| Abilities | 1 |
| Introduction | 2 |
| Pros / Cons | 3 |
| Masteries + Runes + Items | 4 |
| Skilling Order | 5 |
| Summoner Abilities | 6 |
| Working in the team | 7 |
| Farming | 8 |
| Summary | 9 |
| |
| 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. |
| |
| 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. |
| |
| 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. |
| |
| 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. :/ |
| |
| 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? |
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:
-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
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.
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)
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.
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.
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.
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.