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Spells:
Flash
Ignite
Ability Order
Glorious Evolution (PASSIVE)
Viktor Passive Ability
Introduction

Any feedback, suggestions, ideas, are more than welcome. Its my first guide, and I would like to hear what you guys think.
Will update as patches and changes come alone, be sure to check back!
If you wanna talk to me in chat, I am logged in most of the time. I play on NA servers, send me a friend invite if you feel the desire to.
Good luck Summoners!
For runes I take the standard AP caster choice of
Greater Mark of Magic Penetrationx9 ,
Greater Glyph of Ability Powerx9, Greater Seal of Replenishmentx9, and
Greater Quintessence of Ability Powerx3. With this rune setup, I strive to make my dominance in the early game, using
Hextech Ray for precise pokes as well as farming. You can switch out the Greater Seal of Replenishment for
Greater Seal of Health,
Greater Seal of Ability Power, or
Greater Seal of Scaling Mana Regeneration. Personally I choose the Flat Mana Regen Seals because of the high mana cost of
Hextech Ray.








The Good
-Great harass early game, if you know how to aim ;)
-
Gravity Field provides some cc against/for ganks
-Maxing
Hextech Ray first gives you great area of effect damage when used with
Gravity Field and
Arcane Storm
-Getting blue can keep you in your lane forever, more harass, more farm.
-
Arcane Storm is a strong ult that will chase its victims down
The Bad
-not many ways to escape besides taking
Flash, and placing that
Gravity Field just right.
-If your getting smashed in your lane, it can be hard to recover
-damage seems to fall of end game if the enemy team is building moderately tanking
-has a high learning curve.
Death Ray!
-He has an arm attached to his back that shoots a death ray. Pure Genius.
-Great harass early game, if you know how to aim ;)
-

-Maxing



-Getting blue can keep you in your lane forever, more harass, more farm.
-

The Bad
-not many ways to escape besides taking


-If your getting smashed in your lane, it can be hard to recover
-damage seems to fall of end game if the enemy team is building moderately tanking
-has a high learning curve.
Death Ray!
-He has an arm attached to his back that shoots a death ray. Pure Genius.
Here is a breakdown of Viktor's abilities.
Evolving Technology- Viktor's passive gives you the Hex Core, which gives you initial stats, but can be later upgraded into 3 different items. I will explain the benefits of each in the next section.
Power Transfer- A single target spell that does magic damage, and returning a portion of the damage dealt as a shield. Useful to max first if laning against a solo AD.
Gravity Field - An area of effect spell that gives anyone inside the radius a stack that slows them. Once they have reached 3 stacks, the target is stunned for 1.5 seconds. An invaluable ability for Vicktor in team fights. If your enemy solo is not playing aggressive, you could skip this at level 3 and level
Hextech Ray once more, giving you a stronger poke. Although you should always be wary of ganks, so choose a way of leveling that fits your play style.
Death Ray - An ability that strikes across a targeted path, doing magical damage to each target that is struck. This is my main harass ability. I max it first because once you upgrade your hex core, this harass can be quite strong, and the range on it is much larger than
Power Transfer. If you are NOT the best at aiming skill shots, this play style might not be for you.
Chaos storm - Your ultimate, an area of effect spell that does initial magical damage, and then deals additional damage every second for 7 seconds. This provides for both hilarious and useful tactics, as you can control this by reactivating the ability and clicking the target area. It will follow targets into towers, and unlike you, it doesn't take damage. Be creative with this :)







Viktor starts with an item that gives you 3 AP per level. For 1200g, this item can be upgraded into 1 of 3 different items, each adding bonus effects to your abilities.
Although there are currently no icons for the Hex Core at this time, I will break down how each augment changes your abilities.
Augment:Power Affected Ability:
Power Transfer +3 AP per level, 220 health, +6 health regeneration per 5 seconds. This will cause your
Power Transfer to also grant you a 30% movement speed increase for 3 seconds. I feel as if this augment would be used by people that play very aggressive. Personally, I do not need the extra movement speed to keep myself alive.
Augment:Gravity Affected Ability:
Gravity Field +3 AP per level, 200 Mana, 10% Cooldown Reduction, +5 Mana regen per 5 seconds. This will allow you an extra 30% cast range when using
Gravity Field, giving you that extra play with your CC, if you so desire. With the cooldown reduction and extra mana, this might be useful if your team needs a little more CC.
Augment:Death Affected Ability:
Hextech Ray giving you +3 AP per level and an extra 45 Ability Power, these stats alone can have a great impact on your harass and farm early game. The augment also gives your
Hextech Ray a burning effect, causing the anyone in the path of the ability to take 30% additional magic damage over 4 seconds. This is my favorite augment, as it improves Viktor as a burst mage more than the other augments. If you quickly rush this upgrade, it will make farming minions much easier, and your pokes will become sharp jabs.
Although there are currently no icons for the Hex Core at this time, I will break down how each augment changes your abilities.
Augment:Power Affected Ability:


Augment:Gravity Affected Ability:


Augment:Death Affected Ability:


The reason I feel as if my build differs from others is because I take advantage of my precision with skill shots. If you are like me, and can think quickly, id suggest playing him like this, and not maxing
Power Transfer first as many others do. Here I will demonstrate the difference in range between
Hextech Ray and
Power Transfer
As you can see, I can be close to my turrent while still able to give
Cassiopeia a bit of harass until help arrives.
Now lets look at the range of
Power Transfer.
I have to get much closer to her for me to do anything. With power transfer maxed, your range goes down by a large amount. You can still hit with
Hextech Ray, but you wont be doing optimal damage, and you are not being as flexible as you could be.





Now lets look at the range of




1.)









2.)









3.) When you reach 1200g, you can upgrade your Hex Core. As i stated, this will greatly increase your damage output, as well as your capability to farm. If you haven't got a kill before finishing the Augment, you should now.



4.










5.)












6.)









1.)Flash: A must. Even after the nerf in range, there's nothing like being able to disappear through a wall. Flexibility on the field is key. Absolutely Necessary Writer's Choice

2.)Ignite: When paired with


3.)Exhaust: Can be used to slow down the focus for the team ensuring they do not escape. Good for chasing as well. Recommended

4.)Clarity: if you simply do not have the I.P. for greater seal of replenishment, or you just cant aim very well, this may be for you. Recommended

5.)Cleanse: If you notice the enemy team has a lot of crowd control, this could work. Useful

6.)Teleport: Some AP mids just cannot live without teleport. I wouldnt recommend it. In most situations you can stay in your lane for long periods of time. It is, however, great for saving towers, and you can target Sight Wards for this as well. Useful

7.)Ghost:Another escaping tool, But i dont feel as its as valuable as


Everything else is pretty useless for



So there ya have it, that's the way I use
Viktor. Once again any feedback would be great, I would love to hear what you guys think of it, good or bad. But no trolling please. I play to have fun, but I take feedback very seriously. If you would like to contact me personally, message me on League of Legends. Im on the US servers.
Good luck and Have Fun Summoners!
--Entropyy

Good luck and Have Fun Summoners!
--Entropyy
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