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Augments
Viktor’s augments offer him unique ways to tailor his kit towards specific playstyles and situations. If the enemy team’s built for skirmishing, Viktor can augment Siphon Power to speed him out of combat, or Death Ray to create zones of denial around his or the enemy’s team. On the other hand, if his team has the makings of a wombo combo comp, Viktor can augment Gravity Field to cluster the enemy team together, opening the door for his team’s successive cycle of violence. Most importantly, these augments can be used together once Viktor has spent the required gold, giving him plenty of extra ability power, mana, and utility. Finally, once Viktor augments all three of his basic abilities, he automatically augments Chaos Storm with the Velocity upgrade.
Laning
Viktor’s a sustained damage mage who thrives in the solo lanes of Summoner’s Rift. He trades effectively with Siphon Power, taking advantage of the shield to absorb his lane opponent’s assault as he deals his initial salvo. Crucially, Viktor wins hardest by staying close to his enemy following Siphon Power, triggering the Lich Bane-level boost on his next basic attack to inflict further damage. With clever positioning, Viktor can follow up with Death Ray to last hit minions and whittle down the enemy champion even more. However, the ability’s raw power often pushes the lane, forcing the relatively immobile Viktor far from his tower. If this attracts the enemy jungler’s attention, Viktor has another hex-tech trick up his sleeve in the shape of Gravity Field, which he can place along his escape path to deter his aggressors.
Teamfights
Chaos Storm thrives once teams start grouping together, giving Viktor the chance to wreak en masse carnage. Though unleashing it after an augmented Gravity Field offers ideal conditions for maximizing its damage output, Chaos Storm dishes out enough area of effect damage on its own to deny Viktor’s enemies zone control and end enemy chases. Death Ray gains huge power in clustered teamfights, too – with accurate casts, Viktor can send its withering line of destruction across the entire enemy backline, dealing scathing damage to multiple enemy squishies.
Skill usage
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- Then you can also use the dis-charge effect on it to deal some damage to your enemy laner, the turbocharge augment makes this even easier.
can be used to last-hit minions, as it has a short cooldown and a low mana cost.
- Take any opportunity to hit your opponent with , although bear in mind its mediocre range may put you in a dangerous position. If you are out of range but you need a shield for sustain, quickly use it on a minion and the use the discharge for some damage on your enemy.
- Keep in mind that offensive use of in a lane is very limited, as it costs a lot of mana and has a too short range to be used safely in this manner. Try to use it for zone denial and as a defensive measure versus ganks, rather than relying on it to set up combos.
- can be used to quickly clear waves when returning to base, or preparing to roam and gank another lane.
- If you use death ray much for poke, make sure to get its augment as soon as possible.
is also a useful long-range poke/harassment tool, although its mana cost is fairly high and should thus be used sparingly.
- lane presence increases significantly when he gets his ultimate ; combined with his other nukes and an he can easily burst down most other mages.
early laning phase is perhaps the largest stumbling block to new players.
- Ranks into will increase damage and make its cooldown trivial, and the mana cost increase is negligible. The shield strength boost is small but welcome. However, its short casting range will force to take risks during skirmishes. Max out when opponents have little to no long-range option, or if you are confident you can skirt battles without dying. Less practiced players who have trouble landing regularly should also take to keep their damage output up.
- Points into will also increase DPS with higher damage and reduced cooldowns. However the main differences are the casting range and AoE; from max range can allow to damage multiple enemies without any chance of retaliation. A well-aimed cast (with some ability power boosts) will also clear creep waves with ease. However, the mana cost increase and skillshot requirement are notable downsides to maxing .
- In higher level play, you will want to max for the majority of your games as it is wave-clearing ability, allowing you to quickly farm a wave of minions then move out to take map objectives or gank.
- Its also really important to look up wich basic ability you want to upgrade first on your Hex Core Prototype.
players should also put thought into which of their basic nukes ( and ) should be maxed out first, as both are viable but more suited to different situations.
- Smart-casting is very different from most other abilities, and will take practice to perfect. One method is to place your mouse at the starting point, then "flick" your cursor in the direction you wish the laser to travel.
- Try to wait for people to fully commit to a fight or get trapped in your
- The implosion augment also helps for delivering an massive combo with chaos storm, as everyone will be on one place so the storm can always damage them all.
before using , as it deals deceptively strong damage-over-time if enemies stay near it.
- Don't forget
- can easily interrupt deadly channeled abilities such as with .
has a interrupt on cast, which can be just as useful as the damage.
- provides sight along its path. Use it to safely check the brush or other areas.
- By using
- Keep in mind when the enemy notices the , they will most likely run away (or to you depending on the closest exit). Place your appropriately.
first, you can often ensure hitting an enemy with .
- holds an advantage over most casters due to not being blockable by minions or a point-and-click cast spell. Use it to punish a brazen opponent using creep to try and shield themselves as they advance onto you.
- can be very powerful for escaping melee attackers. By placing in your path, enemies will be either forced to go around or through it, slowing them down either way.
- When escaping remember that the shield from is not based on the damage it does before reductions, so it would make no difference in shield value if you aim at a minion rather than a pursing champion (especially a good tactic with the turbocharge-augment, because it's also easier to escape with its movement speed bonus).
Build usage
- Like most mages, ability power purchases. A as your first item is almost never a bad choice. benefits greatly from
- Due to health, armor and magic resistance will aid him greatly.
- need to fight up close can make an well worth it, with its aura making up for your lower AP. It may also be necessary to get when facing mage-killer champions like and .
- A is a great pick-up, especially if does well early and can rush .
- If is taken along with , damage over time will also slow opponents for the duration.
grants a substantial amount of health alongside AP. More importantly, its slow effects make your even more potent as enemies will take more damage trying to escape. If you are close-up to the foe, increased movement speed and chasing ability can force them to take all of its damage.
- As is primarily a burst mage and deals most of his damage up-front, a makes a good complement to avoid retaliation. and will also remain active while he is in Stasis.
relatively short spell casting range, items that grant him some survivability through - is a well-rounded option for ; it solves his mana issues (noticeable when is maxed), grants a decent chunk of AP and MR, and perhaps most importantly grants valuable cooldown reduction to increase the uptime of his devastating .
- A grants a lot of sustain, especially due to the low cooldown and mana cost of . damage over time will also help to keep you alive in teamfights.
- magic penetration complements his high base damages. With cheap components and some health included for durability, Liandry's is therefore an ideal rush item after one's Augment. is, as of its most recent buffs, perhaps Viktor's core offensive item; its passive synergizes extremely well with the DoT nature of his Augmented and and with the AoE slow/stun on , as well as making him deadly to bruisy targets in addition to squishies, while the
Recommended builds
Countering
- Invest in a magic resistance item to help mitigate damage.
- Also, remember that Hex Core can only be upgraded once.
- Remember that augmented will give him movement speed to help him escape from or catch up to you.
gains a Hex Core at the start of the game from his . It is wise to know the Hex Core's Augments to counter him.
- has a very long range, especially once Augmented, as it deals 30% more damage.
- is a vulnerable champion early-game in general; he is fairly squishy, has low escapability, and low base movement speed. Harass him if you are particularly good at doing it, and try to starve him of farm by freezing the lane. Most importantly, due to his vulnerability, take any opportunity you can to make ganks happen.
- travels in a straight line (start to end), so by side stepping immediately you can dodge the ability.
- Quickly move away from the AoE of
- Champions who can remove disables (such as or ) are safe from only defense mechanism, and should exploit this.
to deny the chance to stun you.
- will damage you continuously if you stay too close to the storm. By moving away from the storm, you can negate the storm's damage.
- only has his to escape pursuers, and is relatively fragile once focused. Exploit his low mobility if he ever uses in a sub-optimal manner.
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