as soon as you reached level 6 and bought an item. Ask for that ward, it can give a major lead when successful. A free dragon awaits when pulling this off. Later in the game, turrets can be taken extremely fast due to the |
Other viable Summoners:
Barrier: This one is a real bait.
Siphon Power already offers a shield, but paired with
Barrier I'm really hard to take down.
Heal: Less convenient, as I am a sololaner. It does offer great utility in later teamfights and the movement speed can offer an easy escape.
Ghost: Adding to the mobility gained from Augment - Turbocharge,
Ghost can help with chasing, escaping and kiting in general. It's all about personal preference.
~ "Pave the way."
SPA SPA
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Hex Core Details
Notes
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Ability Details
Notes
Augment - TurbochargeViktor instantly gains 30% movement speed for 2.5 seconds after using Siphon Power.
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Ability Details
Notes
Augment - ImplosionUnits stunned by
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Ability Details
Notes
Augment - AftershockAn explosion follows
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Ability Details
Notes
Augment - VelocityChaos Storm moves 20% faster.
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~ "I am the first of many."
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You want to take and upgrade
Against melee champions, you can take
Obviously you want to upgrade
Skill Order
| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| 0 | Q | W | E | Q | Q | R | Q | E | Q | E | R | E | E | W | W | R | W | W |
~ "Submit to my designs."
SPA SPA
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Above, the full build example can be found. This is however very tentative as items should be bought in line of events and opponents.
The Augmentation is really important. However, when doing poorly, just buy
| AUGMENTING THE HEX CORE | ||
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Augmenting the Hex Core first is a possibility. For every augment I gain ability power per level and I can evolve an ability. It also fixes my mana problems. Cost efficiency starts at level 2. Although sometimes, I need other items to survive laning phase. Just get the
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Once my full potential has been reached, we can proceed. The next items are core to my build. Reasoning is explained below. Remember that this path is for when doing rather good. If this is not the case, build what needs to be built to survive and stay in the game.
| CHOOSING THE RIGHT PATH | |||||||||
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| AGAINST RANGED | AGAINST MELEE | ||||||||
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Amazing Synergy with |
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This item is mandatory in every single game. It synergizes with my | ||||||
| JOIN THE GLORIOUS EVOLUTION | JOIN THE GLORIOUS EVOLUTION | ||||||||
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| JOIN THE GLORIOUS EVOLUTION | JOIN THE GLORIOUS EVOLUTION | ||||||||
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This item is mandatory in every single game. It synergizes with my |
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Amazing Synergy with | ||||||

Following my Core, we have the following equipment. They are all situational and I cannot give you a strict build which works in every single situation. This fully depends on your judgement. My guidelines should be kept in mind when taking these decisions.
| Hex-Propulsed Equipment | ||||
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O F F E N S E |
| This item helps penetrating enemy magic resistance. Usually the better late game item when they start buiding defensive. It can be rushed against oppponents who build magic resist first. | ||
| JOIN THE GLORIOUS EVOLUTION | ||||
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A very good item. My | |||
| JOIN THE GLORIOUS EVOLUTION | ||||
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Another great pick. Notorious healers will be shut down by it. Undeniably useful against opponents like | |||
| JOIN THE GLORIOUS EVOLUTION | ||||
| The ultimate item for when there's no stopping me. If kills keep coming in, this item converts those into raw power. Be careful: Dying will remove one third of the stacks. | |||
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D E F E N S E |
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| JOIN THE GLORIOUS EVOLUTION | ||||
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Very useful against Melee opponents. It can be rushed whenever the melee opponent is better than expected. The armor helps to mitigate Attack Damage. It can deny | |||
| JOIN THE GLORIOUS EVOLUTION | ||||
| An item with a lot of power, and great defensive stats. Nothing is more feared than a tanky killing machine. Your already amazing kiting potential will become ridiculously patent. | |||
| JOIN THE GLORIOUS EVOLUTION | ||||
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An item which is great against an AP opponent, while you have one or two more mages in your team. It should never be used with | |||

Besides the standard items, there's consumables. You can be as powerful as you want, but still lose when there's a lack of them.
| Consumables | |||||||
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This is the starting trinket and helps in the laning phase. It should not be upgraded at any stage of the game. The ward lasts for 60 seconds and has a 120-second cooldown. This means that you’re vulnerable for exactly one minute when you don’t have any more wards. |
Get the lens when laning phase is over. It can be used to clear wards at primarily Dragon and Baron. When recalling, always use it first. Recalling on an enemy ward on low health might not be the best idea. It can be upgraded to |
Stealth wards grant vision. Vision wins games. This is used to prevent ganks, sneaky barons/dragons & invasions. Always buy at least one when recalling. Taking the warding pressure off of the support is always nice. Maybe he’ll let me transform him when I do. |
This ward lasts until destroyed. It can be used to bait enemies into a trap if they want to destroy it, It spots other wards and you can prevent ganks from stealth champions. Place one in the brushes in the river whenever possible. | ||||
Potions:
Health Potion: Health potions heal you up obviously. You gain 150 health over the course of 15 seconds. Staying in lane for a long time is a must when you want to get farmed and these make it possible.
Mana Potion: Early game, I am mana-hungry. There's no arguing about that. Buying a mana potion or two on the first back is a possibilty when not receiving the second blue buff.
Elixir of Brilliance: Extra Cooldown Reduction and ability power. When having the feeling of an incoming teamfight, getting this Elixir might win you that fight.
Elixir of Fortitude: Even though I am Ability Power based, this elixir is still very viable. My enhanced basic attacks hurt even more now and the extra health makes it hard to take me down.

Lastly, there's an option to upgrade boots to tier 3. Always upgrade them when full build. They can be upgraded sooner as well depending on the situation. There are three different viable enchantments.
| Enchantments | |||||
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The most known echantment. More of a defensive one. Two possible uses. 1. Allied base is under attack. Healing as fast as possible to get back into the fight is necessary. These boots offer fast regeneration and an amzing speed boost to get back into action. 2. When playing the roaming game, these boots offer a fast regeneration and speed boost to get back to middle lane ASAP. |
The best option when having |
Because of my rather slow nature, this enchantment helps out amazingly. Kiting is even easier and so is roaming. Overall pretty good. Get these when having the feeling of lacking speed. | |||
~ "Steel can fix all your flaws."
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UNDER CONSTRUCTION
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JOINTHEEVOLUTION |
Analysis | JOINTHEEVOLUTION | JOINTHEEVOLUTION |
~ "They are obsolete."
SPA SPA
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Following chapter describes how a game on Summoner's Rift rolls out in the early stages of the game, and how to be the victor of the laning phase.
Start
| Spawning happens at the fountain inside the base. After buying the starting items, proceed to the brush marked in the picture. This is called scouting. Invasions can be prevented, or spotted. In case of an invasion it's advisable to go and take an enemy buff. At 2:03 minions reach eachother in the middle lane. From there on, the actual laning phase commences. Do not level up a skill unless you have to. |
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Early
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First things first. Analyse the opponent. What items does he have? What stats? Is he melee or ranged? Now is the time to level up a skill, depending on being melee or ranged. It's always possible for them to perform a laneswap and get an unexpected opponent. Expect the unexpected. Do not push the lane. Level 2 all-ins don't work that good unless the enemy took unnecessary minion damage. Let the wave push to the turret. Junglers grab their second buff and/or gank mid lane between 2:30 and 4 minutes. Do not overextend during this time. |
Early farming: Caster minions need one basic attack, one turret shot and another basic attack to die. Melee minions need two turret shots and a basic attack to die. Be sure to last hit all of them this way. More farm equals advantage. Advantage means domination.
Early Harassing: Depending on what skill is being maxed, it should be used as the primary harass ability. In the case of
Next
At 1100 gold, either recall or stay in lane when the possibility of killing the opponent is there. In the first case, go back and buy
When forced to recall before 1100 gold, either buy another
Ending Laning Phase
The following rule applies to all games.
"When behind, you want to take the enemy turret as soon as possible. When ahead, you want to extend the laning phase as long as possble."
When ahead, the advantage can grow by zoning the enemy from gold and experience (minions). By doing this, your enemy will be annoyed to hell and forced to clear jungle camps/start roaming. Whenever he leaves the lane, try to push the wave into the turret, but do not attack it yourself. You are now free to roam or clear jungle camps until the enemy returns and the process restarts.
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When behind, the enemy turret should go down as fast as possible. When it is impossible to take it down, ask help from your jungler or bottom lane. They should rotate to middle lane whenever they destroyed their enemy laners' turret anyway. This means global gold, freedom, vision control and safety. To stay in the game, farming is still mandatory. Helping out other lanes is possible as well. When helping them out by killing the enemy or forcing him to recall, a turret is free for the taking. The game's pace is now being sped up. When absolutely getting wrecked by an assassin (come into lane, get 100 to zeroed), only farm when minions are at the turret. Roam as much as possible because staying in lane means dying. Clearing jungle camps is also an option. Just let them have your turret and tell your team this assassin is going to be a problem. Drag out the game by playing safe and pushing empty lanes. |
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~ "Function over form."
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Farming
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Laning phase or not, never stop farming. This might sound selfish, but it will win games. With |
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Having the blue buff helps out a lot. Because of infinite mana and less cooldown on the abilities, jungle camps are much easier to clear. Just throw in a
Jungle camps can be cleared really fast with these abilities, and it is the easiest way to get ahead. Aim for 10 cs per minute. This is not impossible if jungle camps are free to clear.
Objectives
Taking objectives is what it's all about. The ultimate objective, destroying the enemy's Nexus, is achieved by getting multiple smaller objectives.
- Turrets: They defend the enemy base. Destroying them means global gold for your team, more vision and the ability to push to the next turret.
- Dragon: Global gold for the team. The earlier and the more of these you get, the bigger the advantage becomes. Advantages mean domination.
The best moments to take down the Dragon are the following:
1. The enemy jungler is top lane and yours is ready.
2. All vision in that area has been removed.
3. The enemy bottom laners have just been killed and your allies are still healthy.
- Baron Nashor: Global gold for the team as well as the Exalted with Baron Nashor buff.
You gain:
1. 40 Ability Power.
2. 40 attack damage.
3. 3% of your maximum health in health regeneration per 5 sec.
4. 1% of your maximum mana in mana regeneration per 5 sec.
The best moments to take down Baron Nashor are the following:
1. The enemy team has been aced.
2. The enemy struggles with super minions.
3. Vision has been cleared and a sneaky Baron Nashor is possible.
4. at least two members of the enemy team just died including their jungler.
Warding
This cannot be stressed enough. Wards save lifes. Wards win games. Here are two maps of all relevant wards considering laning phase,
Laning:
Keep yourself safe. Either put some deeper wards in their jungle, or place them in the side brushes when lacking time.

General:
These are the general wards. Either put a lot of them in the enemy jungle when ahead, or put them in the allied jungle for defensive measures.
Dragon and Baron Nashor should be warded as much as possible to prevent the enemy from killing these unseen. Keep timers.

~ "Embrace progress."
SPA SPA
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Teamfighting
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Ability cooldowns are still pretty high. When a teamfight is imminent, buy In teamfights, my role is to hang back a little. Not too far though. I have enough utility to stay alive for long, and a lot of burst damage to instakill squishies. Because of my AOE abilities, it's wise to keep those for when most of them are grouped up. When hitting multiple enemies at once, the chance to win this fight becomes more real. In the case of enemies having channeling abilities like When everything is on cooldown, the stasis from |
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Counterplaying
| Sometimes, the enemy makes a smart move. This happens. Counteracting as fast as possible is mandatory. This is achieved by objective. They take a turret? go for a Dragon or Baron Nashor, and vice versa. When the enemy goes for Baron Nashor, try to take an inhibitor (when the allied team cannot contest Baron Nashor) if possible. This is a worthy trade. |
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Fast reactions and communication is mandatory. If communication fails there's no way to win the game. Playing in team is something everyone has to learn. As the Creator, I am bound to lead my allies to Viktory. Make calls, follow strategies.
Kiting
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Something easily achieved. Because of Augment - Turbocharge and |
~ "Destroy... then improve!"
SPA SPA
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Questions & Answers
~ "Submit to my designs."
SPA SPA
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Date Log completed.
Viktor signing out
Special thanks to Emikadon for the introductory banner. Visit her Graphic café.




Analysis
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