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Choose Champion Build:
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Mid Lane
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Support
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Top Lane (WIP)
Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Glorious Evolution (PASSIVE)
Viktor Passive Ability
Threats & Synergies
Ziggs
Similar to all of the other long-range mage matchups in that he pushes hard from a long enough range that you can't burst him easily. However, he's got an advantage over the others in that he can satchel charge himself out of danger. A very rough matchup.
Introduction

Hello, I am crystalfortress! Welcome to my Viktor guide! Viktor recently got reworked, with most of the changes pertaining to how his Hex Core works. However, I didn't see any of the guides on mobafire update along with the next phase of Viktor's glorious evolution! So, instead I decided to make a new guide talking about how I've been playing him since the rework. If you enjoy the guide or it teaches you something new about Viktor or his build, don't forget to upvote and leave a comment! It not only gets the guide higher on the list of Viktor guides, it also makes me feel super good inside! If there's anything that you see in the guide that you disagree with or that you want to discuss, make sure to leave a comment!
I'd like to note that the matchups section is still currently under construction and will continue to be updated as I play more matchups.
ALL HAIL THE GLORIOUS EVOLUTION!!!

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These are the best offensive choice for any AP mid laner, as they provide you with AP, your main offensive stat. Great early game damage boost.
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These are usually the best seals in most matchups, providing you with a nice amount of late game tankiness. Run armor seals against an AD opponent, but otherwise these are a pretty solid choice.
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I used to run these in every page because I was still in the process of buying my AP and AD runes, and these were a nice filler that was applicable on all champions. I still use them in a page that I run against heavily skillshot-reliant enemies like
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These are by far the best seals to run against an AD mid opponent. They will help you mitigate any early-game damage that they put out while you build towards your
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I would suggest running these if your lane opponent is AD, as you won't be needing to mitigate any magic damage, or at least not nearly as much as against an AP opponent.
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Always use
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If you're against an assassin with some really scary burst damage, consider running this. It reduces their damage by %40, which is more than enough to allow you to survive in most cases. However, this ability grants you very little additional kill pressure compared to
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A summoner used for the same purpose as heal, to protect you against scary enemy burst. However, this one has a few advantages and a few disadvantages. First of all, it isn't a permanent heal, meaning that the health will disappear after the shield times out. However, it isn't affected by grievous wounds, so it isn't countered by
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While this is usually the best leveling sequence, there are some situations where you might want to change the early levels. If you are against an enemy with the kind of range such that you won't easily be able to harass them with




When people think of










This ability provides you with many different things. It is a targetted nuke that gives you a small shield and an enhanced autoattack on being cast. The scaling of both the shield and the damage of the ability itself are rather small and unimpressive. The main that makes this ability important are the enhanced autoattack which has %50 AP scaling, and the fact that when fully leveled it has only a 4 second cooldown (and that's without cooldown reduction). One important thing to note is that the damage and shield scale very poorly when you upgrade the ability, and instead it mostly scales with champion level. That's why we avoid leveling it and instead focus on

This is the ability that contains all of your CC. When activated, it creates a large area that slows enemies within. If an enemy sticks around inside of it for 1.5 seconds, they become stunned. This ability can be difficult to use correctly, as to actually get the stun with it, the enemy has to stick around inside of the field. There are tips on how to use it in the TIPS & TRICKS chapter. In teamfights, it's important to attempt to secure as many enemies within it's area as possible so that you can combo it into an excellent


This is a super important ability for

This is your ultimate ability, meaning that it only becomes available to level at levels 6, 11, and 16. When cast, this ability deals a large dose of initial damage, then continues to deal damage in the area for 7 seconds. Both the AP scaling and the scaling with level on this ability are absurd, especially if you take into accout the damage over time. The base effect already has incredible damage connected to it, and then it continues to deal lots of damage afterwards. A couple important things to point out about this ability are first of all that it ends channel effects on cast, making you very good against certain enemies because it ends the channel immediately and easily, which can be important in a chaotic team fight. The second important thing is that you can redirect the storm with the R button. The storm will travel to whichever location you press. It will also, however, follow an enemy that it is cast over on it's own.
ALL HAIL THE GLORIOUS EVOLUTION!!!

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The doran's ring start is great for almost any AP mid laner. It provides you with great combat stats in health, ability power, and excellent mana sustain. You also get enough money left over to pick up 2
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This start is solely for the situation where you are against an enemy with crazy amounts of harassment. This start provides you with enough health sustain to be able to farm for a good amount of time so that you don't have to back constantly. I like taking an additional
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Buying one of these early could be a good idea if you will be building a
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While the hex core upgrades do technically gain more value the later in the game it is, picking up one early can be really helpful. Keep in mind that even just the base stats, without the additional ability power per level or the ability augment taken into account are already near gold efficiency (i believe around 870 gold worth, if i remember correctly). The ability power isn't super impressive, but the additional mana can be helpful for allowing you to stay in lane longer. You will literally always want to upgrade
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It's a good idea to pick up one of these if you are against a very long-range mage, like
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This is a good item to pick up early against AD mid opponents. It provides you with ability power, your main offensive stat, and some armor. The armor is super helpful, because it well help you mitigate their physical damage. It also builds into
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Picking up an additional
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After the rework, this has become an awesome item on
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This item could be rushed against enemies that are way too long range for you to reach. I usually use this to replace
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This is the core item set if you are going for













I'd say that overall the






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A potential replacement for
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Only replace your
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I would consider replacing
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Getting this enchantment can literally save your life in some matchups. A lot of super aggressive enemies can easily force
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This is my favorite of the two upgrades for the
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This is the other potential upgrade for your
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If you would rather be able to deny your enemies vision of the map than have wards to get vision for your team, this is the path to go. This trinket scans an area of the map, revealing and denying vision to any wards in the area as well as revealing any invisible enemy units. This upgrade to it makes it so that after you sweep, you gain a small aura of true vision so that you can continue to spot and destroy wards for a short while. A handy totem for denying your enemy vision. ALWAYS TAKE IT AGAINST
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The timing of your upgrades to the hex core and which ability you augment when you do the upgrades is super important. My favorite way to go is usually to buy one upgrade fairly early, augmenting














Mid game is when









ALL HAIL THE GLORIOUS EVOLUTION!!!

- The initial range of
Siphon Power is longer than your autoattack range. If your enemy is smart, they will usually run away from you when they get hit by the initial spell so that they can't get hit by your autoattack. You can use this threat to zone enemies away from farm. Once you get the
Siphon Power augment, it becomes much easier to use this ability offensively.
- If your enemy is staying far away from you but you want to burst them, using an augmented
Siphon Power on a minion can give you the speed boost that you might need to catch them. This can also be used for the simple purposes of harassment.
Siphon Power a minion, run up to them and autoattack them, run away.
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Arcane Storm to burst a single enemy is entirely acceptable, especially in the early game. However, if it is a high-pressure time in the game, like if you are contesting an objective, then try to save it for either multi-target usage or, if one member of the enemy team is super fed and thusly is a key target, use it to burst them.
- Most of your bad matchups are against super long-range mages, because they can deal lots of poke damage to you and stay out of the range of your burst. There are a few good ways to mitigate this though. First of all, play passively and farm in the early game, so that you can still provide a strong threat in the late game. While they may be able to stay out of your range, their team probably won't. Second of all, a lot these enemies are commonly weak to ganks due to their low mobility. If your jungler has adequate crowd control, then you can actually give very good follow-up to ganks using your
Gravity Field and burst. They tend to push the wave, so there's often good gank opportunities. make sure to communicate this to your jungler. Another, more sneaky way to do this is to pretend you're roaming, and if they follow you, burst them while they are entering one of the bushes that they will go through. Proceed to push your lane with no harassment.
Gravity Field is a difficult ability to use correctly. It's best use in most cases is as a way to peel for yourself and your fellow long-range carries. Place it between you and your enemy. Unless they use
Flash or some other kind of long-range gap-closer, they will get stunned in the middle of the field or have to avoid it. It's not much good on it's own unless you use it this way. However, it is an excellent follow-up on an ally's crowd control, which will help assure that the stun goes off. If you get multiple people trapped in it, then consider throwing down the whole
Hextech Ray-
Arcane Storm burst combo.
- Keep
Arcane Storm on the most important target using the R button. The damage over time is substantial. Since it's speed decreases the farther away from you it is, you might need to follow them yourself as well. If the enemy that you want to follow is getting away in a teamfight and you can't pursue them without putting yourself in danger, bring back the storm and put it on someone near you. It'll book it back at full speed, because it moves at full speed towards you but slows down as it gets farther away from you, much like an excited puppy.

Needs more metal and lasers. But it's still pretty glorious.

So there you have it. That's all of the

ALL HAIL THE GLORIOUS EVOLUTION!!!
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