Rat King vs Victor
Written for the Rat King player. Playing Victor? See Victor vs Rat King →
Victor is favoured. Rat King wins 52.5% of 157,759 games against Victor (-5.3 points vs Rat King’s usual 57.8%).
How to win as Rat King
- RuleDo not commit before
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 gone.
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) first and above everything — force the revive with a cheap commit, then win the real fight during the 145-240s downtime - Watch out
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 ramps from 13 to 58+ DPS (up to ~92 at T2) with a 20% move/dash slow, so any fight he drags out inside 9m he wins on attrition - Your edgeYou win the range game (Rat King Rat King Released 2 October Released 2 October. A gun-scaling brawler and team buffer: a three-blast slowing grenade, rats that strip bullet resist with every bite, a reflecting barrier, and a banner that makes his team slow-immune. 1/3 against Victor 0/3).
- Buy
Scourge
Scourge +35s Cooldown +10s Duration +0.25s Cast Delay +40% Spirit Resist +100 Bonus Health +20% Debuff Resist — Buy on supports to harden a focused ally against a caster team while adding pressure damage. What you are answering here: Victor's
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) .
The numbers: lane, whole match and Oracle and above
| Games | Rat King wins | vs Rat King's usual | Sample |
|---|---|---|---|
| Whole match | 52.5% | -5.3 pts (57.8% overall) | 157,759 games |
| Sharing a lane | 52.1% | -5.7 pts (57.8% overall) | 51,536 games |
| Oracle and above | 52.4% | -3.5 pts (55.9% at Oracle+) | 8,522 games |
"Sharing a lane" counts only games where both were assigned the same lane — the laning matchup itself. "Oracle and above" counts only matches whose average rank was Oracle and above. Source: deadlock-api.com, refreshed daily.
Data-supported Measured: you win 52.5% of these, which is 5.3 points below your overall win rate (157,759 matches). The kit-based model reads this as moderate instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit. Ranked against this hero's own baseline win rate, not raw win rate. Source: deadlock-api.com.
Why Victor counters Rat King
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 ramps up the longer enemies stay inside it, and Rat King Rat King Released 2 October Released 2 October. A gun-scaling brawler and team buffer: a three-blast slowing grenade, rats that strip bullet resist with every bite, a reflecting barrier, and a banner that makes his team slow-immune. has no dash to escape the sphere once his barrier is gone.
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 and the aura are Spirit Damage, which
Royal Pestments
Royal Pestments Rat King puts on scrap armour that gives him a barrier worth a share of his maximum health. Damage Reflected bullets return their full damage to the shooter. Defensive Barrier equal to 15% of his max health for 6s on a 22s cooldown. 1 +4s duration 2 -8s cooldown and +15% bullet return chance 5 +10% max health as barrier, and no single hit deals more than 250 while it holds never reflects, and Bullet Resist does nothing against them.
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) then stuns a close range brawler lingering near Victor's corpse.
Why Rat King counters Victor
Victor only threatens enemies inside his
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 and is slow 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… , so
Scrap Grenade
Scrap Grenade Rat King throws a bouncing lump of scrap that goes off three times where it lands. Crowd Control 20% movement slow for 4s (scales slightly with Spirit). Damage 70 bullet damage per detonation (+0.6 weapon-damage scaling), three… Defensive The slow is his peel: thrown at his own feet it stops a diver from following… 1 -8s cooldown (26s to 18s) 2 +70 damage per detonation 5 one extra, bigger final detonation — 300 damage, 14m radius, 40% slow 's repeated slows keep him from closing.
Rule, Ratannia!
Rule, Ratannia! Rat King raises the banner of Ratannia. Crowd Control Knockup and a 40% slow on the slam, plus Rat Swarm from the rats it… Damage 200 bullet damage on the slam (+1.2 weapon-damage scaling), 20m radius (cut… Mobility +3 m/s movement speed for him and nearby allies for up to 10s while the… 1 +2 m/s movement speed (no cooldown reduction since 5 October) 2 +5s banner duration and +8m radius 5 +150 slam damage and +10% damage reduction knocks up and slows everyone around him, and the planted banner gives Rat King Rat King Released 2 October Released 2 October. A gun-scaling brawler and team buffer: a three-blast slowing grenade, rats that strip bullet resist with every bite, a reflecting barrier, and a banner that makes his team slow-immune. 's team damage reduction against the aura.
Rat Swarm
Rat Swarm Rat King calls a swarm of rats to a spot up to 50m away. Damage 8 spirit damage per bite (+0.08 Spirit scaling), one bite per attached rat… 1 +1 charge (8s between charges) 2 a larger swarm and +4s debuff duration 5 +8 damage and an extra -1% bullet resist per bite keeps biting a Victor whose kit already hurts himself.
Written from both heroes' ability data; the win rates above are the measured results.
What should I do right now?
Do
- Plan for
Scourge
Scourge +35s Cooldown +10s Duration +0.25s Cast Delay +40% Spirit Resist +100 Bonus Health +20% Debuff Resist — know which tier it sits in so you are not improvising at the shop. - Know what
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) looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Victor's engage range.
Do
- Low base move speed (6.3 m/s) outside of the
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… window makes him easy to collapse on - Both
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 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 damage him, so he starts most fights below maximum health -
Scrap Grenade
Scrap Grenade Rat King throws a bouncing lump of scrap that goes off three times where it lands. Crowd Control 20% movement slow for 4s (scales slightly with Spirit). Damage 70 bullet damage per detonation (+0.6 weapon-damage scaling), three… Defensive The slow is his peel: thrown at his own feet it stops a diver from following… 1 -8s cooldown (26s to 18s) 2 +70 damage per detonation 5 one extra, bigger final detonation — 300 damage, 14m radius, 40% slow clears a trooper wave in three hits and slows anyone farming in it, so he wins wave tempo early
Avoid
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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
Do
- Their first real spike is ult unlock — respect it from that point, not before.
- Your spike is ult unlock:
Rule, Ratannia!
Rule, Ratannia! Rat King raises the banner of Ratannia. Crowd Control Knockup and a 40% slow on the slam, plus Rat Swarm from the rats it… Damage 200 bullet damage on the slam (+1.2 weapon-damage scaling), 20m radius (cut… Mobility +3 m/s movement speed for him and nearby allies for up to 10s while the… 1 +2 m/s movement speed (no cooldown reduction since 5 October) 2 +5s banner duration and +8m radius 5 +150 slam damage and +10% damage reduction turns him into the team's fight-starter: slow immunity and speed on the way in, a 20m Knockup on arrival
Avoid
- Taking an even fight against Victor on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
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) . Walk away from the corpse. The Stun and the 200-375 damage are centred on where he died — take a few steps and the whole ultimate hits nothing - Fight him outside the ~9m
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 radius — Vindicta from
Flight
Flight Vindicta lifts off and flies freely for an extended duration. Damage +10 spirit damage per bullet while airborne (T3 adds +10 more with improved… Mobility 13s of free flight on a 42s cooldown; Defensive Being airborne dodges most ground-targeted abilities and puts her out of… 1 +50% base ammo capacity during Flight 2 +10s duration (13s base up to 23s) 5 hero kills refresh Flight's duration; , Venator's bolts, Wraith's
Card Trick
Card Trick Dealing weapon damage generates cards of a random suit, which she can then throw. Crowd Control none directly Damage 45 spirit base (about 0.55x spirit scaling); Mobility A Club card grants +24% move speed 1 +2 charges 2 +40 damage and increased spirit scaling 5 all suits improved and a higher chance for Jokers and
Full Auto
Full Auto For a short window Wraith's fire rate increases and every bullet carries bonus spirit damage. Damage +2 spirit damage per bullet on top of her weapon damage 1 -20s cooldown (45s base down to 25s) 2 +10% fire rate and +3s duration 5 unlimited ammo and increased scaling on spirit damage per bullet all beat him without ever entering it
Avoid
- Spending your own escape before
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 on cooldown.
Victor’s abilities
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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) Ultimate The cooldown that decides the fight. Diminishing slow from the death wave, then a 1.5s Stun on reanimation (T3 adds +1.5s, so up to 3s).
- Walk away from the corpse. The Stun and the 200-375 damage are centred on where he died — take a few steps and the whole ultimate hits nothing
- Do not commit your own ultimate to 'finish' a low Victor; the kill is going to be undone regardless, so save
Telekinesis
Telekinesis Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control 0.65s stun during the channel, then the target is airborne and unable to act… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 0.65s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range ,
Assassinate
Assassinate Scopes in for a long-range rifle shot. Damage 90 base spirit plus up to 90 bonus against targets under 50% health (T2 adds… Mobility none — she is scoped and stationary during the charge 1 -15s cooldown (55s base) 2 +80 maximum bonus damage 5 +4% weapon damage per kill (from +6% to +10%) or
Goo Ball
Goo Ball Viscous becomes a large ball of goo that rolls around the map, damaging and briefly stunning any enemy it slams into. Crowd Control 0.5s stun on impact (T3 adds +0.3s); Damage 110 base (about 1.0x spirit scaling); Mobility High-speed rolling with wall bounces and a double jump, for 11s (T3 adds… 1 -25s cooldown (150s base) 2 +70 damage and +20% to both resists 5 +7s duration, +0.3s stun duration, and +0.2 spirit scaling for the reanimated body - Count the cooldown: 240s base, roughly 145s at T3. A Victor whose Reanimation is spent is a 800 HP brawler with no escape and can be dived freely
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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 Ability 1 The control here is bought rather than baseline — T1 applies a 32% movement slow for 2s on hit.
- Do not free-hit a low Victor with chip damage — every bullet you land charges the battery he will heal off
- Spread out: the discharge hits each target once, so a group standing on one another all eat a full 100-150
- Apply anti-heal BEFORE he discharges, not after — the heal resolves on hit, so
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill or
Toxic Bullets
Toxic Bullets -35% Incoming Healing -35% Incoming Healing needs to already be on him
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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… Ability 2 His engage-and-sustain button in one. The self-damage tops off
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 , the regen out-heals the cost several times over, and the speed lets him close on a backliner or leave a lost fight.- Anti-heal now holds through Jumpstart at reduced duration — buy
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill or
Toxic Bullets
Toxic Bullets -35% Incoming Healing -35% Incoming Healing and apply it before he casts, and the 100-170 regen is largely wasted - Burst him inside the Jumpstart window rather than after: the regen is a heal-over-time, so a single large burst (Vindicta's
Assassinate
Assassinate Scopes in for a long-range rifle shot. Damage 90 base spirit plus up to 90 bonus against targets under 50% health (T2 adds… Mobility none — she is scoped and stationary during the charge 1 -15s cooldown (55s base) 2 +80 maximum bonus damage 5 +4% weapon damage per kill (from +6% to +10%) , Yamato's
Power Slash
Power Slash Yamato channels for around a second and a half to build up a sword strike, then releases it as a ranged slash. Crowd Control T1 adds a 32% movement slow for 3s Damage 145 spirit at full charge (about 1.85x spirit scaling), with T3 adding +150… Mobility none — she is channelling 1 +32% movement slow for 3s 2 -4s cooldown (12s base) 5 +8m cast range, +150 damage, and increased Spirit Power scaling , Wraith's
Full Auto
Full Auto For a short window Wraith's fire rate increases and every bullet carries bonus spirit damage. Damage +2 spirit damage per bullet on top of her weapon damage 1 -20s cooldown (45s base down to 25s) 2 +10% fire rate and +3s duration 5 unlimited ammo and increased scaling on spirit damage per bullet window) beats a slow drip - The self-damage means he enters every fight already below max; a ranged poke hero denies him the ability to Jumpstart safely at all
- Anti-heal now holds through Jumpstart at reduced duration — buy
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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 Ability 3 No control at base; the upgrade is what changes that — T1 applies a 20% move and dash slow to enemies inside the aura.
- Leave the ~8-9m bubble and the ramp resets — this is the single most important thing against Victor, and it beats every other answer
- Do not contest a Walker, Patron or Urn while standing in the aura; take the objective trade elsewhere or wait him out
- The T1 20% slow also slows dashes, so plan your exit with a Stamina jump or a teleport (Wraith's
Project Mind
Project Mind After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 0.75-0.8s… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power, which… 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (46s base down to 14s) ) rather than a dash
- 1
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) Shocking Reanimation first and above everything — force the revive with a cheap commit, then win the real fight during the 145-240s downtime
- 2
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… Jumpstart second: make him burn it as an escape rather than an engage, which removes both his mobility and his regen for 22-30s
- 3
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 Pain Battery third: it discharges on a short 2s cycle once charged, so the goal is not to bait it but to be spread out and anti-healed when it goes off
The matchup in detail
- Zero ranged threat; everything happens inside roughly 9m Strong evidence
- 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 Strong evidence - 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 Strong evidence - Neither of you deletes the other, so this matchup is decided by multipliers rather than damage. Resists stack multiplicatively, which means your fourth resist item buys much less percentage than your first; shred is subtracted from the total afterward, which means it is worth more the tankier they get; and healing reduction stacks multiplicatively too, so a second anti-heal source on top of a first is worth far less than the first. The efficient build against Victor is one anti-heal, one shred, and damage after that. Strong evidence
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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 ramps from 13 to 58+ DPS (up to ~92 at T2) with a 20% move/dash slow, so any fight he drags out inside 9m he wins on attrition Strong evidence -
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 at T3 makes everyone inside take +15% damage from all sources — his team's burst is amplified just by his presence Strong evidence -
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 discharges for 100-150 spirit to everyone around him and, at T3, heals him for 15% of his missing health per hero hit, so chip damage on a low Victor is actively counterproductive Strong evidence -
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) means killing him near your team stuns you for 1.5-3s and does 200-375 damage before he stands back up at 50-100% health Strong evidence -
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… gives +3 to +6 m/s of burst speed for a forced engage on a backliner who thought they were out of a 6.3 m/s hero's range Strong evidence
- Fight him outside the ~9m
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 radius — Vindicta from
Flight
Flight Vindicta lifts off and flies freely for an extended duration. Damage +10 spirit damage per bullet while airborne (T3 adds +10 more with improved… Mobility 13s of free flight on a 42s cooldown; Defensive Being airborne dodges most ground-targeted abilities and puts her out of… 1 +50% base ammo capacity during Flight 2 +10s duration (13s base up to 23s) 5 hero kills refresh Flight's duration; , Venator's bolts, Wraith's
Card Trick
Card Trick Dealing weapon damage generates cards of a random suit, which she can then throw. Crowd Control none directly Damage 45 spirit base (about 0.55x spirit scaling); Mobility A Club card grants +24% move speed 1 +2 charges 2 +40 damage and increased spirit scaling 5 all suits improved and a higher chance for Jokers and
Full Auto
Full Auto For a short window Wraith's fire rate increases and every bullet carries bonus spirit damage. Damage +2 spirit damage per bullet on top of her weapon damage 1 -20s cooldown (45s base down to 25s) 2 +10% fire rate and +3s duration 5 unlimited ammo and increased scaling on spirit damage per bullet all beat him without ever entering it Strong evidence - Buy anti-heal (
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill ,
Toxic Bullets
Toxic Bullets -35% Incoming Healing -35% Incoming Healing ) and apply it BEFORE he Jumpstarts; as of the 03-26-2026 patch he no longer purges it, he only resists it, so the debuff sticks Strong evidence - When he dies, immediately step away from the corpse — the Reanimation Stun and 200-375 damage are centred on the death location and hit nothing if you leave Strong evidence
- Save your Hard CC and your ultimate for the reanimated Victor, not the first health bar; a Warden
Binding Word
Binding Word Curses a targeted enemy hero. Crowd Control 1.75s immobilise (T2 adds +0.75s, so up to 2.5s) if the target fails the… Damage 110 (about 2.44x spirit scaling) when it lands Defensive Rooting a diver in place is a strong self-peel 1 Warden deals +20% bullet damage to trapped heroes for 5s 2 +0.75s immobilise duration 5 -14s cooldown (34s base) and silences the target until they escape or are immobilised or Viscous Cube on the rebirth ends him for good Strong evidence - Punish the cooldown gap: 240s base (about 145s at T3). Track it and force the next objective while Reanimation is down Strong evidence
- You do not have the CC to reliably break
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) out of your own kit, so buy the cheapest thing that does:
Silence Wave
Silence Wave +42s Cooldown +3s Duration +0.1s Cast Delay +50 Bonus Health is the only area Silence in the shop and the standard answer to channelled ultimates. Area matters because you do not have to win the aim duel — you have to cover the spot they cast from. Note the alternative,
Counterspell
Counterspell +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power , parries a single ability outright but requires a read;
Silence Wave
Silence Wave +42s Cooldown +3s Duration +0.1s Cast Delay +50 Bonus Health forgives a bad read, which is why it is the buy when interrupting is not your specialty. Strong evidence - Victor contributes through abilities, which makes a hard Silence worth more against them than any amount of resist.
Focus Lens
Focus Lens +45s Cooldown +4.5s Duration +0.1s Cast Delay +35% Damage On Expire +10% Fire Rate -9% Spirit Resist -30 Spirit Power +12s Resist Reduction Duration Builds from Spirit Sap is the sharpest version: 4.5 seconds of single-target Silence at 20m, plus 30% of all damage dealt during the window applied when it expires, on a 45-second cooldown. Against a caster that is not a defensive purchase — it deletes their entire fight participation and then charges them for it. Strong evidence - You are the one standing in front of Victor's gun, which makes the fire-rate items pay for you in a way they do not for your backline.
Juggernaut
Juggernaut +25% Melee Resist +50% Slow Resist +40% Fire Rate +8 Health Regen +4s Duration Builds from Enduring Speed cuts fire rate by 40% on anyone shooting you — it is a passive tax on their entire damage output for as long as you hold the frontline — and
Return Fire
Return Fire +23s Cooldown +6.5s Duration +65% Bullet Damage Returned +25% Spirit Damage Returned +10% Bullet Resist punishes the same behaviour. Compare that against another resist item honestly: resists stack multiplicatively so your fifth resist source buys little, while a fire-rate cut applies to a number nothing else in your build is touching. Strong evidence
- Any moment
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 on cooldown (240s base, ~145s at T3) — he is an 800 HP hero with no escape and no second life Strong evidence - The channel between the death wave and the reanimation: enemies who walk out during it take zero and he comes back alone Strong evidence
- Immediately after
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… is spent — he is back to 6.3 m/s and can be kited by anything with a dash or a gap-close Strong evidence - Right after he self-damages with
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… , 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: that is the lowest-HP, no-heal, no-counter-punch state in his loop Strong evidence - Any long-range trade at all; he has no ranged ability in the kit Strong evidence
- Being stunned by Victor now pauses your reload rather than restarting it, as of 09-16-2026. That quietly changes when it is safe to reload in this matchup: a reload caught by their Stun resumes where it left off instead of costing you the whole cycle, so the old rule of never reloading inside their engagement range is too conservative now. The compensating change is that parrying also pauses your reload, so a defensive parry no longer buys you free reload time. Documented
- Confirming and denying a soul orb is a hit-check, not a damage-check — one bullet or one pellet takes it regardless of how much damage it does. That is good news for you in the abstract and bad news against Victor specifically, because your projectile has travel time and their hitscan does not. On the contested floating orb you have to pre-fire: start the shot before the trooper dies and lead the orb's spawn point, because if you both react at the same instant they win every time. Strong evidence
-
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 Strong evidence -
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 Strong evidence - Low base move speed (6.3 m/s) outside of the
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… window makes him easy to collapse on Strong evidence - Both
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 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 damage him, so he starts most fights below maximum health Strong evidence
-
Scrap Grenade
Scrap Grenade Rat King throws a bouncing lump of scrap that goes off three times where it lands. Crowd Control 20% movement slow for 4s (scales slightly with Spirit). Damage 70 bullet damage per detonation (+0.6 weapon-damage scaling), three… Defensive The slow is his peel: thrown at his own feet it stops a diver from following… 1 -8s cooldown (26s to 18s) 2 +70 damage per detonation 5 one extra, bigger final detonation — 300 damage, 14m radius, 40% slow clears a trooper wave in three hits and slows anyone farming in it, so he wins wave tempo early Strategic
- There is a hard behavioural change at 20:00 in this matchup: respawn goes from 35 to 38 seconds as of 09-16-2026, and you are the hero Victor can pick off without a fight starting. Three seconds does not sound like much until you price it against the Rift's 7-minute cadence and the Urn at 20 and 25 — a single death now reliably costs you presence at the next objective. Past 20:00, stop taking the solo camp that is one rotation from their side of the map. Documented
-
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 Strong evidence -
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 Strong evidence -
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 Strong evidence - 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 Strong evidence
-
Rule, Ratannia!
Rule, Ratannia! Rat King raises the banner of Ratannia. Crowd Control Knockup and a 40% slow on the slam, plus Rat Swarm from the rats it… Damage 200 bullet damage on the slam (+1.2 weapon-damage scaling), 20m radius (cut… Mobility +3 m/s movement speed for him and nearby allies for up to 10s while the… 1 +2 m/s movement speed (no cooldown reduction since 5 October) 2 +5s banner duration and +8m radius 5 +150 slam damage and +10% damage reduction unlock —
Rule, Ratannia!
Rule, Ratannia! Rat King raises the banner of Ratannia. Crowd Control Knockup and a 40% slow on the slam, plus Rat Swarm from the rats it… Damage 200 bullet damage on the slam (+1.2 weapon-damage scaling), 20m radius (cut… Mobility +3 m/s movement speed for him and nearby allies for up to 10s while the… 1 +2 m/s movement speed (no cooldown reduction since 5 October) 2 +5s banner duration and +8m radius 5 +150 slam damage and +10% damage reduction turns him into the team's fight-starter: slow immunity and speed on the way in, a 20m Knockup on arrival Strategic -
Scrap Grenade
Scrap Grenade Rat King throws a bouncing lump of scrap that goes off three times where it lands. Crowd Control 20% movement slow for 4s (scales slightly with Spirit). Damage 70 bullet damage per detonation (+0.6 weapon-damage scaling), three… Defensive The slow is his peel: thrown at his own feet it stops a diver from following… 1 -8s cooldown (26s to 18s) 2 +70 damage per detonation 5 one extra, bigger final detonation — 300 damage, 14m radius, 40% slow T2 — 140 damage per detonation turns the grenade from wave clear into a real trade — three hits for 420 before weapon scaling Strategic
-
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 a channel, which means the fight is decided by whether you can break it. Hold one interrupt — a Stun, a Silence, or a displacement — specifically for that cast rather than spending it on the opening trade. If you have no interrupt, the answer is line of sight: leave the area entirely rather than trying to out-heal it. Strong evidence - You are not going to kill Victor in a normal teamfight and trying to is how fights are lost. Treat them as terrain: fight around them, spend your damage on whoever is behind them, and only commit to killing them once anti-heal and shred are actually online. Strategic
- Fights against Victor recur on the objective clock — the Rift every 7 minutes from about 11:00, the Urn every 5 from 10:00 — which means the question is not whether your ultimate is strong but whether it is up for the next one. Ultimate Cooldown Reduction is a new stat introduced on 09-16-2026, first appearing on
Diviner's Kevlar
Diviner's Kevlar +40s Cooldown +40 Spirit Power +1000 Barrier +20s Buff Duration +15% Ability Duration +10% Ultimate Cooldown Reduction at +10%. Against a team-fight hero, buying into a recurring ultimate is a different and often better purchase than buying into a bigger one. Documented
- Victor wins by choosing where the fight happens. Take your position before the zoning goes down, not after — once the area is committed you are fighting on their terms, and walking in to contest it is exactly the mistake the kit is built to farm. Strategic
- You deal Bullet Damage, so
Toxic Bullets
Toxic Bullets -35% Incoming Healing -35% Incoming Healing is your anti-heal route against Victor —
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill keys off Spirit Damage and will barely apply for you. Note that melee hits do not build the bullet route. Strong evidence - Victor is a durability check, and the maths favours shred over raw damage here. Resistances stack multiplicatively, but shred is pooled and then subtracted from total resist — so the higher their resist climbs, the more each point of shred is worth. Against a stacked tank, resist reduction outperforms another flat damage item. Documented
- If Victor buys
Dispel Magic
Dispel Magic +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 HP Healed On Activate to purge your anti-heal, bullet-applied reduction re-lands on your very next shot, while spirit-applied reduction has to wait for your next ability. That asymmetry is a real argument for the bullet route against a hero who will buy a purge. Strong evidence -
Scourge
Scourge +35s Cooldown +10s Duration +0.25s Cast Delay +40% Spirit Resist +100 Bonus Health +20% Debuff Resist (spirit T4) — Buy on supports to harden a focused ally against a caster team while adding pressure damage. What you are answering here: Victor's
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) . Documented -
Counterspell
Counterspell +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power (vitality T3) — Victor's
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 what you are buying against here. Buy against telegraphed single-target ultimates and hex-style point-and-click abilities you can read and parry. Documented -
Majestic Leap
Majestic Leap +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration (vitality T3) — Victor's
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) — that is the zoning and area denial this answers. Buy to escape ground-based lockdown and to rotate across the map quickly. Documented
- The instinct here is to buy
Dispel Magic
Dispel Magic +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 HP Healed On Activate as your answer to Victor and then find it greyed out at the exact moment you need it.
Dispel Magic
Dispel Magic +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 HP Healed On Activate cannot be cast while you are stunned or asleep, and it cannot remove a Stun at all — it purges what comes with the Stun, not the Stun itself. Against Victor the item you actually want is the pre-cast kind (
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer , which also cannot be activated once you are already stunned) or the automatic kind (
Indomitable
Indomitable +55s Cooldown +10s Duration +10% Bullet Resist +10% Spirit Resist +20s Cooldown On Apply +2 Out of Combat Regen Builds from Reactive Barrier , which cleanses the next Hard CC with no input from you). Documented - Anti-heal against Victor is bought correctly and applied at the wrong moment.
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill 's reduction runs for 8 seconds from your Spirit Damage and
Toxic Bullets
Toxic Bullets -35% Incoming Healing -35% Incoming Healing ' runs while the bleed is up — both are windows, and re-applying the same source before it expires does not stack a second instance. The mistake is opening the fight clean and reaching for anti-heal once they start healing; by then you have spent the fight. Land it before they commit, then keep the window refreshed rather than re-triggering it. Strong evidence - The reflex buy against a hero who keeps deleting you is
Metal Skin
Metal Skin +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance , and against Victor it does nothing.
Metal Skin
Metal Skin +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance is bullet-damage immunity only — Spirit Damage, abilities and every status effect pass straight through it, and you pay −1.5 m/s move speed and −20% dash distance for the privilege. The three big defensive actives are deliberately orthogonal:
Metal Skin
Metal Skin +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance stops bullets,
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer stops statuses,
Ethereal Shift
Ethereal Shift +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power stops everything but disables you. Victor is a spirit threat, so it is the last two you are choosing between. Documented - The finishing heavy melee on Victor is worse than it feels. Melee Damage is mitigated twice — once by Bullet Resist and again by Melee Resist — so it is the single worst damage channel to point at a stacked-resist target, and the wind-up is long enough for a parry that stuns you for 3 seconds with no Debuff Resist reduction available. Finish with your gun or an ability, not with melee. Strong evidence
- The specific error is walking into Victor's area denial after it is already down, because your team is in there and you feel late. You are slow enough that entering a committed zone is a one-way decision — you will be inside it for its full duration, not for the two seconds you intended. Arrive before the zone or arrive from the other side of it; arriving into it is how this matchup is lost even when your team wins the fight. Strategic
- The Unstable Rift capture point is a 20m circle on a bridge, capture only progresses when no enemy is inside it, and everyone standing in it is revealed on the minimap. That is a purpose-built trap for Victor. The mistake is treating the circle as the objective: you do not need to stand in it, you need them not to. Contest from outside the radius, deny with a single body at the edge, and let their Area Damage land on empty bridge. Strategic
Next
Rat King’s other hard matchups
All of Victor
Who beats Victor, the items that shut Victor down, and every ability.
Facing more than Victor?
Add the other five enemies: who to focus first and what to buy against the whole team.
Sources and method for this page
Everything on this page is generated for Deadlock patch 09-29-2026 from Victor's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Victor's kit and counterplay were compiled from 10 sources, cross-checked for patch 09-29-2026. Threat ratings compare this pairing against Rat King's own baseline win rate rather than a flat 50%, because ranking by raw win rate produces the wrong answer for heroes whose overall win rate is not 50%.
- https://deadlock.one/en/heroes/victor
- https://deadlock.io/en/heroes/victor
- https://deadlock.wiki/Victor
- https://dramalock.org/guides/victor-deadlock-guide-build-abilities/
- https://www.deadlockpatchnotes.com/spells/jumpstart
- https://forums.playdeadlock.com/threads/victor-bypasses-all-healing-reduction.81220/