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Viktor the Machine Herald

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Champion Ability Details Background Strategy Skins & Trivia
Viktor, the Machine Herald Cost: 6300 IP or 975 RP
Attributes Mage, Ranged, Pusher Release Date December 29th, 2011
Attackpower.png
Statistics
Health 385 (+78) Attack damage 49 (+3)
Health regen. 6.75 (+0.65) Attack speed 0.625 (+2.11%)
Mana 240 (+50) Armor 12 (+4)
Mana regen. 6.9 (+0.45) Magic res. 30
Range 525 Mov. speed 310

Viktor, the Machine Herald is a champion in League of Legends.[1]

AbilitiesEdit

Patch v1.0.0.133

Evolving Technology
(Innate): Viktor starts with an item that takes up one of his item slots, the Hex Core, that provides him with stats and can be upgraded in the store to augment one of his abilities and improve its stats. The Hex Core can only be upgraded once, for 1000 gold, and cannot be sold back to the store.

Hex Core: Grants Viktor 3 ability power per level.


Ability Description Leveling up

Power Transfer
(Active): Viktor sends a device at an enemy unit to blast them for magic damage, which then returns to him granting a shield for up to 3 seconds with an amount equal to 40% of the damage dealt before reduction.
  • Range: 600
  • Missile Speed: 2000

Cost: 45 / 50 / 55 / 60 / 65 mana

Cooldown: 9 / 8 / 7 / 6 / 5 seconds

Magic Damage: 80 / 125 / 170 / 215 / 260 (+0.65 per ability power)

Shield: 32 / 50 / 68 / 86 / 104 (+0.26 per ability power)


Augment: Power
(Passive): Power Transfer increases Viktor's movement speed by 30% for 3 seconds. The item now grants him +3 ability power per level, +220 health and +6 health regeneration per 5 seconds.

Gravity Field
(Active): Viktor conjures a gravitational imprisonment device in an area near him, slowing all enemies that pass above it. Whilst under its effect, enemies generate stacks every 0.5 seconds; at 3 stacks the target will be stunned for 1.5 seconds.
  • Cost: 65 mana
  • Range: 625 (812.5 if upgraded)
  • Activation Time: 0.25 seconds

Cooldown: 17 / 16 / 15 / 14 / 13 seconds

Slow: 28 / 32 / 36 / 40 / 44%


Augment: Gravity
(Passive): Gravity Field has an additional 30% cast range. The item now grants him +3 ability power per level, +200 mana, +10% cooldown reduction and +5 mana regeneration per 5 seconds.

Death Ray
(Active): Viktor uses his robotic arm to fire a chaos beam that sweeps across the field in a chosen path, dealing magic damage to every enemy it hits.
  • Range: 700

Cost: 70 / 80 / 90 / 100 / 110 mana

Cooldown: 13 / 12 / 11 / 10 / 9 seconds

Magic Damage: 70 / 115 / 160 / 205 / 250 (+0.7 per ability power)


Augment: Death
(Passive): Death Ray sets fire to enemies, dealing 30% additional magic damage over 4 seconds. The item now grants him +3 ability power per level and +45 ability power.

Total Additional Magic Damage: 21 / 34.5 / 48 / 61.5 / 75 (+0.21 per ability power)

Total Damage With Augment: 91 / 150 / 208 / 267 / 325 (+0.91 per ability power)


Chaos Storm
(Active): Viktor conjures a chaos storm at the target location, dealing magic damage and silencing enemies in the area for 0.5 seconds. As it churns, the storm deals magic damage every second to nearby enemies for 7 seconds. Activating this ability again while the singularity is active will redirect it. The storm moves faster the closer it is to Viktor.
  • Cooldown: 120 seconds
  • Range: 700

Cost: 125 / 175 / 225 mana

Initial Magic Damage: 150 / 250 / 350 (+0.55 per ability power)

Magic Damage Per Second: 50 / 75 / 100 (+0.25 per ability power)

Total Magic Damage: 500 / 775 / 1050 (+2.3 per ability power)


ReferencesEdit

Champion Ability Details Background Strategy Skins & Trivia
  • Showing 25 most recent

3,301 comments

 
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  • Whoa accidentally replied in the wrong space, my bad!

  • I don't know about you guys but I REALLY like getting Morellos first. His Cooldowns are long as hell and his mana costs are pretty high. 29% CDR with runes and masteries, Lazer is up every 6 seconds and shield is up every 3. Feels really good to constantly contribute to team fights instead of just ult, one lazer and thats it.

    Also ult goes from 120 seconds to 84.

  • I dont level up his w until after i max q and e. So useless in lane..

    • I wouldn't say that, helps you escape ganks and if they facecheck a bush you can lock them in there.

    • Get it at lvl 4. Its a must! Early ganks are stopped and if they try to push on you, you can then proceed to turn a possible death into an escape or even free kill. Gravity field is amazing in lane

    • Taking 1 point in W is mainly for gank insurance against junglers and to prevent champs from turret diving you effectively. However, I agree it is hard to use aggressively in lane because of the set-up time and the fact that they will probably make it out of the field before the stun goes off.

      That being said, it is an invaluable tool in teamfights which can easily happen before you've finished maxing E and Q. Most of the time I land the stun on 1 - 2 enemies and even if I don't the sheer zoning capability of W forces the enemy team to reposition themselves (mitigating some of their DPS). Taking 1 point in it is definitely worth it lane just for the gank insurance alone, but having it by level 8 at the latest is absolutely necessary imo.

    • I allways do E, W, E, Q, E, R -> R>E>Q>W

      Every slow is important. It's like to say Kog'Maws slow is useless on lane D:

    • I start with Q for one reason. Leashing. It gives the leash and costs lest mana. That and early encounters just work best with its solid damage and the shield return. Plus at lvl 1 its base damage is higher. But after that I take E at lvl 2, 3 W at 4, and E at 5 again maxing it first

  • http://youtu.be/QIDGIaxtJFg

    "OH MAN THE LAZER!!"

  • His ultimate is so slow and with the short silence, it should have it's CD reduced to a flat 60 seconds.

    • 120, 100, 80 would be nice. 120 is very long. but with some CDR its reduced dramaticly. so get the W augment. However the initial and DoT is insane <3

    • A blurb out of my wall-of-text in an earlier post:

      The 2min CD on Vik's ult is well deserved; it has extremely high base damage and scaling, and has a (brief) AoE silence to prevent them from immidiately escaping, and, oh yeah, WORKS AFTER YOU DIE. Considering these strengths the long cd makes sense in my opinion - think of it like a Kennen ult with more damage and less utility (Kennen's ult is also on a 2min cd at all levels btw).

      After reconsidering it a bit, I suppose maybe it could go down to 90 or 100 at max rank. But the damage output is so high on it and its an AoE, so I think it's fair the way it is.

    • All vik really needs is auto range increase and a movement speed increase and he be good. ap and cd can easily be upgraded through items.

    • His ult CD is fine. It does ridiculous damage and you usually end up killing or or forcing your lane to go back every time its off cooldown.

    • Viktor "needs" something? No, he's pretty ok atm.

  • I hope riot takes a look at this hero; i have never seen him in a game (except the week when he was released), and i got over 1250+ matches played.

    His Q is not so good, and his Passive needs some tweaking. His ultimate seems... insignificant, dealing it's damage too slow and lacking any noticable crowd control.

    Viktor is fun to play as, but picking him feels like i am backstabbing my own team - simply because almost any other mage is better.

    • I'm sorry you feel that way. In truth, Viktor is one of the most underrated champs in the game but he takes a lot of skill and practice to master.

      Yes, is his passive really inhibits him, but to say that he is outclassed by every other mage is simply untrue. Yes, there are better mages out there, but anyone who has faced a good Viktor knows that he is not a champ to be trifled with. And finally, yes his ultimate doesn't have a lot of crowd control (0.5 sec silence is really just there to prevent them from immidiately flashing out of it) and has a fairly long cd, but it does a CRAP TON of damage if they stay in it for the entire duration (which is really not that hard to do if you position yourself well).

      Try giving him a second chance. With some practice, people on both teams will wonder how such an excellent champ has gone under the radar for so long.

  • Jatt (once Jungler for team Dignitas, but now a Rioter) made some insightful comments about Viktor, including a tibdit that mentions that Riot didn't get Viktor's Augments right and they are looking to fix it. Read link below for more details:

    http://na.leagueoflegends.com/board/showthread.php?p=24133977#post24133977

    • Only one I am looking for a change on is Augment: Power. The other two I find good as is. But it dosen't mean that they couldn't do something interesting with the others :D

  • Augment Power should really be buffed, at least on stats provided. 6 hp regen? I mean, really?

    • This idea was proposed by someone else but I was in complete agreement. Viktor is my main and I always run Augment: Death. I know the complete usefulness of Augment: Gravity because I will sometimes find myself in the laning phase wishing that the enemy would push just a little closer so that I could stun them. These 2 Augments are no doubt his best and are completly useful. Its Augment: Power that we all know is rather lacking. The idea proposed was that it could grant Spellvamp on top of its stats. I loved this idea because it would really give him a survivability edge that would compliment the additional heatlh. As some compensation the additional health regen could be dropped (it is rather negiligable) and the Spellvamp would still offer a useable type of additional power as building high damage from then on would give him massive heals (espicially from his ult.) All in all I think almost everyone is in agreement that his Augment: Power needs some sort of buff or better mechanic

    • ^Pretty much this.

    • ^^ No wonder you always use augment death when you got a skull as an avatar

    • ^ Lol :D

    • I think they need that they need to create scaling stats for Power and Gravity augments. Then they atleast will on the same level as Death augment. Maybe buff scaling for Death augment to 4 and increase price for them all to make it more rewarding for end game. Cause i think like 99% of viktor players buy Death augment XD

    • I have had sme games where I did use Gravity, mostly if I was laning against people that were able to avoid my Death Ray more often from expirence and good reactions and when they were playing champs like Xerath or Annie where getting in close could result in my death. The extra range on the Gravity Field makes getting stuns during the laning phase a breeze!

  • Amazing champ. Very underrated. Rarely seen. I finally found out a good way to play him, failed the first 10-20 ~ games with him a bit. Now i just rock, aweseome champ.

    by Xyonon
    • Sad really D: I never see him. And when I do its a free week and they suck. I would teach them, but people will rage and say crap like "I cant hit anything!" and never try again. Same with Orianna!

  • i think viktor's item should take a 7th slot unusable for any other things, this would make his passive actually good late game and not crippling.

    • and be truly op for whole game, passive don't "cripple" his late, item with 99ap and 30% more dmg from e is not nothing. There is many champs with decent passive which fall of later (Veigar,Zilean,Nunu)

    • Actually E is not even the best. just Q is useless, W for teamfight, E for big penis :)

    • agree q is useless

      e? i heard only about laser surgery but not plastic laser surgery :O

    • I made a reply about it above proposing the idea. But otherwise yes, atm Augment: Power is too weak and Augment: Gravity is really situational.

    • Yeah Viktor's passive would be horribly OP if it DIDN'T take up an item slot (at least in its current form) because it would theoretically offer him a 7-item build which no other champ has.

      Although, on a random side note, it would be interesting (not necessarily feasible) if a champ's passive was simply an additional item slot...

    • 7 items. Hmmm. Time for boots + 7 phantom dancers (AD) or 7 deathcaps :D

    • He should get a ward pocket :D

  • "Listen close-...I have important-...This is why I can't take you nice places!"

    This one - makes me laught all the time :D

    by Xyonon
  • Need to fix the bug on his laser. Very annoying laning against Viktor when an invisible laser hits you.

    • Train your mind young grasshopper. Rely not on your eyes, but every other sense as well. Think of how well you'll dodge when lasers can be seen again if you can dodge these.

    • "Adapt or be removed."

    • I guess its Riots HARDWARE - "Steel can fix all your flaws. (laughs)"

    • "The glorious evolution!"

      invisible lasers. it was bound to happen.

    • If you can dodge an invisible laser, you can dodge a dodgeball.

    • yea, it needs to be fixed. Its an unfair advantage, way too hard to dodge unless you constantly move unpredictably; even then you'll get hit at least once and miss some cs trying to constantly dodge something you cant see.

    • Its also annoying for you as viktor, since the lazor gives sight, but not all the way if the lazor bugs...

    • Invisible lazors are amazing for teh lols

  • maybe giving his item a second upgrade with an active would make him more viable lategame?

    • Active passive is not what riot wants. Also, its just a passive, veigars passive, or zileans passive, those are useless late game.

    • (to lazy to lock in) it s an active item, not an active passive, his passive is that he gains 3 ap per lvl in exchange for an itemslot (and that the item can be upgraded)

  • Have yet to be hit by his death ray...

  • I've heard a lot of talk on this page regarding viktors hex core passive/item slot. I do understand what everyones getting at though and how it just doesn't provide much more beyond early gaem and you either go without a situational item slot or are stuck with less ap because you go situational. The death augment though does provide some amazing ap at 18 for its cost almost 10 gold for 1 ap? What if you could then keep buying the upgrades?

    For a 50% increased cost or same again. However the stats would be diminished by half for the second upgrade and would go down to a measly quarter or maybe a third. For his last augment. That way then he can keep gaining utility with his augments and still gives some reason to keep buying them. So why not turn them into a augment upgrade tree for example?

    At first you can buy either death, power or gravity. After your first pick lets say death you can then upgrade it with either power or gravity and ythen finally you could upgrade the final one. The diminshing stats on the upgrades would apply but it would give a much needed buff to that poor little hex core.

    In the example listed above he would be passively getting his 3ap per lvl, bringing it to 54 at 18 and with the death augment ap of 45 brings it to 99. 1000 gp spent. We will just say that you bought gravity second. You would not get the ap per level as that has already been applied but you would however gain 15% extra cast range on gravity field, 100 mana, 5% cdr and 2.5 mana regen. Bought for now that I think about it 1000. Due to the reduced stats they can afford to stay the same price. The final one augment power would not give great stas but if there is really nothing else to spend your gold on? Why not. It would give, 10% move speed on use, 73 extra health and only 2 hp/5. thats another 1000 spent.

    This was not meant to be a severe upgrade that why the stat decreases on the upgrades, its meant to still mean he can build a situational item as he is getting utility stats from each upgrade. Meaning all the upgrades still bring something to the table at any time they are bought. So the stat decreases for the upgrades would go first one no decrease, second one 50% decrease and third would get a 33% decrease. Each for 1000 gold, not sure how you would show it on his model though and trying to display it in the actual item toolbar would be a bitch. Maybe on the model the first augment goes on top of the staff then the next ones go increasingly low down to about half staff?

    Anyway only reason I wrote this was to mayeb get some discussion as to how people would think this would go down, the way I see it all the augments do a percentage of something and grant some utility, and this percentage is only reduced not removed meaning useful all the time, even a 10% buff to ms on use of power transfer could be enough to get away or under tower.

    Anyway feel free to comment I just want your honest opinions on this again, just an idea, as I do also find myself really wanting a buff to that hex core.

    • I do like your idea. The diminishing effect is definitely too potent though as no one in their right mind would pay 1000g for 10% ms buff, 78 health and 2 hp/5, but the suggestion itself is pretty interesting. I'm glad to hear more unique ideas on improving Viktor!!

        • WARNING WALL-OF-TEXT INCOMING**

      However, you have targeted Viktor's one true "weakness" - the passive. I know people on this page say that Viktor is underrated, but I would even take it a step further and say that, excluding his passive, Viktor is BORDERLINE OP. His abilities make him strong on so many levels for a mage: High burst, godlike midgame, godlike poke, incredible utility and even a fairly decent lategame. He wins against a LOT of normally crappy mage matchups like Morgana and Leblanc (but he does have some counters). Sure he can have mana problems and CD issues early game, but both of them can be fixed by blue buff. Hell his Q even gives him so pseudo-tankiness and "sustain" in lane (a little artificial but should not be neglected).

      So why oh why do we not see him in tourneys (for the record I have started seeing him in soloQ "featured games" lately so he is being picked up in high-elo). Well, as practically everybody on this page has said it boils down to his passive. Now in actuality, for a "burst" mage (which is how he probably is most played), Augment: Death is actually really good - it gives him 99AP lategame (I believe the 3rd highest AP item in the game) AND gives him bonus damage (+scaling) on his best non-ult ability all for a measly 1000g.

      However, even this amazing deal cannot counteract its true downsides. One disadvantage is punishment for versatility. If people are complaining that Augment: Death gives Viktor a poor lategame then imagine the fate of those who build Augment: Gravity and Augment: Power. Regardless of my highly critical opinion on Augment: Power, one cannot deny that 220 health and 6 hp/5 is utterly useless lategame especially when the AD carry well melt off way more damage than that. Even the movespeed buff is rendered useless when you have to get within Ashe's AA range to gain the benefit from it. Augment: Gravity is much less punitive, however, usually mana and mana regen are non-issues for Viktor's lategame. Though the CDR and increased W range is useful all-game, it still leaves you with useless stats.

      So why don't competitive players just build Augment: Death all the time and win? Well the biggest problem still remains, it takes up a goddamn item slot. In competitive play, builds are never static: people build to counter whatever is the biggest threat or problem. This means building a negatron cloak or a chain vest really early if necessary; not just going for mad deeps. But Viktor's fatass hex core severely dampens the amount of flexibility he has: boots, 2 dorans, the hex core and wards take up nearly ALL of Viktor's item slots leaving him one measly slot to adapt to the game. Why stress out with this flaw when champs like Morg and Cassiopeia can offer just as much without the hassle?

      Despite his passive, Viktor is one of my fave champs in the game. His design and gameplay are extremely unique, he has a high skill cap and he FRIGGIN shuffles. If you are on the fence about picking up this champ, please DO IT - he is amazing and you won't regret it.

      TL;DR - Everyone (including myself) bitches about Viktor's passive and it really does hold him back from being truly great. Still, even Riot if does absolutely nothing to change him, at the end of the day I'd still play him as my main mid. He is not blatently UP like Eve or Heim, and if you give him a chance HE WILL DECIMATE TEAMS. Holy crap this is long!

    • Wow, I was not expecting a fellow wall of texter replying to my post. Awesome. I am glad to have some good feedback on what others think and in general a well thought out opinion with reasons i might add. Although I honestly do like the idea of what Zilla said a few posts up about maybe giving each of the hex cores an upgrade for maybe increased stats on the hex core and a item active? I think that would be pretty cool for the hex core. Then you cannot complain as much due to the fact of hey wach core has an active now.

      As for possible ideas of hex core upgraded stats? I have no idea what I would pick due the fact that its just too hard to balance these sorts of stats and stuff. I am terrible with figuring out balanced stats so yeah, anyways moveing onto possible item actives for the three hex cores. Maybe make each upgrade like 1500-2000 or something like that and that will earn you your stats increase on the item and also your sexy sexy active.

      Augment Power Upgrade: An active that increases move speed by a large amount and then decreases over the next 5 seconds. With regards to cooldown, maybe make it something like a 90 second cooldown or maybe a 60 second.

      Augment Gravity Upgrade: An active that slows the move speed of an opposing champion by a large amount and then decreases over time, or maybe that decreases move speed and attack speed by a moderate amount? I think doing the attack speed debuff would be a bit much normally all you need anyway is a move speed debuff. For the cooldown of this one probably a similar cooldown to that of the one given in the idea for power's upgrade probably a 60-90 cooldown.

      Augment Death Upgrade: Not too sure as to what actives you could put on this, you could put a magic damage active with a similar cooldown to that of Hextech Gunblades, but without the slow or anything. Just the damage and have it scale with your ap (its pretty much a part of you) admittedly low scaling as its an active and supplementary. As I said before no idea on actual damage or anything I'm terrible at balancing stuff. Second idea for a death upgrade would probably be simple with something like a inflict greivous wounds active with like a 30 second cooldown with the total range being similar to that of morellos active range for the same thing. Final idea would require some working out to see if it could work right. How about you place a miniature version of your staff, that acts as a ward for anywhere between 2-3 minutes? Maybe 3 minutes. Yeah. Let's go with that. Sounds kinda meh at the moment but the actual active is far more interesting, if you select the item again after placing it then you can cast death ray from the staffs location. Admittedly sounds a bit strange and maybe useless, but when you think about it its not too bad. The range on the ray would be all of the actual length of the skillshot and would be visible to those within brush etc, visible when the beam is leaving brush. The range on the vision would also be the exact length of the skillshot itself. Not too sure if the beam should do exactly the same damage as viktor's and get the 30%, just the same as viktors or do 75% of what viktors does. I think it should probably be either the second or third mentioned. Why? The first upgrade with the DoT is for VIKTORS death ray not for a second smaller staff he has thrown down. Clarification. Both the death ray active and the actual death ray itself would would have similar cooldowns. The death ray that viktor fires remains the same, the one the staff fires has a seperate timer that is stuck at a flat level probably 12 seconds or something. Another unique feature you could add to it, is that the death ray fired uses remaining power in the staff because it only lasts 3 minutes giving the impression that its battery had run out so to speak. Maybe each use uses up like 10 seconds of remaining ward time. Meaning if used off cooldown every time perfectly, then it has 9 max uses (impossible to time all of them perfectly and still hit shit) but anyway would probably come down to something like 6 possible uses for when they are in range etc.

      Anyway thats my other wall of text done, again opinions and replies are always welcomed, once again thank you for your well written reply 'Rust x Rust'.

    • uhm i dare to join this conversation too

      first of all i want to thank you zoltan and rust for having a conversation like this while the majority of comments on these champions arent anything meaningfull

      uhm next thing would be about the latest post by zoltan

      certainly an interesting idea but think about it again:

      each champion has an innate ability which works passively and 4 skills including one ultimate

      viktors innate is his hextec core which grants him stats in exchange for an item slot as well as beeing upgradable to improve one of his abilities

      this is something we all know, but the thing is, if his hextec core upgrade would benefit him an active ability it would mean he would gain an additional skill

      sure there are acitvatable items, but these items are for everyone to buy who wants them, so everyone can have these active abilities

      an upgraded hextec core active ability however would be viktor-exclusive, resulting in an additional skill

      i especially liked that idea of the staff beeing placed as some kind of ward, able to fire a mini death ray

      however if that would happen it would mean viktor had an innate, 4 abilities, an additional exclusive ability and also a ward

      that sounds too much

      i myself am playing viktor

      and i have great fun with him because just as the both of you said, he is one of a kind

      on the other hand he isnt that simple and needs a little "think before you act" what makes him even more fun

      but mr. rusty said that he is doing quite well when he is playing viktor

      and i myself can say the same about me as well, with my recent stats beeing 18/7/18 (i think these are quite good stats)

      viktor, if played correctly, is quite strong

      personally i prefer augment: power, because of the little more utility it gives

      but everyone may chose whatever they like

      however if his hextec core would be upgraded as much as you suggested it, imagine how strong he would become

      i think he would be OP

      but i understand what you mean anyway and your ideas are really interesing

      its just, i think he is quite balanced, beeing able to compete with every other caster while having one individual item slot less

      that however is just my personal opinion and i would like to read what you think about it

    • I really like this idea, the hex core does need some buffs but they must be minor, if they are too strong he will be OP if they are too weak they might as well forget it so It will probably not happen anytime soon.

      But the First thing I notice is that he is like many mages cd item and mana based this is sometimes a problem for viktor as he doesn't ever get as strong as other ap carries with 1 ability due to the core.

      My solution maybe you could give, as stated before, an active to the core. But then its not fair to allow a champ to be able to spend some gold and then become stronger by adding anotherr ability.

      So I got to thinking maybe they could be able to buy a third upgrade to thier agument that will give the item an active, but instead of it being seperate this active will modify the ability its linked to.

      For example the Gravity agument Tier 3 will allow the person to cause the gravity to do damage to anyone stunned by it on next use, death ray can cause small aoe doing half damage and maybe the yellow can allow you instead of the shield gain half of the shield as health.

      This would not give him seperate abilites but would allow him to become slightly more viable late game by giving him the ability to use more of his ap with his abilities as he is limited on the ammount of ap he can buy he needs to use more to be more viable.

      Make these aguments about say 2000g to upgrade your tier 2 agument and get this extra effect. It will make him more viable without making him too OP, but if this happens careful ajustment of the actives will have to be done so it doesn't make him to strong.

      Please give me your feed back on this one.

    • i see

      instead of an active ability you say the augmented ability itself could be improved. well the augments we currently have does exactly that. but i understand what you mean. i think if his gravitation field would deal damage it would be too strong since he has quite a burst. his power transfer stealing half of the damage done and giving it to viktor, not so sure about that but definitly not a bad idea. im not sure if i understood your intention for the deathray, it sounds as if youre saying it should kinda split or something? i imagine it like three lines in a cone, similar to graves buckshot. that would be interesting

      but i have to say this. viktors biggest weakness is not his hextec core, but the 2 minute cd on his ulti. in most cases he fights with Q and E. the ulti itself is pretty strong and if used right it can turn the whole teamfight. i use CDR masteries and got a CD of 108 seconds instead of 120 wich makes his ulti much more reliable. his q has a short CD and his E's not that long either so he will be spamming those in the teamfight. his AOE slow/stun is quite the reliable ability and can serve as a total gamebreaker by rendering the enemy team unable to do anything and his ulti on top of that, if cast immediatly, will prevent the enemy from flashing out due to the silence,even if its only a short silence.

      usually my ap with viktor (i use augment: power instead of augment: death) is around 590. by far not as much as other casters will get. but i have more than 3000hp due to crystal scepter and rod of ages. with augment power and crystal scepter, his q slows the enemy while making you faster. thats quite nasty.

      but even though i dont get as much AP as other casters. i have never been at a disadvantage. my poke is efective, my burst is high, and with sorcerer shoes and abyssal scepter combined, i couldnt care less about the enemies magic resistance.

      his hextec core might not grant him as much benefit as an individual item you would chose but on the other hand, since you have his hextec core, your item build is by far cheaper and you can unfold your full power pretty early.

      i dont think he has any disadvantges compared to other casters, he has a unique playstyle and is pretty strong while beeing quite sturdy as well

    • ^I agree quite a bit with your post SpaceMachine. However, the 2min CD on Vik's ult is well deserved; it has extremely high base damage and scaling, and has a (brief) AoE silence to prevent them from immidiately escaping, and, oh yeah, WORKS AFTER YOU DIE. Considering these strengths the long cd makes sense in my opinion - think of it like a Kennen ult with more damage and less utility (Kennen's ult is also on a 2min cd btw).

      I do agree that Viktor is more or less fine as is, though. I honestly think that allowing the hex core to unlock another ability at level 18 would remedy a lot of the supposed "lategame problems" that Viktor has, but he's pretty strong already. It's just that there are other casters right now that can perform as well or better (Cassiopeia, Morgana, etc) but that also do not have to deal with the hex core limiting their inventory space; this is probably the reason for his lack of popularity (that and he's a 6300 champ).

      Still, despite the drawbacks, Viktor es numero uno AP caster in my eyes!!

    • I think its time for my turn at the wall of text.

      I Absolutly love Viktor's passive and in no way do i find it weak but it is open for changes or improvements. It gives a nice AP boost per level and while it may not be the biggest AP boost ever, we all know it's all about the Augments. I believe we are all in agreement that Augment: Power is rather weak right now and is in need of a buff/new mechanic. Augment: Gravity is rather situational but is still a great augment notheless. I always run Augment: Death as I hardly miss with Death Ray and it does help my middle and late game. Anyway i think its best to actually review each Augment as even Augment: Power is usefull but situational. An active added to the Augments however would derail the point of a passive. But dosen't mean that they can't be improved

      Augment: Death

      Well, lets start at arguably the best Augment. This one gives a really strong AP buff, that includes the passive AP per level, the aditional AP, plus the 30% increase on Death Ray as DoT. This Augment is best for those who can land Death Ray consitantly in a small skirmish or team fights. Augment: Death is best for the Viktor that again, not only lands his E, but is the team's biggest source of damage or the one that needs to be. The only downside is that it dosen't add anything but raw damage to Viktor's kit meaning that it can sometime be outclassed, but that is based upon your opposition.


      Augment: Gravity

      This one give Viktor some amazing utility. As we all know it has the extended range on Gravity Field. Personally, when I build Augment: Death or have yet to get my Augment I will find situations where my laning opponent is just barely out of range of Gravity Field. Land it and its almost a certatin kill. Augment: Gravity gives Viktor the necassary range to hit his Field from very good distances away, plus the mana regen and CDR really helps him keep it up more often in team fights, which can result in fewer deaths and more kills as it is his only real escape method. It gives the most utility to Viktor and is better when your team has enough damage and could benift from the AoE stun/slow. A well placed Field alone has a great influence on a team fight and can even turn an entire battle to your favor. Augment: Gravity is for the Viktor that is certain that, once his stun is landed, death is certain through other means.


      Augment: Power

      Well, we all have our opinions on this one....Considered the worst Augment, but...how bad is it? Is it really that bad? While it may not be as good as the other Augments, it still has a place in a Viktor kit. Survivalbility. Viktor may find himself, early on, being the focused champion, or that they need an additional escape method. The additional health and regen is nice, but the speed bonus is a great means for getting away, and into position. Viktor could be needing to prepare a gank or get a better placement on his Gravity Field, and while for the W placement, Augment: Gravity is best, it sometimes could benifit from an entirely different location where Viktor is. Being in the right position on any mage can really turn the tide of a battle. Viktor could easier land his E, W, even his ult simply because he was in position faster or better. As an escape method, laying down your W and hitting with Power Transfer gives you a considerable speed buff, stun, and shield. Almost a certain escape. It needs a buff true. But it is still a viable addition.


      While i enjoy looking at different ideas for his passive, or specifiaclly Augment: Power, I do doubt any immidiate changes and I posted this to give details that all Augments have their use!

    • So mister armegdon

      i gotta say that was a nice and informative review

      you are right with the facts about the augment, although personally i like augment power a lot, opinions differ

      even though i preffer augment power, i cant argue with what you said about it

      it gives surviability, but is a little worse than the other two augments when you get into late game. The simple fact that crystal scpeter alongside augment power allows you to slow enemies while you yourself get faster is a pretty cool fact. But you cant take item builds into consideration when talk about "is this skill itself good or not".

      So yeah, even though the effect aint bad, Augment: Power is the overall least effective choice!

      but in my opinion, they only changes viktor needs are bug fixes. I think his balance is fine as it is. He has his good and bad points, he finds himself at advanteges and disadventages, he can be OP and UP. its all a matter of how well you handle him. Viktor himself is pretty balanced in my opinion

    • I like cookies.

    • I'm probably just regurgitating what was posted earlier, but like other, I think his core should have additional upgrades, possibly two different upgrades per augement.

      Viktor, as we have realized, strikes a fine balance between burst, poke, and utility, which is further reflected in his different augements (Death, Power, and Gravity). Each Augement should thus push Viktor in a certain direction:

      Death A - Onslaught: All of Viktor's abilities shread the target's Magic Resistance

      Death B - Entropy: Any target hit by Viktor's ability is marked with Entropy, each ability giving one stack, stacking up to 4 times. 5 seconds after the inital mark, the target is hit with a certain amount magic damage per stack.

      Power A - Syphon: Viktor gains bonus spellvamp

      Power B - Conservation: Viktor absorbs a % Power Transfer's Shield is hit with and returns it on his next cast of Power Transfer.

      Gravity A - Flux: All of Viktor's spells last x more seconds

      Gravity B - Density: Viktor reduces the Movement Speed of all enemy champions near him.

      Discuss. :D

    • ^Holy crap, that's a wonderful idea! I'm not necessarily the actual upgrades should be like that (although the power ones are particularly good) but the idea of split upgrades on each augment would be a really fun mechanic. Although, Riot already seems to have a difficult time balancing 3 upgrades - 6 upgrades might be too much for them to handle <.<

      Still this is why the Viktor page is one of my favorites on this wiki to visit, you guys come up such excellent ideas. Most of the discussions here have been relatively civil and your guys' arguments (though I may disagree with some of them) are often cogent and well-reasoned. Keep it up! :)

    • Well mr. rusty is right

      this is probably one of the most reasonable and exciting discussions in this whole wiki.


      the ideas above are great, though as mr. rusty said, riot may have hard time balancing something like that. but the hex-core gives a great variety of possibilities.

      im not sure if riot didnt think of other ideas or if they just find them unfitting or too hard to correctly implement in the game.

      but as the game improves, and since there will be plenty of more champions, i think there will come a time when they will rethink the power-ups of viktor. in the end the innate skill is named, evolving technology, so the idea itself might actually really evolve. if they ever come across this discussion, they at least will have a great set of interesting and exciting ideas. the numbers are up to them, but why not get help from the players themselves. sure there are some that say stuff like "tryndameres ulti is OP, reduce it to 3 seconds" and stuff. but there als people like you, with a great understanding of the game, while still not overestimating nor underestimating everything in the game. this is what the community needs: a logical and understanding point of view with the desire to improve. and i see plenty of that here.

      the idea of chosing one out of two augment specalisations for one skill gives the strategy-meaning a whole new way of thinking. to make the right decision out of such a variety of possibilities while divide the good from the great players.

      i gotta thank all of you for this talk which i enjoyed a lot so far. lets see what ideas have yet to pop up

    • We must prolong this till it consumes the entire page!

  • FOR TEH MOTHER RUSSIA! CHARGE!

  • I was just thinking - I see a lot of people who dislike his passive because it falls off late game and who thought being able to upgrade it further would make it a better scaling paasive. I just thought, maybe for an additional 1000 - 1500g and once he reaches lvl 18, you were able to add a second augment to the first (i.e. not take up another item slot). Like if you bought Gravity first for the Utility, once you hit lvl 18 you could upgrade it to also include Death's stats for another chunk of gold.

    I just think for taking up an item slot AND his passive, it should be stronger late game rather than weigh him down.

    • an additional upgrade at 18 would be weird as most people would have had their endgame at 16. You probably wouldn't even get it most games which would be really disapointing.

      Maybe a rework for his passive to have 3 stages of augments at 6(400g)/11(600g)/16(800g)

      The only reason I wouldn't want this myself is because right now augment death feels a little stronger than it should be when you pick it up early. I'm sure if they did rework his passive, death would get nerfed in the process.

    • ^this

  • I play Viktor a lot, but i seem to have one constant issue. Viktor seems to fall off late game. Is this the same for all ap carries?

    • Besides a few like Cass and (maybe not with the next patch) Ryze, almost all ap carries fall off late game

    • Well, viktor does sacrifice an item slot, so he will naturally have some issues. Also, focus on poking/pudifying the enemy carries, you have enough burst to at least 70-0 them.

    • I never feel that Viktor falls off late game? What's your build? That would dictate alot. Viktor isn't the strongest late game mage ever but he is still a damn well good one. He just needs to be able to get his W and Ult on as many people as possible as well as dealing as much damge from Death Ray and Power Transfer from a safe distance.

  • Well anyways, about two weeks ago I bought Viktor and my first impression was that he is the worst AP carry in the game.

    Two weeks later, I find myself saying the exact opposite. Now, in fact, I think he is one of the best APs in the game.

    Why?

    Well, he has AMAZING burst and he also has great utility, it's like LeBlanc received more teamfight presence.

    Anyways, his passive is NOT useless! I love Augment: Death because it gives you +99 ap at level 18. I don't care much for the other two augments, but all three augments are viable choices in different situations. The augments are really cheap and you can basically dominate midgame with just that 1000 gold. One hell of a passive.

    Anways, I don't max E immediately. I find it a very manahungry spell and the glitches it have just make me go AUDJVFSJB NO! I prefer maxing Q first. Damage is great and thanks to the shield you don't have to be afraid of the minions attacks after you've shot your enemy. I max E second though.

    His ULTIMATE though.. just the best spell in the game, nothing else to do here. Silence the **** out of your opponent (our the entire enemy team) and then let them suffer. This is the moment they either waste their flash or give me a kill.

    W is also a really fun skill. It def. compensates for Viktor's lack of dash/gapcloser. Augment: Gravity doesn't help much though, at least not for me. The normal range for it is enough to trap most champions while they're trying to escape and that's that.

    As for building, I rush Augment: Death and Deathcap. Then Rylais + RoA make me tanky. Sorcerers boots as always and last item is situational.

    Super burst combo: W + Q + E + R (Your enemy wont be able to react before they're dead if you use this combo late game)

    Simple annoying fucker combo: Q + E

    Pentakills: W + R

    Viktor = Buy if you want to have fun and simply enjoy getting pentakills.


    Stay reaching, Viktor haters

  • should i buy this guy or xerath? they both seem like good mid champs; its so hard for me to choose :(

    • Its really hard to choose between these 2, Xerath deals so much damage being half a screen from the fight while this guy can stun and silence the whole enemy team. (ok the silence is 1 sec, but still it breaks channeling ult heroes and the DoT does hurt)

    • Oh wait, sorry its 0.5 second silence.

    • Viktor is more fun imo, he has decent dmg but a lot of utility/survivability, Xerath has a lot of dmg but is squishy

    • they need diffrent positioning, Xerath need to stay somewhere safe, e and hit with skillshots, and Viktor need to be in team fight but look out and stay in back landing perfect R and W

    • I have both

  • my only complaint: they should make the augments better, (just a bit statwise), because honestly, it prevents you from buying an additional item, if you happen to have a game carry to very late game, you might wish for a different item. granted it does help you get full build quicker, and gives you some early game dominance along iwth midgame dominance. I just wish they would scale more for lategame, or gave a viable reason that you'd be willing in almost every situation to actually upgrade it as opposed to selling it before you lock up a slot.

    • Or Riot can make augments a 2nd upgrade on top of the 1st upgrade. An example would be after the initial upgrade of augment of death, Viktor is allowed to pay 1000 more gold to give its augment 40% magic pen.

    • No, the Augments are fine, Augment death for example gives 99 AP which is more than a lot of items and it's way cheaper not really a wasted item slot

  • What if augment power came a small bit of spell vamp: thoughts?

    • That would actually be kinda cool! Instead of health regen, I would actually prefer spellvamp tbh but I doubt that will happen.

    • Or make his augment be able to upagrade twice. 2nd upgrade of augment power gives Viktor 10% spell vamp and maybe 20 extra ap. Of course it's going to cost him some extra gold to upgrade the 2nd time.

  • Would love to see the augments have an effect on the ult. Something like these, give or take a few number changes for balancing

    Power - ult moves quicker and farther before disappearing (no longer slows down due to distance)

    Gravity - ult has a larger cast range and causes a 20% slow. Each person caught in chao storm's initial cast reduces its cooldown by 5 seconds (max 25)

    Death - magic damage per second on ult now deals additional damage based on the enemy's max health 1% +.01 per ability power

    • I think that would be a little too strong, honestly. I mean his ulti scaling is so strong already, death augment would make it so powerful. I definitely like the idea though.

      Another interesting idea I saw was if the Augment gave an additional stat or effect that unlocked once he hit level 18. It will make the passive scale better lategame and it fits thematically with the "evolving technology".

  • Apparantly, Viktor is broken. Anyone know how?

  • would it be nice if riot released another augment, which allows him to be ad carry

    augment of x (not sure about name):

    gives:

    3 ap per lvl

    18% critchance

    passive: viktors autoattacks deal 30% of his ap as physical damage, every time viktor crits he deals additional 70% of his ap as physical damage (if he crits he deals 100% of his AP in total as physical damage)


    viktor would deal 100% of his AP additonally to his normal autoattack, if he crits (so to make this passive effective viktor needs lots of ap and lots of critchance, lichbane only needs ap, cause u will deal the damage after casting a spell, its hard to stack both ap and crit, cause there arent so many hybrid items which include both)

    -> critchance =/= usual mage item, it is an option so that if he goes for an ad carry build with critchance he wont be at disadvantage

    (hybrid items usually dont include critchance (only trinity) therefore the critchance should be good for him)

    • Yes sure viktor would have a lich bane for only 1000 gold, why not 30% chance to kill instantly with autoattack.

    • i agree that my idea is quite crappy, but it looks like u missunderstood it (sry i didnt stated it well), i edited the original post

    • oh i see what you are saying, since mage items dont add critchance (because neither needs the other) you would hvae an 18% chance to activate the passive essentially. so 18% chance of lichbane essentially. ok I can see that on some things. People would build hybrid in that case though, and would build a couple phantom dancers and/or trinity maybe, along with massive ap items, giving about... a hell of a lot of attack speed, movement speed, a guarenteed (base attack +ad + ap + crit) every half second on top of his abilities, which actually have a good sum of utility in them. Unfortuneatly, people wouldn't interpret the way you did, they'd see it as: oh look guys, I can build ap items in order to gain ad. (they'd build rabadons instead of bloodthirster for the +180 ad instead of the 100 ad essentially) the basics of the idea seem nice, but you have to remember, people look for the best ways to take advantage of things, so if you wish to maintain balance, you need to consider all the worst case scenarios. (i noticed that possibility about halfway through, as you probably noticed by the instant tone shifts in my text) I'm a balance nut btw, so I attempt to see all options.

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