Viktor Build Guide

Machines Over Monsters: A Jungle Viktor Guide

Uploader Oinkleberry
Updated 4 years ago
41,998
100%
Runes
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Ability Power (+1.19 ability power)
  • 3
    Greater Quintessence of Spell Vamp (+2% Spellvamp.)
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

Greetings, I am Oinkleberry, and this is my first ever SoloMid guide. I am not a pro, high-elo player, but I am very familiar with Summoner's Rift gameplay & mechanics. If you were to ask any of my closer LoL friends about me, they'd be able to jump right on the topic of how I am quick to use oddball champions in oddball positions. My general rule of thumb is to always do what you want to do as long as it works and doesn't hinder your team. So as my first guide, I am going to share my knowledge of jungle Viktor with you all. I have personally tested a great deal of oddball champions in the jungle, and Viktor, believe it or not, is one of the stronger, oddball AP picks for the jungle. Though, because he is not designed specifically for the jungle, he is a strongest pick only against specific enemy compositions in draft (though I have used him in blind, he is potentially a weak link if the enemy has a comp that Viktor isn't strong against). [highlight]This guide is exclusively meant to go over how to jungle with Viktor, and is by no means meant to be a compendium of everything Viktor can possibly do in Summoner's Rift.[/highlight] General Overview - Pros: High defense against monsters Fast camp clears Resistant to counter-jungling High-damage, bursty ganks Is not red-buff reliant Hard CC Extremely strong against low-mobility comps Fairly good against average-mobility comps Cons: Expensive build Reliant on a leash Reliant on blue buff 3 of 4 spells have a short range No natural health sustain Very weak against high-mobility comps

[highlight]Explanation:[/highlight] Your runes on jungle Viktor generally use the same logic as the masteries. Armor seals for natural defense against monsters. Spell Pen marks for natural damage even if your AP is low. AP glyphs for pure damage. Vamp quints for natural, early health sustain.

[title][img=skills/viktor/p.png] Passive: Evolving Technology[/title] [title]Explanation:[/title] Viktor's passive, Evolving Technology, is both a pro & con as a jungler. It allows him a unique item in the store to which he can pay 1k gold to upgrade his Q, W, or E. This is a pro because it allows you to adapt your toolkit to match your jungle play at any point in the game (though I would recommend upgrading early and forming your late game around your early). However, this is also a con because it forces Viktor to be extremely gold-heavy, which can be difficult in the jungle. If you cannot gank successfully early game, you will be required to farm to make sure you don't fall behind, which could potentially put a lot of pressure on your team. [title][img=skills/viktor/q.png] Q: Power Transfer[/title] [title]Explanation:[/title] Viktor's Q, Power Transfer, causes him to deal damage to a target and return some of the damage dealt as a shield. This has a visible cast animation of him launching the spell, and then the spell will bounce back to him. The time it takes to gain the shield is directly proportionate to the amount of time it takes for the spell to bounce back to him. The farther away the target, the longer it takes to get the shield. Upgrading Power Transfer with Evolving Technology will cause Power Transfer, when it hits a target, to increase Viktor's movement speed significantly for a few seconds. Power Transfer is extremely powerful in the jungle, as the shield you receive from it naturally blocks hits from monster camps. Even at level 1, Power Transfer will block nearly a whole hit from the blue golem or red lizard. You may choose to Upgrade Power Transfer for extra mobility during ganks. It has a relatively okay cast range, but still short in comparison to other spells. But if you so choose to upgrade it, the movement speed will definitely help with ganks if you can get in range to use it in the first place. [title][img=skills/viktor/w.png] W: Gravity Field[/title] [title]Explanation:[/title] Viktor's W, Gravity Field, creates an AOE slowing field. If an enemy target stands in this slowing field for a long enough time, they will be momentarily stunned. This ability has a very short cast range, and has a split second delay before it goes into effect after a cast. Upgrading Gravity Field with Evolving Technology will significantly increase the cast range of Gravity Field. This is your most important ganking tool and another extremely powerful jungling tool. In the jungle, this ability can crowd control an ENTIRE monster camp, reducing damage dealt to you greatly. For ganking purposes, landing this ability on an enemy champion is a guaranteed kill, as long as your teammate(s) in lane is(are) ready to follow up on the slow & stun. The only issue with this ability is that, if it is missed, the gank has a high chance to fail. Because of it's short cast range, it's quite easy to miss against a high or medium-mobility comp. It is vital that you either watch the cds on enemy escapes, or time this spell well, to make sure it lands. Choosing to upgrade Gravity Field with your passive can greatly assist you with successfully landing it, as the extra cast range on the spell can mean the difference between a full stun or only a second of the slow. Whether you upgrade this spell or not should be dependent upon the enemy comp, overall enemy positioning, and the amount of crowd controls your team brings to lane for assistance with the ganks. [title][img=skills/viktor/e.png] E: Death Ray[/title] [title]Explanation:[/title] Viktor's E, Death Ray, is his high damage tool for monster camp clears in the jungle and for ganks. This ability has one of the longest skillshot ranges in League of Legends. It has a selected start point for the skillshot, and then the actual skillshot when using it (without smartcast, if that's your thing). This ability does aoe damage in a line and does not stop moving when it hits an enemy. Upgrading Death Ray with Evolving Technology will cause Death Ray to deal a portion of it's damage over time to enemies it hits. This is your damage, your secure, your kill snipe, and your camp clear. In the jungle, if you max this ability first, it's damage annihilates camps near-instantly, and in combination with your other abilities, causes Viktor's jungle clear to be extremely fast and powerful. For ganks, this ability is a fantastic nuke tool. It has a very versatile cast range, as you select a start point within a certain area, and then skillshot in a line in any direction with it. This can be good for aoe'ing close-combat, or for chasing down kills, as the distance it can travel is phenomenal. If you choose to build Rylea's Crystal Scepter, this ability effectively becomes one of the longest-range hard cc's in the League. Choosing to upgrade Death Ray with your passive should be situational, like with his other two upgrad-able abilities. If you have high ranks in Death Ray, it will be able to contribute nuke damage to ganks quite effectively, even without the upgrade. With the upgrade, the ability will have 'win-more' quality to it, which in some cases may be needed to secure a kill. [title][img=skills/viktor/r.png] R: Chaos Storm[/title] [title]Explanation:[/title] Viktor's ultimate, Chaos Storm, creates a black hole which deals a nuke amount of aoe damage over time and can be controlled into moving. This ability also silences whoever it damages. This is your teamfight tool and your highest-damage gank tool. A level 6 gank with Chaos Storm, in combo with your other abilities, can easily secure kills on both enemies on bot lane, or even burst down an enemy pure-tank in top lane. If you can close the distance fast enough, it's silence is also particularly effective when ganking mid, even more so against squishy mids. What's even better is that Chaos Storm can move, like Annie's ultimate Summon: Tibbers, which effectively means you can chase down enemies with Chaos Storm without putting yourself in harms way. This ability cannot be upgraded by Evolving Technology.

Your skill order is generally dependent upon team comp on both sides. The skill order I have provided is what I recommend in general if you aren't sure how to order it yourself. By putting more ranks into Death Ray, you can make up for possible loss of cc on your Gravity Field during ganks by dealing a huge amount of burst damage at a significant range. Additionally, more ranks in Death Ray will help you clear camps faster in conjunction with your shield & stun from your other abilities. Death Ray ranks are highly recommended when you have a competent team that possess an average or high amount of cc. If your team has low amount of cc and high damage, I would recommend maxing Q and W first, or upgrading either of them with your passive. I would recommend upgrading Death Ray if the enemy team has average or low escape potential, as you therefore won't necessarily need the upgrade on Q or W to successfully cc and kill them.

Building Jungle Viktor can be difficult & tricky, as he requires a great deal of gold to be effective, considering he is usually mid. But if you successfully gank and/or don't end up behind on farm, his mid & late game will fortunately not suffer. You will want to start out with [img=items/hunters-machete.png] and [img=items/health-potion3.png] to [img=items/health-potion5.png]. You may choose to have less then 5 red soda depending upon how hard of a leash you are getting and depending upon how complete your rune page is/how accurate your mastery page is. Because of Viktor's toolkit, he is truly exceptional at reducing the hits he takes in the jungle, so he has potential to save money on red soda to start. On your first recall, you will want to try having at least 750 gold. If none of your teammates need help in lane, I would recommend farming until 800 - 1k so that you can rush either your first passive upgrade item, or: [img=items/boots-of-speed.png][img=items/spirit-stone.png] Afterwards you are going to want to lead into [img=items/spirit-of-the-spectral-wraith.png][img=items/sorcerers-shoes.png] as well as your passive upgrade item if you haven't already completed that. Because his passive upgrade item is so expensive (1000 gold), it has the potential to make Viktor behind in damage. I would suggest not getting your passive upgrade item early if you feel your gank damage will suffer, thereby leading to unsuccessful ganks and less gold then the enemy jungler. But even with that said, it's important that you get your passive upgrade at least during mid game, or else your toolkit in the upcoming teamfights & roaming will suffer. An example generic, full build would look like this: [img=items/spirit-of-the-spectral-wraith.png][img=items/sorcerers-shoes.png][img=skills/viktor/p.png][img=items/rabadons-deathcap.png][img=items/lich-bane.png][img=items/deathfire-grasp.png] Rabadons is a prerequisite for dealing damage, of course. Lichbane & Deathfire are fantastic due to most of Viktor's spells having a short range, meaning teamfights & combat are usually going to put you within range to get in a Deathfire active & Lichbane autoattack. This isn't set in stone though, as Viktor is a very versatile mage. Many other items could serve as substitutes depending on team comps on both sides, or even depending upon your personal playstyle preference. Some example items are provided above as 'alternative defensive items'.

At level 1, you are going to want to start at either red or blue and get a hard leash from both adjacent lanes. You may want to start red because you are not reliant upon red to gank lanes, due to having such a powerful cc with your W. You also may want to start red because you ARE reliant upon blue buff. You cannot gank a lane if you have no mana. If you start red, you may be able to ration your mana during your farm, then successfully get blue at level 3, with Smite of course. Therefore, if you start red, your farm will be slower, but you will have blue to consecutively gank with. If you start blue, your farm will be fast and productive, but your ability to gank more then twice before recalling will be hindered. I recommend starting red if you know how to ration your mana and still get fair farm leading up to level 3. I recommend starting blue if you'd prefer a strong farm and don't mind recalling after only one or two ganks. Against enemy junglers that try to counterjungle you, Viktor has plenty of defenses. If you start blue, especially, you will have plenty of mana and health to deal significant burst damage to anyone that tries to attack you at half health. It is in fact quite easy to stay at 80% health at level 3 before you get red and kill an enemy invading jungler who only has 50% health, simply because of your high-defense toolkit protecting you from any burst they may have. After your kill on red/blue at level 3 (which may bring you to level 4 if you get enough farm), now is the time to gank. Pay attention to the positions of the lanes and pick a lane that is pushed by an opponent. If there isn't one of those to be found, try to gank a lane that is standing still in the center. If your team has all 3 of their lanes pushed, go back to farming until you see a lane in peril (and pray that your team doesn't get ganked by the enemy jungler). During a gank at level 3 - 4, you are going to want to wait until the enemy is as pushed as possible, or, until the enemy has exhausted one or more important cds on minions/your teammate. Basically, wait for them to be vulnerable. Once they are, signal an attack ping and strike out. If your teammate has a successful cc, followup with Gravity Field and proceed to burst them down. If your teammate does not have a successful cc, do whatever you can to get in close range so that you can land your Gravity Field, allowing your teammate to follow up instead. If they aren't killed by the gank, they will at the very least leave lane, allowing your teammate to safely farm and/or recall. Level 4+ ganks are going to have the same routine until level 6, in which your ultimate will become available and it will drastically increase your burst potential for securing kills.

In conclusion to this guide, I will start by reiterating that Viktor is a weak jungle pick against high-mobility comps, that he is very hard on the mana without blue, and that his build is expensive. He is a difficult jungler, by far, in a few areas. He is no Elise or Fiddlesticks. But in the right games, Viktor is not only a strong jungle pick, but he is also extremely fun to play in such a position. His ganks can be phenomenal and frequently inescapable. And he can accomplish this all while having high burst damage with his ultimate, his E, and his Q. So for my honest final comment, I will say that, if you are looking for an oddball AP jungler to try out or have a blast with that is actually remarkably effective in many cases, look no further then Viktor, the Machine Herald.

Comments coming soon!
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