- Tier
- T2
- Posizione
- #42
- Tasso vittoria
- 51.02%
- Tasso scelta
- 0.36%
Briar è attualmente classificato T2 nei dati ARAM Mayhem. Vedi guida campione

Viktor è attualmente classificato T1 nei dati ARAM Mayhem.
Viktor the Herald of the Arcane
Play him as a control mage first and a burst mage second. If the enemy has to walk through a narrow lane, place Gravity Field to block their path, then use Death Ray and Chaos Storm when they commit. The tradeoff is that you are much weaker when forced to move forward without vision or frontline cover.
Your job is to make the enemy pay for standing in predictable spots. If they group around minions, towers, healing zones, or a trapped teammate, line up Death Ray and drop Chaos Storm where they cannot easily leave. The tradeoff is that chasing too far after the first hit often exposes you to Snowball engages and assassins.
Use Gravity Field when an enemy is already walking forward, landing from Snowball, or trying to escape through a tight choke. Do not throw it randomly at max range just because the fight started; wait until it cuts off a real path. The tradeoff is simple: an early field can zone space, but a late field can actually stop a kill or save you.
Yes, but his poke is best when you line Death Ray through minions and champions at the same time. If the enemy has long-range engage, poke from behind your frontline and avoid stepping up after every wave. The tradeoff is that safe poke deals steady damage, while greedy poke gives the enemy a clean angle to start the fight.
Use Chaos Storm when enemies are committed to a fight, slowed, trapped, or forced to stand near your team’s damage. If you cast it only to tag one full-health target who can walk away, you lose your biggest fight threat. The tradeoff is that holding it too long can miss a winning engage, so cast once the enemy has spent mobility or chosen a bad position.
Usually Viktor prefers safer summoner choices, but Snowball can work if your team already has follow-up and you know the target cannot instantly punish you. If you take Snowball, use it mostly as a reposition tool or a finisher after the enemy is low, not as a blind engage. The tradeoff is that Snowball gives reach, but it also drags a fragile mage into the exact range where he dies fastest.
Viktor wants augments that improve spell uptime, ability damage, range, shielding, or safe repositioning. If an augment helps you cast more often from a safe distance, it usually fits his plan better than one that rewards brawling in melee range. The tradeoff is that pure damage choices can carry fights, but defensive or mobility choices may be necessary against hard engage.
Against tanks, prioritize sustained magic damage and penetration-style choices when available, then keep casting through the frontline instead of wasting everything on the backline. If the tanks are the only targets you can safely hit, hit them and make them regret standing there. The tradeoff is that tank-killing builds may feel less explosive, but they keep you relevant in long fights.
Against assassins, value survivability, movement, and tools that let you survive the first jump. If they are holding engage for you, stand near allies, save Gravity Field for your feet, and avoid using every spell on the wave. The tradeoff is that defensive choices can lower your burst, but dying with a full damage build contributes nothing.
Stand behind your frontline but close enough that Death Ray can reach the enemy’s first two champions. If your team has no frontline, play near terrain and force enemies to approach through Gravity Field rather than giving them a straight line. The tradeoff is that deeper positioning gives better damage angles, but safer positioning lets you cast across the whole fight.
Against heavy poke, focus on clearing waves and hitting enemies only when they step into your Death Ray line. If you trade every time they throw a spell, you may lose health before your control tools matter. The tradeoff is that patient wave control feels slower, but it creates the clean fight where Viktor is much stronger.
If your team lacks engage, use Viktor to create soft pressure instead of forcing a bad all-in. Clear waves, threaten chokepoints with Gravity Field, and punish anyone who walks forward to poke or collect minions. The tradeoff is that you may not start fights cleanly, but you can make the enemy start them from low health or poor positioning.
If your team has strong engage, hold your burst until the enemy is locked into the fight. Drop Gravity Field where they want to retreat, then layer Chaos Storm and Death Ray through the crowd. The tradeoff is that casting too early may only zone them away, while casting after your engage lands can turn one catch into a full wipe.
Viktor struggles against champions who can reach him quickly, ignore his zone, or force him to move while casting. If those threats are alive, keep distance, save control for their entry, and do not stand alone near the side walls. The tradeoff is that playing scared lowers your poke, but respecting their engage keeps your damage available for the real fight.
The biggest mistake is using every spell for harmless poke, then having nothing ready when the enemy dives. If a fight is about to start, keep Gravity Field or a key damage spell available and let weaker poke opportunities pass. The tradeoff is that you may miss some chip damage, but you gain the ability to punish the engage that actually decides the round.