Viktor Build Guide

The Master Zapper (In-depth guide to a pro Viktor)

Uploader MumbleJambo
Updated 5 years ago
16,030
78%
Runes
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Scaling Mana Regeneration (+0.065 mana regen / 5 sec. per level (+1.17 at champion level 18))
  • 9
    Greater Glyph of Scaling Ability Power (+0.17 ability power per level (+3.06 at champion level 18))
  • 3
    Greater Quintessence of Ability Power (+4.95 ability power)
Skill Order
Q W E R
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Hello and welcome to my first guide on SoloMid.net This guide will detail Viktor the newest champion in the League and one of the best mages out there! This is my first guide so please don't rant and downvote without telling me why. I will improve this guide with the ideas you people tell me. Good ideas will be implemented in the guide A.S.A.P.

[center][highlight]Greater Mark of Insight[/highlight][/center] As standard, I use flat Magic Penetration for both early game and late game boost. Don't really need to reason for this choice. [center][highlight]Greater Seal of Clarity[/highlight][/center] The reason I chose these runes is only because I feel he can spam alot early game and win his lane, especially since he has a very strong poking power. [highlight]Other possibilities include:[/highlight] [.][highlight]Greater Seal of Vitality[/highlight]: For a boost in max health later in the game. [.][highlight]Greater Seal of Avarice[/highlight]: If you feel you just wont make the money ingame/will probably lose you're lane. Although I'd leave this role to items such as [imgsmall=items/philosophers-stone.png][highlight]Philosopher's Stone[/highlight] or [imgsmall=items/kages-lucky-pick.png][highlight]Kage's Lucky Pick[/highlight]. [.][highlight]Greater Seal of Resilience[/highlight]: In the case that you'd be taking a few hits from minions, and you want that damage reduced. Also helps when tower diving but it's easily avoided. [center][highlight]Greater Glyph of Force[/highlight][/center] I like using Ap per level runes. My reasoning is as follows: Ap flats are great, however I believe that Viktor's damage revolves around the burst from his ultimate included. Ap flats give .99 Ap, thus the .17 Ap from the per level Vlyphs will be on par with flat Runes at level 5-6, around the time that he levels up his ultimate. But it's very justifiable, if you prefer to go for an early kill with his basic abilities, you can use the flat Runes instead. [highlight]Other possibilities include:[/highlight] [.][highlight]Greater Glyph of Potency[/highlight]: If you want the early game boost instead of late game. [.][highlight]Greater Glyph of Focus[/highlight]: In the event that you prefer cooldown reduction over Ap bonus. [center][highlight]Greater Quintessence of Potency[/highlight][/center] It takes until level 11 until the per level Quintessences match up to the flat Quintessences, in terms of Ap amounts. If Viktor is going to dominate a game, I feel that he needs the edge before that time. Hence why I use the flats. [highlight]Other possibilities include:[/highlight] [.][highlight]Greater Quintessence of Force[/highlight]: If you want the late game boost instead of the early game boost, kicks in around level 12. [.][highlight]Greater Quintessence of Insight[/highlight]: If you prefer these over Ability Power boosts.

[title][img=skills/viktor/p.png] Passive: Evolving Technology[/title] [number]Viktor starts with a [highlight][imgsmall=skills/viktor/p.png]Hex Core[/highlight] that provides him with stats and can be upgraded in the store to augment one of his abilities. [highlight][imgsmall=skills/viktor/p.png]The Hex Core[/highlight] can only be upgraded once, and cannot be sold back to the store.[/number] [title]Explanation:[/title] This passive is a very unique one because it's a passive that gives you an item that you can change your whole gameplay. I usually get the Augment: Death but depends on player choice mostly. [title][img=skills/viktor/q.png] Q: Power Transfer[/title] [number]Viktor blasts an enemy unit dealing magic damage, returning a portion of the damage dealt as a shield.[/number] [title]Explanation:[/title] This is the skill that you should be maxing out first. The damage it does is very good and it also gives you a shield and/or movement speed bonus (Depends on your Augment). With this skill you can easily harass from a distance and not endanger yourself. [title][img=skills/viktor/w.png] W: Gravity Field[/title] [number]Viktor conjures a heavy gravitational field that slows any target in its radius. If enemies stay too long within the radius of the device, they get stunned.[/number] [title]Explanation:[/title] This skill is only useful when chasing enemies, ganking or running away from enemies. The slow and stun will do your team very good in teamfights and ganks. [title][img=skills/viktor/e.png] E: Death Ray[/title] [number]Viktor uses his robotic arm to fire a chaos beam that cuts across the field in a lane, dealing damage to any opponenets struck in its path.[/number] [title]Explanation:[/title] This skill is very good for finish off enemies with low health and checking bushes. It's also very good for harassing. [title][img=skills/viktor/r.png] R: Chaos Storm[/title] [number]Viktor conjures a singularity on the field which deals magic damage and briefly silences enemies. The singularity then does magic damage to all nearby enemies every second. Viktor can redirect the singularity.[/number] [title]Explanation:[/title] This skill is mostly useful in teamfights but it can sometimes be useful in 1v1 fights.

Maxing out [imgsmall=skills/viktor/q.png][highlight]Power Transfer[/highlight] will allow you to harass from a distance without risking getting damaged. Maxing out [imgsmall=skills/viktor/e.png][highlight]Death Ray[/highlight] second will increase your harass damage by a great deal. [imgsmall=skills/viktor/w.png][highlight]Gravity Field[/highlight] is maxed out last since it's only real use is in teamfights and 1v1 fights. Putting points in [imgsmall=skills/viktor/r.png][highlight]Chaos Storm[/highlight] whenever possible to increase your usefulness in teamfights.

[img=items/dorans-ring.png][highlight]Doran's Ring[/highlight]: This item will give you a early advantage in health and magic damage. If you go mid you will most likely want to take this over the [imgsmall=items/boots-of-speed.png][highlight]Boots[/highlight]. [highlight][img=items/sorcerers-shoes.png]Sorcerer's Shoes[/highlight]: The Magic Pen these boots give you will help you do more damage early game and will also help you in 1v1 fights with the enemy tank (Try not to get into one of these). [highlight][img=items/rabadons-deathcap.png]Rabadon's Deathcap[/highlight]: The Ap this item gives you is huge and it also increases your current Ap by a good amount. This item will help increase your Ap a lot late game when your build is complete. [highlight][img=items/rylais-crystal-scepter.png]Rylai's Crystal Scepter[/highlight]: This item will not only give you some survivability but will also allow you to slow with your spells which will help you a lot during chases. [highlight][img=items/will-of-the-ancients.png][/highlight]: This item will allow you to heal when casting your spells which will help you in unfair fights or in teamfights. It also gives the same advantage to your allies due to it's Aura. [highlight][img=items/void-staff.png]Void Staff[/highlight]: Now, due to the Hex Core, you will need to sell [highlight][imgsmall=items/dorans-ring.png]Doran's Ring[/highlight] so you can buy your last item. This item will allow you to destroy the tanks and it also gives you some more Ap. [highlight][img=skills/viktor/p.png]The Hex Core[/highlight]: Now at the start of the game you get a item that only Viktor has and this item is [highlight][imgsmall=skills/viktor/p.png]The Hex Core[/highlight]. Usually I upgrade [highlight][imgsmall=skills/viktor/p.png]The Hex Core[/highlight] into Augment: Death since you won't need the movement speed from [highlight][imgsmall=skills/viktor/q.png]Power Transfer[/highlight] that much and you certainly don't want to upgrade [highlight][imgsmall=skills/viktor/w.png]Gravity Field[/highlight]. So now the reason I get Augment: Death is because it will give you a DOT effect to your [highlight] [imgsmall=skills/viktor/e.png]Death Ray[/highlight].

Okay so I've left this discussion to be performed on it's own little chapter because I feel it has a massive effect on his gameplay. Early game it doesn't really matter much, as I do not upgrade his [highlight][imgsmall=skills/viktor/p.png]Hex Core[/highlight] until later on. Now I've read a lot of guides on Viktor, and I think that hardly any of them discuss this, and it's importance is extremely high. At first glance, his passive looks like a great passive which can help your champion a ton! Although like all things, it has it's cons and they are: [.]Once chosen, cannot be changed. [.]Costs gold to upgrade (1000). [.]Takes up an item Slot. Now [highlight][imgsmall=skills/viktor/p.png]The Hex Core[/highlight] is also only available to Viktor, if you didn't already know. Anyway back to [highlight][imgsmall=skills/viktor/p.png]The Hex Core[/highlight]. Straight out, it gives +3 Ability Power per level, which is actually pretty cool for a free item that you're given at the start of every game! The trick with [highlight][imgsmall=skills/viktor/p.png]The Hex Core[/highlight] is knowing WHEN and TO WHAT do you upgrade it. I'll start with the when. In the short time that I've played Viktor, I have seen some Viktor's upgrade their [highlight][imgsmall=skills/viktor/p.png]Hex Core[/highlight] as their first item, as their last item, sometimes even not at all. I have seen some complete and utterly useless Viktors, then again I've seen some complete dominant ones. In my opinion, it depends on what you're upgrading it to, which decides when you're upgrading it. Lets run through the three available augments. Augment of Death [.]+3 Ability Power per level [.]+45 Ability power [.][highlight][imgsmall=skills/viktor/e.png]Death Ray[/highlight] sets fire to enemies, dealing 30% additional magic damage over 4 seconds. Costs: 1000 Augment of Gravity [.]+3 Ability Power per level [.]+200 Mana [.]+10% Cooldown Reduction +5 Mana Regen per 5 seconds [.][highlight][imgsmall=skills/viktor/w.png]Gravity Field[/highlight] has an additional 30% cast range. Costs: 1000 Augment of Power [.]+3 Ability Power per level [.]+265 Health [.]+9 Health per level [.][highlight][imgsmall=skills/viktor/q.png]Power Transfer[/highlight] increases Viktor's Movement Speed by 30% for 3 seconds. Costs: 1000 Each one clearly has its plus and minus sides. Augment of Power is more for survivability, and if anything, should be built early in the game. Specifically for it's extra health boost, but also because it gives the extra 30% movement speed when you cast [highlight][imgsmall=skills/viktor/q.png]Power Transfer[/highlight]. This synergizes well with his ultimate, because it gives you the movement speed bonus to catch up to the cloud if it's further away, thus making the cloud faster aswell since you're near it. Augment of Gravity tends to be my least favourite, because I really don't quite think the additional 30% cast range on his [highlight][imgsmall=skills/viktor/w.png]Gravity Field[/highlight] is that usefull. With the additional range, it allows me to cast the field on the area around the unit being hit at MAX RANGE of [highlight][imgsmall=skills/viktor/e.png]Death Ray[/highlight]. I find this augment best upgraded after purchasing [highlight][imgsmall=items/rylais-crystal-scepter.png]Rylai's Crystal Scepter[/highlight]. Augment of Death is more for the players who like damage! 30% additional damage on his poke is insanely good, infact it's a toss between Death and Gravity when choosing the augments in my opinion. The flat Ability Power works great, but I honestly believe it comes down to the ability buffs which decides this. Now when you think about it, if your [highlight][imgsmall=skills/viktor/e.png]Death Ray[/highlight] deals 200 damage, an additional 30% of that is 60 extra damage over 4 seconds. Even if it deals 500 damage, it's still 150 extra damage over 4 seconds. So really, like Gravity, this Augment can be upgraded anytime from mid game - late game. However i strongly think that it's best to upgrade it once you get some decent ability power, otherwise the bonus damage is just going to waste. Mostly i think it is just personal liking, but I'd leave the Augments to be upgraded a bit later in the game, mid to late game ideally. Bare in mind! And I've done this before, you cannot sell them back! So don't do what I did, buying Gravity intending to sell and buy Death later in the game, then come to a big surprise when you were not able to sell back to the shop.

It's at this time when you can consider a few things. If you cannot see your opponent in lane, you should call MIA. Proceed to push the lane, assuming they've gone back or going to gank, and once the lane is pushed you can either go back yourself, or could even try for a gank yourself. Your [highlight][imgsmall=skills/viktor/w.png]Gravity Field[/highlight] combined with other champions CC, can be a devastating combination, and is almost certain kill if the stun is popped. I believe that as mid lane, you have as equal responsibility to control the other lanes as the jungler does. If bottom lane is doing bad, you can go help it, but just make sure your lane is pushed before you go. An important thing to remember about early game, is that you are going to get ganked by their jungler. Especially if you are dominating their middle. Luckily, there are little eyes called wards which are our little friends in these shaky situations. For info on this, read the ward section!

By this time, you should either have [imgsmall=items/sorcerers-shoes.png][highlight]Sorcerer's Shoes[/highlight] and either [highlight][imgsmall=items/rylais-crystal-scepter.png]Rylai's Crystal Scepter[/highlight] and [highlight][imgsmall=items/dorans-ring.png]Doran's Ring[/highlight], or a [highlight][imgsmall=items/rabadons-deathcap.png]Rabadon's Deathcap[/highlight]. At this stage, I'd buy one of the above items, that you're missing. If the opponent starts stacking magic resistance, I'd then move onto [highlight][imgsmall=items/void-staff.png]Void Staff[/highlight], if they have a lot of magic damage you can consider [highlight][imgsmall=items/abyssal-scepter.png]Abyssal Scepter[/highlight] for the magic resistance and it has a handy passive which will aid your ability damage. Consider your [highlight][imgsmall=skills/viktor/p.png]Hex Core[/highlight] at this time.

By this time it's all about team fights. Stay with your team, and don't get out of position, because it can cost the game for your team. At this point, items become very situational. If you are getting targetted by a single CC, you can get a [highlight][imgsmall=items/banshees-veil.png]Banshee's Veil[/highlight]. If you are getting suppressed by a move like [imgsmall=skills/malzahar/r.png][highlight]Nether Grasp[/highlight], then you can buy [highlight][imgsmall=items/quicksilver-sash.png]Quicksilver Sash[/highlight]. If you are simply getting targetted by every of their champions, or mainly their Ad carry, get a [highlight][imgsmall=items/zhonyas-hourglass.png]Zhonya's Hourglass[/highlight]. You're ultimate will still be moveable while you're in the invulnerable form aswell! If you are dying too quickly and need a way to avert their targetting, grab a [highlight][imgsmall=items/guardian-angel.png]Guardian Angel[/highlight]. If you haven't yet got it, and you are getting targetted by magic damaging enemies, you can grab [highlight][imgsmall=items/abyssal-scepter.png]Abyssal Scepter[/highlight].

Your job in team fights is to basically blow your entire kit on the enemy team, focusing mainly on either their Ad carry, Support or Ap carry. Focusing their tanks is a waste of time. When the fight starts you should use your ultimate right away to deal as much damage to the whole enemy team as possible.

[imgext=http://img695.imageshack.us/img695/4602/maplk.jpg] Above is a basic diagram that shows the main warding placements, in order of priority. Since this guide focus' on mid lane AP carry, I'd use the ward placement points of 3 and 4.

And here it is the end of the guide. I hope you liked it and hope you don't rant or downvote without telling me why. And as I said in the introduction the good ideas will be implemented into the guide A.S.A.P.

Comments coming soon!
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