vs stuns and hard ccExtra StaminaExtra Stamina800 soulsTier 1ArmorPassive+1Stamina+12%Stamina RecoveryDebuff ReducerDebuff Reducer1,600 soulsTier 2ArmorPassive+25%Debuff Resist+90Bonus HealthReactive BarrierReactive Barrier1,600 soulsTier 2ArmorPassive+55sCooldown+10sDuration+1Out of Combat RegenBuilds from Grit
Fight him outside the 8m Aura of SufferingAura of Suffering8s Duration2s CooldownA toggle that radiates escalating spirit damage in roughly an 8m sphere around Victor, hurting enemies and Victor himself.Crowd ControlT1 applies a 20% move and dash slow to enemies inside the auraDamage13 DPS minimum ramping to 58 DPS maximum over roughly 8s of channel;Defensivenone — it damages Victor as well1+20% move and dash slow on enemies in the aura2+6 minimum DPS and +34 maximum DPS5+1m radius and enemies inside take +16% damage from all sources radius — Vindicta from FlightFlight13s Duration42s CooldownVindicta lifts off and flies freely for an extended duration.Damage+10 spirit damage per bullet while airborne (T3 adds +10 more with improved…Mobility13s of free flight on a 42s cooldown;DefensiveBeing airborne dodges most ground-targeted abilities and puts her out of…1+50% base ammo capacity during Flight2+10s duration (13s base up to 23s)5hero kills refresh Flight's duration;, Venator's bolts, Wraith's Card TrickCard Trick500m Range0.6s CooldownDealing weapon damage generates cards of a random suit, which she can then throw.Crowd Controlnone directlyDamage45 spirit base (about 0.55x spirit scaling);MobilityA Club card grants +24% move speed1+2 charges2+40 damage and increased spirit scaling5all suits improved and a higher chance for Jokers and Full AutoFull Auto5s Duration45s CooldownFor 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 damage1-20s cooldown (45s base down to 25s)2+10% fire rate and +3s duration5unlimited ammo and increased scaling on spirit damage per bullet all beat him without ever entering it
Buy anti-heal (HealbaneHealbane1,600 soulsTier 2ArmorPassive+8sDuration+7Spirit Power-35%Incoming Healing, Toxic BulletsToxic Bullets3,200 soulsTier 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 WordBinding Word15m Range34s CooldownCurses a targeted enemy hero.Crowd Control1.75s immobilise (T2 adds +0.75s, so up to 2.5s) if the target fails the…Damage110 (about 2.44x spirit scaling) when it landsDefensiveRooting a diver in place is a strong self-peel1Warden deals +20% bullet damage to trapped heroes for 5s2+0.75s immobilise duration5-14s 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 BatteryPain Battery28m Range2s CooldownA battery that fills passively as Victor takes damage from any source, including his own self-harm abilities.Crowd ControlT1 applies a 32% movement slow for 2s on hitDamage100 base spirit; T2 adds +50DefensiveT3 heals Victor for 15% of his missing health per hero hit, which is the…1+32% movement slow for 2s on hit2+50 damage5heal 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 ReanimationShocking Reanimation240s CooldownA passive that fires when Victor would die.Crowd ControlDiminishing slow from the death wave, then a 1.5s stun on reanimation (T3…Damage200 spirit on reanimation;DefensiveRebirth at 50% health base;1+15% fire rate and +6 spirit damage per bullet while Shocking Reanimation is on cooldown2+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
JumpstartJumpstart4.5s Duration30s CooldownVictor 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…DamageSelf-damage of 15% current health;Mobility+3 m/s base move speed, decaying;Defensive100 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
Buy Healbane, Toxic Bullets or DecayDecay3,200 soulsTier 3TechPress+30sCooldown+12sDuration+0.1sCast Delay+8Spirit Power-55%Incoming Healing+65Bonus Health against Victor, and apply it before Jumpstart so his regeneration starts already cut. (Deadlock Item Builder, LockBlaze)
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
70.2DPS
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.
12Bullet Damage
1Pellets per Shot
5.05Bullets per sec
24Ammo
2.40sReload Time
203m/sBullet Velocity
50Light Melee
116Heavy Melee
Vitality and movement
800Health
1.50Health Regen
6.30m/sMove Speed
1.10m/sSprint Speed
3Stamina
4.50sStamina 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.
PaigePaigeSupportControllerMid rangeSpirit damagePeel — Plot Armor is a save and a damage buff on one button.Durabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinghigh (2/3)61.4% together+6.0% above expected
Rat KingRat KingBruiserSupportClose rangeBullet damageMakes his whole team's guns better: stacking bullet-resist shred from Rat SwarmDurabilityhigh (2/3)Bursthigh (2/3)Mobilitylow (1/3)Healinglow (1/3)59.9% together+5.8% above expected
SevenSevenMageControllerMid rangeSpirit damageWave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints soonerDurabilitylow (1/3)Bursthigh (2/3)Mobilitynone (0/3)Healingnone (0/3)60.4% together+5.6% above expected
Deadman DannyDeadman DannySkirmisherInitiatorMid rangeHybrid damageFree flight: he picks his angles and reaches heroes others can'tDurabilitylow (1/3)Bursthigh (2/3)Mobilityvery high (3/3)Healinglow (1/3)59.8% together+5.3% above expected
HazeHazeAssassinCarryClose rangeBullet damageSingle-target sustained DPS ramps up once Fixation is stackedDurabilitylow (1/3)Bursthigh (2/3)Mobilityhigh (2/3)Healinghigh (2/3)58.8% together+4.9% above expected
GravesGravesControllerSummonerClose rangeHybrid damageMap pressure while away from the fight via Borrowed Decree Ghouls marching at objectivesDurabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinglow (1/3)60.2% together+4.5% above expected
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 strugglesVictor 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%).
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 GrenadeConsecrating Grenade25s CooldownLobs a grenade that bounces once or twice before detonating in a roughly 4.5m area.Damage35 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 duration5an 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 AssassinateAssassinate55s CooldownScopes in for a long-range rifle shot.Damage90 base spirit plus up to 90 bonus against targets under 50% health (T2 adds…Mobilitynone — she is scoped and stationary during the charge1-15s cooldown (55s base)2+80 maximum bonus damage5+4% weapon damage per kill (from +6% to +10%), Yamato's Power SlashPower Slash12s CooldownYamato channels for around a second and a half to build up a sword strike, then releases it as a ranged slash.Crowd ControlT1 adds a 32% movement slow for 3sDamage145 spirit at full charge (about 1.96x spirit scaling), with T3 adding +150…Mobilitynone — she is channelling1+32% movement slow for 3s2-4s 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 FamiliarCrow Familiar32s CooldownSends 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.Damage40 spirit impact; bleed of 2.2% of current health per second (T2 adds +0.5%)…1applies -35% healing reduction2+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 MindProject Mind25m Range50s CooldownAfter a brief channel, Wraith teleports to a chosen location at range.MobilityTeleport up to 25m (T1 adds +15m, so up to 40m) after a 1s interruptible…DefensiveT2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power1+15m cast range (25m base up to 40m)2300 barrier for 5s on arrival, scaling with Spirit Power5-32s 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 TelekinesisTelekinesis10m Range2.3s Duration150s CooldownLifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses.Crowd Controlstunned during the 1.25s channel, then the target is airborne and unable to…Damage100 spirit base (about 1.0x spirit scaling);Mobilitynone for Wraith — she channels for 1.25s while aiming the throw1+100 damage2-45s cooldown (150s base down to 105s)5+1.5s debuff duration and +6m throw and cast range, Assassinate or Goo BallGoo Ball11s Duration150s CooldownViscous becomes a large ball of goo that rolls around the map, damaging and briefly stunning any enemy it slams into.Crowd Control0.5s stun on impact (T3 adds +0.3s);Damage110 base (about 1.0x spirit scaling);MobilityHigh-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 resists5+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 SkinMetal Skin3,200 soulsTier 3ArmorInstantCast+24sCooldown+5sDuration+12%Bullet Resist-20%Dash Distance+20%Gravity Scale, Ethereal ShiftEthereal Shift6,400 soulsTier 4TechInstantCast+37sCooldown+4sDuration+5sBuff Duration+30%Spirit Resist+20Spirit Power, Warden's WillpowerWillpower5s Duration40s CooldownWarden 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)Defensive125 barrier (about 0.8x spirit scaling);1+20% move speed bonus2-24s cooldown (40s base down to 16s) and +2s duration5+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.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
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)