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VIKTOR BUILD GUIDE: [S4] Viktor Gives Me an Augmented Chubby -- VIktor Rework Edition by Pastoulio

by Pastoulio (last updated 2 weeks ago)

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2
Greater Quintessence of Ability Power(+9.9 ability power)
1
Greater Quintessence of Movement Speed(+1.5% movement speed)
9
Greater Seal of Scaling Health(+216 at champion level 18)
9
Greater Glyph of Scaling Magic Resist(+27 at champion level 18)
9
Greater Mark of Magic Penetration(+7.83 magic penetration)
View Rune Details
Summoner Spells
View Summoner Details

Starting

2

Full Item Build

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

Introduction

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

(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.)

WHO IS THIS BADASS NEW GOD?

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:

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 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.

Runes

This is the new way to play Viktor. I'll explain my choices:

Greater Quintessence of Ability Power: Starting the game with +10 AP is hot.
Greater Quintessence of Movement Speed: The changes to Viktor's necessitate that you get in Autoattack range in order to maximize damage. This helps you do that.

Greater Mark of Magic Penetration: Waaah Pastoulio why not Hybrid Pen? Waaah. Shut up and read the tooltip on ; it converts everything to magic damage; there is no conceivable situation where you'd want Hybrid Penetration. Magic Pen all the way.

Greater Seal of Scaling Health: This is my preference over taking Armor Seals. You may struggle a bit more against Assassins and AD characters, but Scaling Health will help you more in the long run. Plus, these are just flat-out better against AP characters.

Greater Glyph of Scaling Magic Resist: Scaling vs. Flat is up to you and who you're playing against. I like Scaling because it gives you a better return later on.

Masteries

mastery 1 0/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 1/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 1/1
mastery 2 0/1
mastery 3 1/1
mastery 3 2/3
mastery 1 1/1
mastery 2 0/3
mastery 3 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 0/2
mastery 2 0/2
mastery 3 0/2
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
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
0 Defense
mastery 1 0/1
mastery 2 3/3
mastery 3 3/3
mastery 4 0/1
mastery 2 0/3
mastery 3 1/1
mastery 4 1/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 1/1
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
9 Utility
You shouldn't stray from these Masteries and here's why:

Expose Weakness: No better options in this tier. It's the best place to put your single point to advance to the next tier.
Spell Weaving: Now that you incorporate attacks into your damage rotation, this will passively increase your damage. You shouldn't play around it, but it's a nice little boost
Blade Weaving: This means that your +Autoattack combo will always deal more damage. Plus, this will stack up quickly with damage-over-time from

Why not take full points in Executioner or Dangerous Game?

There's really no point. The extra 5% damage below 50% is nice, but Viktor can burst anyone at 50%. It won't really make or break him. Dangerous Game is also a shitty mastery in general; you really shouldn't take it ever.

Fleet of Foot: Combined with the MS Quint; we get a cool 2% bonus movement speed.

Biscuiteer vs. Runic Affinity: Look, all I'm gonna say is that you're going to be sucking down potions for a lot longer than you have Blue Buff.

There is no reason to take anything but Flash and Ignite

Primary Set
Take this if you just want to kill the shit out of your lane opponent. You really can't go wrong with Flash/Ignite. Bear in mind that you CAN get outplayed by Flash/Teleport.
Flash & Teleport
This is a bit more of an advanced option. I wouldn't recommend it if you're not very good at using Teleport; but the extra map presence can really decide the outcome of certain games. Basically, if you can get away without using Ignite, you should probably take Teleport.
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.*

*At the time of writing, Heal WAS better than Barrier. But now it's not. Suck it. I'm always right.

Item Builds

Starting Build(s)
Competitive Start
2
Ultra Safe Start
5
Safe Start
Boots Start
4
Help, I need Armor
5
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.

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 situations. It is wonderful for self-sustaining your mana, and provides you with the mana necessary to participate in Towers Sieges. It's also an excellent answer to an opponent building the same item. 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 bursted down.
Archangel's Staff
Augment: Death
Viktor's new passive works like this:

You start the game with a Hexcore in your inventory, and it gives you +3 AP/Level.

You can upgrade the Hexcore a total of three times for 1000g each time. Each upgrade lets you pick a skill to Augment, and also increases the passive AP/Level by 1, up to a maximum of +6 AP/Level. Augmented skills have increased functionality. When you Augment every skill, your ultimate is Augmented for free.

Augment Q: Gives you a short burst of speed when you cast .
Augment W: Stunned enemies are pulled to the center of .
Augment E: A delayed explosion follows your for added damage.
Bonus Augment R: Your moves 20% faster.

So you know you want these upgrades, but when should you do it? You get a lot of stats out of an upgraded Hexstaff, but 3000g is a lot of money for an item that scales with level.

Let me address that concern here:
In most situations you will want to spend your first 1000g to buy your Death Ray Augment. This really isn't negotiable; it is Viktor's best and biggest power spike.

So now that you've upgraded , you'll be wanting to upgrade next. But you shouldn't do it immediately. The next two augment upgrades are not really for the improvements they bring to your skills, but rather for the stat boosts. You can live without the extra movement speed or the pull-in effect on Gravity Field; you cannot live without the damage increase to your laser. Spread your next two augment purchases out over the course of the game, and buy situationally useful items in-between.
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
This item is quite good on Viktor, especially because of the synergy with . You'll want to consider buying this against teams that have lots of physical damage; and I'd actually prefer it to Lich Bane in many cases. This brings a bit more crowd control to Viktor's kit, and still lets you hit hard with Discharge procs.
Liandry's Torment
This is not a good item on Viktor anymore. It's a tremendous waste of gold and if you want to kill high-health targets, you're better off getting Deathfire Grasp.
Lich Bane
As soon as you saw how the new functions, you probably immediately thought that Lich Bane would be a core item. Well, the answer is... sort of.

While indeed, your allows you to hit like a truck with Lichbane, Viktor happens to be much more bursty than before, and Lich Bane has never been a good item on casters that shoot all their skills very quickly. For prolonged engagements and tower sieges, Lich Bane outputs very solid damage; but you may not get the best use out of every Spellblade proc when you're trying to burst a specific target. It just seems wasteful, but that doesn't make it a bad item at all.

My main gripe about Lich Bane is due to the fact that it's VERY expensive, and with the gold you're obligated to sink into your passive (up to 3000g over the course of a game), you're going to be spending a lot of money for pittance of stats if you rush a Lich Bane. So don't rush it. If you get Lich Bane, make sure you do it later in the game.

An early Sheen isn't bad though. In fact, I'd highly recommend an early Sheen if you go this route.
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
If you've watched my stream, you'll notice that I don't get Deathcap in every game. It's difficult to know when to get this item, because sometimes you can really trap yourself by having no defensive stats. Deathcap is a great item to get in two situations:

1. When you have a significant early lead.
Nothing quite puts you ahead like a fat stack of AP.

2. When you can't budget more than one "big damage" item.
If you have to buy a lot of utility pieces (like Athenes, Morellonomicon, or Void Staff), Rabadon's can turn a support build into a viable damage machine.

Since the Rework, the Hexcore became a MUCH better item than anything you can buy in the store; but it still takes up an inventory slot, and imposes limitations upon you that other mages just don't have. You have to consider the utility of your items when building Viktor; and Rabadons provides a lot of damage, but nothing else. Buy it at your own risk, and if you do, buy it at the right time.
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: Distortion
Consider gettting Distortion if you took Flash/Teleport.
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
Glorious Evolution
QSiphon Power
WGravity Field
EDeath Ray
RChaos Storm
> > >


Siphon Power should never be leveled first under any circumstances. You should drop one point in it, and never look back until you can't put any more points in . The great thing about , is that the damage has a level-scaling component now, so even though you're not actively putting points in the skill, it is still worth casting. Don't get fooled into leveling first; if you want to be smacking bitches harder than Sweet Sweetback, you gotta level that .

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.

Skills

Evolving Technology
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.

I touched on this before, but I'll repeat it again:

NEW PASSIVE FUNCTIONS THUSLY:

BASELINE HEXCORE GIVES +3 AP/LEVEL

YOU CAN UPGRADE THE HEXCORE 3 TIMES, EACH UPGRADE LETS YOU AUGMENT ONE SKILL, AND GIVES YOU AN ADDITIONAL +1 AP/LEVEL
Power Transfer
SIPHON POWER

RANGE: 600
COST: 45 / 50 / 55 / 60 / 65 mana
COOLDOWN: 10 / 8.5 / 7 / 5.5 / 4

Active: Viktor blasts a target enemy unit, dealing magic damage. Additionally, Viktor instantly receives both a damage-absorbing shield for 2.5 seconds and the Discharge buff.

Magic Damage: 40 / 60 / 80 / 100 / 120 (+ 20% AP)
Shield: 30 / 50 / 70 / 90 / 110 (+ 20% AP)

Discharge converts Viktor's next basic attack within 3.5 seconds to deal 20 / 25 / 30 / 35 / 40 / 45 / 50 / 55 / 60 / 70 / 80 / 90 / 110 / 130 / 150 / 170 / 190 / 210 (15 + 5 / 10 / 20 at each level) (+ 100% AD) (+ 50% AP) magic damage on-hit.

Augment- Turbocharge: Viktor instantly gains 30% movement speed for 2.5 seconds after using Siphon Power.


Explanation:

Viktor's Q functions in a completely different manner than it did before the rework; and unless you adapt to it, you will not succeed as Viktor. In comparison to the old Power Transfer, Siphon Power is miles better. The biggest buff is that the shield now activates on ability-cast, so the shield is actually relevant now. The biggest CHANGE to the skill, however, is that the skill basically does no damage. The FOLLOW-UP AUTOATTACK has all of the damage, and God DAMN it packs a wallop!

Don't get your eyes examined, because the Discharge effect actually has a significant LEVEL-SCALING damage component, so you'll still be doing great damage with this skill, even though you'll be leveling it AFTER .

The Discharge auto-attack changes Viktor's playstyle slightly, because it requires you to work a bit harder to get your full damage. However, once you make adjustments to the new skills, you'll find that Viktor does more damage than his previous incarnation.

IMPORTANT THINGS TO KNOW ABOUT DISCHARGE:

1. It goes through . The attack has no projectile or windup; it hits instantly.
2. It stacks with ; so you'll get a full 100% of your AP to your next attack.
3. It does pure magic damage. Hybrid runes are ineffective; though any AD you have for whatever reason will be converted to magic damage for purposes of it still being an autoattack.

Gravity Field
GRAVITY FIELD

RANGE: 700
COST: 65 mana
COOLDOWN: 17 / 16 / 15 / 14 / 13

Active: Viktor deploys a gravitational imprisonment device at a target location, which arms after a brief delay. For 4 seconds, the trap slows all enemies that pass through its field, even briefly slowing those who leave it.

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

Whilst under the trap's effects, enemies will generate a stack every 0.5 seconds; at 3 stacks, enemies will become stunned for 1.5 seconds.

Augment- Implosion: Units stunned by Gravity Field are dragged into the center.


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.

Now, the Augmented Effect of Gravity Field is nice, but you should always get it after you've upgraded your and . It isn't an effect that is absolutely necessary until much later in the game.
Death Ray
DEATH RAY

RANGE: 525
COST: 70 / 80 / 90 / 100 / 110 mana
COOLDOWN: 13 / 12 / 11 / 10 / 9

Active: Viktor uses his synthetic arm to fire an energy beam down a chosen 500-unit long path, dealing magic damage to every enemy it hits. The arm can fire in any direction from any point within range, and does not interrupt Viktor's previous command.

Magic Damage: 70 / 115 / 160 / 205 / 250 (+ 70% AP)

Augment- Aftershock: An explosion follows Death Ray's wake, dealing additional damage. Enemies already hit by Death Ray will take 40% damage.

Magic Damage: 70 / 115 / 160 / 205 / 250 (+ 70% AP)
Reduced Magic Damage: 28 / 46 / 64 / 82 / 100 (+ 28% AP)
Total Magic Damage: 98 / 161 / 224 / 287 / 350 (+ 98% AP)


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. The scaling is ridiculously good, especially when you consider the contribution of Augment: Death (bringing the total AP ratio of the skill to an absurd .98). 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.

It is important to note that the new functionality of Augment Death makes one-shotting a creep wave slightly more difficult. Previously, creeps would simply tick down and die to the afterburn after being touched once by the laser; whereas now they have to get hit by the explosion, so you have to do a bit more work in grouping the creeps effectively. If the creeps are still moving, they'll probably avoid the second wave of the attack; so bear that in mind.

This goes double for your opponent, because while Augmented Death Ray does more damage than before, it's simultaneously harder to hit. High risk, high reward, baby!
Chaos Storm
CHAOS STORM

RANGE: 700
COST: 100 mana
COOLDOWN: 120 / 110 / 100

First Cast: Viktor conjures an arcane singularity at a target location, dealing magic damage to every enemy it hits and interrupting channeled abilities. The singularity remains active for 7 seconds afterwards, dealing magic damage to all nearby enemies every 0.5 seconds.

Summon Magic Damage: 150 / 250 / 350 (+ 55% AP)
Magic Damage Per Bolt: 15 / 30 / 45 (+ 10% AP)
Total Summon Magic Damage: 165 / 280 / 395 (+ 65% AP)
Total Magic Damage: 360 / 670 / 980 (+ 195% AP)

Chaos Storm 2
Second Cast: Viktor directs the singularity toward the mouse cursor. Once the singularity damages an enemy champion, it will automatically follow them until the enemy champion dies or escapes it. The singularity moves faster depending on its proximity to Viktor, but will always move at maximum speed when moving towards him.

Augment- Velocity: Chaos Storm moves 20% faster.


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. Dead enemies deal no damage, and Chaos Storm excels at making things dead. DON'T FORGET TO REPOSITION THE STORM SO THAT IT CONTINUES DOING DAMAGE! YOU LOSE OUT ON SO MUCH DAMAGE IF YOU JUST LET THE STORM SIT THERE WITHOUT HITTING ANYTHING.

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 it (or you). Also, don't forget that Chaos Storm can completely shut down channeled spells from idiots like Nunu, Katarina, Warwick, etc.

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
Viktor counters 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, you must play cautiously.

Fortunately, a good Viktor will attack Annie while her stun is down; in which case, the odds are in your favor. 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, try to avoid the stun.

You might want to pack up some Magic Resist, however; because lategame Flash+Tibbers will annihilate you, just like everyone else.
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, but 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; but you still have a very good chance to win the lane if you don't play stupidly. I highly recommend as a counter item to Fizz, because you can completely negate his ultimate with it.
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. 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 by it). If you get stuck in throw down your so he gets stunned. 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.

You need to learn how Wind Wall affects Viktor's kit.

: WW will block the active portion if it crosses the Wind Wall. You will still get the Shield and the Discharge buff. THE DISCHARGE AUTOATTACK WILL GO THROUGH THE WIND WALL THOUGH... SO SMACK HIM.
: Unaffected
: WW will block the death ray if it crosses the Wind Wall. BUT IF YOU CAST DEATH RAY PAST THE WIND WALL, IT WILL NOT BE STOPPED.
: Unaffected

This matchup gets 3 Stars because Yasuo can still get out of hand and carry the game; but Viktor can still shut him down in lane.
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).

HEXCORE UPGRADES AND WHEN TO GET THEM

SPEND YOUR FIRST THOUSAND GOLD ON UPGRADING YOUR DEATH RAY


I mean, I really can't stress this enough. Viktor gets such a huge power spike from having an additional 40% damage on a well-placed , that there really isn't a better option for the price. Unless you are SEVERELY behind in lane and need to spend the money on survivability items, you should always upgrade your Death Ray as soon as possible.

And then, you should forget about the Hexcore for a while. A huge mistake that most Viktor players make (even in the short time since the rework) is that they try to max out the Hexcore Upgrades as soon as they can. This is simply a waste of gold in the early game. The upgraded Hexcore gives a lot of great stats at level 18; but at level 13 or 15, it's not that good in comparison to other items you should have been buying.

Augmented Death Ray is the only upgrade that actually gives you an appreciable increase in damage; whereas the two other upgrades (Movement speed on Q; Vortex on your W) are purely fluff. Sure they're decent effects, but they won't really MATTER until later in the game. Most of the time you'll find that sitting on your Augmented Death Ray will serve you just fine for the first 30 minutes of the game right on it's own.

Now, I'm not saying DON'T upgrade the Hexcore, but you need to recognize when it would be the most gold efficient to do so. A fully upgraded Hexcore is a boner-inducingly good item that makes all the other AP Carries green with envy.

Here's a good guideline of when to get the other Augments:

AUGMENT TURBOCHARGE
Get this when kiting becomes an important method of survival both in and outside of teamfights. Viktor does not have a lot of tools for survivability once his Gravity Field has been placed; so this could be an effect that saves your life. However, you won't deal any additional damage because of it. If you don't need to kite opponents, delay this upgrade.


AUGMENT IMPLOSION
This is the weakest of your Augment effects, and it really doesn't do anything noticeable until lategame teamfights. The effect is nice, but not gamebreaking, and certainly isn't worth the 1000g it costs. In most games, this should be the last upgrade you consider, and I wouldn't blame you if it was the last item you bought, period.

EARLY GAME (1-7)

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

Levels 1-3 are when you should be harassing your opponents mainly with , because the skill is cheap to cast and won't strain your mana. After that, it's time to flex that . 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.

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 like immediately upgrading the Hexcore on my first back, but there's still nothing wrong with getting Double Doran if you feel that you need the survivability.

When it comes to Augments, I always upgrade first. The increased damage is overwhelming, and it gives you a huge advantage over comparable items that your lane opponent would have at that point in the game. I tend to upgrade and much later in the game.

When you hit 6 and get , you should be aware of its damage potential. Think of it like a Tibbers, except on crack. It does much more damage and doesn't get minion blocked. Unfortunately it can't tank turrets, but what do you want for nothing, asshole? Viktor can duel pretty much any champion when he has his ultimate available, so get comfortable with the amount of damage it does so that you know your limits.

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 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 shoot it while you're chasing or being chased.

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]


Viktor's and do ridiculous AOE Damage; and you have some equally ridiculous single-target damage attached to your . Everything about this character is fucking dangerous, and you can even kite people by using your Augmented and . Viktor brings an incredible amount of damage and crowd control to a teamfight.

Now, has a pretty debilitating cooldown, which hinders your teamfight ability when it isn't available. 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. Don't forget that your ultimate interrupts channels too; so you can totally trump any champion that relies on long channels in order to deal damage or lock down targets.

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.

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.

CHANGELOG

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

10/5/2014 - First of many updates to overhaul the guide pending the new Viktor Rework. I'll address inconsistencies later on, but the core of this guide should be acceptable if you'd like to know what do do with the new Viktor.

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.
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