ALSO, THANKS FOLEYLOADED FOR DENYING THE PENTA.
(Author's Note: This is the second major overhaul of the guide. I'm going to be gutting several portions which are no longer relevant, pending the recent Viktor Rework. I'm basically going to streamline some things and try not to lose a lot of the humor in the process.)
Viktor was released about a hundred years ago, and nobody liked him because he was useless. Literally nothing about him was good, and there was no way to contend with any of the other popular mages.
For years, we cried out in the fields and gutters, shouting our unanswered prayers to the sky itself: "When, O Based Lord, will you give Viktor the love and attention he deserves? Even SION is getting a more high-profile rework! When will the Glorious Revolution be upon us!?"
That time is now. Or rather, it was a couple of weeks ago. I haven't updated the guide until now because I'm lazy. Anyway, it doesn't matter. What DOES matter though, is that Viktor will slap your shit. Let's talk about skillshots for a moment; you like skillshots? I love skillshots, but you don't know shit about skillshots until you reliably hit Viktor's Death Ray. People talk about good utilization of champion skills as the measure of separating the great players from the good players.
Well if this is the metric, knowing how to use separates the good Viktors from those who are better off licking windows. Don't even attempt Viktor unless you can pinch tits with that Death Ray.
Now that we've got that out of the way, lets talk about Viktor's role. If you read my last guide, you know I'm a huge stickler for great team composition and synergy. If you didn't read my last guide, it's right here:
So I'll assume you read it. Good. Now you know why my Lewis Black-esque brand of caustic humor will never be appreciated. But enough about that, let's answer the question of "What Does Viktor Brings to a Team?"
The simple answer is Area Control. Viktor's and are excellent at controlling space within a reasonable cooldown window. In particular, has great damage scaling, and can be targeted with a staggering degree of precision. And let's not forget that Death Ray can be used while moving; its the best goddamn skill in the game. You can zone out an entire team and literally draw the lines of battle.
But enough about Death Ray, let's talk about Gravity Field (). This skill happens to be one of the best counterinitiation tools in the game and has incredible versatility: you can stun/slow multiple opponents, cut off choke points, and split enemy formations. Gravity Field gives your teammates some breathing room against the enemy frontline, and it also makes enemy retreat nigh-impossible. The downside is that it is a somewhat wasteful and clunky single-target stun and is difficult to use while dueling. In lane, effective usage of , will make you practically ungankable. People will think twice about tower diving you, and you can even use it to halt entire creep waves in front of the tower. In this way, Viktor is simultaneously excellent at pushing and stopping enemy pushes.
The rest of Viktor's kit is based around area and single target burst. Siphon Power () and the followup autoattack are a great little spike of damage, while his is an immensely powerful area damage spell. In this way, Viktor performs a role similar to a hybrid combination of and (A hypothetical champion I like to call... Annievia). In summary: Viktor has excellent AOE burst damage, and powerful crowd controlling capabilities. He is also versatile enough to fit in most team compositions, and can comfortably lane against almost any opponent.