[{quoted}](name=Sir Fuzzi,realm=NA,application-id=3ErqAdtq,discussion-id=fZXhAmUZ,comment-id=0007,timestamp=2017-05-01T01:46:29.246+0000)
Teach me your secrets. Beside Azir and Orianna, Viktor forms my holy trinity of "I Have No Idea What I'm Doing, Oh God I'm Fucking My Whole Team." I have never had a single good game with any one of those three and after all my years in League, still can't play any of them to win anything but beginner bots. I would probably be a happy little mistake taking any one of those three into anything but beginner bots.
More to the point, Sona's my relaxing champ. W all day, touch people with auras. Aim nothing, stun everyone, help people. She's so agency-free, I can be huffing down drugs or swigging some swill, and still be at max Sona output.
You drag E towards the enemy more than half the time (with Smart Cast Off); there are other types of shots but for the most part, a straight line towards the predicted spot will work.
You walk into lane and you try to farm up to Hex Core 1 (so you get your super powerful upgraded Death Ray).
During this time you want to CS (its super important to hit your power spikes), while dodging his attacks. For trades and pokes you want to think in terms of Thunderlord COMBOS, not single hits (if you focus on single pokes you will burn your mana inefficiently).
For example, WHILE CS-ing and dodge, you want to try to land things like...
Death Ray + double Q (TLD proc)
auto + auto + Death Ray (TLD proc)
Be mindful of when TLD is up or not. You want to poke him down with TLD combos while not taking too much damage.
Your main build should be


- an optional AP CDR defensive item to be slotted in at any time convenient in the build (
or
).
You are NOT a very high kill potential champ so if the enemy is good and isn't eating TLD combos, its okay to just farm and dodge. If they don't play the match up well you can poke them down and sometimes use Summoners and your Ult to kill them.
You must ALWAYS ward the sides. You are very VERY vulnerable to Ganks and so you have to be especially careful of where the JG is. If he camps you, you have no choice most of the time but to farm safely. One of the champ's downsides.
...
At mid game if you are behind you have no choice but to farm and stay mid.
If ahead you have two options.
-
Stay and push Mid, pushing waves into the tower with your Deathray spam (it becomes more mana efficient at about 4 points in), farm the enemy laner if he stays and you are ahead
-
Push the wave in, and then go Bot for a Gank. You
into the lane when they are pushed, drop Gravity Field to block them and drop your Ult. You guide the Ult at them while blasting at them with Qs and Es. If your team follows, you can get a Double Kill and snowball bot half the time.
...
In Teamfights you want to go for the backline. One approach is to wait for the fight to start, before flanking with
and going for the squishy champs.
If the enemy plays in such a way that this is not possible without you dying, then focus on staying alive while kiting with abilities.
In Teamfights he's not really "combo" based. You've got tons of damage across your abilities but you have to fire them as the situation fits. The targeted Q (after you have Lich Bane) will become your main execute ability. Your Ult CAN be fired early for DPS but I recommend using it as an execute most of the time.
Two important things with Vik:
- You must be comfortable moving WHILE firing E at a moving enemy target
- The usage of Gravity Field is important.
In team fights there are several main uses.
- The Defensive W... you place it on yourself or on a team mate to protect them; enemy can't dog pile the target without getting CCed
- As a follow up (ex Yasuo tornados, you place it under the tornado so that when they land... CCed)
- General Zoning (ex place it between 2 enemies to prevent them form linking up without getting CCed), or behind an enemy when he tries to escape
If they jump you, aways place W on yourself... you will probably still die, but hopefully they get CCed and your team can then kill then.
W is hard to land offensively (it doesn't have the superior reliability of a Lux bind or a Morg Bind). So it takes time to get used to its uses but it is very useful.
...
Weaknesses:
short range (compared to most other Mages), hard to play into bad team comps, hard to solo carry (fairly team dependant and definitely should not be the team's only damage), can be quickly deleted (takes a while to get used to positioning)