Viktor Build Guide

  • Views: 7,827
  • Rating: 100% ( Unknown )
  • Last Updated v1.0.0.133

Viktor, The True ShuffleBot

written by xCR055

Viktor Build



Table of Contents

  • Abilities

    Evolving Technology
    Definately not the best of passives, but hey we make it work and punish those that don't have it.
    Most common Viktor mistakes is upgrading it to anything but Augment Death, i mean like seriously, who cares if you get 200 more mana or a little extra movement speed for a few seconds, you get a flat 99 AP plus an additional 30% damage burn from the death ray. Think about it people, For every 100 damage it does, you hit for an extra 30.


    Power Transfer
    By far the most useful spell in your arsenal early game, 40% of its damage comes back to you as a shield AND it has the highest damage output till you get your upgrade.


    Gravity Field
    Utility spell only, nothing more, best use early game, preventing a gank or holding someone relitivly still so you can nuke them and take no return fire.


    Death Ray
    Your best harassment tool, although it is useless if you cant hit with it so get good at skillshots, and if you can, aim it thru them and into where they will flash or run, getting hit twice by the same lazor hurts. :/


    Chaos Storm
    BOOM Silenced, oh wait now your still taking damage! lulwhut, your trying to run? Guess what, its got huge range, you die now.
    And that is basically it for your ulti, save it preferably for a finishing blow or group fight as it does immense damage very quickly, and a small silence thrown in, Why the fuck not?


  • Introduction

    This guide is not going to be extremely in-depth, but it will explain a few very key points in how to successfully play Viktor as the extremely over-powered multi-target burst champion he truly is. This guide is meant to be a stepping stone for anyone wishing to play and be good with Viktor, but it is not meant to tell a beginning player to go do something that would be otherwise suicidal if done even slightly wrong. Now before we go into the actual build, here is a few problems that we will be fixing, but i just feel the need to address them now.


    Issue 1: Mana hungry as all hell. I have not yet played a single champion that is worse off than Vik for this, the moment you run out of mana its game over, you've got nothing left and zero mana regen abilities. the only other mage that has a similar problem but not quite as horrid is Brand. 
    How to fix: Really simple, Flat. Mana. Runes. Gives you a good spell or two more depending on how you play Vik, and that extra spell or two will usually get your thru to the level up thereby giving you more mana, and once we get a Catalyst the Protector your set for life with a great fix.

    Issue 2: Damage output is pathetic compared to any other mage. This is HIGHLY true early game but the exact opposite late game (Depending on your builds of course.) 1v1 any mage at level 1 and you will garunteed die, they just simply have too much dps starting off and your cooldowns compared to theirs is quite laughable.
    How to fix: Also really simple, Don't 1v1 until you're 100% sure that you'll kill them in 2 spells or less, or you have your stun up and they cant escape it, in which case, 5 spells or less. Fix #2: DONT WASTE TIME ON CD, that is the most infuriating thing i see viktor players do, they waste precious mastery and rune page slots on cooldown reduction instead of addressing the bigger issue, their damage. Your CD's wont mean shit if you can take 3/4 of their hp out in 2 hits. they will RUN when that happens, if they dont, your sheild comes back up fast enough to finish them before they kill you. but you will be taking severe damage in the mean time.

    Issue 3: Beyond squishy and easy to kill. Viktor will fold under any pressure, he can't take damage worth shit, and can't deal enough fast enough to counter that.
    How to fix: This is the more experienced player fix, 2 words, Be Aggressive. Most people will now be wondering, 'WTF you just said he cant take damage or deal damage, why the hell am i going to be aggressive?' Easy, the more agressive you are, the more defensive your opponent will have to be, force them under their own turret, shut down any opportunities they have of becoming the dominating laner, be the pusher that Viktor was designed to be, and you will win. 

    Now for our more inexperienced players, this is a bit more difficult, but at the same time easy, you need to turret hug, your turret is your best friend, never push your lane out farther than the walls of the creek, you want to stay as close to your turret as possible until you get that DPS you need to kill them. This strategy is also best used to avoid getting ganked, and i would highly recommend using it if getting ganked becomes a problem. The reason this is more difficult is beacuase you are basicaly giving your opponent power over you while reducing your overall CS(Creep score/minion kills)
    As for the reason i say to use to very different strategies for the two player types, an experienced player knows just how much damage they can deal and how much their opponent can deal before one of them dies, and thus they know when to leave a fight if its going to go south for themselves, they also know how to appropriately Kite to still get the kill while backing out of an engagement. Inexperienced players will know roughly how much damage they can deal, but with next to no idea how much their opponent can, and thus they will get themselves into a fight they cannot win, thinking that they can win it, so i will now repeat: This guide is meant to be a stepping stone for anyone wishing to play and be good with Viktor, but it is not meant to tell a beginning player to go do something that would be otherwise suicidal if done even slightly wrong.

  • Pros / Cons

    PROS:
    -High damage output late game, easily able to pick off weaker targets with little to no effort

    -Can cut an entire team's health bars down very quickly with well placed Death Rays and Chaos Storms
    -Easy to harass with
    -Can stop a gank in its tracks
    -Farming is easy beyond all reason

    -Amazing Mid lane burst mage

    -(personal favourite here) He FutherMucking SHUFFLES

    CONS:
    -Early game is weak, needs a very well played strategy to get kills prior to upgrading your Augment
    -Mana hungry beyond all reason
    -High CD's
    -One of the lowest DPS early on

    -Cannot, and should not be placed in a 2v2 lane, never ever put more than 1 opponent against yourself, you are too squishy to handle 2 people at once till much later in the game

    -Easily harassed into a corner and killed if your not careful

  • Masteries + Runes + Items

    Almost 100% of my problems with a Viktor are fixed with these 3 seemingly unimportant things.

    Masteries: A simple 22/0/8 works perfect, taking everything in AP and Damage % increase on Offense along with minor CDReduction that is basically mandatory, (and only ever so slightly more usefull than the attack speed....) Along with Improved Recall, Movement speed, and Flat Mana on your Utility tree. Make sure you take Summoners Wrath as it provides the best bonuses for the spells which i recommend (Will be getting to that later but for now, and


    Runes: This page is a little more flexible, the way i have set mine up is to receive decent DPS both early and late game while still receiving even more mana.
    Marks: Greater Mark of Insight x9
    Seals: Greater Seal of Intellect x9

    Glyphs: Greater Glyph of Force x9
    Quints: [rune=Greater Quintessence of Potency] x2 and [rune=Greater Quintessence of Insight] x1
    This set up will give you 9.9 AP flat, 62 Mana flat, 10 Magic pen., and 28 AP at level 18.
    If you would prefer to have more AP initially and a little less gained per level then Greater Glyph of Potency would be a better choice.


    Items: A bit more complicated section, your items and the order in which you build them is highly important. Please follow this order of the build and you will do just fine.
    Starting off: First things first, you begin with a Doran\'s Ring, pick up your [item_text=Boots of Speed] as soon as you can, then you will be rushing [item_text=Catalyst the Protector] and upgrading it into a [item_text=Rod of Ages] immediately after, and follow that up with [item_text=Augment Death]. If your having issues with feed, spam build 3 or 4 Doran\'s Ring before continuing with your build.
    Mid Game: Here is where you want to get a Rylai's Crystal Scepter Sorcerer's Shoes [item_title=Rabadon's Deathcap]
    Late Game: You should have a single slot left, this is where you build whatever you will need to either further increase your DPS or to survive if you need more resistances. 

    Items for increasing your DPS would be: Void Staff or [item_text=Mejai's Soulstealer] depending on how many kills/assists you are getting in roughly a 5 minute period. If you can get 10 stacks in 10 minutes or less, Mejai's will be worth it, if not, go with the Void Staff.

    Items for Survivability: Zhonya's Hourglass Lich Bane Abyssal Scepter
    If your having issues with AD carries, go with the Hourglass, problems with getting chased, Lich bane, and finally problems with another mage, Abyssal. all 3 of which will still increase your DPS although not quite as much as Mejai's or Void Staff would due to the immense AP from Mejai's and the 40% pen from Void.

  • Skilling Order

    A good majority of people will tell you start with [spell_text=Death Ray] I like to call those people, idiots. [spell_text=Power Transfer] costs less mana for more damage on contact AND has a lower cooldown AND gives you a sheild, so in otherwords, [spell_text=Death Ray] = Idiotic Power Transfer = Smarticles.

    Basic leveling order for maximized DPS, Survivability, and Harassment game goes like this:

    http://leaguecraft.com/skiller/Viktor/qewqqreqqereewwrww" target="_blank" rel="nofollow"> http://leaguecraft.com/skiller/Viktor/qewqqreqqereewwrww

    Now on levels 3 and 4, you can either level the Q to 2 before getting the W OR you can do as i have shown in the leveling list. Personally i prefer to have the W ready at level 3 just in case of ganks and/or my opponent suddenly becoming overly aggressive, but if this is not something you feel the need to worry about for an extra level, take the second level on your Q prior to taking the W.

    Basic combo use goes as follows:

    [spell_icon=Death Ray]

    In this order of use your death ray opens with large amounts of damage, your power transfer gives you the sheild to take the hit as the stun activates, your ultimate kills anyone low enough then finishes those that become low because of it, the second power transfer give you another sheild as it should be done its CD by this point, following that up with the Death ray once more to kill any stragglers.
    Now usually, a champion with say roughly 2500 Hp and basic resistances (Most carries with Frozen Mallet) will be dead by the impact or atleast on the first tick of the Chaos Storm unless they have a support able to heal said carry in which case, second to third tick of Chaos Storm
    Fighters with more moderate resistances, say roughly 175 MR will be dead on the impact of the second [spell_title=Power Transfer]
    Now for tanks, generally it will take the last hit by [spell_text=Death Ray] plus a few of its ticks to finish the kill, possibly a few more if they are HP tanking or have any more than 200 MR


    Total damage output from each spell is roughly this (not including the Damage % increases, but only your AP ratios)
    [spell_icon=Power Transfer] 260(461.55)
    250(497.03) + 30% burn
    350(390.52) + 80(147.01)

  • Summoner Abilities

    EXTREMELY HIGH RECOMMENDATION:
    Ghost
    Ignite

    Ghost simply because i find it more reliable to use in combination with Gravity Field than Flash, along with the fact that ghost keeps you moving at a fast pace while Flash is only a short range blink that they can easily catch back up to you if they have any chasing abilities at all unless of course your suddenly over a wall thereby making Flash merely situationaly better than ghost.
    Ignite very simply for that extra true damage added on top of your spells along with the 50% reduction in all healing and the 5 bonus AP while its on CD never hurt.

    Potential replacements:
    Flash
    Clarity

    These are the only 2 other spells that could be of any use to you at all in any way, shape, or form, at any point during the game, although i am still reluctant to leave Flash on this very short list as its uses are very situational.

    Never EVER use:

    Everything that is not listed above is completely useless to you, although some good arguements have been made about Surge for its massive boost on AP, using it just simply makes you a bigger target and your opponents know your going to hit with something when it activates and thus they will be getting the hell away from you. 

  • Working in the team

    This takes a little while for players to learn, basically what you want to do is pick a partner and stay with them once laning phase is done, you are still squishy as all hell and you will fold under pressure if you cannot kite multiple opponents. 
    If you see someone getting chased by one target, be ready to run if needed but you can attempt to clean up a kill, help that ally out, get that sonb***h off him.
    If your ally is getting chased by multiple targets, drop your W, then procced to kite or simply run depending on the situation, Relitively low HP enemy kite it, not so low, just run. You do not want to be a sacrifice to keep an ally alive, you just simply want to clean up his mess, even if 'cleaning it up' is only forcing your opponents to retreat.
    If you need to initiate, do so. Hit as many as you can with that death ray but stay back until your fighters or your tank gets in there first, you do not want to be taking that damage. Make sure to focus the squishiest person with the most DPS first, AKA the carry or the mage, you want them out of that fight so your team survives longer.

  • Farming

    The most fundimental skill known to the Fields of Justice. If you cant get a kill, get Minion fed. Simple as that. 21 gold per mini and a bit extra for seige mini's if you can pull off 100 in 20 minutes your set for the game. also, dont be afraid to pop your abilities to get those last hits, just make sure your using it wisely and not spamming when you need to conserve mana. Its even better if your opponent is sticking close to their mini's for the very reason that your trying to kill those mini's, Hit them with the death ray while getting last hits and you get free harassment. Hit them enough with it, and you can force them back away from getting their own last hits. If they still dont back off, you get a free kill or your about to be ganked and they want you to get aggressive so it becomes an easy gank, so always be prepared to drop that W if someone comes charging out of those bushes.

  • Summary

    So, this is it, the end of my guide. Thank you to all who have read it, i appreciate our time, and i do hearby apologize to anyone i may or may not have offended with the language i chose to use and the names i have called people that choose to do it wrong (if your not building it my way :P JK it ain't wrong, its just bad.) 

    Good luck to all of you and i do hope that you find this guide useful in your experience on League of Legends, and more specifically, while playing the amazing beast of a champion, Viktor the Machine Herald.





Newest Guides for Viktor

Top Guides for Viktor

New Skins for Viktor

Top Skins for Viktor