Viktor Bronze for Life
Primary
Tier
C
Required

Econ

Combat

Combat
Formula
Example
Main ▾
Main
Max Cap (No Reroll)
Psionic Emblem
Sona on 8
Lvl8
1
Lvl9
1
Lvl9
1
Traits
Traits
1
Redeemer
1
3
Shepherd
3 > 5 > 7
2
Conduit
2 > 3 > 4 > 5
2
Dark Star
2 > 4 > 6 > 9
2
Psionic
2 > 4
2
Replicator
2 > 4
2
Vanguard
2 > 4 > 6
2
Voyager
2 > 3 > 4 > 5 > 6
1
Space Groove
1 > 3 > 5 > 7 > 10
1
Anima
3 > 6
1
Meeple
3 > 5 > 7 > 10
1
3
2
2
2
2
2
2
1
1
1
Comp Variations
Lvl8
Sona on 8
Lvl9
Max Cap (No Reroll)
Lvl
Lvl9
Psionic Emblem
Lvl
Tips & Tricks
- Roll for 2-stars on Level 7 since your carries are 3-costs, even if you are going to push levels. Ideally play for 3-stars, but in some games it is better to tempo level instead of reroll.
- After the nerfs to Viktor in Patch 17.2 and its strongest augment, Bronze for Life, there are far fewer circumstances where tempo is correct (there are other lines to consider) so generally aim to reroll if possible.
- The Sona boards are experimental. Most players are staying on the Illaoi boards instead even when pushing levels.
Strong Conditions
+2 Tier Conditions C → A
+1 Tier Conditions C → B

Economy Strategy
3-Cost Reroll
- Level to 4 if strong.
- Level to 5, unless on 3 loss streak.
- Level to 6, unless it places you below 30g.
- Stay level 6, unless you can stay above 50g on 7 or you are below 40 HP and can stay above 30g on 7.
- Level to 7, roll until board mostly upgraded. Never go below 10g even if missing tank or carry.
- Build up to 50g, slow roll to 50g until 5-1.
- If below ~25 HP, sometimes you must roll until you hit here. Not ideal.
- Roll until you hit 3-star carry and tank. Can go to 0g. Only greed gold if you are above ~60 HP.
- If you hit, you can level to 8. Otherwise stay 7. Holds true for every round for the rest of the game.
P
ViktorP
IllaoiS
NamiPsionic
Conduit
Viktor
3
N/A HP
Default
▼
Flex +2
Flex +2
Anima
Vanguard
Shepherd
Illaoi
3
N/A HP
Default
▼
Flex +6
Best-in-Slot
▼
Flex +2
Alt Build 1
Space Groove
Replicator
Nami
4
N/A HP
Default
▼
Flex +1
Flex +3
Best-in-Slot
▼
Flex +5
Patch Changes
NERF
Base AD40/60/90/12035/53/79/105
default Ability
Previous
Patch 17.3
Unleash a flurry of 12 (
) slashes at the current target over 2 seconds, dealing 23/35/52/89 (
) physical damage each.
Unleash a flurry of 12 (
) slashes at the current target over 2 seconds, dealing 21/32/48/81 (
) physical damage each.
hero Ability
Previous
Patch 17.3
Passive: Attacks deal 88/132/198/330 (
) bonus magic damage.
Active: Leap to largest group of enemies within 2 hexes and slam the ground, dealing 240/360/560/950 (
) magic damage in a three hex radius, reduced by 45% per hex from the epicenter. The closest 3 enemies are knocked up for 1.25/1.5/1.75/2 seconds.
Meep Bonus: The passive's bonus damage is increased by 60% per Meep.
Active: Leap to largest group of enemies within 2 hexes and slam the ground, dealing 240/360/560/950 (
Meep Bonus: The passive's bonus damage is increased by 60% per Meep.
Passive: Attacks deal 88/132/198/330 (
) bonus magic damage.
Active: Leap to largest group of enemies within 2 hexes and slam the ground, dealing 240/360/560/950 (
) magic damage in a three hex radius, reduced by 35% per hex from the epicenter. The closest 3 enemies are knocked up for 1.25/1.5/1.75/2 seconds.
Meep Bonus: The passive's bonus damage is increased by 60% per Meep.
Active: Leap to largest group of enemies within 2 hexes and slam the ground, dealing 240/360/560/950 (
Meep Bonus: The passive's bonus damage is increased by 60% per Meep.
default Ability
Previous
Patch 17.3
Gain 300/375/500/650 (
) Shield. Each second for the next 4 seconds, gain 75/90/105/120 (
) more Shield and deal 45/70/100/170 (
) magic damage to adjacent enemies. When this ability ends, consume the remaining Shield and heal for 40% of its value.
Gain 300/375/500/650 (
) Shield. Each second for the next 6 seconds, gain 75/90/105/120 (
) more Shield and deal 45/70/100/170 (
) magic damage to adjacent enemies. When this ability ends, consume the remaining Shield and heal for 40% of its value.
hero Ability
Previous
Patch 17.3
Passive: Deal 20/30/45/75 (
) magic damage in a one hex radius each second. This aura grows one hex every 6 seconds.
Active: Gain 225/250/300/400 (
) Shield. Increase the damage of the aura to 50/75/115/195 (
) magic damage for the next 4 seconds.
Active: Gain 225/250/300/400 (
Passive: Deal 20/30/45/75 (
) magic damage in a one hex radius each second. This aura grows one hex every 6 seconds.
Active: Gain 175/200/400/550 (
) Shield. Increase the damage of the aura to 50/75/115/175 (
) magic damage for the next 6 seconds.
Active: Gain 175/200/400/550 (
default Ability
Previous
Patch 17.3
Channel a one-hex psionic storm that follows enemies for 4 seconds. Each second, it grows larger and deals 185/275/475 (
) magic damage to enemies within, reduced by 60% per hex from the epicenter.
Channel a one-hex psionic storm that follows enemies for 5 seconds. Each second, it grows larger and deals 185/275/475 (
) magic damage to enemies within, reduced by 60% per hex from the epicenter.
default Ability
Previous
Patch 17.3
Toss a disco bubble at the target that deals 410/615/5000 (
) split between enemies in a one hex radius. The explosion sends 3 globs towards nearby enemies that deal 110/165/1000 (
) magic damage. On cast, Nami enters The Groove for 3 seconds.
Toss a disco bubble at the target that deals 440/660/5000 (
) split between enemies in a one hex radius. The explosion sends 3 globs towards nearby enemies that deal 110/165/1000 (
) magic damage. On cast, Nami enters The Groove for 3 seconds.
default Ability
Previous
Patch 17.3
Hurl a chunk of magnetic debris at the nearest target without one, dealing 280/420/999 (
) magic damage and sticking it to them. If an enemy with debris dies, it passes to the nearest enemy without one.
Every 5 casts, instead rip off all debris dealing 120/180/999 (
) magic damage, then crush all the debris onto the target, dealing 680/1050/9999 (
) magic damage and briefly stunning them.
Every 5 casts, instead rip off all debris dealing 120/180/999 (
Hurl a chunk of magnetic debris at the nearest target without one, dealing 300/450/999 (
) magic damage and sticking it to them. If an enemy with debris dies, it passes to the nearest enemy without one.
Every 5 casts, instead rip off all debris dealing 120/180/999 (
) magic damage, then crush all the debris onto the target, dealing 720/1100/9999 (
) magic damage and briefly stunning them.
Every 5 casts, instead rip off all debris dealing 120/180/999 (
Previous
Patch 17.3
After losing a player combat, gain 20 Tech, plus additional Tech equal to 5 times the length of your loss streak. Additionally, gain 2 Tech per Anima takedown.
Each time Animas get 100 Tech, they prototype new Anima Weapons. You can take them, or save your Tech to get more powerful weapons next time.
(3) Start Researching!
(6) After winning a player combat, gain loot!
Each time Animas get 100 Tech, they prototype new Anima Weapons. You can take them, or save your Tech to get more powerful weapons next time.
(3) Start Researching!
(6) After winning a player combat, gain loot!
After losing a player combat, gain 20 Tech, plus additional Tech equal to 5 times the length of your loss streak. Additionally, gain 2 Tech per Anima takedown.
Each time Animas get 100 Tech, they prototype new Anima Weapons. You can take them, or save your Tech to get more powerful weapons next time.
(3) Start Researching!
(6) After each player combat, gain loot!
Gain 85% Tech from losing if your partner wins a combat in Double Up.
Each time Animas get 100 Tech, they prototype new Anima Weapons. You can take them, or save your Tech to get more powerful weapons next time.
(3) Start Researching!
(6) After each player combat, gain loot!
Gain 85% Tech from losing if your partner wins a combat in Double Up.
Previous
Patch 17.3
(2) Dark Stars create a black hole that consumes enemies at 8% max health.
(4) AND they gain 45%
.
(6) AND the strongest Dark Star unit goes supermassive, gaining 85% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
(4) AND they gain 45%
(6) AND the strongest Dark Star unit goes supermassive, gaining 85% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
(2) Dark Stars create a black hole that consumes enemies at % max health.
(4) AND they gain 45%
.
(6) AND the strongest Dark Star unit goes supermassive, gaining 85% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
(4) AND they gain 45%
(6) AND the strongest Dark Star unit goes supermassive, gaining 85% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
BUFF
Damage Amp0%20%
NERF
Ability Power300
Patch 17.3
PBE
After losing a player combat, gain 20 Tech, plus additional Tech equal to 5 times the length of your loss streak. Additionally, gain 2 Tech per Anima takedown.
Each time Animas get 100 Tech, they prototype new Anima Weapons. You can take them, or save your Tech to get more powerful weapons next time.
(3) Start Researching!
(6) After winning a player combat, gain loot!
Each time Animas get 100 Tech, they prototype new Anima Weapons. You can take them, or save your Tech to get more powerful weapons next time.
(3) Start Researching!
(6) After winning a player combat, gain loot!
After losing a player combat, gain 20 Tech, plus additional Tech equal to 5 times the length of your loss streak. Additionally, gain 2 Tech per Anima takedown.
Each time Animas get 100 Tech, they prototype new Anima Weapons. You can take them, or save your Tech to get more powerful weapons next time.
(3) Start Researching!
(6) After each player combat, gain loot!
Gain 85% Tech from losing if your partner wins a combat in Double Up.
Each time Animas get 100 Tech, they prototype new Anima Weapons. You can take them, or save your Tech to get more powerful weapons next time.
(3) Start Researching!
(6) After each player combat, gain loot!
Gain 85% Tech from losing if your partner wins a combat in Double Up.
Patch 17.3
PBE
(2) Dark Stars create a black hole that consumes enemies at 8% max health.
(4) AND they gain 45%
.
(6) AND the strongest Dark Star unit goes supermassive, gaining 85% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
(4) AND they gain 45%
(6) AND the strongest Dark Star unit goes supermassive, gaining 85% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
(2) Dark Stars create a black hole that consumes enemies at % max health.
(4) AND they gain 45%
.
(6) AND the strongest Dark Star unit goes supermassive, gaining 85% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
(4) AND they gain 45%
(6) AND the strongest Dark Star unit goes supermassive, gaining 85% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
17.3▾
17.3
17.2b
17.2
17.1b
17.1
B → C
A → B
Tip changed from Whether to roll for 3-stars depends on how much econ you have, how much HP you have, and how many copies you have of each 3-cost. Unfortunately, this decision requires your discretion. There is no "fixed" guideline for when to roll for 3-stars. → After the nerfs to Viktor in Patch 17.2 and its strongest augment, Bronze for Life, there are far fewer circumstances where tempo is correct (there are other lines to consider) so generally aim to reroll if possible.
Tip changed from The consensus building around this comp is that it is a good idea to roll for 2-stars on Level 7 since your carries are 3-costs, even if you are going to push levels. Ideally play for 3-stars, but in some games it is better to tempo level instead of reroll. → Roll for 2-stars on Level 7 since your carries are 3-costs, even if you are going to push levels. Ideally play for 3-stars, but in some games it is better to tempo level instead of reroll.
Tip changed from Mainly play from Viktor Psionic item. Comp is MUCH stronger with augments like Bronze for Life → The Sona boards are experimental. Most players are staying on the Illaoi boards instead even when pushing levels.
Removed Tip: Most players are prioritizing primary carry items on Viktor over Nami currently, even at 2-stars. Nami can hold Void Staff and Morello if you don't have frontline utility items.
Removed Tip: The Sona boards are experimental. Most players are staying on the Illaoi boards instead even when pushing levels, but it is worth considering.
Tip changed from The consensus building around this comp is that it is a good idea to roll for 2-stars on Level 7 since your carries are 3-costs, even if you are going to push levels. → The consensus building around this comp is that it is a good idea to roll for 2-stars on Level 7 since your carries are 3-costs, even if you are going to push levels. Ideally play for 3-stars, but in some games it is better to tempo level instead of reroll.
Tip changed from Whether to roll for 3-stars depends on how much econ you have, how much HP you have, and how many copies you have of each 3-cost. Unfortunately, this decision requires your discretion. There is no "fixed" guideline for when to roll for 3-stars. But it is worth considering each game. → Whether to roll for 3-stars depends on how much econ you have, how much HP you have, and how many copies you have of each 3-cost. Unfortunately, this decision requires your discretion. There is no "fixed" guideline for when to roll for 3-stars.
Econ Strategy changed from Fast 8 → 3-Cost Reroll
B → A
Title changed from Viktor Illaoi Reroll → Viktor Bronze for Life
Board added (Variation: Max Cap (No Reroll))
Added
Board added (Variation: Psionic Emblem)
Added
Board changed
Before
After
Board added (Variation: Sona on 8)
Added
Flex +1
Flex +3
Flex +5
Tip added: Mainly play from Viktor Psionic item. Comp is MUCH stronger with augments like Bronze for Life
Tip added: Most players are prioritizing primary carry items on Viktor over Nami currently, even at 2-stars. Nami can hold Void Staff and Morello if you don't have frontline utility items.
Tip added: Rhaast looks like better tank than Illaoi. Itemize whichever one is higher star level, preferring Rhaast if both are equal star level.
Tip added: The Sona boards are experimental. Most players are staying on the Illaoi boards instead even when pushing levels, but it is worth considering.
Tip changed from Rhaast looks like better tank than Illaoi. Itemize whichever one is higher star level, preferring Rhaast if both are equal star level. → Mainly play from Viktor Psionic item. Comp is MUCH stronger with augments like Bronze for Life
Tip changed from This comp is not solved yet. Current theory is that it is better to play Fast 8 instead of 3-cost reroll (only exception might be Prismatic Ticket with high econ). Push levels, play around 2-stars, and try to get to the Max Cap board → The consensus building around this comp is that it is a good idea to roll for 2-stars on Level 7 since your carries are 3-costs, even if you are going to push levels.
Tip changed from Only play from Viktor Psionic item → This comp is not solved. It might be a reroll comp, it could just be a push levels and go for the max cap board. If so, you play Fast 8 econ strategy and play around 2-stars until you get to the ideal level 9 board. Most likely should push levels unless you have reroll augment like Prismatic Ticket
Tip changed from This comp is not solved. It might be a reroll comp, it could just be a push levels and go for the max cap board. If so, you play Fast 8 econ strategy and play around 2-stars until you get to the ideal level 9 board. Most likely should push levels unless you have reroll augment like Prismatic Ticket → This comp is not solved yet. Current theory is that it is better to play Fast 8 instead of 3-cost reroll (only exception might be Prismatic Ticket with high econ). Push levels, play around 2-stars, and try to get to the Max Cap board
Tip changed from Mainly play from Viktor Psionic item. Comp is MUCH stronger with augments like Bronze for Life → Whether to roll for 3-stars depends on how much econ you have, how much HP you have, and how many copies you have of each 3-cost. Unfortunately, this decision requires your discretion. There is no "fixed" guideline for when to roll for 3-stars. But it is worth considering each game.
Econ Strategy changed from 3-Cost Reroll → Fast 8
Removed
Rolling For Days I with tier modifier +1
Removed
Heroic Grab Bag+ with tier modifier +1
Removed
Heroic Grab Bag++ with tier modifier +1
Formula
Example
I think deadlier caps also makes this at least a B tier
5 shepherd nice if you can get the emblems
augment -charge transfer 2- is very good
Wise Spending is sick with this comp, as you can play for both 3 stars and level 8, I’d say it’s an even greater econ aug than prism ticket for this comp.
ok i gona say it very strong comp i play fast 8 every time and it my main comp to play rank(but not play when Psionic item is not magic or tank it very hard to use AD item)
but is comp gona strong When Nami 2 star or you Level 9 i VERY recommand if you play fast 8 is comp have no tank if you roll level 8 and got Galio or Nunu 2 star you can swap Morde if level 8 and push you Level to 9 find sona swap pyke out use sona add Morde back and swap illaoi with Nunu or Galio (but Nunu is stronger than Galio) and use them to Main tank
if you rich or gona Max cap go level 10 use bard
a little tip by me i play is comp 20+ Augment item is VERY importan(but any Augment in Strong Conditions is very real it make is comp super stronger)
you need to know if you play for fast 8 you need a very game knowledge and tempo timeing it kinda hard but it very Stability to play AND NOT PLAY IT WHEN PSIONIC AD ITEM!(if play you borad gona very week it maybe go to tier B or C i guess)
I don’t understand, what is the gameplan if you do not go for three stars? Frontline seems weak without Rhaast or Illaoi 3.
I’ve recently had a game where I had Seeker’s Armguard on Illaoi 3, and HOLY was she going crazy, I believe this could deserve to be put in the “strong conditions” tab as a +1 !
who does voyager emblem go on?
i suppose that if you need dmg, backline, for tank frontline , can use on 5 stars also
good comp went for 3 star viktor then levelled up and max cap. top 1
there’s another version of this comp where you play around the ornn-aatrox-maokai-gragas core for the frontlane, how does it perform in comparison?
with MF as duo carry, holding any leftover AD items