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VIKTOR BUILD GUIDE: [S4] Viktor ALWAYS Gives Me a Huge Chubby -- Big S4 Update by Pastoulio

by Pastoulio (last updated 2 months ago)

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3
Greater Quintessence of Ability Power(+14.85 ability power)
9
Greater Mark of Magic Penetration(+7.83 magic penetration)
9
Greater Seal of Scaling Health(+216 at champion level 18)
9
Greater Glyph of Scaling Ability Power(+1.53 ability power per level (27.54 at champion level 18))
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Summoner Spells
View Summoner Details

Starting

2

Full Item Build

View Item Details
21
9
0
mastery 1 0/1
mastery 2 0/4
mastery 3 4/4
mastery 4 1/1
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 3/3
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Evolving Technology
QPower Transfer
WGravity Field
EDeath Ray
RChaos Storm
View Skill Order Details

Introduction

*STREAM: http://twitch.tv/pastoulio
*BLOG: http://pastoulio.blogspot.com

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.

But thankfully, all your prayers to Based God have been answered, and Viktor received some buffs. I don't care what those buffs were, but if you're as hard as I am right now, it doesn't matter. What DOES matter 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:

http://www.solomid.net/guides.php?g=15698

I'll wait.

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 both excellent spatial control skills. The does stupidly good damage, has ridiculous range, and it 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.

, also happens to be one of the best counterinitiation tools in the game. It has the potential to stun 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. is a great nuke, while his is an immensely powerful area damage spell. In this way, Viktor performs a role similar to a hybrid combination of and (Annievia). Viktor has excellent AOE burst damage, as well as powerful crowd controlling capability.

Runes

Forget what I was doing before with the movement speed nonsense. Season 3 was about mobility; Season 4 is about murdering your lane opponent. Flat Ability Power Quintessences allow you to do this. Now that Armor Runes have been nerfed (and all champions have subsequently gained +4 Armor), you should grab some health in your Yellow slot. That way, you'll have more "effective health" by having more "actual health." Smart.

Also I really don't see a reason to take Magic Resist Blues, now that Viktor rules the midlane. Get that Scaling AP and blow people up.

Masteries

mastery 1 0/1
mastery 2 0/4
mastery 3 4/4
mastery 4 1/1
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 3/3
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
This gives you everything you need.

Special masteries to avoid:

Expose Weakness: Wow, if you tag someone with a spell, suddenly your opponents deal 1% more damage to them. That basically amounts to 1 more damage for every 100 damage they do. It's fucking nothing. Don't ever take this.

Spell Weaving/Blade Weaving: Ignore that hybrid crap. Arcane Blade is better than both of these for pure AP champions.

There is no reason to take anything but Flash and Ignite

Primary Set
Wow such flash
mobility
very hot
burn things
much heal reduction
wow
Flash & Barrier
When you're up against a bursty champion () you might find that Barrier/Heal will save your life.

Heal is currently better than Barrier right now, but it's going to get nerfed and I don't feel like changing the guide twice this year.

Item Builds

Starting Build(s)
Competitive Start
2
Ultra Safe Start
5
Safe Start
Boots Start
4
Help, I need Armor
5
Now that Season 4 is upon us, and Solomid's formatting changes have invalidated the need for the guide's previous chapter structure, we can dive right in to an item build analysis right away. It's more work for me this way, but this is a much better setup overall.

In most games, you will want to start with a Doran's Ring. Hell, you will probably want to get two. Doran's Ring is so god damn cost effective that you really shouldn't ignore it, especially in the early game. If you sink 800 gold into two rings, you can easily remain competitive for the next ten minutes, while you farm up your core items.

However, if you feel like you can do without your early Doran's Ring, feel free to try out the other options. All of these builds are viable on Viktor, and should you feel that you need Boots or Cloth Armor in certain mid-lane matchups, you can definitely pursue those build paths. Cloth Armor has the added bonus of building into , so don't hesitate to start with it if you think you need it.
Final Build(s)
Standard Final Items
"Wow, what a creative build, Pastoulio! You just bought the most expensive AP items and slapped it together"
-You


Okay? There's really not much you can argue with here. Viktor gets a STAGGERING amount of AP from a build like this, and his burst remains competitive well into lategame if you don't play like an idiot. I'll talk about Viktor's late game "drop-off" later.

For now, understand that you are ultimately destined to purchase some combination of the above items. From there, the world is your oyster. The only "optimal" build is the one most suitable for your present situation. Viktor has an incredible amount of build flexibility due to the diversity of his abilities; but you have to be familiar with his playstyle in order to know what kind of items to build. This will be discussed further in the "Situational Items" section, but for the moment, this is more or less the "core build" I tend to follow in most games. I have other example final builds provided in the tabbed sections.
Build Order
As a basic build order, this tends to work pretty well in most games, and also gives you the flexibility to still get any of your other major items. If you rush a , this allows you to pursue any of the major AP Items () at your leisure; and you can adapt to the changes in the game accordingly. I consider Zhonya's Hourglass to be the ultimate core item on Viktor, and you should probably plan to get it in most games. Again, consult the tabbed sections for example final builds. Build Orders change based on the game, only having one is asinine.

Items and When To Buy Them

Abyssal Scepter
In the past, I highly valued Abyssal Scepter as an excellent source of stat compression. However, it simply is not as good as it once was. Abyssal Scepter is just too expensive and doesn't do enough. It is still a good item if you find yourself on a team with more than one major source of magic damage, but there are better options available for all of the stats it brings. In most cases, a Zhonya's Hourglass will help you survive better than an Abyssal Scepter ever could (you can ignore , , with Hourglass, when an Abyssal will only reduce the damage). Still though, keep this item in mind when you need both Magic Resist and Ability Power in abundance, and the one-time use of Hourglass won't be enough.
Athene's Unholy Grail
Athene's Holy Grail is an item you should consider in many cases. This is basically your go-to item for when you need to sustain yourself in lane, and is always an excellent answer to an opponent building the same item. To that end, Athene's Unholy Grail now functions similarly to how Abyssal Scepter did in previous seasons. Incorporate this item into your build when you can take advantage of the Cooldown Reduction it offers, or when you need to spend prolonged periods of time farming your lane. Athene's can help you out-push many opponents, but you should never purchase it as a strict survivability item. The Magic Resist will help, but it will be negligible when you're being burst.
Archangel's Staff
Augment: Death
When other mages go back to fountain after getting 1000 gold, they will often buy two and look wistfully at the which they are so far off from obtaining.

Viktor, however, goes back and straps up with this godly piece of staff-bling. And then he returns to lane and ruins lives.

This is the only Augment you should consider if you want to deal competitive damage throughout the game. Death Augment provides you with unparalleled pushing power and long range poke at the time you get it, and it scales relatively well throughout the game. The 30% additional damage on Death Ray will be a godsend later on, and the item will eventually provide you with a cool 99 AP.

In short, buy Death Augment, and buy it as soon as you have 1000 gold.
Deathfire Grasp
For when someone absolutely, positively has to die, Deathfire Grasp is your go-to option. I value this item quite highly. Deathfire Grasp gives a metric ton of AP; and also provides a little bit of cooldown reduction. While 10% CDR isn't huge, it means that you can max out your cooldown reduction with just a , and Blue Buff. However, the true benefit of this item is the active. It is difficult to argue with a damaging debuff that deals maximum health percentage damage AND grants you 20% increased damage to the target.

I like to think of Deathfire Grasp as pseudo-magic-penetration, because you effectively do 20% more damage before the Magic Resistance of the target is applied. I believe this will be more useful in burst applications than having a Void Staff alone, because you're already doing 15% of the target's maximum health through the DFG Active, and DFG provides you with 50 more Ability Power than Void Staff. Over longer fights, Void Staff will be the more attractive option, but consider the role Viktor tends to play:

With Viktor, you will be able to blow up squishy targets that often cannot afford to build lots of Magic Resistance, therefore you don't need to buy a lot of Magic Penetration items. For targets that have lots of Magic Resistance, you wouldn't want to focus them anyway without the help of your team. During a teamfight, Viktor will target and destroy the squishiest, high priority opponent; which is usually not the Renekton that just ulted and dove into your team. But even you were going to do damage to the Renekton, bursting them with DFG is going to take out a lot of health no matter how much Magic Resist they have. Realistically though, you can just get both DFG and Void Staff if you're facing a lot of Magic Resistance.

Iceborn Gauntlet
Viktor CAN build this item, but I don't really advise it in most games. Iceborn Gauntlet is a highly situational item which you'll want to consider when your team is being overrun by highly mobile melee damage champions. If you happen to be facing down , , and ; you might want to consider building Iceborn Gauntlet after a . It's no Lichbane, but the added slow just might save your ass (or subsequently, the asses of your teammates).
Liandry's Torment
This is quite possibly the most contentious item a Viktor can buy. Some people swear by it, others ignore it entirely. I've done my fair share of testing with this item and I've found it to be particularly lackluster in most games. This is not to say it is without use, understandably, you WILL want to get Liandry's Torment in some games. Most people just seem to be confused as to the purpose of this item, and in my opinion, this is what it is meant for:

Liandry's passive damage component is not based in any way on your own damage; and only serves as an extra burn effective (similar to Brand's . The damage done is instead based upon the current health of the target, meaning the more health a target has, the more damage they will take. Because it is percentage damage, it will do a proportional amount of damage at all times, no matter who it affects. So to MAXIMIZE the damage from Liandry's Torment, we want CONSTANT UPTIME on the passive effect.

Viktor can theoretically maintain constant uptime of Liandry's Torment through usage of and (especially when you have ), but this would put Viktor at considerable risk, because he has to maintain close range on the target in order to keep firing his Power Transfer. You're also playing Viktor wrong, because with two casts of Death Ray, you should intend to kill your target, not burn them for a diminishing amount of their maximum health.

Champions who get the most mileage out of Liandry's Torment are those that can maintain the uptime of the passive over the course of an entire fight (and preferably on multiple targets). Liandry's is an excellent item on for this reason.

So when should you get Liandry's Torment on Viktor? Well, in short, you should get Liandry's only in situations when enemies are so defensive that bursting them is not an option, and you have to whittle them down through incessant poke damage. To do that, you should also be optimizing yourself for lots of Cooldown Reduction, but your burst is going to be considerably lower in situations like these. Viktor CAN fight this way, as long as your aim with Death Ray is good.
Lich Bane
Since the nerf, Lichbane really IS a purely situational item. I don't get it too often, but if you really want to go this route, you should practice using it against champions where autoattacking is going to be a large part of your harass. Remember, your autoattack and have the same range, so you can get a large spike of damage from Q->Autoattack.

Lichbane adds a lot of damage to your kit and allows you to push towers like an absolute beast. Lichbane shines in lane against opponents like or , where you must take advantage of their short ranges by autoattacking them incessantly. Lichbane is particularly good against Kassadin because it evens out your damage trades, provided you can always get in a Power Transfer/Death Ray before he silences you. Lichbane is also the only way to make your do damage.
Morellonomicon
When it comes to books, you should read this one instead of . Morellonomicon is a more aggressive alternative to , in that it gives you slightly more AP and no defensive stats. The tradeoff is that you get a permanent Grievous Wounds effect on all your abilities. This is helpful when you need it, but since you already take , Morello's may be overkill. Keep this in mind when you come up against a team of five , or you really need to hose an annoying .
Rabadon's Deathcap
Any argument against this item be countered with:

BUT IT GIVES YOU A TON OF AP


And that's an effective argument. Viktor, like most AP Carries, enjoys having TONS OF AP.
Rod of Ages
I don't recommend this item in general, but it's something to consider when you are mega-fed early on. More than any other item, Rod of Ages is quite possibly the best item to get when you have a substantial early advantage. A fully stacked Rod of Ages at 22 minutes is excellent. But a fully stacked Rod of Ages at 17-18 minutes is devastating (and will almost certainly never happen).

The key issue here is that Rod of Ages effectively starts getting worse the longer you delay its purchase (and the longer the game goes on). Rod of Ages would be an excellent item on Viktor if he wasn't stuck with 5 slots; but because Viktor has this drawback, Rod of Ages often becomes a horrible waste and strain upon his item set.

In short, unless you are sure that you can have this item fully assembled in under 10 minutes, don't bother buying it at all.
Rylai's Crystal Scepter
In previous editions of this guide, I hailed Rylai's Crystal Scepter as a core item. Nowadays, it is slightly less useful. It was once the second largest source of AP in the game (behind Rabadon's Deathcap), but that hasn't been the case for a very long time. However, I will still consider getting Rylai's in many games for the sheer fact that it provides an incredible amount of efficient stats. It gives you a substantial amount of health and AP, while giving all of your skills a slowing component. If your team is light on crowd control and/or has difficulty catching opponents, consider getting Rylai's to assist them. Otherwise, you can definitely forgo Rylai's for a more aggressive option.
Void Staff
In previous editions of this guide, I listed Void Staff as a purely situational item. I figured that Viktor would be unable to purchase in most situations. Nowadays, I'm a bit more favorable towards the Void Staff simply because of how easily available Magic Resist seems to be. Items such as , are extremely cost effective, and can nullify your burst damage pretty quickly. Even though Magic Resist will always outstrip the effectiveness of Magic Damage, Void Staff is one of a limited number of options to stay competitive. This item would be a mandatory inclusion on Viktor if he had the space for it, but he often doesn't; so you'll just have to compromise in most games.
Will of the Ancients
It sucks now. Don't get it.
Zhonya's Hourglass
Get this in every game. Much like I said gives you pseudo-magic-penetration, Zhonyas gives you pseudo-resistance. But it's much more than that.

Effective usage of Zhonya's Hourglass could be the single most important thing you do in a game, and the versatility of this item is unsurpassed. You can use it to:

Ignore damage
Ignore skillshots
Bait enemies and make them wait for you to become targetable (hopefully while your teammates kill them for overextending)
Survive things you normally shouldn't (, , , etc).
Reset a fight
Bide time for your cooldowns to return
Delay your inevitable death

The list goes on. Why haven't you bought an Hourglass yet?
Ionian Boots of Lucidity
If your game demands that Cooldown Reduction is more important than Magic Penetration, buy these.
Mercury's Treads
If your game demands that Tenacity is more important than Magic Penetration, buy these.
Sorcerer's Shoes
If you don't know the difference between the above two situations, buy these anyway.
Enchantment: Homeguard
Welcome to the only game in town. This is the best boot enchant not only because of the huge speed boost, but it also lets you recharge instantly. The faster you buy items, the faster you get back to the action. Homeguard also lets you defend the base incredibly well.
Enchantment: Furor
If you're winning and you want to pretend like you bought , go for it. Homeguard is almost always better though.
Greater Totem
Mid lane is dangerous and you need to keep it warded. This is your go-to trinket.

Don't bother with the other trinkets. Viktor can scout bushes by using , so you don't need .

Similarly, Viktor isn't a ward stomper, so is a waste. Furthermore, if you're fighting against stealthed units such as , remember that your will follow them through stealth and reveal their location anyway. is good for this too.

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Evolving Technology
QPower Transfer
WGravity Field
EDeath Ray
RChaos Storm
> > >


Very few matchups necessitate that you level before ; this is because Power Transfer is exceptional at softening incoming predictable damage. But if you want to be smacking bitches harder than Sweet Sweetback, you gotta level that .

Now there is some debate about when you should take on Viktor. Aranium, author of the FEATURED VIKTOR GUIDE (http://www.solomid.net/guides.php?g=20631), believes that you should take a second level of so that you deal more damage and win trades. Well, Aranium is a professional League of Legends player, and I'm just a butthurt idiot, so obviously you should listen to him on this issue, right?

Wrong.


The competitive League scene is an entirely different beast compared to what you'll encounter in Solo Queue. To that end, there are some things that pro players do that you just shouldn't emulate (not because they aren't good, but because it doesn't always apply). To that end, I'm going to postulate that the potential stun offered by is always going to be worth more than the extra 40 damage you gain by taking another level of . I mean, you'd think that this should be completely obvious, but hey, he's a professional League of Legends player on a sponsored team, and I'm not. However, I'm going to say that is so versatile and valuable of a skill, that to delay it past level 4 is borderline retarded. Furthermore, if you win games strictly because you delayed , it is only because the enemy jungler was stupid, and never got around to killing you.

So take it at 4.


Now, the reason I take one point of first, is simple: it does more damage than . It also lets you win trades. But don't think for a second that you will continue to win trades by leveling your . Other AP Carries will burn right through the shield, and kite you forever with better abilities. Of course, there are SOME matchups where leveling is favorable, but these situations are rare.

If you want to win the lane and stay competitive, is the only acceptable answer. Starting at rank 2, it starts doing crazy damage at crazy range; effectively giving you excellent farming ability and long-ranged poke.

I then get a point of at level 4. You can even take it at level 3 if you feel like you're in danger of being ganked. This is of concern if the enemy is doing some gimmick shit like Jungle Shaco or Twitch. will save your ass.

Level 5 is where shit starts hitting the fan. Rank 3 is one of the highest damaging skills among all AP carries, and will definitively establish your lane control.

Skills

Evolving Technology
Passive: 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.
Power Transfer
Q: Power Transfer
Viktor sends a device at an enemy unit to blast them for magic damage, which then returns to him granting a shield for up to 3 seconds with an amount equal to 40% of the damage dealt before reduction.

  • Range: 600
  • Missile Speed: 2000

Cost: 45 / 50 / 55 / 60 / 65 mana

Cooldown: 9 / 8 / 7 / 6 / 5 seconds

Magic Damage: 80 / 125 / 170 / 215 / 260 (+0.65 per ability power)

Shield: 32 / 50 / 68 / 86 / 104 (+0.26 per ability power)


Explanation:

When Viktor first came out, everybody thought that they'd build Augment: Power, Rod of Ages, and Rylais and be an unstoppable health tank mage. Yeah that was embarrasing. This skill fools a lot of people into thinking that Viktor can win damage trades with it, but that's not true at all. This skill requires the projectile to return to you before you get your shield, and while the return speed was buffed, it's still not instantaneous. This means that just about every other character will get their damage on you BEFORE ITS SHIELDED, and BECAUSE YOU ARE IN RANGE TO HIT THEM WITH THIS ABILITY, THEY'RE ALMOST CERTAINLY GOING TO HIT YOU TOO.

This is not an offensive skill; it is purely defensive. It is meant to be spammed on people in the process of wrecking your face. This forces enemies to eat through the shield if they want to kill you.

**NEW** - Prior to the Season 3 release, Power Transfer would shield you for 40% of the damage done by the skill. Now, it shields you for a flat 40% of its total damage, instead of damage done. This is a buff.
Gravity Field
W: Gravity Field
Viktor conjures a gravitational imprisonment device in an area near him, slowing all enemies that pass above it. Whilst under its effect, enemies generate stacks every 0.25 seconds; at 3 stacks the target will be stunned for 1.5 seconds.

  • Cost: 65 mana
  • Range: 625 (812.5 if upgraded)
  • Activation Time: 0.25 seconds

Cooldown: 17 / 16 / 15 / 14 / 13 seconds

Slow: 28 / 32 / 36 / 40 / 44%


Explanation:

Gentlemen, what you are currently looking at is the sexiest counterinitiation tool in the game. This skill should physically arouse you. This ain't no Gragas Ult/Janna Ult/Blitzcrank-Just-Pulled-Alistar-By-Mistake-And-Now-Everybody-Is-Getting-Raped, this is the god damn GRAVITY FIELD. This skill allows you to punish enemies and win teamfights. It's an absolute danger zone that people MUST AVOID. Use it to cut off escapes, disable a frontline, stop minions from pushing the lane, and prolong the crowd-control of your teammates.

Let's focus on that last bit. More than any other skill in the game, Gravity Skill is superb at securing a kill. This is because effective use of Gravity Field extends the crowd control abilities of your teammates by two whole seconds. That's huge. Notice that I did not once say that your Gravity Field should be used to initiate fights; this is because it can't. Nobody is just going to run into it; you have to drop it on people! This means that they are either already suffering some crowd-control, or you are DANGEROUSLY close to the action.

This also means that you're entitled to be frustrated when a Jungler patiently waits for you to stun your lane opponent so that he can jump in. When you gank for Viktor, the JUNGLER GOES IN FIRST, AND THEY'D BETTER BE PLAYING A JUNGLER WITH SOME CROWD-CONTROL.
Death Ray
E: Death Ray
Viktor uses his robotic arm to fire a chaos beam that sweeps across the field in a chosen path, dealing magic damage to every enemy it hits.

  • Range: 700-1400

Cost: 70 / 80 / 90 / 100 / 110 mana

Cooldown: 13 / 12 / 11 / 10 / 9 seconds

Magic Damage: 70 / 115 / 160 / 205 / 250 (+0.7 per ability power)


Explanation:

Viktor's Death Ray is the best skill in the game. It's got incredible range, damage, and scaling. Every time you hit a target with Death Ray, it will make your opponents sweat. This thing does ABSURD damage, with great scaling. It gets 45 freaking damage per level, which means that it more than DOUBLES in damage by rank 3, and TRIPLES in damage by rank 5. The scaling is ridiculously good, especially when you consider the contribution of Augment: Death (bringing the total AP ratio of the skill to .91 -- that's a nearly 1:1 AP ratio on your best skill!). Death Ray allows you to harass like a champ and push the lane with unparalleled power. There are very few characters who can outpush a Viktor, and NO CHARACTERS can deny Viktor farm. Your Death Ray can stretch across the lane and get you those last hits, no matter who you're facing.

I'm not going to lie though; this skill is the end-all-be-all of Viktor. You must learn to use this skill if you want to be a good Viktor. The best part about Death Ray is that it can be cast while moving. This means that Viktor IS ALWAYS DANGEROUS. Viktor is EASILY capable of killing you while you are chasing him down. In fact, chasing Viktor practically guarantees that he'll hit you easily with his Death Ray. At later levels, this will be damage you cannot shrug off.
Chaos Storm
R: Chaos Storm
Viktor conjures a chaos storm at the target location, dealing magic damage and silencing enemies in the area for 0.5 seconds. As it churns, the storm deals magic damage every second to nearby enemies for 7 seconds. Activating this ability again while the singularity is active will redirect it. The storm moves faster the closer it is to Viktor.

  • Cooldown: 120 seconds
  • Range: 700

Cost: 125 / 175 / 225 mana

Initial Magic Damage: 150 / 250 / 350 (+0.55 per ability power)

Magic Damage Per Second: 50 / 75 / 100 (+0.25 per ability power)

Total Magic Damage: 500 / 775 / 1050 (+2.3 per ability power)


Explanation:

This is Viktor's magnificent finish. Never doubt the power of this ult. It does incredible damage at all levels. This skill is what allows you to dominate teamfights and duel like a champ. Think of Chaos Storm as a Tibbers that does more damage, silences, can be controlled, and can't be stopped until it ends. CHAOS STORM LOCKS ON TO STEALTHED TARGETS IF YOU TARGET THEM WITH THE INITIAL CAST, AND WILL FOLLOW THEM WHILE THEY ARE STEALTHED. Always use this ability to deal the most possible damage, and always try to hit multiple enemies instead of single targets (even if you're trying to silence). Dead enemies deal no damage, and Chaos Storm excels at making things dead. Don't forget that you can position the ult after you cast it, so move it to the location in which it deals the most damage.

This spell CAN lock on to opponents, but bear in mind that you must maintain close proximity to the Storm, because Chaos Storm's speed varies inversely with the separation distance between you and the storm. This means that the closer you are to it, the faster it moves; the further you are from it and it won't budge. This spell becomes absolutely bonkers when you get a Rylai's; as nobody will be able to escape its lock on. Furthermore, it will slow anyone caught in its aura.

Use Chaos Storm to score kills, but be aware that your teamfighting ability depends almost exclusively on you landing this spell on clustered enemies. You cannot perform to your maximum potential in a teamfight when Chaos Storm is on cooldown.

Champion Matchups

Ahri
Difficulty
Favors Enemy
The biggest mistake most Viktor players make against Ahri is that they try to play too aggressively and wind up getting date raped (). Viktor outdamages Ahri before she hits level 6; but afterwards, she can effectively ignore most of your abilities with that god damn . Because Ahri gets a lot of "free stupid damage" with and , she doesn't need to work as hard to hit you. Because her ultimate has three dashes associated with it, she can also reposition herself to land her two targeted abilities (in which case, you're probably dead).

Some magic resist will go a long way in this lane, and is definitely an item you should consider. If Ahri lands her , you're probably dead; so juke well and use minions to your advantage. Remember that you can use while moving, and that Ahri frequently gets close enough so that you can safely use on her. The key to winning this lane is to hold back and calmly push the wave using Death Ray, and never overextend. Harass her from a distance, and don't try to engage her by yourself (you have enough damage to kill her, but she has enough mobility to get away from you). Lategame, if your team can stun or incapacitate her, you can finally burst that annoying fox bitch.
Akali
Difficulty
Favors You
You counter Akali hard. Control the lane from the beginning by freely autoattacking and using . Your will still stun Akali even if she is inside her , and your can still hit her even if she's stealthed. Akali can still deal tons of damage when she gets , but Viktor also shines at close range. If she jumps to you, just yourself, drop , and kill her.

WILL FOLLOW AKALI THROUGH STEALTH, AND WILL REVEAL HER POSITION BY SHOOTING LIGHTNING. YOU CAN DEATH RAY THAT LOCATION AND STILL DAMAGE HER THROUGH STEALTH.
Anivia
Difficulty
Favors You
The Anivia match can go either way depending on how well either of you land your skillshots. If the Anivia is good at landing , her damage will always be higher. Also, Anivia with Blue is the scariest champion in the game. You have to hit Anivia with well-timed harass and exploit every missed skillshot. Don't try to kill her by yourself if she still has , that just wastes your mana. Viktor's cooldowns don't allow him to burn through her egg-phase alone, but you can damn sure force her out of lane, and that will be your goal in this matchup. Late and Mid game, your full burst is much higher than hers. If you must try to kill Anivia solo, try to kill her with because you're going to need that damage-over-time to burn through the egg phase.
Annie
Difficulty
Favors Enemy
The Annie matchup is problematic because if she has her stun, her burst damage is always going to be higher than yours. Viktor doesn't have a frontloaded stun like Annie does, and therefore, must play cautiously when she has her ready.

Fortunately, a good Viktor will attack Annie while her stun is down; in which case, you'll always have the upper hand. The key to beating Annie is getting her to waste her stun on something that isn't you. Push out the lane, harass her from long range, and above all, don't get stunned.
Brand
Difficulty
Favors You
Brand will teach you to get really good at shooting on the move. Mobility is the key to winning the lane against Brand, but you should avoid trying to trade him directly. Chip him down from range with instead; and use to avoid the damage from . Brand will win straight-up engagements due to his stun (), so try to keep him at a distance, or obfuscate his skillshots with minions/teammates. Brand will not want to get close, for fear of your . Viktor is NOT a counterpick to Brand though, and a skilled opponent will be difficult (especially if you make a habit of standing in ).
Cassiopeia
Difficulty
Favors Enemy
Your goal in this lane is to farm as much as possible. Cass outdamages you in a straight-up fight, so you should really try to keep your distance. Viktor has problems against mages with low-cooldown consistent damage skills (of whom Cassiopeia is the posterchild). Viktor is primarily a high-cooldown burst champion, and Cass can kill him over the course of a few cooldowns. Furthermore, if you get stunned, you're going to die. Your saving grace is due to the fact that Viktor's poke exceeds his physical casting range due to the travel distance of , but Cassiopeia's does not; use that to your advantage.
Chogath
Difficulty
Favors Enemy
This is an uncommon mid matchup, but it is worth mentioning. Cho'Gath can be a scary opponent, but you can beat him with a combination of two things: Long Range Poke and Fast Wave Clear. If you sit there and allow Cho'Gath to last hit minions, he'll sustain himself forever through . Simultaneously, if you get too close, you'll receive his full combo (and die). Cho'Gath might get too tanky and get out of hand, but remember that you can nip this in the bud by pushing like crazy, and forcing him to tank minions.

And then while he tanks minions, hurt him. Lategame, he will tend to build tanky, but always respect his damage. His will still hurt. In teamfights, try to focus squishier targets and save Cho for last.
Diana
Difficulty
Favors You
You poop on Diana until she gets . Then the fight is much more difficult. Bear in mind that you can simply throw at your location, and any champion with a gap closer is going to cry. If you can survive her initial burst, you will pretty much destroy her, as with Akali. Diana is more difficult than Akali, however, and can poke you from a distance with . Don't skimp on defensive items when fighting a Diana. You can zone Diana with but a smart Diana will learn to harass you when it's on cooldown.
Elise
Difficulty
Favors You
Mid lane is actually the least common place to see Elise. She's played Jungle, Top, and Support more often. She can be problematic at times, but most of her Human Form damage () can be blocked by minions. In Spider Form she is more dangerous, but will have difficulty getting close to you without Rappel. Remember to use effectively to hinder her effectiveness in Spider Form, and be mindful of the fact that she can juke your ultimate with Rappel.

Overall, she's not the monster she once was, and if you just keep calm and Death Ray, there's not a whole lot Elise can do.
Evelynn
Difficulty
Favors You
Evelynn is more commonly seen in the jungle (and you should be banning her in every game right now). However, if you see her in mid, then you should start grinning stupidly because Viktor counters Evelynn in lane. During the laning phase, there isn't a god damn thing Evelynn can do to you. Viktor absolutely manhandles her. She can't get close enough to without getting combo'd by Viktor. However, Evelynn tends to roam a lot and gank other lanes (ESPECIALLY NOW WITH THE SEASON 4 WARD CHANGES); and she can still get fed even if you crushed her in lane. Don't underestimate her burst, but always realize that your burst is better.
Fiddlesticks
Difficulty
Favors You
Fiddles is almost exclusively played as a Support or Jungler. But if you see one in Mid Lane, try not to let your guard down. Fiddlesticks is almost impossible to kill with harass or poke, and you will run out of mana if you try to kill him this way. It's pointless. He can heal to full by on a single minion, and with he can just escape from you unhindered. Your goal is to instead push the lane as much as possible. Fiddles is AWFUL at farming minions, so push that lane and force him to be under tower.

You can KILL Fiddlesticks if you catch him in your and burst him with everything you've got. You can even tank his Drain if you Ignite him first.

Lategame, be on your guard, because will come out of nowhere and kill your family.
Fizz
Difficulty
Favors Enemy
Don't EVER underestimate the damage Fizz can do, especially when he has his up. With a Lichbane, Fizz can kill pretty much anyone from full health in a matter of seconds. If that wasn't bad enough, Fizz is incredibly difficult to harass and gank due to his . You have to play cautiously and not overcommit against the enemy Fizz. However, being a ranged character, Viktor does a slight advantage when it comes to last hitting. Fizz tends to be at his most problematic for Viktor during levels 6-9. Once you start getting some ranks into , Fizz becomes slightly easier to handle and much more susceptible to your harass. When is down, there will be windows of opportunity where you can flash-combo Fizz and there won't be a damn thing he can do, just remember to lay down during the silence of your .

Lategame, however, Fizz murders anyone within the span of two cooldowns. Get or die.
Gragas
Difficulty
Favors You
HAH... HAHAHAHA! GET NERFED YOU FAT FUCK. HAVE FUN SUPPORTING, YOU TUB OF LARD LOOKING MOTHERFUCKER.
Heimerdinger
Difficulty
Favors You
Respect the Donger's damage, and don't fight him in his turrets. The remade Heimerdinger has high damage, and if you make it easy for him to kill you with his skillshots, then you will die.

You won't be able to outpush Heimerdinger due to his turrets, but you will be able to out-trade him in just about every direct engagement. You have to skirmish Heimerdinger down, and coordinate with your jungler to secure kills. Heimer is extremely susceptible to jungle ganks, and goes down easily in most fights. Heimerdinger still struggles in teamfights, so even if you didn't do so great in lane, you can still come back once your team joins you.
Karma
Difficulty
Favors You
Karma is not seen mid often, and she can be quite scary with a lot of AP behind her abilities. Do not ever underestimate her damage: does a fucking truckload of damage. Most mages are jealous of the amount of damage an empowered Inner Flame can do. Furthermore, if you're careless, she can root you rather easily with a combination of (while using to both ignore your damage and keep pace with you). Her kit is very solid, but almost entirely dependent on effective use of , and the charges tend to be few and far between.

You can beat Karma by harassing her from long range when her shield is down, and doing your best to juke her Inner Flames. To engage her fully, you need to make sure that she doesn't have two Mantra charges, and she's safest to kill when she has none.
Karthus
Difficulty
Favors You
You can dump on Karthus from the very beginning of the game. Really, just shoot on the move, and be aggressive as hell; he can't do anything to you as long as you avoid his , (or at the very least, make sure you aren't the only target hit). If you get stuck in throw down your so he can't deal damage. If you see Karthus channeling , you can use or (although if you have the option, use Chaos Storm first, because Gravity Field needs time to stun him).
Kassadin
Difficulty
Favors You
N-N-NERFED!

Post 6 he's still hard to catch, but now he won't deal any damage to you anyway, so just help yourself to the lane.
Katarina
Difficulty
Favors You
You poop on Katarina. Harass her from range with your entire kit. If she jumps on you to use , you can either stop her ultimate entirely with , or trap her with . From there, just murder her.

Sure, she can use resets and run up on your team (this might happen), but Viktor is the brick wall into which she will crash. Interrupt her ultimate and then just slay her outright.
Kayle
Difficulty
Favors Enemy
Play passively against Kayle. She has lots of high sustained damage through , and will be more than happy to just chop you to death from range. Her also hits incredibly hard, so you don't want to get hit by this ability too often.

Viktor can deal with Kayle by exploiting his famous waveclearing abilities through . Preferably, you should aim to kill a few minions while trying to harass her from range (this is becoming a common theme in matchup strategies, so I hope you're not tired of it yet because I'll be saying it quite a bit).

You can really disregard Kayle's ability to heal herself () in lane, because it doesn't heal for a lot, it's super mana intensive, and she'll be leveling it last. If anything, Kayle will use it more for the movement speed bonus than the heal.

The real gamechanger is Kayle's ultimate: , because it will cockblock you every time you try to kill her. Fortunately, you can use to play around it. If you Chaos Storm before she uses Intervention, then she'll still take the initial burst and silence (and the Intervention will only save her from the low-damage dot). If she sweet-spots her Intervention at the moment you cast Chaos Storm, she'll block the initial damage, but will still take the damage over time when Intervention expires.

If she uses DI before you Chaos Storm; throw down to stun her, then blow her up after Invervention expires.
Kennen
Difficulty
Favors You
Kennen's has absurd range. So be mindful that when you get tagged with a Mark of the Storm, Kennen can really hurt you. Your goal in this matchup is to actually let Kennen push, so that he is forced to overextend. is excellent at keeping the creep waves where you want them, so you should try to force Kennen to fight beneath your tower. Definitely try to harass with when possible, but bear in mind that Kennen's makes him pretty much impossible to chase. This matchup will often come down to the respective junglers on either team, because both of you are really damn hard to gank and can't kill each other without help.

In teamfights, Viktor can hinder Kennen's effectiveness through usage of
Khazix
Difficulty
Favors You
You have a surprisingly easy time vs. KhaZix. Literally all you have to do is autoattack him and use your liberally. Khazix will have a lot of trouble jumping onto you with good usage of . Pre-6, you can win every damage trade. The key is not overextending or pushing the lane too hard until you have mana sustain through Blue Buff or . The main thing to keep in mind is that KhaZix still deals ridiculous damage, and his will hit like a truck, starting at level 6. Lategame he will be able to two-shot you, so exploit him in lane while he's still vulnerable. My latest video showcases this matchup. is a must against Khazix.
Leblanc
Difficulty
Favors Enemy
Fuck Leblanc. Viktor is not a counterpick to Leblanc, but he's not terrible against her either. Even though I think that Leblanc is a bullshit character played only by assholes; the matchup is winnable. You just need to load up on some magic resist and health. Two will save your life in this lane. Leblanc also likes to stack up on Doran Rings, so if she gets two, so should you. If she happens to get a third ring, that's her funeral. Starting with is viable; so is an early .

There's no gimmicky tricks to try against her either; just try to zone her with , don't waste trying to kill her, and don't follow her under tower, no matter close you might be to killing her. Respect her burst, and don't hesitate to go back to fountain when you're low. Push the lane, win the game.
Lissandra
Difficulty
Favors You
Lissandra is not common, but when you see her, she's going to be annoying. You'll learn quickly that Lissandra has the best autoattack animation in the game. That shit comes out INSTANTLY, and she can really poke you down quickly with nothing but physical damage. Luckily, Viktor's outranges all of her abilities, except for (which she can use to teleport onto you and combo, but whatever). The key to winning this matchup is understanding that Lissandra has really short range, and you can completely avoid taking damage from her by staying away from your minions ( has blowback when it hits a target, and it hurts). You also probably won't be able to kill her because she has really good escapability. However, you can push the lane much harder than she can. In teamfights, you'll be competing to do more AOE damage than her; but you'll be doing it with better range.

Understand that she can use to shield herself from your damage (and if you're close enough, you'll still take a ton of damage). However, it's still better than being stunned yourself. If she's forced to Frozen Tomb herself, then she's losing the fight.
Lux
Difficulty
Favors You
Lux is dangerous and she may give you some difficulty. Well-placed pokes from Lux hurt, so you want to position yourself well at all times. Luckily, your poke hurts just as much, and if you can dodge her skillshots well, there's really not a whole lot she can do to you. Try to keep away from the minions, which will prevent you from getting tagged with her ; it has a bullshit radius. One thing you might want to try is moving TOWARDS her when she throws , because Lux players will often shoot it behind targets to anticipate a retreat. Lux will never get into a straight-up fight with you, because she'll lose. Dodge well, and keep her on the run. Lux's shield () is also better than yours (); so don't try to trade with her until she's missed at least one of her skills.

Poking wars 2014...
Malzahar
Difficulty
Favors You
Malzahar is CAPABLE of outpushing Viktor, in the sense that he can clear your minion waves faster at lower levels (because that's ALL he'll be doing). But remember that you can halt creep waves in front of your tower with . Now you have Malzahar exactly where you want him: overextended and ripe for a gank. Malzahar gets poked by just like any other champ, and the only thing you have to worry about is Malzahar's Ultimate. You can completely negate with good placement of . If it is obvious that Malz is moving to Ult you, you can cut him off with ; this will either interrupt his ultimate after he casts it, or slow him to the point where he can't catch you.

However, if he Flashes, you're screwed, but at least his Flash will be down for a while.
Mordekaiser
Difficulty
Favors You
Forget everything I said about Morde previously. He's not viable in any way whatsoever, you probably will never play against him.

Just harass him down, prevent him from getting to the creeps, and murder him when his skills are on cooldown. He's a shadow of his former self.
Morgana
Difficulty
Favors You
Viktor theoretically has an easy time against Morgana, but only stupid players will sit there and let you hit them with your entire kit. The Morganas you tend to see above Platinum will not be such easy prey. The key to beating Morgana is avoiding her . If you can dodge that skillshot, then the lane is effectively yours. Morgana eats shit from your , but will seldom stick around if she's low. You can both clear waves quickly, and this will likely keep either of you from roaming to other lanes.

In Teamfights, Morgana is quite dangerous because she can catch people with and follow it up with . However, that's about ALL she can do, and her damage options are limited outside of that.
Nidalee
Difficulty
Favors You
Orianna
Difficulty
Favors You
The majority of Orianna's harass comes from your own stupidity. For example, when you get into prolonged autoattack battles with her, and she murders you; or when you stand next to minions and get slapped by . Instead, you should avoid the damn ball, and play a hit-and-run game. Orianna is one of the most difficult champions to play, and most people who play her aren't that good. If Orianna is trying too hard to deal damage to you in lane, use her overextensions and cooldown windows to opportunistically harass.

Your goal is to force her out of lane, because you will very rarely be able to kill her. The combination of makes her deceptively difficult to kill (but she is quite squishy and a good jungle gank will usually seal the deal). Your burst damage is overall higher, but Orianna can still deal respectable damage, and her autoattacks fill in the gaps between cooldowns much better than yours do.

Lategame, Orianna is a fucking monster. She brings incredibly high damage, and a teamfight dominating ultimate (). Beware the initiation.
Pantheon
Difficulty
Favors Enemy
You're going to have a time of this in the early levels. If the enemy Pantheon started with a , he will be trying to kill you by level 3. Pantheon's is pretty much equivalent to your at level 1, but his autoattacks are much stronger.

Do not be fooled into thinking you can fight Pantheon in the early game. Instead, bide your time and wait until you get your ultimate; only then should you think about going for a solo kill. As is the case in most matchups, proper use of will be your saving grace. If you know that Pantheon is going to use , lay down on your current location and retreat. Pantheon's startup animation to means you'll have time to cast your Gravity Field. You will be able to zone Pantheon when you get higher levels of your , but never get close to him. Also, if Pantheon ults you, either run away from it or throw on yourself. Bear in mind that his stun gets extended range when he's ulting in.
Riven
Difficulty
Favors Enemy
DO NOT LET HER GET CLOSE. GRAVITY FIELD AT LEVEL 4, NO QUESTIONS ASKED.

From levels 1-3, you should be able to stay at range and take minimal harass from Riven. However, at level 3, she will have her entire kit. At level 4, she'll have enough damage to beat you in a duel if you're stupid enough to let her hit you.

Gravity Field and smart trading are the ONLY things that will save you in this lane, and you can NEVER get close to her. Get your Zhonya's as quick as you can, and try to peel her off your teammates in large fights.
Rumble
Difficulty
Favors You
There's not much to this. Rumble is not often played mid, and you can outrange his Flamespitter; and use minions to block his Shock Lances. He has no gap-closer so he'll have to run through your Gravity Field in order to get to you.

Don't make the mistake of chasing rumble, however. He's got more than enough tools to kite you, and can quickly turn a fight around if he catches you out. Be content with forcing him out of lane, or bursting him down when you get the opportunity. Go for safe kills.
Ryze
Difficulty
Favors You
Exploit Ryze's weak early game as much as you can. Your can obliterate him at lower levels, but don't ever get close enough where he can combo you. Remember what I said about sustained damage casters? I'll repeat myself again: they kill you in a straight-up fight. Ryze gets more dangerous as he acquires tankier items, but your burst will eventually be able to kill him with little issue. Just don't start a fight when his is still up.
Swain
Difficulty
Favors You
Swain's weakness is that he doesn't have any hard disables, while Viktor has a stun and a silence. Abuse your range in this fight and there's really nothing he can do to stop you. Don't forget that you can use to negate a lot of Swain's damage-over-time, even if you must target a minion with for the shield effect. Take great care to dodge though, or you'll be wondering where all your health went. When you engage Swain after he gets , make sure you have .
Syndra
Difficulty
Favors You
You've probably never seen a Syndra. Her abilities work thusly: Q creates time delayed balls which damage you. W grabs minions/balls and hurls them for damage/slows. E hits balls like a pool-cue and you get stunned if you get hit. R does a shit load of damage to a single target. Whatever. Don't underestimate Syndra's damage, and realize that you shouldn't go anywhere fucking near this champion unless you've poked her down considerably. You're going to die if you fight her when she has 2-3 balls out on the field. Her abilities do retardo damage, but her range is relatively short. What should you do in that situation?


"s-should I use death ray?"
-You


VERY GOOD! Viktor plays a great poke game, and you can really whittle her down and zone her in lane. In teamfights, Viktor is infinitely more useful to his team than Syndra is to hers.

Fun Fact: negates her ultimate if you time it right.
Talon
Difficulty
Favors Enemy
Talon will give you problems. Talon is essentially a better Pantheon, and everything I said about Pantheon goes triple for Talon. You can't really bait Talon's with your , because his teleport is instantaneous (whereas Pantheon's has a leaping animation). Furthermore, Talon actually has an ultimate he can use against you, so he is much more dangerous to fight. However, fret not, because if you just mind your distance, you can avoid a lot of the danger. is the main thing you'll want to avoid: it has stupid good damage and will always hit you twice. Talon may be pushing on you with this skill, but if you're quick and aware, you can still punish him with .

However, you have to avoid staying in lane when you're low on health. Go back to base when you're low, don't try to fight it out. A combination of , , and will guarantee your death if you get caught. Get some Armor and Vision Wards against this annoying bastard.
Tristana
Difficulty
Favors Enemy
AP Tristana bends you over and doesn't use lube.

Your only hope is to push the lane when you can, stay the hell away from her, buy a , and wait for lategame.
Twistedfate
Difficulty
Favors You
Twisted Fate is one of the few champions in the game who can kill a creep wave faster than you. However, Viktor shreds him apart in a conventional fight. If you can time your harass while his is on cooldown, you can get some heavy damage on him. Twisted Fate also has an incredibly difficult time using against Viktor, because you can throw on his card circle during the teleport. TF does have some decent burst damage, and you should always be wary of his ability to Flash-stun. However, if TF can't kill you in one stun combo, you will pretty much obliterate him.
Veigar
Difficulty
Favors Enemy
Veigar counters you hard. Your passive ability gives you a bit more AP than any other champion; Veigar turns this into damage against you with his ultimate (). Veigar's has much greater range than ; this means that you can't stop him from stunning you. All his abilties are longer range and harder hitting. If you get stunned, you die; so a just might save your ass.

You actually CAN outburst Veigar if you are very fast with a combo especially if Veigar misses his . There is very little trading in this lane because both of you can outright murder each other at 6. Push the lane SAFELY when you can, but try to save your skills for bursting him down.

Lategame however, you have no chance. His ultimate will one-shot you. Consider in addition to .
Vladimir
Difficulty
Favors You
You can zone Vladimir so hard with your , it is literally painful. At levels 1-3, you can easily win trades against Vlad, because your deals more damage than his . Past level 3, however, you will not be able to win trades with . Bear in mind that if the Vlad has good reaction time, won't shield you before his hits. However, it won't matter at that point because Vlad has no answer to . Furthermore, Vlad's abilities all put him in range of . Vlad is easily punished during his weak early game, so try to get as much damage on him as possible. Vladimir will usually save his for your ult, but he'll at least eat the biggest damage spike first.
Xerath
Difficulty
Favors Enemy
Don't ever get close to him after level 6. Xerath doesn't see much play anymore, but there are occasionally people that use him. The range on is about equal to a fully extended beam, but Xerath has to stop moving to cast spells. This makes Viktor slightly better in terms of harass. However, if Xerath stuns combos you, it's all over. You may be compelled to attack Xerath while he's in , but this will almost always end up with you getting stunned and killed. Should you manage to get in close enough to , , and , however... Xerath will probably die. Viktor's only ability with good range is his , but Xerath has three abilities with crazy shitfuck range. Stay mobile, farm when you can, and harass whenever possible.

Lategame, he can murder you from insane distances... so make sure he attacks someone else.
Yasuo
Difficulty
Favors You
There's not much to this matchup. Yasuo eats shit from everything you've got until he gets mega-fed and starts getting Pentakills. Before that happens, you should try to win the game.

Pop his shield with an autoattack, then harass at-will with . Remember that can stop Power Transfer and Death Ray, but it won't stop .

He's melee, so he's already at a huge disadvantage against you. Just play smart, and dodge his tornado; and you should be good.
Zed
Difficulty
Favors You
Zed is actually more manageable than Pantheon or Talon, because he can be harassed early by and autoattacks with very little fear of retaliation. Your is stupidly effective against him, and he will be forced to retreat every time he gets caught in it.

Zed becomes scary once he gets , but that fear will subside once you have . If you play cautiously and abuse your insane range, there's nothing a Zed can do to you...

...until lategame, that is.

Zed's lategame is very scary and you don't want to be on the receiving end of his attacks.
Ziggs
Difficulty
Favors You
Ziggs is stupid. If you're a retard and stand near your minions, he's going to hit you with every . Those bombs have stupid low cooldown; and his autoattacks hurt. Ziggs shits damage, but he's solidly a mid-range caster. Your , believe it or not, outranges him. If you can somehow close distance against Ziggs and forcefeed him your combo, Ziggs will die. Just try to dodge his and . His will probably score a lucky kill on you every now and then, but if you get , you won't have to worry about it.
Zilean
Difficulty
Favors You
Zilean is annoying as shit to lane against, and he can actually kill you too. Let's talk about bombs. You're going to get hit by them. This is the only matchup where you're going to want to level before . That's right, you level Q before E. Your saving grace is that the damage shield from will soften the blow from his bombs, and he'll run out of mana trying to kill you. Zilean can boost himself out of , so don't even bother trying to hit him with it. You need to time your harass with his bombs and stop him from bullying you. Most importantly, remember that you can still use on a minion to gain the damage shield. You'll start to get more control of the lane around levels 9-13, when you actually have skills that do damage, and Zilean doesn't.
Zyra
Difficulty
Favors You
Everybody is whining about Zyra. There's a good trick to beating her: don't get rooted. If you see coming at you, get the fuck out of the way. Sometimes, you can even flash OVER it, right on top of Zyra herself, then obliterate her with your superior damage. Seriously, Zyra is only scary if she roots you; if she can't do that, you win. She has no way to stop your combo otherwise. If worse comes to worse and you're just completely awful at dodging, zone her with , just like any other chump. Try not to fight her in the middle of a million plants, either.

Also, her ultimate is ridiculous. While won't stop the damage unless you have godly reflexes, you can still use it to avoid the knockup (if... you know... moving out of it isn't an option).

ABOUT VIKTOR

Viktor is not for everybody, and his skills force you to play a certain way. He's not a jack-of-all-trades mage like Brand or Malzahar; you can't just throw him in with any team (but that's not going to stop you from trying, I'm sure). Let me crack an egg of wisdom on you guys and help you get a better conception of what Viktor does.

1. VIKTOR DOES NOT START FIGHTS

Viktor's strongpoint is turning Soft Crowd Control into Hard Crowd Control. In other words, Viktor can chain his onto slowed or rooted targets and stun them for an even longer duration.

But Viktor CANNOT lead a stun with his because it has very short range, and it really is best used as a spell that defends yourself and your teammates. Furthermore, is very easy to avoid once it's up. You need to catch people in it or force them to move through it. Viktor capitalizes on the Crowd-Controlling abilities of his teammates to extend the disable duration; he does NOT bring strong Crowd Control on his own. This is ESPECIALLY APPARENT when a jungler attempts to gank your lane, and sits there waiting for you to stun the opponent. That's not going to happen. Viktor stuns AFTER the jungler, not before. If your jungler doesn't understand this concept, point him to this guide. If he still doesn't get it, I hope the tribunal will be lenient when you AFK or rage at him.


2. VIKTOR SHOULD NOT SPLIT PUSH

Viktor is an incredibly strong pusher. With minimal items, he can oneshot creep waves with , which allows you to spend most of your time in lane harassing or assisting in ganks. It's awesome.

But Viktor is an exceptionally poor split pusher. Why is that? Well, he's really slow. Mobility is the hallmark of a good Split Pusher. While you might be tempted to go off and push other lanes with your insanely good creep-clearing ability, you will almost certainly be chased and killed. Also your teammates will hate you.


3. VIKTOR IS NOT A TANKY MAGE, NOR SHOULD HE BE ON THE FRONTLINES

Viktor is not meant to duke it out with other mages over a long period of time. In fact, you don't really want to be anywhere near the opponents unless you're going in for the kill. This may seem counterintuitive, given the short ranges on , , and Viktor's surprisingly good autoattack; but understand that the bulk of your lane presence is the imminent threat of your . Viktor's greatest strength when it comes to lane harass is that can be cast while moving. This means that every time your lane opponent attempts to harass you, you can easily line up your , then respond with for a big spike of damage.

However, harassing people solely with puts you entirely at their mercy, and the only reason I get a point of first is because it does more damage than Level 1 . Viktor's might trick you into thinking that you can run up, harass with it, and win trades due to the shield.

Wrong.


That strategy only works from levels 1-3. You can get some damage on the opponent without much consequence this way, but past those levels, becomes purely defensive. The casting range on puts you at a severe disadvantage relative to your opponents, and the shield will not protect you from retaliatory fire. Stick to your for harass and use to help last hit.


4. VIKTOR SUCKS TOP AND CAN'T SUPPORT

Apart from the obvious reasons of why Viktor makes a terrible jungler, you shouldn't play him anywhere but solo mid. You might be thinking: "HEY PASTOULIO, MOST CHAMPS THAT CAN SOLO MID CAN ALSO SOLO TOP"

Shut up


That's not the case here. Viktor gets wrecked in solo top because you can't really trade with a bruiser until at least level 4. Furthermore, most bruisers possess scaling Magic Resist, so you should stay the hell away from top lane. As far as Crowd Control goes, your is great, but it's not going to stop Jarvan or Udyr from tearing your nuts off once they get in your face. Your poke won't even phase them; it's pointless. Faggots like Swain can solo top because allow him to slow, root, and sustain himself. Viktor is not Swain, and should only be played solo mid.

And if you want to try some asshole version of support Viktor, please stick to normals and hope to whatever god you pray to that you're not grouped with me.

AUGMENTS

WARNING

[http://images.wikia.com/leagueoflegends/images/5/57/Augment-Power.jpg]

Power Transfer increases Viktor's movement speed by 30% for 3 seconds. The item now grants him +3 ability power per level, +220 health and +6 health regeneration per 5 seconds.


WARNING


Never get this item. It is a waste of your Augment. Nothing about it is good. The Movement speed might trick those of simple mind into thinking they can harass with while being fast and tanky, but this is a lie. has garbage range, so the movement speed is redundant when you have to be up close to hit someone with it anyway. This means that the speed boost will only help you escape; and if that's the case, why are you so damn close to the enemy team?

Never get Augment Power.



[http://images2.wikia.nocookie.net/__cb20120121160505/leagueoflegends/images/2/29/Augment-Death.jpg]

Death Ray sets fire to enemies, dealing 30% additional magic damage over 4 seconds. The item now grants him +3 ability power per level and +45 ability power.


Not only does get 30% more damage as a burn over time, but you also get 45 AP. THAT'S AWESOME. Augment Death is your #1 choice in almost every game. The amount of damage you get to throw around is simply absurd, and as I have stated many times, Augment Death is the only Augment which gives you stats comparable to a 6th item during lategame.



[http://images1.wikia.nocookie.net/__cb20120121160504/leagueoflegends/images/0/0c/Augment-Gravity.jpg]

Gravity Field has an additional 30% cast range. The item now grants him +3 ability power per level, +200 mana, +10% cooldown reduction and +5 mana regeneration per 5 seconds.


There will be times when the extra range on your make all the difference when it comes to teamfights. If you stand to get zoned so hard that you can't even drop or , you should probably consider Augment Gravity. Now, you will not deal nearly as much damage with this Augment, but you will be a somewhat better teamfighter. The range upgrade for your is quite significant, so much so that you can now almost initiate fights with it (although that's still not what you should be using it for).

Getting this augment means that you have to account for a massive playstyle shift, because you become less of a wrecking ball and more of a disabler.

EARLY GAME (1-7)

THE FIRST THING YOU SHOULD DO IN ANY GAME IS LEASH FOR YOUR JUNGLER. IF YOU WANT THEM TO GIVE YOU EVERY BLUE, BE NICE TO THE JUNGLER.


Viktor does not have a weak early game. He's got a decent autoattack and his allows him trade favorably with most other AP Carries. The shield component of Power Transfer even helps you to come out on top in short skirmishes. It's not likely that you will get kills with your , but you will get some damage on the opponent.

Early Game is pretty much the only time in the entire game when you will actively try to harass with your , becqause your opponent has limited options for retaliation. Later on, however, this becomes less feasible, because as I said before, we will not be leveling first. That's dumb.

Instead, you will confuse your opponent by mixing early game up-front aggression with midgame long-range harass. Levels 1-3 are when you should be trying to mix in autoattacks and 's with your harass and last hits. After that, it's time to flex that . From this point on, only use your to last hit minions and opportunistically harass.

Always try to position the so that it scores you some last hits as you harass (primarily so the mana doesn't go to waste). This takes some finesse, but is possible. You should never SPAM , because it is expensive. will be capable clearing minion waves in one sweep at later levels, which makes Viktor one of the best farming champions in the game; but more on that later.

So back to Early Game. Your opening items should be chosen to give you an edge against whoever you're facing; but Faerie Charm/Boots/Crystalline are generally safer starts. Don't make the mistake of not buying starting wards in Ranked.

Eventually your jungler will come to gank your lane; and hopefully they will be smart enough to realize that THEY should be initiating on your lane opponent, and not wait for you to do it. Your only stunning abilitiy is , and it has terrible range; furthermore, nobody is going to let you get close enough to drop it on them. The jungler must initiate the gank, but it will almost always result in a kill because is just that damn good. Now, you might be tempted to start with a Doran's Ring because of the large amount of AP you'd get from your passive item and the Ring, but a slow Viktor is FOOD. Besides, your first trip back should be netting you your first major items. Personally, I've being forgoing the Double Doran start in favor of Augment: Death, but there's still nothing wrong with Double Doran.

In 90% of games, I tend to get Augment: Death. It is the only one of your augments which is truly cost effective in terms of bonus AP, and it makes your do a shitzillion more damage. Sometimes you WILL want to get Augment: Gravity, but under no circumstances will you ever be getting Augment: Power.

When you hit 6 and get , you should be aware of its damage potential. Think of it like Annie's Tibbers, except on crack. It does much more damage, and doesn't get minion blocked. It can't tank turrets, unfortunately, but fuck you just kill people and take the turret anyway. Viktor can duel pretty much any champion when he has his ultimate available, so learn to gauge the damage so you can get kills.

MID GAME (8-15ish)

As Midgame rolls around, you'll start to notice something: You can clear minion waves ridiculously fast.

You have several options: wait for more minions, harass the opponent, or gank lanes. Normally the choice is between harassing and ganking. Mana should not be an issue for you at this point because your jungler should be feeding you every blue buff; and trust me, you need them. Viktor is very mana hungry, and you have to play very conservatively when you don't have blue buff. SPEAKING OF BLUE BUFF: YOU NEED IT. ALWAYS.

If you're able to harass well as Viktor, you've probably got a good handle on the . It's something that takes practice, but will reward you well. Mastery of the Death Ray is not something that can be conveyed in words; you have to become good at hitting this skill in order to play Viktor seriously.

So let's talk about Ganking. Again, you should be relying on teammates to initate the gank, even when you're the one assisting in the gank. When you gank for teammates, always approach in a route perpendicular to the escape path of your targets. This allows you to line up shots better with your , as well as to cut off their escape route with and . If you can, get close enough to , because every little bit of damage helps. Remember that can be used while moving, so don't stop chasing them and shoot on the move.

Viktor is a surprisingly good tower diver due to his moving ultimate, but his long cooldowns will sometimes mean that you will chase off the opponent without killing them, so be prepared for this inevitability and don't overcommit by wasting your summoner spells.

Midgame is one of the strongest points in the game for Viktor, because there are very few champions who can push you out of lane; and even fewer champions outrange you. There are NO champions, however, who can stop your farm. extends halfway up middle lane from the tower, so it is very difficult to deny Viktor's farm. However, if you do find yourself getting outpushed, you can completely halt the progress of a minion wave with your (and this is an EXCELLENT and UNIQUE use of the ability). Remember how I said Viktor is incredibly good at controlling space? He can completely control the flow of creeps with , all without killing them or pushing the lane himself.

The rest of your Midgame should be focused on farming, roaming, acquiring blue buff, dragon, and completing your core build.

LATE GAME 18+ ADULTS ONLY

So you think because Viktor has a domineering midgame that he suffers some late-game falloff? You think the lack of a 6th item means that Viktor is bad?

WRONG


Here's a picture of lategame Viktor:


[http://i40.tinypic.com/149ay61.jpg]


Check the text on that Ultimate of yours. Over the course of 7 Seconds, it will deal 1050 damage with a 2.3 AP ratio. With a Deathcap, Rylai's, and Death Augment, you will have around ~550 AP. Your ultimate rips tits.

But Viktor isn't just a walking ultimate at that point; he's also a walking . That Death Ray has a .7 scaling ratio, so its hitting for about 700 a shot. Bear in mind, this is all AOE damage, so if you happened to hit a clustered team with your AND , you can basically give the rest of your team the day off.

Now, has a pretty debilitating cooldown, which hinders your teamfight ability. Once every two minutes or so, you're the God of Death. Between cooldowns however, you're more like Death's Janitor. You can still contribute to fights with and , but don't expect to blow people up instantly without the ult.

People tend to think that because has a silence, that it should be used to interrupt channels. Well, this is an acceptable use of , but given the choice between hitting three people and interrupting a Malzahar ultimate, I'm just gonna hope that my teammate has a QSS. The damage of is too good to considering using the skill as a simple interrupt.

TEAM FIGHTS

For Viktor, every team fight will be fought in a relatively similar way.

  • You wait for the initiation and drop your to protect your teammates from the enemy's frontline (also known as COUNTERINITIATION).

  • Then you drop your in the place where it will do the most damage. If you MUST use it to interrupt someone, make sure its an important target (like Malzahar or Warwick).

  • Hit as many people as you can with

  • Clean up or protect yourself with .

  • Repeat until everyone is dead.


has super high priority because it protects your teammates exceptionally well. You don't want to blow all of your spells trying to kill the enemy carries/assassins/mages only to turn around and discover that all your teammates are dead. Open with to stun opponents and give your team enough time to react, THEN lay into them with your skills.

Before and during teamfights you should be poking with . This should be second nature to you by now because you've probably been using the to poke since the laning phase.

Now, assuming you have a , you can actually kite melee opponents with and . Bear that in mind if Tryndamere jumps on you.

THE VIKTOR SUPER BEST FRIENDS CLUB

This is where I'd like to mention the ideal teammate choices for Viktor. If you happen to find yourself playing with a Viktor solo-mid, consult these champs to determine what to play in order for the best team possible. If a champ doesn't appear in a certain category, it is because they're often better suited for a different role. For example, Alistar is not a great Top Lane character, but he is a decent Jungler and a good support; so I'd mention him in those places.

If I didn't mention a specific champion, it should be apparent to select something similar to the ones I did highlight.

TOP LANE SYNERGIES



All of these champions have some kind of spatial control skill which complements Viktor's ability to extend crowd control. The above champions allow your teammates to unleash their full damage potential on incapacitated enemies. Some are better than others, but generally if you're good with one of the above champions, things should work out.


JUNGLER OPTIONS




Viktor needs a jungler to to initiate ganks for him, because Gravity Field is not an initiation tool. The above junglers all do this exceptionally.


SUPPORT OPTIONS




Though you won't really be seeing much of the support, you'll feel their effects in a teamfight. All of the listed supports synergize with Viktor to varying degrees.

BUT YOU KNOW WHO DOESN'T?

OH SHIT SON, WHAT ARE YOU DOING!?


Janna is 100% Anti-Viktor. She will knock the enemy team right out of your . If you have a Viktor on your team, don't fucking play Janna. Same goes for Gragas.


AD CARRY OPTIONS




Well lets say the rest of your teammates derped it up and picked champs that didn't really utilize Viktor's awesomeness to the fullest extent. Picking one of the above carries can fix that, to a degree. Ashe is probably the best bet, but very few players are actually good with her. Ashe's crowd-control easily sets up Viktor's . Graves and Viktor can pull some interesting tricks with -->; and Kennen can run around the map like an idiot while stunning people. Sivir and Miss Fortune are listed because they annihilate clustered enemies; and your Gravity Field is really good at holding people down so your carry can punch them.

VIDEOS



Viktor vs. Fizz; you probably shouldn't do this like I do though. Try Barrier and actually having MR runes. Barrier can save you because you can survive his burst, and he probably won't have any way to get away from you if he uses to initiate.


How to dumpster on a Syndra.


Plat 3 Ranked Viktor against Nidalee. Seriously, Nidalee isn't shit.


Plat 3 Ranked Viktor against Twisted Fate mid; but moreso a highlight of how to turn games around. Also, I'm really toxic. Get used to it.


Plat 3 Ranked Viktor against LeBlanc.


Plat 4 Ranked Viktor, against AP Tristana. Hilarious and offensive color commentary provided by Hat the Hat and CondorMOP.


Plat 1 Ranked Viktor; Solo mid. Using a fairly unconventional build, but suitable for the team we're fighting against. I needed to emphasize CDR and Poking ability, so Liandry's Torment and Athene's Unholy Grail were fairly good choices. Then I purchased Zhonya's Hourglass and Void Staff to round it all out. My team needed me as a primary damage dealer, so Void Staff was a must in this game.

CONCLUSION

In terms of closing words, let me leave you with this: Viktor is going to have his day. Pretty soon, some enterprising, innovating team is going to play Viktor prominently during some high-profile tournament. Viktor will get his vogue for about a month, and then everyone will whine about how he's OP. Or more likely, thousands of people will pick up Viktor, fail to play him properly, and the champion will return to obscurity.

The point is, that Viktor is currently an unknown force in this game. He's got a smaller playerbase than just about any other champion, and that's going to change. I'm sharing this with you so you can be right up there with me when this glorious motherfucker makes the big time.

Viktor has the capacity to completely change the flow of every teamfight, and can be a huge force offensively or defensively. As boner-inducing as Viktor is though, he's only a counterpick to a few characters, and has a few bad matchups of his own; but you shouldn't approach Viktor from a counterpicking mindset. Rather, Viktor is a "toolbox" mage, in that his abilities are so versatile that he can adapt to just about every situation. Viktor is as good of an AP carry as he is a powerful teammate. With practice, you can gauge when your abilities are most useful, and best applied.


Get on board with this swag machine and be at the forefront of the machine revolution.

CHANGELOG

*STREAM: http://twitch.tv/pastoulio
*BLOG: http://pastoulio.blogspot.com

5/17/2014 - Viktor vs. Fizz

5/15/2014 - HOLY SHIT 1 MILLION VIEWS! THANKS! Added Viktor vs. Syndra Video.

5/8/2014 - Viktor vs. Nidalee

4/30/2014 - Added Viktor vs. LeBlanc.

4/25/2014 - Changed some matchups, added Yasuo, changed item choices and runes to reflect recent changes.

12/12/2013 - Added video: http://www.twitch.tv/pastoulio/c/3380968

12/8/2013 - Season 4-ified

8/24/2013 - Damn, it's been a while. Revised some sections. Added and reworked some of the matchups.

4/26/2013 - Overhaul of the guide in progress; added KhaZix video and KhaZix matchup description.

3/12/2013 - Cleanup, updates, revisions.

3/7/2013 - Added to Exp!*erimental Items. Also, I stream now. Watch me fail.

3/1/2013 - Revised the front page item build.

2/19/2013 - Moved Morellonomicon to Experimental Items. Moved Banner of Command to crap. Added Cho'Gath to matchups.

2/5/2013 - Updated completely for New Items and most recent S3 patch.

12/11/2012 - Tweaked some of the matchups, added Syndra, though I have yet to see one.

12/5/2012 - Christmas came early and I decided to update the guide for the Preseason 3 Patch. Whole bunch of shit got changed, read everything again. And then read it once more. Never stop reading my words. http://i47.tinypic.com/nbensw.png Life is not Faaaaair.

11/2/2012 - Revised build section to include a more prominent focus on how much Deathfire grasp sucks now. Don't know what else you guys want in Matchups; let me know if anyone still fucking reads this fucking guide fuck it I don't even care anymore.

10/11/2012 - Revised build section to include a more prominent focus on how awesome Deathfire Grasp is. Added Diana and Evelynn to matchups. I have not played against a Syndra yet, so I'm not going to do a matchup for her until I see one.

8/16/2012 - Talked about Katarina remake matchup.

7/26/2012 - Added Zyra matchup: Protip, don't get rooted.

7/4/2012 - GUNS AND BUYBALS, HAPPY BIRTHDAY MURRICAH. I edited the sections about Rod of Ages and Deathfire Grasp. I'm personally liking DFG as a core item on Viktor right now, really puts his fat stack of AP to good use. It also cuts tanky DPS like Irelia into manageable slices. Changed my god-awful rune setup. Also added a bit about GP/10 items.

6/16/2012 - Talked about Athene's Unholy Grail. Thought about including a matchup section for non-traditional mid characters, but if you can't figure out how to beat a mid Sivir or Vayne as an AP character, you should probably just stop playing. (Hint: Use your skills on them, they suck without gear. You don't.)

5/5/2012 - Explained Veigar Matchup more.

4/6/2012 - Cleaned up some matchup descriptions-- Fizz, Anivia, Karthus

3/30/2012 - Added Zilean to matchups.

3/29/2012 - Added to the "What Viktor is Not" Section. Also described why my build order is better than the featured guide.

3/22/2012 - We approved now, deal with it. Plugged Lacksadaisy's Vlad Guide (http://solomid.net/guides.php?g=13381). Changed recommended Runes to ones that don't suck. Added Orianna, Pantheon, Talon to matchups list. Added Viktor's Super Best Friends Club.

3/9/2012 - Added Ionian Boots to bursty build.

3/6/2012 - Created changelog; Posted guide.

/2/27/2012 - Tightened up the graphics on level 3.

Comments

June 28, 2014 - 05:46 AM #1

Telling by what you wrote on the Gragas matchup, I assume that pre-rework Gragas used to murder Viktor, correct?

May 15, 2014 - 08:03 PM #2

I take my E first, for early creep pressure.
Also, there is a reason to use something besides flash + ignite.
Flash and Teleport are also viable summoner skills for an AP Burst god like Viktor, it leaves him free to roam out of mid and help less powerful teammates in their lanes.

May 8, 2014 - 04:49 AM #3

wouldnt buying a chalice early remove any need for blue buff (for the mana)

February 28, 2014 - 03:29 PM #4

for the ignite and flash part
http://noodlytime.com/create-doge.html

January 20, 2014 - 09:48 PM #5

http://sh.st/cM6P

September 8, 2013 - 01:18 AM #6

Dude, dat new Viktor skin

August 21, 2013 - 06:54 AM #7

Very funny guide with great information- Thanks.

June 30, 2013 - 08:50 AM #8

I've come full-circle and gone back to doing double dorans + augment death into deathcap again. I tried doing stuff like rushing athene's or morellos, but it just doesn't seem to pack the same punch. Sometime I'll try a liandry's rush or something but it seems I'm partial to the good ol' S2 hat dash. Being able to reliably start with a dring makes the path even better now too.

June 28, 2013 - 06:48 AM #9

Yeah it's pretty fucking nutty. I've been opting for a more defensive build overall, but Barrier is super good against burst mages anyway... so I might just fire up my AP runes again.

June 27, 2013 - 01:52 AM #10

dorans+2pots is the most broken thing in the world on viktor... movement speed quints and nearly infinite mana early levels now with 2 pots just in case.

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