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Vi Build Guide by Donutknol

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League of Legends Build Guide Author Donutknol

Let's punch! (jungle/top)

Donutknol Last updated on September 4, 2016
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Jungle

[VS]

Top Lane

Ability Sequence

3
4
5
7
9
Ability Key Q
1
8
10
12
13
Ability Key W
2
14
15
17
18
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

5/
Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
5/
Natural Talent
 
 
 
 
 
1/
Bounty Hunter
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 12

Wanderer
 
 
5/
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
1/
Dangerous Game
 
 
 
 
 
5/
Precision
 
 
Intelligence
 
 
 
 

Cunning: 18

Recovery
 
 
Unyielding
 
 
 
 
 
Explorer
Tough Skin
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
Insight
Perseverance
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 0


Guide Top

Introduction

Hello, my name is Donutknol, I'm Silver 3 at the moment but I consider myself a pretty good Vi player, I really like playing her and hope to help other Vi players or people who are considering to buy her too. These are my builds on Vi jungle and top, I mainly play her jungle as her high mana costs can be a slight problem in lane, and since she was originally designed to be a jungler. I will try to update this guide frequently. This is my first guide so please give reviews on what I could improve I will try to answer ASAP and also take any advice into consideration.
Don't forget to upvote if this helped you or you just generally like the guide. Also, this guide has recently hit 1 million views! I don't really have any giveaways but I genuinely want to thank anyone who read my guide, especially the people who vote and give feedback.


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About Vi as a champion

Vi is a pretty versatile champion and is mainly played jungle. You can build her many ways, from straight out tank to glass cannon, but I prefer to build her as a bruiser AD caster, which is the best way to build her in my opinion. I see people building attack speed on her with items such as Blade of the Ruined King but I think Vi doesn't need atk speed since she gets enough from Denting Blows. Her role is to get to the back line and kill the carry. Usually you get to them using Assault and Battery and chunk them with the rest of your abilities. In the top lane she is a lane bully like Riven, Lee Sin and Renekton. If she's ahead, she can easily snowball herself and also other lanes, since she has good ganks. But when she's behind she won't do that much and she'll mainly have to build tanky. In the jungle she is a really good duelist, like in the top lane and can also gank really well with the small knockback/knockup from her Vault Breaker and with the overall burst in her kit.


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Recent changes affecting Vi

In patch 6.10 Trinity Force got a change where it got more atk speed, lost its crit chance and gives more cdr. This is all nice, but due to the extra cdr you would be over cap with the previous bruiser build. This is why I created 2 new build paths: As mid game items you have to decide on going tankier or more damage. If you decide on tankiness you get Iceborn Gauntlet instead of Trinity Force and keep The Black Cleaver. If you decide on going more damage, however, you will drop the The Black Cleaver and get a Youmuu's Ghostblade instead, and still buy Trinity Force. You will have to rely on your own judging skills for whether to go tank or damage generally, but as a general rule of thumb: do you have a damage top and/or fed strong dps carries? Go tanky. Do you have a full tank top and/or underfed/low dps carries? Go damage.

In 6.17 Vi specifically got buffed. The changes are generally all quite nice and early game focused: the passive cooldown got lowered on early leveled: this buff lets you have slightly more hp after clearing your camps earlier on in the game. Once you get a couple items you will probably lifesteal through jungle camps anyways and hence it's mostly nice for early game, but nice regardless. The q buff is again an early game buff which lowered the cd at early ranks and lowered the knockback duration very slightly at early levels and lowered at later levels. It lets you use your q more often, which is very nice in the early game while you don't have alot of levels in it yet and don't have that many cdr items, even though you will probably be rushing cdr but you still need to get the gold for that first. Then the knockback change: while it is very minor, it will very occasionally secure your lane a kill with the extra .2 seconds. The 0.05 seconds off later on will basically not matter. The E buff which instantly gives you 2 charges when you put your first point in it is just general QoL and slight clear speed buff for your first buff, since you'll be taking E after you clear your first camp. You can get one additional auto attack reset off which increases your clearspeed slightly since it also speeds up your w proccing. Generally the changes are quite nice, although maybe slightly unneeded since vi's early game is already quite strong.


Guide Top

Pros / Cons

Pros

  1. Really strong in all stages of the game
  2. Awesome ganks
  3. Can build tank and still do quite some damage
  4. Assault and Battery can disrupt entire teams
  5. Snowballs really hard
  6. High lockdown+mobility
  7. GIANT METAL GAUNTLETS
  8. Denting Blows deals percentage health damage and shreds armor
  9. Great duelist
  10. Is a carry jungler

    Cons

    1. Not as good when behind
    2. Vault Breaker slows yourself
    3. Assault and Battery might put you in bad positions
    4. Can be hard to land Vault Breaker
    5. Takes some time to master


Guide Top

Masteries

Mobafire didn't update their mastery planner yet, will add this ASAP.

Edit: It's taking a very long time for the update to come so I'll just give a little explanation: I take offensive masteries mainly, since it grants you alot of early game gank killing potential as well as good damage in the late game. I take the keystone Thunderlord's Decree because it's basically perfect for Vi: You q, auto and e and you get a w proc as well as a thunderlord's proc. This gives you some insane burst damage which opponents often don't expect.


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Runes

Runes

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
4

Greater Glyph of Scaling Magic Resist
5

Greater Quintessence of Attack Damage
3
I take these for less jungle creep damage, less tower damage, and just overall less damage from champion auto attacks and skills (if physical damage).

Some early mr for early skirmishes.

For extra magic resist in late game, so you don't get blown up by mages (although you should still get some mr items). Also helps against full AD team because they will always have some magic damage.

For early clear speed and overall more early damage.

This works well on vi because she has very high AD/bonus AD scalings, so it just gives you a big boost in damage


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Summoner Spells

Jungle



This is just mandatory for junglers. No other options.

I always take this. If timed well you can pass 2 walls if you combine this with your q. Also a note that you can flash while charging your q so you can charge it while out of range of the enemy, flash and then release. People often don't see it coming. But only flash q if the opponents flash is down otherwise they can just flash away. If you don't have flash yet you can probably replace this with ghost.

Top Lane



This helps you secure kills and makes it easier to lane against and all-in high sustain champs like Volibear or Warwick.

Other Viable Summoners



You can use this at top to have some more map pressure and/or make sure you don't lose any experience or farm after you backed. On jungle you could take it for some teleport counterganks but without Flash it will be easier to catch you when your Vault Breaker is on cooldown.

This can sometimes be viable in the top lane as well as in the jungle if you're in a tough matchup.


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Skills+Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
explanation


blast shield (Passive)


vault breaker (q)


denting blows (w)


excessive force (e)


assault and battery (r)


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Items (Jungle)

Starting Items


refillable Some extra damage, xp gain and sustain against jungle monsters. Refillable potion over health potions since you don't need the extra hp in the jungle and you also get free hp potions for the rest of the game as long as you don't sell it, which really adds up the longer the game goes on.

Jungle Item


This synergizes really well with vi, it gives you alot of early AD, and cdr. It also allowes you to get more wards down with the removal of vision wards.

More Early Core


Some more early damage. It will really improve your ganking power so you can snowball early. Phage's passive also works good on Vi so you can stick better, and it gives you a nice chunk of health early on.

Mid Game


This item is really good on Vi, because the spellblade passive synergises really well with her Excessive Force because it is an auto attack reset and immediately applies the bonus damage. If you manage to get fed and get this in the early mid game, you're probably gonna be making adc's and other squishies cry.

A newly added item. It gives a chunk of both armor and health. But it also gives a unique passive which grants you Momentum as you move (without getting your movement impaired). The momentum grants you flat movement speed up to 60, and your next basic attack deals 1 damage per momentum stack (goes up to 100). If you have maximum stacks the damage doubles, so 200 damage. This is a really versatile item, as it gives nice defense, but also a pretty big chunk of damage, amplifying Vi's chunking potential even further. I chose this over Randuin's Omen since it gives better stats overall and as I said a big chunk of damage. If the enemy team has more AP threats you can trade this in for a Banshee's Veil.

Such an amazing item now. It got slightly reworked recently to make it more of a tanky option instead of being focused more on damage. It now gives more health, less AD, but SO much sweet, sweet, cdr. Together with your jungle item and masteries you'll have 35% cdr, which lets you use your abilities alot, which is what Vi revolves around.

Late Game Item Options


Really good in terms of stats, nice mr, health, and some health regen never hurts. The great thing is the spell shield though. It can for example prevent you from getting caught out by something like a Rocket Grab.

Final item options


It's not a bad item, not at all, I just like Dead Man's Plate better with the extra punch it gives.

This is a nice item, since the health works well with Vi's passive. Flat health isn't that effective overall though since you need resistances as well.

It's not bad, it gives alot of AD and life steal, but I prefer Ravenous Hydra since it also gives AoE and health regen.

Good item if you're up against a magic damage heavy team, gives some decent damage and good resistances, plus of course the magic damage shield.

This isn't a bad item at all since it works like Trinity Force but, less damage, an AoE slow and it gives armor. I prefer Trinity Force but if you're against an heavy AD team or you're going really tanky this is a nice item.


Decent supporty item for if you're not doing that well. Helps your team out with the shield/magic resist aura.

If you're carrying really hard, the enemy doesn't have alot of AP and you HAVE to not die to win teamfights this is really good, because the stasis while reviving gives your cd's time to come up and at least do alot of damage, if not kill someone. Generally other tanky items are better though.

You can get this instead of cleaver. This gives better overall dueling, from the active, which helps you proc your Denting Blows faster, as well as a big chunk of AD, because if you get a couple of crits it can really change a fight. You should also remember that the active has a really low cooldown so you shouldn't be afraid to use the acitive in small skirmishes or duels. This also applies to top lane.

Nice item if you're going mainly tank and you want some damage. Not as good on standard bruiser since you don't get as much hp (plus you probably have enough damage already).

The flat stats on this item got nerfed, so it's not as good anymore. It does give the reduced critcal strike damage taken but I don't think this outweighs the stat loss. Can still be good if the enemy has alot of AD on their team and just Dead Man's Plate isn't enough.

A big counter item to fast attacking champion. Gives the most armor on one item in the game and grants you an attack speed slowing aura. Also gives alot of cdr. Not that good of a choice on the bruiser build but if you go tank and don't get cdr it's really nice to get if the enemy has a couple of auto attack reliant champions (think Tryndamere, Irelia or Yasuo together with an AD carry). Same applies to top lane.

Trinkets


I usually take this for some vision. I take in the jungle as well as top.

This is a possibility too for when you want to make sure that something isn't warded. I usually prefer Warding Totem though.


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Items (Top)

Starting Items


You should take this if you are against a ranged champion or just a champion with alot of poke.

I usually don't take this, but when you're against a skillshot champ and/or want to stay in lane long against a champ that isn't gonna poke alot it can be nice. Also helps with roaming if you'd want to

This is when you are against a weak early game champion that you have to shut down early.

Some more early damage. Helps you beat your opponent in trades, partially because of your high AD scaling. Builds into The Black Cleaver.

Since you don't need alot of movement speed you can go with defensive boots, and it's probably pretty obvious against an AD laner you take Ninja Tabi and against CC and/or AP you take Mercury's Treads.

Mid Game


Since the top laner is usually (one of) the tank(s) of the team, the extra armor and health is never bad, and the extra damage the passive grants you is pretty damn nice, even when building tank..

Just generally a really good item, lots of mr, health regen, health. The passive spell shield for your team is also really helpful.



Damage


This synergizes well with your w, so you shred armor like a beast and it also gives some damage and alot of cdr and health.

Same reason as for jungle: This item is really good on Vi, because the spellblade passive synergises really well with her Excessive Force because it is an auto attack reset and immediatly applies the bonus damage.

Gives alot of damage, some nice lifesteal, health regen, which synergizes well with your Spirit Visage and some AoE damage.

A tankier version of the Ravenous Hydra. Instead of a circle it give you a cone AoE (basically like your e on each auto but a bit weaker) and it scales of your health instead of AD.

Some nice damage and mr, the shield is nice and it also gives you more AD the less health you have left.

Defensive


Same reason as for jungle: you should take this when the enemy has only a few really hard hitting spells and their other spells don't do that much damage or if you just need more mr and already have a Spirit Visage.

If you need more armor this is really nice and it gives a little bit extra damage too with the AoE burn.

Only take this if the enemy has 4/5 AD's and/or their only threats are AD.

As I said before, works well with Vi's passive and the health regen is really nice.

See jungle item explanation for this item.

Just like with trinity force, works well on Vi because of the Spellblade passive. Also give some nice armor, some mana, cdr and the AP isn't wasted either because your Excessive Force slightly scales from AP.


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Early Jungle Route

In the current jungle should start either the krugs or the gromp, depending on what side you are (start the one on the side of your bot lane). This is better than starting a buff, since the smite buff on these camps helps you more than the smite bonuses on red/blue. After this do the closest buff, then do wolves (don't do raptors, they're OP). Then you have 2 options: you can either back and get your jungle item, or you can do your next buff. You should usually only do your 2nd buff right away if it's red buff, since your smite should be up by now and smiting the red buff gives you hp back, while smiting blue only gives you mana. If you do red and have alot of hp left you can choose to do the krugs (since you did red, it probably means you're on red/purple side), otherwise you back. After you backed you can go gank or farm some more, depending on the situations in the lanes. Also remember that if you are doing blue that you should walk back a bit after each auto attack. You don't have to walk far, just a small bit. This will decrease the damage you take because the blue will have to walk after you so his DPS will be decreased. Your DPS will not be decreased though, because you just auto attacked and it will take a bit before you can attack again, so in this time you can walk back and then attack again. This does not work on red buff however, since he has a higher attack range.


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Jungle Priorities

As the jungler you have a few things you have to pay attention to: Protecting your own jungle, protecting and/or ganking your lanes, and securing the epic monsters. First off protecting your own jungle: I shouldn't really have to give a reason behind this: protect your buffs and your gold income. This isn't always that needed if you're not losing very hard or playing against a heavy counterjungler such as Shaco or Nunu. However, if you lose outer turrets fast or are playing against a counterjungler, you shoould make sure to get wards in your own jungle to get potential picks on the enemy jungler. Another good option is smiting the wolves for the sentry, but this does not replace wards. Then protecting/ganking your lanes: You are the jungler, and a big part of what you do is help out lanes that are losing or snowball lanes that are equal or winning. But you can also protect your lanes with vision (wards, scuttle crab) and counterganks. I want to specifically emphasize the importance of scuttle crab, because I see alot of jungler not actually killing it, even though it's free gold, roaming power, vision and some health for you while killing it through your jungle item.

Now the epic monsters, in a spoiler to avoid a giant wall of text:

Epic Monsters


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Combos

Your killing combo before level 6 should usually be Vault Breaker-auto attack- Excessive Force-auto attack- Excessive Force and then as much auto attacks as possible after this and use your skills whenever possible this will also guarantee a Denting Blows proc. Your minion clear combo will be standing in front of a minion wave, waiting for it to pile up, then dash through them, turn around and use Excessive Force. There shouldn't be alot of minions still alive if your AD is a bit decent. After you hit level 6 you can just do the killing combo mentioned before or use Assault and Battery- Excessive Force- auto attack- shortly charged Vault Breaker for knockback and extra damage- auto-attack- Excessive Force-auto attack and then keep stomping them until they die or escape (and of cours keep using Vault Breaker when it's off cooldown).

When jungling as Vi you should never forget to use your Excessive Force as an auto attack reset as it will improve your clearing speed. You can also use your Excessive Force in lane to harass, but don't spam your skills too much as your high costs can make you go out of mana pretty fast, which makes you kind of useless. If you're (starting) in a trade in lane, unless you know you can kill the opponent, try to engage with a fully charged Vault Breaker (or charged up as far as possible), Excessive Force, auto and Excessive Force, then disengage, since you are mainly an AD caster and you deal most damage in about the first 5 seconds. After that your damage is still good because of your attack speed steroid on your Denting Blows but in a trade you should just back off if possible.


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Change Log

26/3/14: Build published
27/3/14: Runes, Masteries, Summoner Spells added. Also first top build and other viable items on jungle bruiser build added. Ability explanations added.
28/3/14: Combos added, guide name changed
30/3/14: Passed 1000 views! Also added Top item explanations.
31/3/14: Boot enchantments added.
1/4/14: Passed 2000 views!
3/4/14: Passed 3000 views!
5/4/14: Passed 4000 views!
8/4/14: Passed 5000 views!
10/4/14: Passed 6000 views!
13/4/14: Passed 7000 views!
15/4/14: Jungle tank build added and passed 8000 views!
18/4/14: Passed 9000 views!
19/4/14: Passed 10000 views!!!
2/5/14: Passed 15000 views!
5/5/14: Swapped Spirit Visage for Locket.
20/5/14: Passed 20000 views!
26/5/14: Passed 25000 views!
8/6/14: Added some top lane startings items and the glass cannon build.
10/6/14: Hit 30000 views.
24/7/14: Small tweaks to guide.
5/8/14: Replaced Boots of Swiftness with Mercury's Treads. Also hit 50k views!
6/8/14: Added jungle route.
30/8/14: Added Youmuu's Ghostblade as a possible replacement of The Black Cleaver
6/11/14: Minor mastery changes.
22/11/14: Changed "recent vi changes" to "About the Season 5 jungle changes" because the last vi changes were more than 15 patches ago.
25/11/14: Hit 100k views!!
6/12/14: Added righteous glory to viable options
15/12/14: Hit 150k views.
21/12/14: 200k views, updated jungle route and max e 2nd instead of w.
22/12/14: Added hexdrinker as early replacement for brutalizer, updated item explanation.
5/1/15: Hit 250k views!! Also happy new year everybody!
15/1/15: Adapted guide to the first official season 5 patch.
23/1/15: Hit 300k views.
15/2/15: Updated rank
19/2/15: Hit 400k views
2/3/15: Hit 500k views!
16/3/15: Hit 600k views!
26/3/15: 1 Year anniversary of this guide!
3/5/15: Edited rune setup, removed old red pot.
26/6/15: Small tweaks to the guide+jungle clearing tip added.
19/7/15: Hit 1 million views :D
6/8/15: Removed the "Patch 5.5 vi changes" chapter. (Was too outdated)
16/8/15: Updated summoner spell explanation.
27/8/15: Item changes for all builds. All explanations added. Did some minor tweaks.
10/9/15: Small tweaks.
26/9/15: Added recent vi changes (with this build) chapter.
28/10/15: Minor tweaks.
13/11/15: Mostly updated for preseason 6.
20/11/15: Hit 2 million views!
28/11/15: Added Thunderlord's Decree to masteries instead of fervor of battle.
31/1/16: Small tweaks.
26/2/16: Small tweaks.
10/3/16: Talked about vi buff in 6.5 and added mastery explanation
3/4/16: Hit 3 million views!
10/6/16: Adjusted build paths to the new triforce changes. Now 2 possible build paths for bruiser vi (jungle)
21/7/16: Added jungle priorities chapter
25/8/16: Added recent vi changes to the respective chapter, changed hp potions for refillable potion.
2/9/16: Added an additional path for builds in bruiser jungle.
4/9/16: (Finally) removed all boot enchantments.