Normal order: R > E > Q > W.
N/A
предметы / Процент побед / Популярность
N/A
26.9N/A
- Полная цена
- 2,600
- Цена
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Полная цена
- 1,100
- Цена
- 800
+12 Magic Penetration +45 Move Speed
- Полная цена
- 3,000
- Цена
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
- Полная цена
- 2,600
- Цена
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Полная цена
- 900
- Цена
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Полная цена
- 3,000
- Цена
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
- Полная цена
- 2,600
- Цена
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Полная цена
- 3,000
- Цена
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
- Полная цена
- 1,100
- Цена
- 800
+12 Magic Penetration +45 Move Speed
N/Aпредметы
- Полная цена
- 2,600
- Цена
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
55.47%- Полная цена
- 3,500
- Цена
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
55.00%- Полная цена
- 1,100
- Цена
- 800
+12 Magic Penetration +45 Move Speed
53.80%- Полная цена
- 3,000
- Цена
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
54.29%- Полная цена
- 900
- Цена
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
63.28%- Полная цена
- 3,100
- Цена
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
57.70%- Полная цена
- 2,900
- Цена
- 750
+65 Ability Power +400 Health +15 Ability Haste Vile Decay: Dealing magic damage with abilities or passives to champions reduces their Magic Resist by 7.5% for 6 seconds, up to 30%.
60.95%- Полная цена
- 3,200
- Цена
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
58.46%- Полная цена
- 2,900
- Цена
- 450
+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.
56.84%- Полная цена
- 1,250
- Цена
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
56.38%- Полная цена
- 2,900
- Цена
- 250
+100 Ability Power +6% Move Speed +10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus magic damage On-Hit.
55.51%- Полная цена
- 2,750
- Цена
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
59.46%N/A
- Полная цена
- 1,300
- Цена
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
55.04%- Полная цена
- 50
- Цена
- 50
Consume Restores +120 Health over 15 seconds.
58.57%- Полная цена
- 1,300
- Цена
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
58.57%- Полная цена
- 150
- Цена
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
57.83%- Полная цена
- 1,200
- Цена
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
57.83%N/A
- Полная цена
- 2,750
- Цена
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Полная цена
- 1,100
- Цена
- 800
+12 Magic Penetration +45 Move Speed
- Полная цена
- 3,200
- Цена
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
- Полная цена
- 2,750
- Цена
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Полная цена
- 1,100
- Цена
- 800
+12 Magic Penetration +45 Move Speed
- Полная цена
- 3,000
- Цена
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
- Полная цена
- 2,750
- Цена
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Полная цена
- 1,100
- Цена
- 800
+12 Magic Penetration +45 Move Speed
- Полная цена
- 2,900
- Цена
- 250
+100 Ability Power +6% Move Speed +10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus magic damage On-Hit.
N/Aпредметы
- Полная цена
- 1,100
- Цена
- 800
+12 Magic Penetration +45 Move Speed
50.09%- Полная цена
- 3,200
- Цена
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
50.06%- Полная цена
- 2,750
- Цена
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
50.07%- Полная цена
- 3,000
- Цена
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
49.64%- Полная цена
- 3,500
- Цена
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
51.56%- Полная цена
- 2,800
- Цена
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
49.93%- Полная цена
- 2,900
- Цена
- 250
+100 Ability Power +6% Move Speed +10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus magic damage On-Hit.
51.09%- Полная цена
- 2,800
- Цена
- 700
+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.
51.47%- Полная цена
- 3,000
- Цена
- 1,050
+95 Ability Power +40% Magic Penetration
48.19%- Полная цена
- 3,250
- Цена
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
46.83%- Полная цена
- 2,600
- Цена
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
49.76%- Полная цена
- 2,850
- Цена
- 400
+75 Ability Power +350 Health +15 Ability Haste Grievous Wounds: Dealing magic damage to champions applies 40% Wounds for 3 seconds.
44.65%N/A
- Полная цена
- 150
- Цена
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
51.10%- Полная цена
- 1,200
- Цена
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
51.10%- Полная цена
- 1,200
- Цена
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
51.69%- Полная цена
- 1,300
- Цена
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
50.29%Аугменты
Аугменты / Процент побед
| Имя | Редкость | Тир | Популярность | Игры | |
|---|---|---|---|---|---|
Выбирайте Shrink Engine, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 55.59% | 6.37% | 1,243 |
Выбирайте Transmute: Prismatic, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 55.57% | 7.41% | 1,445 |
Выбирайте Poro Blaster, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 54.52% | 6.35% | 1,238 |
Выбирайте Firefox, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T1 | 54.28% | 5.15% | 1,004 |
Выбирайте From Beginning to End, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 54.09% | 8.65% | 1,688 |
Выбирайте Grandma's Chili Oil, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 54.01% | 14.44% | 2,816 |
Выбирайте Mind to Matter, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T1 | 53.91% | 4.72% | 920 |
Выбирайте Eureka, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T1 | 53.47% | 12.40% | 2,418 |
Выбирайте Big Brain, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 53.35% | 5.36% | 1,046 |
Выбирайте Void Rift, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T1 | 53.29% | 10.68% | 2,083 |
Выбирайте Infernal Conduit, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T1 | 53.24% | 9.26% | 1,807 |
Выбирайте Giant Slayer, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T1 | 53.18% | 6.53% | 1,273 |
Выбирайте Phenomenal Evil, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 53.01% | 16.26% | 3,171 |
Выбирайте Speed Demon, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T1 | 52.88% | 6.58% | 1,284 |
Выбирайте Quest: Wooglet's Witchcap, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T1 | 52.61% | 6.08% | 1,186 |
Выбирайте Twin Fire, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T1 | 52.52% | 5.90% | 1,150 |
Выбирайте Slap Around, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T1 | 52.50% | 5.03% | 981 |
Выбирайте Weighted Popoffs, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T1 | 52.38% | 8.42% | 1,642 |
Выбирайте Overflow, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 51.98% | 6.74% | 1,314 |
Выбирайте Hat on a Hat, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T1 | 51.47% | 6.27% | 1,224 |
Выбирайте Jeweled Gauntlet, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T1 | 51.22% | 15.58% | 3,040 |
Выбирайте Magic Missile, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 50.87% | 20.09% | 3,918 |
Выбирайте Marksmage, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 50.72% | 7.80% | 1,522 |
Выбирайте Witchful Thinking, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T1 | 50.59% | 11.75% | 2,291 |
Выбирайте ADAPt, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T1 | 49.55% | 8.45% | 1,649 |
Выбирайте Keystone Conjurer, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 49.53% | 6.61% | 1,290 |
Выбирайте Thread the Needle, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 49.29% | 9.43% | 1,840 |
Выбирайте Upgrade Zhonya, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T1 | 48.88% | 5.05% | 986 |
Выбирайте Bread And Cheese, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 48.72% | 5.20% | 1,014 |
Выбирайте Executioner, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 48.33% | 9.83% | 1,918 |
Выбирайте It's Killing Time, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 47.31% | 9.45% | 1,843 |
Выбирайте Red Envelopes, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 59.25% | 3.13% | 611 |
Выбирайте Stats on Stats!, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 58.42% | 3.50% | 683 |
Выбирайте Stats!, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 56.10% | 1.97% | 385 |
Выбирайте Buff Buddies, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 54.73% | 2.49% | 486 |
Выбирайте Transmute: Gold, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 53.82% | 3.49% | 680 |
Выбирайте Recursion, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 53.35% | 3.67% | 716 |
Выбирайте Donation, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 53.30% | 2.80% | 546 |
Выбирайте Vampirism, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 52.79% | 4.14% | 807 |
Выбирайте Soul Eater, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 52.70% | 2.37% | 463 |
Выбирайте Spiritual Purification, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 52.64% | 3.30% | 644 |
Выбирайте Hextech Soul, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 52.59% | 1.78% | 348 |
Выбирайте Ocean Soul, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 52.28% | 1.91% | 373 |
Выбирайте Vulnerability, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 52.15% | 3.10% | 604 |
Выбирайте Rabble Rousing, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 52.00% | 2.18% | 425 |
Выбирайте Snowball Upgrade, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 51.88% | 1.50% | 293 |
Выбирайте Cheating, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 51.70% | 1.80% | 352 |
Выбирайте Transmute: Chaos, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T2 | 51.64% | 2.19% | 428 |
Выбирайте Ice Cold, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 50.89% | 4.02% | 784 |
Выбирайте Pandora's Box, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T2 | 50.88% | 1.45% | 283 |
Выбирайте Skilled Sniper, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 50.61% | 2.12% | 413 |
Выбирайте Critical Missile, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 50.39% | 4.66% | 909 |
Выбирайте Infinite Recursion, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T2 | 50.12% | 2.06% | 401 |
Выбирайте Infernal Soul, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 49.25% | 1.72% | 335 |
Выбирайте Ominous Pact, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T2 | 47.25% | 1.77% | 345 |
Выбирайте Bread And Butter, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 47.16% | 1.80% | 352 |
Выбирайте Veil of Warding, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T3 | 60.36% | 0.87% | 169 |
Выбирайте Omni Soul, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 59.84% | 0.65% | 127 |
Выбирайте Homeguard, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T3 | 59.50% | 1.24% | 242 |
Выбирайте Escape Plan, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T3 | 58.93% | 0.86% | 168 |
Выбирайте Watch Out Grapefruit, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 55.07% | 0.71% | 138 |
Выбирайте Juiced, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T3 | 53.85% | 1.33% | 260 |
Выбирайте Erosion, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T3 | 53.85% | 0.93% | 182 |
Выбирайте Goldrend, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 53.80% | 0.81% | 158 |
Выбирайте Leg Day, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T3 | 52.73% | 1.13% | 220 |
Выбирайте Tank It Or Leave It, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T3 | 52.69% | 0.86% | 167 |
Выбирайте Snowball Roulette, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 52.66% | 1.06% | 207 |
Выбирайте Pinball, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 52.00% | 1.28% | 250 |
Выбирайте Tank Engine, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 51.97% | 0.65% | 127 |
Выбирайте Goredrink, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T3 | 51.15% | 0.89% | 174 |
Выбирайте Soul Siphon, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 50.83% | 0.93% | 181 |
Выбирайте Divine Intervention, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 50.34% | 0.74% | 145 |
Выбирайте Bread And Jam, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 50.30% | 0.87% | 169 |
Выбирайте Apex Inventor, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 50.27% | 0.96% | 187 |
Выбирайте Biggest Snowball Ever, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 50.00% | 0.94% | 184 |
Выбирайте Stats on Stats on Stats!, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 49.77% | 1.13% | 221 |
Выбирайте Searing Dawn, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 49.19% | 0.95% | 185 |
Выбирайте Ultimate Revolution, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 49.08% | 1.12% | 218 |
Выбирайте Light 'em Up!, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T3 | 49.02% | 1.31% | 255 |
Выбирайте Restless Restoration, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 48.89% | 0.69% | 135 |
Выбирайте Ultimate Unstoppable, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T3 | 48.77% | 0.83% | 162 |
Выбирайте Zealot, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T3 | 47.93% | 1.11% | 217 |
Выбирайте Ultimate Awakening, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 47.58% | 1.16% | 227 |
Выбирайте With Haste, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 47.56% | 1.26% | 246 |
Выбирайте Tap Dancer, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 47.39% | 1.08% | 211 |
Выбирайте Glass Cannon, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 47.30% | 1.14% | 222 |
Выбирайте It's Critical, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 45.83% | 1.23% | 240 |
Выбирайте Cruelty, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 45.69% | 1.19% | 232 |
Выбирайте Nightstalking, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 45.59% | 0.70% | 136 |
Выбирайте Fey Magic, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 45.34% | 1.21% | 236 |
Выбирайте Ethereal Weapon, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 44.59% | 1.14% | 222 |
Выбирайте Dawnbringer's Resolve, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 58.49% | 0.27% | 53 |
Выбирайте Perseverance, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 58.44% | 0.39% | 77 |
Выбирайте Critical Healing, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 57.14% | 0.47% | 91 |
Выбирайте Don't Blink, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 55.17% | 0.30% | 58 |
Выбирайте Missing Ping Augment, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 54.90% | 0.26% | 51 |
Выбирайте Droppybara, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 54.55% | 0.45% | 88 |
Выбирайте OK Boomerang, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 53.85% | 0.60% | 117 |
Выбирайте Flashy, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 52.17% | 0.47% | 92 |
Выбирайте Tormentor, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 51.09% | 0.47% | 92 |
Выбирайте Poltergeist, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 50.00% | 0.43% | 84 |
Выбирайте Purist - Caster, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 49.43% | 0.45% | 87 |
Выбирайте Mad Scientist, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 49.37% | 0.41% | 79 |
Выбирайте Crit Ncast, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 49.12% | 0.29% | 57 |
Выбирайте Firebrand, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 47.52% | 0.52% | 101 |
Выбирайте Adamant, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 47.22% | 0.55% | 108 |
Выбирайте Dropkick, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 47.17% | 0.54% | 106 |
Выбирайте Quest: Urf's Champion, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 47.12% | 0.53% | 104 |
Выбирайте Holy Snowball, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 46.77% | 0.32% | 62 |
Выбирайте Upgrade Sheen, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 45.65% | 0.47% | 92 |
Выбирайте Growth Spurt, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 45.26% | 0.49% | 95 |
Выбирайте Quest: Steel Your Heart, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 45.16% | 0.32% | 62 |
Выбирайте Scopier Weapons, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 43.33% | 0.31% | 60 |
Выбирайте Repulsor, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 42.55% | 0.48% | 94 |
Выбирайте Dive Bomber, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 42.47% | 0.37% | 73 |
Выбирайте Can't Touch This, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 41.43% | 0.36% | 70 |
Выбирайте Goliath, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 40.40% | 0.51% | 99 |
Выбирайте Trueshot Prodigy, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 35.14% | 0.38% | 74 |
Viktor Skill Combos
Extracted from the skill order guide
Start E when you can safely contest the first wave, take Q next for trading and shielding, then take W early enough that your team has a real zone tool before the first full fight.
Viktor Counters
Counters and threats extracted from the matchup guide
Counters
5Viktor counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Viktor is countered by these champions in ARAM: Mayhem.
Read counter detailsViktor Team Comp Highlights
Partner patterns extracted from the team comp guide
Hard Engage That Makes Viktor's Zone Unavoidable. Amumu Is One Of Viktor's Cleanest Partners Because He Turns Viktor's Delayed Control Into A Real Trap. When Amumu Lands A Bandage Engage Or Commits Into Multiple Enemies, Viktor Can Immediately Place His Control Zone On Top Of The Clump, Fire Laser Through The Locked Path, And Drop His Storm Where The Enemy Team Has To Either Sit In Damage Or Burn Movement Tools Sideways. Best Scenario: The Enemy Team Has Several Short-range Champions Who Must Walk Through The Middle Of The Bridge. Amumu Starts After They Use A Poke Or Mobility Spell, Viktor Follows On The Same Target Line, And The Fight Becomes A Layered Crowd-control Pocket Instead Of A Scattered Poke Trade. Enemy Answer: They Spread Wide, Hold Disengage For Amumu, Or Bait Him Into Engaging Before Viktor Is In Range. Clean Opponents Will Also Punish Viktor If He Steps Too Far Forward Trying To Follow A Missed Engage. Failure Risk And Recovery: If Amumu Dives Alone, Viktor Cannot Always Cross The Gap Safely. Recover By Using The Control Zone Defensively At The Front Of Your Team, Clearing The Wave With Laser, And Waiting For The Next Engage Rather Than Chasing A Doomed Target Through Enemy Skillshots. Jarvan Iv
Reliable first contact: Viktor is much stronger when someone else starts the fight or forces enemies to move predictably. Without engage, he can still poke, but enemies get more chances to dodge his main damage and walk away from his control zone.
Reliable first contact: Viktor is much stronger when someone else starts the fight or forces enemies to move predictably. Without engage, he can still poke, but enemies get more chances to dodge his main damage and walk away from his control zone. Frontline space: he needs a body between him and enemy divers. A tank that holds the center of the lane gives Viktor time to line up laser, place his field correctly, and keep his storm on priority targets instead of panic-casting defensively every fight. Peel against dive: one protective support or disruptive bruiser changes his entire game. If enemies cannot instantly remove him, Viktor's repeated area damage starts winning long fights. Wave control help: Viktor can clear, but he should not be the only champion responsible for stopping every push. If he must spend all spells on minions, the enemy gets a free engage window while his best zone tools are unavailable. Damage balance: a physical damage threat or strong sustained attacker helps prevent the enemy from stacking only against Viktor's magic damage. When the enemy has to respect multiple damage types, Viktor gets cleaner poke trades and better finishing windows.
A good Viktor comp does not rush blindly. It walks enemies into a narrow lane, forces their movement with engage or slows, then punishes the first mistake with layered control. If the team can protect Viktor through the first dive attempt, the second half of the fight usually becomes much easier for him to play.
Viktor ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Core Playstyle | A controlled poke mage who wins by safely clearing waves with Death Ray and chipping enemies, saving Gravity Field for the first committed champion. | Must play as a damage trapper who punishes forced movement, holding space and dropping zone control the moment enemies overextend. | Shift from passive waveclear to active punishment timing. |
| Death Ray Usage | You can often throw it on cooldown for chip damage and reliable waveclear without severe consequences for missing. | Hold it for a beat to punish committed movement; lazy lasers get punished harder by fast champions using augments. | Wait for predictable paths or lockouts rather than spamming. |
| Gravity Field Timing | Can sometimes place it early to discourage a push or zone the front line from a distance. | Use it reactively after enemies commit, such as following Snowball travel, to trap their exit rather than decorating the ground. | Save the field for actual engagement, not speculative zoning. |
| Chaos Storm Priority | Dropping it for zoning is often acceptable because fights move slower and enemies have fewer escape tools. | Cast only when a target is locked down or committed; using it on free escapes wastes your best fight-swinging threat. | Follow commitment, not hope, when casting your ultimate. |
| Build and Rune Logic | Greed builds and scaling setups feel natural because Viktor gets many safe casts during longer poke phases. | Add survivability sooner against instant engage; pick defensive or sustain runes to live through explosive fights. | Prioritize living long enough for second spell rotations. |
Champion Analysis
Роль / Процент побед
Viktor the Herald of the Arcane is a ranged mage in Hextech Mayhem, defined by sustained area-of-effect damage and exceptional zone control. His identity revolves around methodical ability upgrades through his passive, Glorious Evolution, which allows him to enhance each basic ability at the shop. The order of these upgrades is a critical strategic decision that shapes his effectiveness throughout the match. His Q, Siphon Power, serves as his primary damage and survival tool, firing an energy beam that deals magic damage; when upgraded, it grants a shield and movement speed, greatly improving his ability to trade and reposition. His W, Gravity Field, is his core crowd control ability, creating a zone that slows enemies and stuns those who remain inside too long, making it a potent tool for controlling chokepoints and trapping opponents in the narrow ARAM lane. His E, Death Ray, is his signature AoE ability, firing a piercing energy beam that deals massive magic damage along its path; the upgrade adds an explosion at the end for additional area damage, significantly increasing his waveclear and poke potential. His ultimate, Chaos Storm, summons a massive chaotic storm that automatically tracks nearby enemies, dealing continuous magic damage over time, allowing him to pressure and zone multiple foes simultaneously without precise aim. Viktor’s damage pattern is sustained rather than burst, relying on repeated ability rotations to wear down enemies while his zone control keeps them from engaging safely. His strategic value comes from his ability to punish clustered opponents, control key areas of the battlefield, and disrupt enemy formations during team fights and objective contests. His ranged nature requires careful positioning to avoid being caught out while maximizing the reach of his abilities. Overall, Viktor excels when his upgrade path is tailored to the flow of the match, enabling him to suppress enemy movement and output consistent damage that forces constant pressure on the opposing team. His combination of self-peel through shield and speed, hard crowd control through gravity zone, and auto-targeting ultimate makes him a formidable mage capable of dictating the pace of engagement in Hextech Mayhem.
Ключевые советы
Блог гайдов / N/A
Viktor wins Mayhem fights by making the enemy walk through bad space rather than playing as a front-to-back auto attacker or fishing alone from max range while the team cannot follow. His best fights start when the enemy is already committed to a narrow lane, choke, relic area, or minion wave they need to clear, so he puts damage where they must stand, not where they are standing right now. For engagement, Viktor should let someone else start the hard commit when possible; an ally’s panic creation allows him to place his control zone behind the first target or across the retreat path and sweep damage through the clumped backline. He should not spend his whole combo on the first enemy who steps forward unless they are actually trapped, as a bruiser can bait his key spells and then walk out while their carries move in. Using minion waves as engage covers, he angles his laser-style damage to clear minions and clip champions simultaneously, gaining push if they back up or poke if they stay. When a clean crowd-control hit lands, he must act immediately because Viktor’s burst is easiest to land on a target already slowed, displaced, rooted, stunned, or body-blocked. For counter-engage, his best defensive spell is often placed slightly behind a diver rather than directly on top of them, forcing the diver to either stop their combo or take the full punish if they want to chase or retreat. He should hold damage for the second wave of entry, using a short trade first to punish the follow-up threat that crosses the line. Viktor must peel before chasing when his carry is under threat, dropping his zone and firing through the attacker while kiting sideways until the diver disengages. During escape, retreating diagonally around minions, terrain edges, and allied bodies provides cleaner movement than walking straight back in the narrow lane. He should save one tool for the escape path and, when caught, turn briefly to place a quick zone plus damage, making a diver hesitate long enough for allies to cover him. Narrow-lane spacing requires standing off-center to break straight-line skillshots and avoiding stacking directly on other carries so a single engage cannot catch both. Minion waves should be used with intent: poke is stronger when the wave is alive and the enemy must choose between clearing or dodging. For target priority, Viktor hits carries when forced to stand still, hits divers when they cross the line, and ignores tanks only when they cannot threaten anyone. Backline priority shifts after summoner spells and mobility are down, and low-health targets are not always the best focus if reaching them would overextend. Offensive Snowballs should not be automatically taken; the dash is only correct when the landing spot gives a safe burst angle or guaranteed cleanup. Against enemy Snowballs, keeping minions between Viktor and the threat is crucial, and if a Snowball lands on him, he moves toward his team and prepares the landing punish to make the engage cost more than his health bar. Augment trigger windows matter: offensive augments should be used when enemies are clumped or trapped, defensive augments prepared before the dive fully lands, and the rhythm adapted after each augment choice to suit constant poke or one clean burst. Push and pull rhythm means pushing when the team can stand behind the wave and pulling back when key spells are down or the frontline is resetting.
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Viktor’s playstyle in Mayhem revolves around claiming space through measured poke, disciplined Snowball use, and controlling fights across three timing windows. Early game from levels one to six, he positions a step behind his frontline or beside his safest ranged teammate, avoiding the lane center until enemy engage tools are shown. His poke rhythm uses short windows: trading when enemies step up to last-hit, clear the wave, or bunch around a health relic, but never throwing all spells into champions if the wave is crashing into him, because losing wave control makes him easier to engage on. Snowball is treated as a defensive or finishing tool early, kept available to dodge, reposition, or threaten a marked diver rather than forcing a flashy play. First augment choices favor safety, poke frequency, burst survival, or repeated spell pressure, and augments that offer defense let him stand slightly closer only when his escape path is clear. He pushes when his team has the stronger early poke package or the enemy needs the wave to start fights, and stalls when his frontline is weak or the enemy’s all-in is better. If ahead, he uses his lead to stand in the middle of the lane and force farming under pressure, dropping Gravity Field between low-health melee divers and his carries. If behind, he gives ground, clears from range, and saves crowd control for the first overextending enemy, stabilizing until level six. From levels seven to eleven, Viktor becomes dangerous but still relies on positioning behind his engager or peel support, moving laterally after each cast to avoid enemy Snowballs and ranged poke. His poke now creates real decisions: hitting wave and champions together, then pausing to see the enemy’s response. Snowball becomes a conditional commit—only taken when his ultimate is available and the enemy backline’s crowd control is spent, or used as a trap when a diver marks him by moving behind his team and preparing the landing zone. By now his augment setup dictates his fight approach: poke or spell-hit scaling favors long, repeatable fights; burst-focused choices require holding damage until someone is controlled; mobility or sustain allows more aggressive angles with a clear retreat path. He pushes when his team has ultimate advantage or enemy health is chipped, and stalls when enemy engage cooldowns are ready. When ahead, he converts poke into structure pressure without chasing past the enemy tower, pushing immediately after winning a fight. When behind, he plays for one clean counter-engage, letting the enemy push into a narrow section and focusing one target his team can reach. At level twelve and beyond, Viktor should rarely be the first champion seen in kill range, staying near the side that can peel and mirroring his frontline’s movement. Poke becomes a fight starter: hitting the front line until someone is forced low, then watching for a panic engage and layering heavy area damage when enemies clump in choke points. Late Snowball is high risk, used only to finish a won fight, follow a guaranteed chain, or reposition after marking a target that cannot punish. Augments are used around the actual win condition—repeated casting for kiting, burst for hidden intent until a root lands, survivability to hold a stronger position for one more spell cycle. He pushes only when at least one enemy is dead or key engage tools are down, and stalls when his team is down members or waiting for a crucial ultimate, clearing the wave first then zoning the enemy trying to escort minions.
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Viktor the Herald of the Arcane excels in creating zone pressure and punishing enemies who misposition, but his immobility and need to stand within cast range make him vulnerable to all-in engages and Snowball hits. When playing ahead, his strength lies in wave control and poke through Death Ray. He should angle Death Ray across both the minion wave and enemy backline, then retreat before enemy engage tools come off cooldown. This forces the enemy to either dodge sideways, giving up space, or stay and lose health. Turning poke into structure pressure is key: when two or more enemies are low, ping the tower and use Gravity Field near the path they must take to defend, not randomly on the tower, so they either wait and lose the structure or enter slowly and get punished. Gravity Field must be saved for real engages, especially against assassins, divers, or Snowball users. Dropping it between Viktor and the threat forces the enemy to either stop chasing or fight inside his best defensive zone. Chaos Storm should not be wasted on a single low-value target; it is most effective when the enemy is grouped, trapped in a choke, or forced to fight around a tower, splitting their formation. When ahead, short trades are better than ego trades: use Siphon Power only when someone steps into range, but never overextend. Use Snowball defensively unless the fight is already won, because a fed Viktor dying first often gives the enemy the only path back into the game. Augment choices while ahead depend on the enemy composition: stack damage and haste against teams without reach, but add shielding, movement, or survivability against assassins or long-range engage. If the team already has enough damage, prioritize control and uptime over another burst boost. The primary risk when ahead is throwing through wasted key spells or walking past the frontline, so always keep an escape route behind and track which enemy can reach. When playing behind, Viktor’s first job shifts to keeping the wave playable and preserving health. Clear from maximum safe range with Death Ray aimed at the wave first, because walking up to poke a carry while leaving the wave intact loses both health and tower space. Gravity Field becomes a roadblock rather than a catch tool: place it where the enemy must pass to dive or hit the tower, slowing their formation. Fight around tower and choke points where enemies have limited angles, and use Chaos Storm to deny the enemy’s winning engage rather than chasing a perfect five-man moment. Do not chase the first low-health target if the enemy frontline is still between you and them. Respect Snowball pressure by standing behind minions, avoiding predictable movement after casting, and preparing Gravity Field on your own feet or slightly behind if a Snowball connects. Augment choices behind require survivability if dying before two spells, or wave-clear improvements if the team cannot stabilize. Against long-range poke, take tools that reward safe spacing. Against all-in heavy teams, avoid greedy damage unless reliable peel exists. The recovery plan is to play for the opponent’s mistake: clear waves, protect health, make the enemy engage through Gravity Field or Chaos Storm, then kill one target and reset the lane state before chasing more. A clean one-for-zero into wave clear is a comeback; a messy chase into fog is how the game becomes unrecoverable.
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Чемпионы / Роль
Viktor the Herald of the Arcane enters ARAM: Mayhem as a zone controller whose power scales directly with experience rather than gold. His passive, Glorious Evolution, upgrades his basic abilities at levels 1, 6, and 11, and the accelerated experience gain in Mayhem makes these upgrades arrive much sooner than on Summoner’s Rift. This means Viktor does not need to farm for power; he only needs to stay alive and participate in fights to unlock his augmented kit. However, dying before a key upgrade delays his threat spike and loses map pressure, so survival is critical. His Q, Siphon Power, is a point-and-click bolt that provides a shield and, after augmentation, grants movement speed. In Mayhem’s high-damage environment, this shield often determines whether Viktor survives a burst combo. He must weave an auto-attack after the bolt for full damage, but wasting Q on a minion leaves him defenseless against an engage. His W, Gravity Field, creates a slowing zone that stuns enemies after a delay. Before augmentation it is weak, useful only to zone or discourage dives. After augmentation, the pull makes it a powerful setup tool for his other abilities, but the long cooldown punishes poor placement severely. His E, Death Ray, is his primary damage and waveclear, requiring prediction to land. Missing E leaves Viktor with almost no damage output for several seconds, so he must wait for enemies to commit to a path before firing. The augmented trail adds damage over time, making it effective when combined with W to keep enemies trapped. His ultimate, Chaos Storm, silences enemies in its area and can be redirected. It is his teamfight disruption and finisher, best used when the fight is committed rather than for poke, because a wasted ultimate means losing primary crowd control for a long cooldown. Leveling priority starts with E for damage and waveclear, then Q for shield uptime and mobility, with W last. Viktor is not a burst assassin but a zone controller who punishes mistakes. His success hinges on landing E, protecting himself with Q and W, and dropping R when enemies cannot easily disengage.
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Viktor is strongest when he controls the lane with clean spell placement and makes enemies walk through bad space. Most bad Viktor games come from rushing damage, wasting zone tools, or standing one step too far forward after casting. If a mistake happens, back up, rebuild spacing, and make the next wave or choke point playable again rather than panic-casting everything. A common mechanical error is poor Death Ray usage: firing too fast without lining it through both the wave and the enemy backline spends the best poke tool for low value and lets the enemy advance freely. Aim so it clips minions and threatens a champion behind them, especially when enemies are locked into narrow movement near the wave. If whiffed, stop stepping forward, last-hit safely, hold other spells for peel, and wait for the enemy to move through the wave again. Gravity Field is often dropped directly on top of Viktor after a diver reaches him, allowing the diver to deal damage before the zone matters and forfeiting the chance to block the rest of their team. Place the field slightly in the path the enemy must cross to make their engage route ugly before it finishes. If late, kite toward your team, use remaining spells defensively, and let allies punish the overextended diver. Chaos Storm should not be saved only to last-hit a single low-health target; that trades big fight pressure for one kill and lets the enemy re-engage. Use it when enemies are grouped, trapped near terrain, or forced to fight inside the zone. If used too early, reset behind minions, play for wave clear, and avoid starting a full fight until zone control is threatening again. Walking forward after casting a main damage spell as if the enemy is already forced out makes Viktor punishable during the cooldown gap. Cast, then take one safe step backward or sideways and reassess. If overstepped, drop peel in the enemy path, retreat through allies, and save one spell to discourage the second pursuer. Firing spells into spell shields or obvious bait targets wastes cooldown pressure and leaves real damage dealers untouched. Wait for the shield window to end, or angle spells past the frontliner toward higher-value targets. If damage is dumped into the wrong target, hold Gravity Field for counter-engage and prevent the frontline from turning missed pressure into a clean fight. Standing still to get the perfect Death Ray angle against long-range crowd control gives enemies a clean shot. Quick, practical angles while moving are better than a perfect line that gets caught. If caught, judge whether the team can punish; if not, use spells to disengage rather than trade damage. Chasing with Chaos Storm or repeated spells past the safe part of the lane lets the enemy turn around once the team is split. Let the storm and poke force enemies back while keeping formation. If chased too far, cut back toward the nearest ally, place the next zone between you and the enemy, and accept that forcing them off the wave is a win. Decision mistakes often come from playing Viktor like a burst assassin who must start every fight, exposing himself before the team creates pressure. Let allies, minion waves, or enemy movement create the opening; Viktor answers forced paths better than walking in first. If a bad start occurs, switch to delay mode by clearing the wave, blocking chase routes, and keeping enough distance to defend the next push. Ignoring wave control while fishing for champion poke pushes the team under pressure and removes safe angles for future spells.
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Viktor
How should I play Viktor in ARAM: Mayhem? 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. What is Viktor’s main job in teamfights? 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. When should I use Gravity Field? 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.
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