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== Abilities == {{AbilitySection | hero_name = Victor | ability_num = 1 | notes = * It takes damage equal to 40% of Victor's Max HP to gain a charge. [[Ability Cooldown|Cooldown Reduction]] (e.g. {{ItemIcon|Superior Cooldown}}) reduces the required amount to <code>40% Γ (1 β CDR%)</code> of Max HP, with 20% CDR, you only need to lose 32% Max HP. }} {{AbilitySection | hero_name = Victor | ability_num = 2 | notes = * Jumpstart self damage is considered [[Pure Damage]], and thus cannot be reduced by Spirit Resistance. * Jumpstart self damage is not reduced by Golden Goose Egg nor Curse. * On T3, existing non-ultimate debuffs have their duration cut in half. ** If Jumpstart's buff is active before a debuff hits Victor, the duration of any debuff, ultimate or non-ultimate, will get cut in half. |tips=* Since Jumpstart's buff only reduces ultimate debuffs if it is active before the ultimate procs on Victor, it is a good idea to predict those abilities in a teamfight, such as {{HeroIcon|Pocket}}'s {{AbilityIcon|Affliction}}.}} {{AbilitySection | hero_name = Victor | ability_num = 3 | notes = * Deals damage (and applies its T1/T3 debuffs) in {{DataProp|Aura of Suffering|TickRate}}s intervals * Does 50% damage to objectives. * Aura of Suffering self damage is considered [[Pure Damage]], and thus cannot be reduced by Spirit Resistance. * Aura of Suffering self damage is non-lethal (but can still trigger {{AbilityIcon|Shocking Reanimation}}). * On T3, enemies within Aura radius take +15% [[Damage Amp]] from all sources. * T3 amp also applies to all units. * Is not canceled when using {{ItemIcon|Ethereal Shift}}. | interactions = {{AbilityInteraction | interaction = debuff resist | state = partial | text = * Aura's T1 slow and T3 debuffs are continously reapplied which effectively nullifies any debuff resist. However when the player leaves the aura the effects lingers for {{DataProp|Aura of Suffering|DebuffDuration}}s. which can be reduced e.g. by {{ItemIcon|Debuff Reducer}}. * Stacking a lot of Debuff Resist can result in a situation when the T1/T3 debuffs expire before aura reapplies them every {{DataProp|Aura of Suffering|TickRate}}s, which results in the player continously receiving and losing debuffs. }} }} {{AbilitySection | hero_name = Victor | ability_num = 4 | notes = * [[Status Effects#Purge|Purges]] all debuffs when triggered. Victor is [[Status Effects#Invincible|invincible]] and unable to move or act during channel. * If {{AbilityIcon|Aura of Suffering}} is active when Shocking Reanimation is triggered, it will turn itself off during the channel, then automatically reactivate itself when Victor revives. This resets Aura's damage ramp-up. * Shocking Reanimation is a passive ability, thus not affected by [[Silence]], and cannot be [[imbued]] with items such as {{ItemIcon|Mercurial Magnum}} and {{ItemIcon|Mystic Reverb}}. * Attacks that trigger Shocking Reanimation will not register any deaths/kills/assists in the HUD. They <i>will,</i> however, trigger any and all "on hero kill" and "on assist" effects/[[stack]]s for the would-be killer and/or assistant(s). * If Victor has {{ItemIcon|Cheat Death}} or a [[Rejuvenator]] credit, their effects are only triggered if Shocking Reanimation is on cooldown. ** The only exception is for {{HeroIcon|Shiv}}'s {{AbilityIcon|Killing Blow}}, which will trigger both Shocking Reanimation and Cheat Death at the same time. * "Non-lethal" damage-over-time dealt by abilities like {{AbilityIcon|Aura of Suffering}} and {{HeroIcon|Pocket}}'s {{AbilityIcon|Affliction}}, or items like {{ItemIcon|Blood Tribute}}, will kill Victor and trigger Shocking Reanimation if it is off cooldown. * If Victor winds up a [[heavy melee]] before triggering Shocking Reanimation, the melee isn't interrupted and can still damage an enemy if close enough to Victor. }}
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