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Spells:
Teleport
Flash
Ability Order
Glorious Evolution (PASSIVE)
Viktor Passive Ability
Introduction
Viktor, The Machine Herald, is a rather beefy mage with lots of utility and teamfight potential. While his range is less than that of other AP casters, he absolutely commands the space around him. He can adapt to the situation with his highly unique passive, which gives him an item that may be upgraded into one of three choices, each upgrading one of his basic abilities. Now, Viktor is no Annie - he is difficult to get the hang of, and will take a while to master. Hopefully, this guide will help you get there quicker!
We will max




Why max Power Transfer over Gravity Field?
The benefits for upgrading





One of the cooliest passives in a while. Viktor starts the game with The Hex Core (Mobafire does not yet have it or its upgrades in its database), which gives you 3 ability power per level. However, the upgrades are where things get interesting. Not only are there three options for an upgrade to The Hex Core, each providing decent stat boosts for only 1000 gold (down from 1200!), but each will upgrade one of your basic abilities too! While I almost always choose Augment: Power, you may choose differently depending on the situation. I will discuss upgrade choices in the Items chapter.

The one spell that doesn't really have cooldown issues. As such, it makes a great poking tool, especially with its relatively low mana cost. Even better, it returns some of the damage dealt as a shield, blocking some damage should your opponent choose to counter you. If you take Augment: Power as I usually do, you'll gain a significant speed boost after using it, to perhaps chase your opponent to laser their face off or escape if you fear his counter. However, it should be noted that the shield does not activate immediately after using it, or even when it hits your opponent, but when the projectile returns to you. Because of this, and also its small range, you should be careful when using it.



A nasty motherducker of an ability. A decent sized AoE with a heavy slow, one that if your opponents do not escape quickly, they will be stunned. Use it to escape, to trap escaping enemies, to zone your lane opponent, and to swing teamfights in your favor. While laning, if you really want to bring the pain on your opponent, drop this right over his head to make it easy to land your Death Ray. Just keep in mind its small cast range and short delay after cast.


Your trusty main source of damage. It is an even better poking tool than Power Transfer. If you cast it at max range and drag outwards, you've got yourself some


It also makes a great minion farmer, sweeping it across the wave to pick up a few last hits at once. After catching a few emeny champions in Gravity Field, zap 'em all for good measure. But the most amazing part of this ability is the fact that it has no cast time, and will not interrupt anything else you do, including movement. Use this move as often as you can (while maintaining a reasonable amount of mana, of course).


Moar teamfight dominance right here. The ideal time to use is after you've caught the other team in Gravity Field, drop this bad boy on their heads for significant burst damage and an AoE silence. Now, we're not talking



Runes




These are the runes I use for most mages. The AP from the




However, there are plenty of other viable choices, such as



These are pretty standard spells for a mage. Teleport makes you a presence early game, as you can recall to grab some items or heal up and pop right back in, keeping your opponent off the tower and not falling behind in experience. It's also nice late game to save that tower swamped by minions or to get back with your teammates who are pushing that inhibitor turret right after you respawn.
Flash can be used for like, everything. Dodging some hard CC coming your way. Escaping over a wall. Chasing your opponent who just escaped over the wall. Getting just in range to land that final Death Ray. Flash will become your best friend.
...but...these are viable options too.




Early Game


Because I try to get my augment as early as possible, I hop right into






I almost always take Augment: Power. The speed boost from



Here is a comparison of the range of Gravity Field with and without Augment: Gravity.
WITHOUT AUGMENT

WITH AUGMENT

Mid Game



Start grabbing the early versions of your late game items. Fiendish Codex for the mana regen and cooldown reduction, and Hextech Revolver for the extra damage and sustain. And we don't want to put off Rabadon's for too long...what's a mage without his creepy purple hat with eyes?
Late Game



Time to finish what you started. Top off your items for lotsa ability power, health, CDR, and mana. Will of the Ancients goes nicely on Viktor as it not only benefits yourself significantly, but it fits into his role as a slightly more supporty-mage and helps out other AP users on your team. They will be thankful to have another spot free in their build when you grab this aura. If your team is lacking on the AP side, consider getting



...oh, right, you could ask for survivability. Well, depending on the other team, what champion type they have more of, and who's fed, you have two good replacements for Rylai's:


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