Standard — burst
Standard build maximizing damage output. Use on neutral matchups or when ahead.
15,000 total cost
Durable zone-control mage build: Viktor must turn the map into expensive ground before the real teamfight even begins. The cleaned build therefore stresses the ability to hold space, delay enemy timings, and preserve DPS beyond the first exchange of cooldowns.
Three reads of the same champion, computed by our engine on official CN server data (current-patch stats, ratios and prices): a reliable base to adapt to your game.
Standard build maximizing damage output. Use on neutral matchups or when ahead.
15,000 total costDefensive build adding survivability. Pick this against high enemy damage or when behind.
15,300 total cost +300gAnti-armor build for tanky enemies. Choose when multiple enemies build resistances.
15,600 total cost +600gFoundational item core, without recent situational additions — kept as a base for understanding the kit. For the up-to-date build, see the section above.
Viktor gains value over time in fights; the longer it lasts, the stronger his DPS and control become. This build maximizes that presence.
Amplifying Tome
poke burst on E Death Ray, proc AoE extra
Executes targets hit by E Death Ray aftershock
AP max for E Death Ray and R Chaos Storm DPS
Sorcerer's Shoes
Sorcerer's Shoes
Stasis
Mobility for to reposition with his spells of zone and sustain during his scaling upgrades.
the Glorious passive Evolution can generate a shield, amplified by Shield Bash.
Strengthens autos after spells to trades more powerful in lane mid.
Scales AP to that his upgrades Hex Core maximize their damage in late game.
Reduces CDs of his spells enhanced to chain Q+W+E plus frequently.
With Luden’s Echo, his E becomes much more punishing in short trades and contested waves. This is often when Viktor stops merely surviving and starts dictating mid priority.
At two items, especially with Rabadon’s Deathcap or the right damage option, Viktor becomes a real threat to a mispositioned backline. Objectives turn into siege zones where every enemy entry can cost a summoner spell or a kill.