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Victor

BruiserInitiatorController Spirit Damage Mid Game Medium Difficulty

Patch 10-30-2026, 318,077 matches. Updated daily.

How to counter and play Victor

Items to buy

  • vs zoning and area denial Enduring Speed Enduring Speed 1,600 souls Tier 2ArmorPassive +25% Slow Resist +2 Out of Combat Regen Builds from Sprint Boots Fleetfoot Fleetfoot 1,600 souls Tier 2WeaponInstantCast +16s Cooldown +5s Duration +100 move speed penalty while shooting reduction +35% Slide Distance +6% Bullet Resist +40% Slow Resist +6% Weapon Damage Restorative Locket Restorative Locket 1,600 souls Tier 2ArmorInstantCast +20s Cooldown +0.1s Cast Delay +8% Spirit Resist +25 Max Stacks +3 Max Stamina Restore
  • vs channelled ultimates Counterspell Counterspell 3,200 souls Tier 3ArmorPassive +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power Knockdown Knockdown 3,200 souls Tier 3TechPress +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius Silence Wave Silence Wave 3,200 souls Tier 3TechInstantCast +42s Cooldown +3s Duration +0.1s Cast Delay +90 Bonus Health
  • vs stuns and hard cc Extra Stamina Extra Stamina 800 souls Tier 1ArmorPassive +1 Stamina +12% Stamina Recovery Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health Reactive Barrier Reactive Barrier 1,600 souls Tier 2ArmorPassive +55s Cooldown +10s Duration +1 Out of Combat Regen Builds from Grit
  • Fight him outside the 8m Aura of Suffering Aura of Suffering 8s Duration2s Cooldown 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 +16% damage from all sources radius — Vindicta from Flight Flight 13s Duration42s Cooldown 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 500m Range0.6s Cooldown 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 5s Duration45s Cooldown 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
  • Buy anti-heal (Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing , Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -40% 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
  • 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
  • Save your Hard CC and your ultimate for the reanimated Victor, not the first health bar; a Warden Binding Word Binding Word 15m Range34s Cooldown 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
  • Punish the cooldown gap: 240s base (about 145s at T3). Track it and force the next objective while Reanimation is down
  • Aura of Suffering ramps from 13 to 58+ DPS (up to ~92 at T2) with a 20% move/dash slow, so any fight he drags out inside 8m he wins on attrition
  • Aura of Suffering at T3 makes everyone inside take +16% damage from all sources — his team's burst is amplified just by his presence
  • Pain Battery Pain Battery 28m Range2s Cooldown 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
  • Shocking Reanimation Shocking Reanimation 240s Cooldown 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
  • Jumpstart Jumpstart 4.5s Duration30s Cooldown 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
  • Shocking Reanimation first and above everything — force the revive with a cheap commit, then win the real fight during the 145-240s downtime
  • Jumpstart second: make him burn it as an escape rather than an engage, which removes both his mobility and his regen for 22-30s
  • 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
  • Never bait Aura of Suffering — it is a toggle with a 2s cooldown and cannot be depleted; leave the radius instead
  • Any moment Shocking Reanimation is on cooldown (240s base, ~145s at T3) — he is an 800 HP hero with no escape and no second life
  • The channel between the death wave and the reanimation: enemies who walk out during it take zero and he comes back alone
  • Immediately after Jumpstart is spent — he is back to 6.3 m/s and can be kited by anything with a dash or a gap-close
  • Right after he self-damages with Jumpstart, before Pain Battery refills: that is the lowest-HP, no-heal, no-counter-punch state in his loop
  • Any long-range trade at all; he has no ranged ability in the kit

Plan a game against Victor and the rest of their team →

Good at

  • Effectively two health bars via Shocking Reanimation, which invalidates the normal 'focus the bruiser' plan
  • Aura of Suffering plus its T3 amp makes him a genuine teamfight force multiplier for his whole team
  • Self-damage synergy: Jumpstart and Aura cost health, Pain Battery converts that into damage and healing
  • Objective control — the aura plus a revive makes him extremely hard to dislodge from a Walker or Patron contest

Weak to

  • Zero ranged threat; everything happens inside 8m
  • 6.3 m/s base speed is among the slowest, so outside Jumpstart he cannot chase or flee
  • Self-damaging kit means he is frequently low, and burst heroes can execute him before Pain Battery refills
  • Anti-heal now sticks through Jumpstart (since 03-26-2026), so his sustain loop is far more counterable than it was
  • Shocking Reanimation is entirely positional — it punishes only enemies who linger over the corpse

In lane, good at

  • Jumpstart's 100-170 regen lets him sustain through prolonged health trades without buying sustain items
  • Pain Battery 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 is online

In lane, weak to

  • Low base move speed (6.3 m/s) outside of the Jumpstart window makes him easy to collapse on
  • Both Jumpstart and Aura of Suffering damage him, so he starts most fights below maximum health
  • No ranged pressure at all — a long-range laner can deny him farm without ever entering Aura of Suffering range
  • Shocking Reanimation unlock — Makes him effectively unkillable in a single commit, which flips lane 1v1s and early ganks
  • Pain Battery T3 — 15% missing-health heal per hero hit turns a losing brawl into a sustainable one
  • Aura of Suffering T3 — +16% damage taken for everyone in the aura converts him from a solo brawler into a teamfight amplifier
  • Late 35min+ — Shocking Reanimation T3 (roughly 145s cooldown, 3s Stun, 375 damage) gives him a revive with a Stun in teamfights

Pistol (Memento Mori)

Medium RangeProjectile

70.2 DPS

Falloff Range 20m 58m

A modest single-fire sidearm that is not the reason anyone plays Victor; it exists to chip and to trigger on-bullet item procs. His Shocking Reanimation T1 adds +15% fire rate and bonus spirit damage per bullet while the ultimate is on cooldown, which is the only state in which the gun matters much.

  • 12 Bullet Damage
  • 1 Pellets per Shot
  • 5.05 Bullets per sec
  • 24 Ammo
  • 2.40s Reload Time
  • 203m/s Bullet Velocity
  • 50Light Melee
  • 116Heavy Melee
Vitality and movement
  • 800 Health
  • 1.50 Health Regen
  • 6.30m/s Move Speed
  • 1.10m/s Sprint Speed
  • 3 Stamina
  • 4.50s Stamina Cooldown

Base values on patch data. Items and boons change all of these.

The heroes Victor wins most with, against what their two win rates would predict.

  • Paige Paige SupportControllerMid rangeSpirit damage Peel — Plot Armor is a save and a damage buff on one button. Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) 61.4% together +6.0% above expected
  • Rat King Rat King BruiserSupportClose rangeBullet damage 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) 59.9% together +5.8% above expected
  • Seven Seven MageControllerMid rangeSpirit damage Wave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints sooner Durability low (1/3) Burst high (2/3) Mobility none (0/3) Healing none (0/3) 60.4% together +5.6% above expected
  • Deadman Danny Deadman Danny SkirmisherInitiatorMid rangeHybrid damage Free flight: he picks his angles and reaches heroes others can't Durability low (1/3) Burst high (2/3) Mobility very high (3/3) Healing low (1/3) 59.8% together +5.3% above expected
  • Haze Haze AssassinCarryClose rangeBullet damage Single-target sustained DPS ramps up once Fixation is stacked Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing high (2/3) 58.8% together +4.9% above expected
  • Graves Graves ControllerSummonerClose rangeHybrid damage Map pressure while away from the fight via Borrowed Decree Ghouls marching at objectives Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing low (1/3) 60.2% together +4.5% above expected

Every Victor duo →

Every Victor matchup

Victor wins 54.2% of games overall. Who counters Victor and who Victor counters: all 43 opponents, from Victor's hardest to easiest, with how far each sits from that average. Victor struggles Victor does well

Graves and Paige are strong against almost every hero this patch, so they sit near the top here too. The counters that are about Victor in particular: Baba (Victor wins 47.8%), Warden (Victor wins 52.1%) and Kelvin (Victor wins 47.9%).

Only matches whose average rank was Oracle and above, where Victor wins 52.9% overall.

Abilities

Pick an ability to see what it does and how to play around it.

Pain Battery

Ability 1 · Damage-Charged Burst, Multi-Bolt Spirit Discharge

A battery that fills passively as Victor takes damage from any source, including his own self-harm abilities. Once full, he discharges a spread of shocking bolts that each deal Spirit Damage, hitting every target at most once.

Purpose: His reward for being hit. Victor deliberately eats damage in a brawl, then dumps the battery for a large chunk of Spirit Damage and, once upgraded, a substantial self-heal off the missing health he built up.

Damage
100 base spirit; T2 adds +50
Crowd control
T1 applies a 32% movement slow for 2s on hit
Defensive
T3 heals Victor for 15% of his missing health per hero hit, which is the core of his brawling sustain

How to play against it

  • 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 or Toxic Bullets needs to already be on him
  • The 32% slow at T1 lasts 2s and is a movement slow only; dashes and Stamina jumps still get you out of Aura of Suffering range

Interactions

  • Self-damage from Jumpstart and Aura of Suffering charges the battery, so his two self-harm abilities feed his damage and, at T3, his healing
  • The T3 missing-health heal scales with how low he is, so the correct play is to discharge at low HP, not at full
  • Because the heal is percent-of-missing-health, enemy anti-heal (Healbane, Toxic Bullets, Venator's Consecrating Grenade Consecrating Grenade 25s Cooldown Lobs a grenade that bounces once or twice before detonating in a roughly 4.5m area. Damage 35 impact (about 1.0x weapon scaling) plus roughly 10 burn DPS (about 1.6x… 1 -5s cooldown (25s base) 2 +1.5m radius and +1s burn duration 5 an additional 20% healing reduction on top of the base 30%, and grants extra charges , Vindicta's upgraded Crow) cuts it hard — see Jumpstart for the important 2026 change here
  • Very short 2s internal cooldown between discharges once the battery refills
Upgrade tiers
  • T1: +32% movement slow for 2s on hit
  • T2: +50 damage
  • T3: heal for 15% of missing health per hero hit, plus increased spirit scaling

Jumpstart

Ability 2 · Self-Damage into Burst Regeneration and Move Speed

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 duration.

Purpose: His engage-and-sustain button in one. The self-damage tops off Pain Battery, the regen out-heals the cost several times over, and the speed lets him close on a backliner or leave a lost fight.

Damage
Self-damage of 15% current health; 0 to enemies
Mobility
+3 m/s base move speed, decaying; T1 adds another +3 m/s
Defensive
100 total HP regen base, +70 more at T2 (~170 total); T3 adds +50% debuff resistance and halves the remaining duration of debuffs already on him

How to play against it

  • Anti-heal now holds through Jumpstart at reduced duration — buy Healbane or Toxic Bullets 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 55s Cooldown 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 12s Cooldown 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 1.96x 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 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
  • At T3 he has 2 charges, so do not assume one Jumpstart means he is out of speed

Interactions

  • IMPORTANT — the widely repeated community claim that Jumpstart cleanses anti-heal is NO LONGER TRUE on the current patch. Up to early 2026, Jumpstart's top upgrade purged non-ultimate debuffs including healing reduction (this was confirmed by community and repeated in older guides dated Sept 2025, and is still stated by some third-party sites such as Dexerto). Treat matchup logic that assumed a full anti-heal cleanse as stale.
  • Practical consequence for matchups: anti-heal (Healbane, Toxic Bullets, Venator's Consecrating Grenade, Vindicta's T1 Crow Familiar Crow Familiar 32s Cooldown Sends out a crow that strikes a target for impact damage, strips some of their bullet and spirit resistance, and applies a bleed that ticks for a percentage of the target's current health. Damage 40 spirit impact; bleed of 2.2% of current health per second (T2 adds +0.5%)… 1 applies -35% healing reduction 2 +0.5% bleed damage per second and -16s cooldown (32s base down to 16s) 5 +2s debuff duration and an additional -8% bullet and spirit resist ) now STICKS to Victor through Jumpstart at half duration rather than being removed, which is a large nerf to the Victor-vs-anti-heal matchup
  • A separate community bug report questioned whether the 50% existing-debuff-duration cut actually functions in game; treat that specific sub-effect as unverified
  • The self-damage is on current health, so casting at full HP costs more absolute HP but the regen is flat — casting low is more efficient
  • The self-damage charges Pain Battery, so Jumpstart into Pain Battery is his standard sustain loop
Upgrade tiers
  • T1: +3 m/s move speed (on top of the base +3 m/s)
  • T2: +70 total HP regen and -8s cooldown (30s base)
  • T3: +1 charge, +50% Debuff Resistance, -50% duration on existing debuffs, and increased spirit scaling

Aura of Suffering

Ability 3 · Toggled Ramping AoE Damage-over-Time Centred on Self

A toggle that radiates escalating Spirit Damage in roughly an 8m sphere around Victor, hurting enemies and Victor himself. The damage per second climbs the longer he keeps it running, up to a ceiling reached after several seconds.

Purpose: His area pressure and the reason he wants to be standing inside the enemy team. The ramp means Victor is rewarded for committing to a long brawl rather than hit-and-running.

Damage
13 DPS minimum ramping to 58 DPS maximum over roughly 8s of channel; T2 adds +6 min and +34 max DPS
Crowd control
T1 applies a 20% move and dash slow to enemies inside the aura
Defensive
None — it damages Victor as well

How to play against it

  • Leave the 8m bubble and the ramp resets
  • 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 25m Range50s Cooldown 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 1s interruptible… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (50s base down to 18s) ) rather than a dash
  • Ranged heroes simply do not engage it: Vindicta from Flight, Venator's bolts and Wraith's cards all out-range 8m entirely

Interactions

  • The self-damage charges Pain Battery, closing the loop: Aura ticks him down, Pain Battery heals him back at T3
  • The T3 +16% damage amplification applies to his whole team's damage, not just his, which is what makes him a teamfight hero rather than a duelist
  • Ramping means the aura is nearly harmless in the first second and lethal after eight — short skirmishes beat it, long contested objectives lose to it
  • Running the aura while low is dangerous because it keeps ticking him toward the Shocking Reanimation trigger, which is sometimes intentional
Upgrade tiers
  • T1: +20% move and dash slow on enemies in the aura
  • T2: +6 minimum DPS and +34 maximum DPS
  • T3: +1m radius and enemies inside take +16% damage from all sources

Shocking Reanimation

Ultimate · Passive Death-Trigger, Self-Resurrection with AoE Stun

A passive that fires when Victor would die. He releases a wave applying a diminishing slow to everyone near him, then after a short channel he reanimates at partial health, dealing Spirit Damage and stunning nearby enemies.

Purpose: It turns every Victor death into a trap. Opponents who dive on the kill and stand over the body get stunned and then have to fight a Victor who is back up at half health or more.

Damage
200 spirit on reanimation; T3 adds +175
Crowd control
Diminishing slow from the death wave, then a 1.5s Stun on reanimation (T3 adds +1.5s, so up to 3s)
Defensive
Rebirth at 50% health base; T2 adds +50% rebirth health

How to play against it

  • 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 10m Range2.3s Duration150s Cooldown 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 stunned during the 1.25s channel, then the target is airborne and unable to… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 1.25s 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 or Goo Ball Goo Ball 11s Duration150s Cooldown 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
  • Kill him inside your own team's CC chain so that when he reanimates he immediately eats a second round of control before he can re-enter Aura of Suffering range
  • Hold a defensive active (Metal Skin Metal Skin 3,200 souls Tier 3ArmorInstantCast +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance +20% Gravity Scale , Ethereal Shift Ethereal Shift 6,400 souls Tier 4TechInstantCast +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power , Warden's Willpower Willpower 5s Duration40s Cooldown Warden shields himself with a temporary barrier and moves noticeably faster for a few seconds. Mobility +20% move speed (T1 adds +20%, so up to +40%) for 5s (T2 adds +2s) Defensive 125 barrier (about 0.8x spirit scaling); 1 +20% move speed bonus 2 -24s cooldown (40s base down to 16s) and +2s duration 5 +30% debuff resistance and improved barrier scaling barrier) for the reanimation pop rather than spending it on the kill

Interactions

  • The 240s base cooldown drops to about 145s at T3, which is the difference between one revive per game phase and one per major fight
  • Because it triggers on lethal damage rather than being cast, it cannot be dodged by the enemy — only positioned around
  • There is a channel between the death wave and the reanimation; enemies who walk away during the channel take nothing
  • T1's fire rate and spirit-per-bullet buff applies specifically while Shocking Reanimation is on cooldown, so Victor is actually stronger in the window right after he has used it
Upgrade tiers
  • T1: +15% fire rate and +6 Spirit Damage per bullet while Shocking Reanimation is on cooldown
  • T2: +50% rebirth health (so he returns much healthier)
  • T3: +175 damage, +1.5s Stun duration, and -95s cooldown (240s base down to roughly 145s)
Patch history for these abilities (2)
  • Jumpstart The 03-26-2026 update removed the purge: the upgrade now grants +50% Debuff Resistance and cuts the duration of existing debuffs by 50% instead.
  • Jumpstart This tier previously purged non-ultimate debuffs; the purge was removed 03-26-2026.

Values were last changed in patch 10-30-2026.

Victor's win rate by game length

Victor gets stronger the longer the game goes: 48.9% in games under 25 minutes (#24 of 44), 56.3% in games past 40 (#1 of 44). Worth knowing: the tag at the top says "Mid Game", but on this patch the long games are where Victor pulls ahead of other heroes.

45% 50% 55% 60% 0.6% of all games end at 10–15 minutes 1.2% of all games end at 15–20 minutes 3.4% of all games end at 20–25 minutes 11.0% of all games end at 25–30 minutes 23.2% of all games end at 30–35 minutes 26.4% of all games end at 35–40 minutes 17.9% of all games end at 40–45 minutes 9.4% of all games end at 45–50 minutes 4.3% of all games end at 50–55 minutes 1.7% of all games end at 55–60 minutes 0.8% of all games end at 60+ minutes 10–15 min: 48.6% over 1,772 games 48.6% 15–20 min: 48.8% over 3,839 games 48.8% 20–25 min: 49.0% over 10,757 games 49.0% 25–30 min: 50.9% over 34,622 games 50.9% 30–35 min: 52.9% over 73,914 games 52.9% 35–40 min: 55.0% over 84,897 games 55.0% 40–45 min: 55.8% over 57,663 games 55.8% 45–50 min: 57.0% over 30,076 games 57.0% 50–55 min: 56.8% over 13,876 games 56.8% 55–60 min: 55.7% over 5,337 games 55.7% 60+ min: 56.0% over 2,647 games 56.0% 10–1515–2020–2525–3030–3535–4040–4545–5050–5555–6060+
above 50% below 50% under 1,000 games how many games end then
See the numbers
MinutesWinsvs usualGames
10–15 48.6% −5.6% 1,772
15–20 48.8% −5.4% 3,839
20–25 49.0% −5.2% 10,757
25–30 50.9% −3.3% 34,622
30–35 52.9% −1.3% 73,914
35–40 55.0% +0.8% 84,897
40–45 55.8% +1.6% 57,663
45–50 57.0% +2.8% 30,076
50–55 56.8% +2.6% 13,876
55–60 55.7% +1.5% 5,337
60+ 56.0% +1.8% 2,647

"vs usual" is against Victor's 54.2% over all these games. Faded rows have under 1,000 games, where a few percent either way is noise; under 300, no win rate is shown.

Each point is how often Victor won games that ended at that length, not the chance of winning at that minute. Short games are usually one-sided, so the left side is about closing out a lead and the right side about long, close games. Games under 10 minutes are left out. Every hero by game length →

Sources and confidence for this record

Record confidence: Strong evidence. Compiled for patch 10-30-2026, researched 2026-10-30.

Difficulty rating: DramaLock hero guide rates Victor complexity 2 of 3 (medium)