How to play Victor
Best build by measured win rate · patch 09-29-2026 · updated Oct 14 · Victor wins 53.3% overall
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The Victor build
Each tier lists the items Victor players win with most often, out of 306,412 Victor games. Win % is how often Victor wins when the item is bought; the green or red number is how far that is above or below the rest of the same tier. Popularity is the share of Victor games the item was bought in; Bought at is the average time. Only items bought in at least 1,500 games and by at least 5% of Victor players count, so a lucky streak can’t make the list.
Lane · Tier 1 · 800 souls
Early mid game · Tier 2 · 1,600 souls
-
Enduring Speed - Win %
- 54.3% +0.3
- Popularity
- 82%
- Games
- 252,137
- Bought at
- ~15 min
-
Mystic Vulnerability - Win %
- 54.3% +0.3
- Popularity
- 82%
- Games
- 252,281
- Bought at
- ~18 min
-
Compress Cooldown - Win %
- 57.1% +3.0
- Popularity
- 37%
- Games
- 114,131
- Bought at
- ~24 min
-
Debuff Reducer - Win %
- 55.1% +1.0
- Popularity
- 7.6%
- Games
- 23,405
- Bought at
- ~28 min
Mid game · Tier 3 · 3,200 souls
Late game · Tier 4 · 6,400 souls
Situational / optional
Fewer Victor players buy these, usually against particular enemies, but those who do win clearly more than the rest of the same tier. Each still has at least 1,500 games behind it.
-
Frenzy - Win %
- 65.9% +6.1
- Popularity
- 1.7%
- Games
- 5,116
- Bought at
- ~37 min
- Tier
- 4
-
Mystic Reverb - Win %
- 65.4% +5.7
- Popularity
- 2.6%
- Games
- 7,876
- Bought at
- ~35 min
- Tier
- 4
-
Refresher - Win %
- 64.5% +4.8
- Popularity
- 28%
- Games
- 84,482
- Bought at
- ~34 min
- Tier
- 4
-
Ethereal Shift - Win %
- 64.5% +4.8
- Popularity
- 14%
- Games
- 41,341
- Bought at
- ~34 min
- Tier
- 4
-
Transcendent Cooldown - Win %
- 62.8% +3.1
- Popularity
- 34%
- Games
- 102,627
- Bought at
- ~34 min
- Tier
- 4
-
Spellslinger - Win %
- 62.3% +2.6
- Popularity
- 1.2%
- Games
- 3,571
- Bought at
- ~35 min
- Tier
- 4
Popular, but behind the rest of their tier
-
Infuser - Win %
- 55.8% -3.9
- Popularity
- 77%
- Games
- 235,543
- Bought at
- ~22 min
- Tier
- 4
-
Spirit Resilience - Win %
- 52.9% -2.8
- Popularity
- 21%
- Games
- 63,169
- Bought at
- ~28 min
- Tier
- 3
-
Escalating Exposure - Win %
- 57.7% -2.0
- Popularity
- 75%
- Games
- 229,713
- Bought at
- ~26 min
- Tier
- 4
-
Radiant Regeneration - Win %
- 53.9% -1.8
- Popularity
- 38%
- Games
- 116,635
- Bought at
- ~16 min
- Tier
- 3
Not wrong to buy, and sometimes the right answer to a specific enemy. On average, Victor players who buy these win less than those who buy something else at that point.
How this build is chosen
Source: deadlock-api.com item results for Victor, City Never Sleeps matches since 2026-09-30, refreshed daily. Items are compared with the rest of their own tier, because late items always show higher raw win rates (only players who are ahead can afford them). Ranking uses the low end of each item’s 95% confidence range, so more games beat a lucky few. It shows what winning Victor players buy; it can’t prove the item caused the win. For what to change against a specific enemy team, use the matchup tool.
How Victor plays
Strengths
- Highest win rate in this group (around 56% on deadlock.one's current-patch sample) — currently a strong pick
- Effectively two health bars via
Shocking Reanimation
Shocking Reanimation A passive that fires when Victor would die. Crowd Control Diminishing slow from the death wave, then a 1.5s stun on reanimation (T3… Damage 200 spirit on reanimation; Defensive Rebirth at 50% health base; 1 +15% fire rate and +6 spirit damage per bullet while Shocking Reanimation is on cooldown 2 +50% rebirth health (so he returns much healthier) 5 +175 damage, +1.5s stun duration, and -95s cooldown (240s base down to roughly 145s) , which invalidates the normal 'focus the bruiser' plan -
Aura of Suffering
Aura of Suffering A toggle that radiates escalating spirit damage in roughly an 8m sphere around Victor, hurting enemies and Victor himself. Crowd Control T1 applies a 20% move and dash slow to enemies inside the aura Damage 13 DPS minimum ramping to 58 DPS maximum over roughly 8s of channel; Defensive none — it damages Victor as well 1 +20% move and dash slow on enemies in the aura 2 +6 minimum DPS and +34 maximum DPS 5 +1m radius and enemies inside take +15% damage from all sources plus its T3 amp makes him a genuine teamfight force multiplier for his whole team - Self-damage synergy:
Jumpstart
Jumpstart Victor shocks himself for a percentage of his current health, then converts that into a large burst of health regeneration and a sharp movement speed boost, both of which decay over the… Damage Self-damage of 15% current health; Mobility +3 m/s base move speed, decaying; Defensive 100 total HP regen base, +70 more at T2 (~170 total); 1 +3 m/s move speed (on top of the base +3 m/s) 2 +70 total HP regen and -8s cooldown (30s base) 5 +1 charge, +50% Debuff Resistance, -50% duration on existing debuffs, and increased… and Aura cost health,
Pain Battery
Pain Battery A battery that fills passively as Victor takes damage from any source, including his own self-harm abilities. Crowd Control T1 applies a 32% movement slow for 2s on hit Damage 100 base spirit; T2 adds +50 Defensive T3 heals Victor for 15% of his missing health per hero hit, which is the… 1 +32% movement slow for 2s on hit 2 +50 damage 5 heal for 15% of missing health per hero hit, plus increased spirit scaling converts that into damage and healing
In lane
-
Jumpstart
Jumpstart Victor shocks himself for a percentage of his current health, then converts that into a large burst of health regeneration and a sharp movement speed boost, both of which decay over the… Damage Self-damage of 15% current health; Mobility +3 m/s base move speed, decaying; Defensive 100 total HP regen base, +70 more at T2 (~170 total); 1 +3 m/s move speed (on top of the base +3 m/s) 2 +70 total HP regen and -8s cooldown (30s base) 5 +1 charge, +50% Debuff Resistance, -50% duration on existing debuffs, and increased… 's 100-170 regen lets him win prolonged health trades against most laners without buying sustain items -
Pain Battery
Pain Battery A battery that fills passively as Victor takes damage from any source, including his own self-harm abilities. Crowd Control T1 applies a 32% movement slow for 2s on hit Damage 100 base spirit; T2 adds +50 Defensive T3 heals Victor for 15% of his missing health per hero hit, which is the… 1 +32% movement slow for 2s on hit 2 +50 damage 5 heal for 15% of missing health per hero hit, plus increased spirit scaling converts incoming lane harassment into a 100-150 damage counter-punch, so passive poke feeds him - 800 base HP plus a revive ultimate means an enemy gank on Victor often loses more than it gains once
Shocking Reanimation
Shocking Reanimation A passive that fires when Victor would die. Crowd Control Diminishing slow from the death wave, then a 1.5s stun on reanimation (T3… Damage 200 spirit on reanimation; Defensive Rebirth at 50% health base; 1 +15% fire rate and +6 spirit damage per bullet while Shocking Reanimation is on cooldown 2 +50% rebirth health (so he returns much healthier) 5 +175 damage, +1.5s stun duration, and -95s cooldown (240s base down to roughly 145s) is online
Power spikes
-
Shocking Reanimation
Shocking Reanimation A passive that fires when Victor would die. Crowd Control Diminishing slow from the death wave, then a 1.5s stun on reanimation (T3… Damage 200 spirit on reanimation; Defensive Rebirth at 50% health base; 1 +15% fire rate and +6 spirit damage per bullet while Shocking Reanimation is on cooldown 2 +50% rebirth health (so he returns much healthier) 5 +175 damage, +1.5s stun duration, and -95s cooldown (240s base down to roughly 145s) unlock — Makes him effectively unkillable in a single commit, which flips lane 1v1s and early ganks -
Pain Battery
Pain Battery A battery that fills passively as Victor takes damage from any source, including his own self-harm abilities. Crowd Control T1 applies a 32% movement slow for 2s on hit Damage 100 base spirit; T2 adds +50 Defensive T3 heals Victor for 15% of his missing health per hero hit, which is the… 1 +32% movement slow for 2s on hit 2 +50 damage 5 heal for 15% of missing health per hero hit, plus increased spirit scaling T3 — 15% missing-health heal per hero hit turns a losing brawl into a sustainable one and is his largest single spike -
Aura of Suffering
Aura of Suffering A toggle that radiates escalating spirit damage in roughly an 8m sphere around Victor, hurting enemies and Victor himself. Crowd Control T1 applies a 20% move and dash slow to enemies inside the aura Damage 13 DPS minimum ramping to 58 DPS maximum over roughly 8s of channel; Defensive none — it damages Victor as well 1 +20% move and dash slow on enemies in the aura 2 +6 minimum DPS and +34 maximum DPS 5 +1m radius and enemies inside take +15% damage from all sources T3 — +15% damage taken for everyone in the aura converts him from a solo brawler into a teamfight amplifier - Late 35min+ —
Shocking Reanimation
Shocking Reanimation A passive that fires when Victor would die. Crowd Control Diminishing slow from the death wave, then a 1.5s stun on reanimation (T3… Damage 200 spirit on reanimation; Defensive Rebirth at 50% health base; 1 +15% fire rate and +6 spirit damage per bullet while Shocking Reanimation is on cooldown 2 +50% rebirth health (so he returns much healthier) 5 +175 damage, +1.5s stun duration, and -95s cooldown (240s base down to roughly 145s) T3 (roughly 145s cooldown, 3s Stun, 375 damage) means most teamfights include a free revive
Weak points to cover
- Zero ranged threat; everything happens inside roughly 9m
- 6.3 m/s base speed is among the slowest, so outside
Jumpstart
Jumpstart Victor shocks himself for a percentage of his current health, then converts that into a large burst of health regeneration and a sharp movement speed boost, both of which decay over the… Damage Self-damage of 15% current health; Mobility +3 m/s base move speed, decaying; Defensive 100 total HP regen base, +70 more at T2 (~170 total); 1 +3 m/s move speed (on top of the base +3 m/s) 2 +70 total HP regen and -8s cooldown (30s base) 5 +1 charge, +50% Debuff Resistance, -50% duration on existing debuffs, and increased… he cannot chase or flee - Self-damaging kit means he is frequently low, and burst heroes can execute him before
Pain Battery
Pain Battery A battery that fills passively as Victor takes damage from any source, including his own self-harm abilities. Crowd Control T1 applies a 32% movement slow for 2s on hit Damage 100 base spirit; T2 adds +50 Defensive T3 heals Victor for 15% of his missing health per hero hit, which is the… 1 +32% movement slow for 2s on hit 2 +50 damage 5 heal for 15% of missing health per hero hit, plus increased spirit scaling refills
Next
Victor’s hardest matchups
- vs Paige -6.9 pts
- vs Graves -6.0 pts
- vs Rat King -5.8 pts
Best teammates
-
Rat King
Rat King Makes his whole team's guns better: stacking bullet-resist shred from Rat Swarm Durability high (2/3) Burst high (2/3) Mobility low (1/3) Healing low (1/3) 65.2% duo win -
Paige
Paige Currently among the strongest heroes in the game: deadlocklabs.gg records 54.1% win rate at 2.8% pick, S tier, after a recent buff package worth about +2.2 points. Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) 60.3% duo win -
Haze
Haze Highest single-target sustained DPS in the roster once Fixation is stacked Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing high (2/3) 59.2% duo win