Over-complicating Viktor @Solcrushed

FiestaSalsa·5/14/2014, 9:37:46 PM·3 votes·794 views

There has been a lot of discussion and ideas about the direction Viktor should take with his passive, Evolving Technology. From huge, sweeping changes to tons of different evolution items, people have some crazy creative ideas. But really, Viktor isn't in a horrible spot. He needs number tweaks, he needs his two other augments to be viable, and he needs to scale better into late-game. Nothing too crazy, here are my suggestions:

Augment: Power item 3196

First, let's look at his numbers:

Range: 600 Cost: 45 / 50 / 55 / 60 / 65 mana Cooldown: 9 / 8 / 7 / 6 / 5

Magic Damage: 80 / 125 / 170 / 215 / 260 (+ 65% AP) Shield: 32 / 50 / 68 / 86 / 104 (+ 26% AP)

  • Proposal: Buff the range to 650. Change the shield to 30 / 50 / 70 / 90 / 110 and lower the AP ratio slightly to 25%. My reasoning for this will be because of the buff his Q will get due to the following Augment change.

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

  • Proposal: The item now grants him +4 ability power per level, +25 health per level, +15 Armor and +15 MR. Power Transfer deals damage in a 200-range radius and adds +50 to his shield and 2 / 4 / 6 / 8 / 10 Armor and MR for each additional target up to 3. Item upgrade increase to 1200 g.

With this change, Viktor has improved scaling and some defensive stats. The range increase will help Viktor not be so close to use his Q, ease his kiting ability, and compensate slightly for the delay in shield return. Augment Power becomes cost-efficient at level 4. At level 18 it gives the following stats: 72 ability power, 450 health, 10 Armor and 10 MR.

Furthermore, changing Power Transfer's movement speed buff to a targeted AOE projectile with increased shield and defensive stats based on how many people are around your target shifts Viktor's main skill usage to his Q and solidifies the tanky mage bruiser type.

Think of Power Transfer becoming like Ryze's Q with his ult active. Once the target enemy is hit, it takes into account how many additional targets are within the AOE circle and applies additional returns up to a max of 3.

This is a boost for Augment Power's wave clear, and a boost to skirmishing and team-fights. At max rank, you can Q a group of enemies, deal damage and if you hit 3 targets, you get at least a 260 strength shield, 30 Armor and MR.

Augment: Gravity item 3197

Gravity Field has always been pretty solid. It saves teammates, disengages, locks down divers, the numbers are fine but the Augment stats still need scaling.

Current: The item now grants him +3 ability power per level, +200 mana, +10% cooldown reduction and +5 mana regeneration per 5 seconds. Gravity Field's cast range is increased by 30%.

  • Proposal: The item now grants him +4 ability power per level, +20 mana per level, +10% cooldown reduction and 6% movement speed. Gravity Field's cast range is increased by 20% and each stack applied by Gravity Field reduces enemy champions' Armor and MR by 4 / 5 / 6 / 7 / 8%. Item upgrade increase to 1200 g.

The item becomes cost-efficient at level 5. At level 18, the Gravity augment gives 72 ability power, 360 mana, 10% cooldown reduction and 6% movement speed. I changed the mana regeneration to movement speed increase because it fits thematically with improving Gravity. To give the Gravity augment more utility, the slow stacks will also reduce enemy champions' Armor and MR by a percentage. This caps at 12% / 15% / 18% / 21% / 24% when the stun hits. And to keep the field from being too crazy, lower the cast range increase to 20%.

Augment: Death item 3198

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

  • Proposal: The item now grants him +4 ability power per level, +35 ability power, and +15 magic penetration. Death Ray sets fire to enemies, dealing 15/20/25/30/35% additional magic damage over 4 seconds. Item upgrade increased to 1200 g.

The numbers here are to slightly lessen the power spike Viktor gets when building Death augment and improve his transition into late-game by having
a better burn when Death Ray is at max rank and giving the item magic penetration. At level 18, the Death augment gives a total of 107 ability power and 15 magic penetration.

Chaos Storm

Needs a scaling 120 / 110 / 100 or 120 / 100 / 80 cooldown timer and an instant cast-time.

So what do you guys think? What does SOLCRUSHED think?!

4 Comments

Knight Devout5/15/2014, 2:15:44 PM1 votes

Shield numbers are wonky? They just are the damage value multiplied for 0.4