Vi Build Guide by BKG Murphy
Not Updated For Current Season
Not Updated For Current Season
Guide Patch Notes
Release - 1.0 - 16.04.2013
NEW! - add chapter "Introduction"
NEW! - add chapter "Guide Patch Notes"
NEW! - add chapter "Pro's & Con's"
NEW! - add chapter "Skills"
NEW! - add chapter "Summoners"
NEW! - add chapter "Runes"
NEW! - add chapter "Ganking"
NEW! - add chapter "Masteries"
NEW! - add chapter "Items"
NEW! - add chapter "Playstyle"
NEW! - add chapter "Jungling"
NEW! - add chapter "support my work"
NEW! - add Summoners
NEW! - add Items
NEW! - add Masterytree
NEW! - add Runes
Hey, my name is Murphy and my main position is Jungler. I want to present my Vi - Jungle guide. This is my first guide and I hope you can enjoy it. I try to keep him fresh, also I try to answer all of your questions about the guide. My english isn't that great, so if you find mistakes just write me a short message and I will fix it as fast as possible. When I should answer your question or answer your comment, than please write unpersonal, I will never answer a comment like "Your guide sucks", Everything in this guide has a reason and even if you have problems with some decision or you have a tip with items, than write me and we can talk about it, but no rages in comment section.
Pro's & Con's
+ Huge gap closer abilities
+ Decent jungle sustain
- Need follow up from the team
- Her Q get crashed easily
In this Section I explain every ability on Vi, also I talk about which ability is the best and which combo makes her so strong.
|Passive - Vi charges a shield over time. The shield can be activated by hitting an enemy with an ability.|
|Vault Breaker - Vi charges her gauntlets and unleashes a vault shattering punch, carrying her forward. Enemies she hits are knocked back and receive a stack of denting blows. Charges a powerful punch that carries Vi forward.
First Cast - Slows Movement Speed by 15% while increasing damage and dash range over 1.25 seconds.
Second Cast - Dashes forward dealing 50/80/110/140/170 (+0.7) to 100/160/220/280/340 (+) physical damage and applying Denting Blows to all enemies hit (deals 75% damage to minions and monsters). Stops upon colliding with an enemy champion, knocking it back.
Cost - 50/60/70/80/90 Mana
Range - 250
|Denting Blows - Vi's punches break her opponent's armor, dealing bonus damage and granting her attack speed.
Every 3rd attack on the same target deals an additional 6/7/8/9/10% (+%) of the target's maximum Health as physical damage, reduces its Armor by 20% and grants Vi 30/35/40/45/50% Attack Speed for 4 seconds (max 300 damage vs. minions and monsters).
Cost - Passive
Range - 0
|Excessive Force - Vi's next attack blasts through her target, dealing damage to enemies behind it.
Causes next basic attack to deal 5/20/35/50/65 (+) (+0.7) physical damage to the target and enemies behind it.
Vi charges a new punch every seconds and can hold 2 charges at once.
Cost - 60 Mana
Range - 0
|Assault and Battery - Vi runs down an enemy, knocking aside anyone in the way. When she reaches her target she knocks it into the air, jumps after it, and slams it back into the ground.
Targets an enemy champion and chases it down, knocking it up for 1.25 seconds, dealing 200/325/450 (+1.4) physical damage.
While charging you are immune to crowd control and will knock aside enemies in the way, dealing 75% damage to them.
Cost - 100/125/150 Mana
Range - 800
In this section I will show all viable summoner spells you can pick for Vi. I show in which case you should take this one instead of another one.
|Smite is so important for jungling, since Season 3 you can't jungling without this spell. I mean it's possible with some champs, but you need more time and you fall behind against another jungler with Smite|
| Flash is the most often pick as summoner spell for every position. You can escape dangerous situation or you can close a gap to your enemies to get in range for your abilties.
Ghost is also viable instead of picking Flash. The difference is, you get a lot of movement speed and you can walk through minions. I prefer [Ghost] when I know the enemies have "lane pushing" champions like Kayle, it's better to use Ghost and even with Flash and a ward you are fast enough to get behind the enemy.
| Ignite is perfect for camping bot lane, since the meta has changed on bot and you play with Barrier instead of Ignite you do a lot of extra damage, but beware there are 2 other lanes you should help.
I would definitly prefer Exhaust over Ignite. The spell slows the enemy so much, that makes flash useless, because you get in range in about 1 second, also if the enemy turn arround and try to get 1 kill, because he knows he's already dead, you redduce the magic resist and the armor and he turns into a quick kill.
This chapter is all about my runes. I talk about my favorite picks and also other viable runes you can choose for your own playstyle.
|(favorite!) I prefer these runes for Vi. Your damagein the jungle is higher and your ganks are stronger.|
|Attack speed is always good, especially to clear the jungler faster, but your attack speed doesn't help you at ganks...|
Greater Mark of Armor Penetration
|These runes are pretty strong in late game and combined with your W and some "armor pen"-items you will crush anyone's armor. The only problem is in early jungle phase... when you get a bad pull or no help at blue, you gettin behind or quiet low health and can't gank early so maybe these runes are better as complete team|
|(favorite!) You get so much armor, I think there are no other choices to get your stats that great like these runes.|
|(favorite!) Like the armor seals are these runes the strongest glyphs for every bruiser and tank and gives you a lot of magic resist|
|In fact, that AD Caster getting more popular, you have to face double AD on top and mid. So the choice is easy to pick more armor instead of magic resist.|
|(favorite!) Like the AD marks you have more damage for jungle camps and more damage output at ganks|
Greater Quintessence of Armor Penetration
|As I said, these are really strong and maybe stronger than the AD, but you need a team wich helps you with a good pull, otherwise you getting quit low.|
|These runes will turn you in a full tank but you need a little bit longer in the jungle.|
In this chapter I talk about my masterietree. There little diffence you can set for your playstyle. I will explain every point I set in my tree.
|The extra Cooldown reduction is great for E, that makes it easier to clear the jungle and might get one more shot on the enemy.|
|It's simple... more Attack Damage. More damage in the jungle and at ganks|
|8% Armor pen is so huge and working great with W and Q.|
|It's kinda cool, because you get 10 extra gold everytime you use Smite|
|More health is always great on a tank.|
|Your sustain in the jungle will upgraded with these.|
|Getting extra Armor is for a tank always great.|
|Like armor... getting more defensive stats is always great on a tank champ.|
|And again, more health is good.|
|It's a really good choice, every interruption on you getting reduced.|
|Did I missed that part, where I talk about that health is great for tank... get this masteries for your tank.|
|This mastery is great, when you used your ultimate and flying right into the enemies your stats getting a little upgrade.|
|Reducing all damage you get.|
|You should just get this when you play with Ghost, because you getting a little upgrade on your Ghost.|
|I prefer this on lane champs, but in teamfights it helps a little bit.|
|You only should get this in combination with Unyielding . You will get less damage.|
|All your stats get a boost|
This chapter is all about Items for Vi, I will talk about which Item is good and why is it so strong on Vi.
|This item is the perfect start for you in the jungle, since they buffed the camps and created this item for S3, every jungler starts with this item doesn't depending which champ.|
|This is the upgrade item of Hunter's Machete it gives you 500 healthpoints a little bit armor and health regeneration also the passive is great for mid lane jungling to clear the camps|
|This item is really strong combined with your W, so much armor penetration will blow up your weak enemies and makes them to an easy kill.|
|This item is a offensive, but also a defensive item, you get some Attack damage and you get magic resist and it's definitly a good choice against a AP team. Also combined with Guardian Angel you are like undying with 30% health.|
|It's similar to Last Whisper, but it's a lillte bit tankier because of the extra health. It works great with your W.|
|This is maybe just a situational item, but the stats and the passive is really strong in long fights.|
|I think since the buff on this item it's definitly a really good choice to get it early. The slow on the enemy, the attackspeed and the lifesteal are great for ganks and sustaining the jungle in MID GAME.|
|A really good defensive item and great for the hole team. As tank a really good choice. The boost for the mates makes the difference in the fights.|
|I great item for tank. You get a lot of health and armor, also you doing some damage every second to all enemies when they standing near to you.|
|Like Sunfire Cape with more health and also stacking health, but without the magic damage around yourself.|
|Not that often pick for a tank, but a good boost for your defensive stats and works pretty good with Maw of Malmortius|
|It's a really good teamfight item and gives your hole team a little shield to survive the fight longer, than the enemy expected.|
|A really great item for engaging. You jump with your ultimate on one of the enemy and get in the position between all Enemies and activate the item and it crushes everyone's armor.|
In this chapter I talk about how you play her correctly in the game and which moves makes the difference in the game.
I will split the section a little bit, we have to seperate the playstyle in ganks and in Teamfights.
The important fact in ganks is, that you getting behind your enemy and hit him fully charged Q. When this Vault Breaker lands, he had to flash out of the situation, otherwise he get killed. When he isn' t dead already try to auto attack your target in combination with your Excessive Force. At ganks when you have Assault and Battery you should save the spell. Use the spell when flashed or didn't get killed instantly. There is no chance for him to escape your ability and Flash doesn't interrupt your ability.
In teamfights you have maybe the most important role in your team... you makes the difference between winning the teamfight or loosing so you always should think twice about your move. First of all you have to engage with your ultimate Assault and Battery. You have to take one of the weak ones like the AP Carry or the AD Carry. You should pretty tanky to get him, atleast he has to manage not get killed from you, in this time your team can destroy the rest of the team. That means your job is to get the most important target and kill him or just force him out for a instantkill with the hole team. When he try to flash or using an escapespell you have a gap closer, your Vault Breaker. You also can use it as gap closer to start a fight and catch the weak, but preware... When you use your Vault Breaker than your Assault and Battery and your target flashed to his team, you will see you are out of position and your team is far away and can't follow with the damage.
This chapter is all about the jungle. I will explain every camp and some jungle routes for you.
The blue buff is probably always your first buff you get in the jungle route, he gives you a lot of mana regeneration and cooldown reduction on your abilities. The blue ones isn't that important for Vi, but gives you a huge speed advantage in the jungle because of the short cooldown on your E ability.
Respawn timer: 5:00
The red buff is the buff for doing the kills. You doing a little bit true damage which depending on your level and slows the enemy really hard everytime you auto attack him. This buff gives you such more power for ganks and the slow is really strong. Like the blue buff the red lizzard got 2 young lizzards next to him.
Respawn timer: 5:00
This Camp is a small one of the camps. It includes 2 small wolves and one big wolve and giving some gold and exp to keep you in the game with the lvl and the gold.
Respawn timer: 1:00
Double golems maybe the hardest camp of the 3 "buffless" camps. The camp includes a normal golem and a giant golem.
Respawn timer: 1:00
The maybe easiest camp in the jungle, but it includes 3 small wraights and a big one. It's often seen, that mid laner pick that camp for more cs or get cs advantage in the lane so always have an eye on your mid laner, maybe it's better to let the camp avaible for him.
Respawn timer: 1:00
• In every camp there are small monsters and one big monster. The little monsters gives you just a few gold, but the big ones gives your a lot of more gold, so always try to get the big one when you get counter jungled, also when you start counter jungling always try to get the big one and maybe ne little monster.
• You should start wirte the timers in the chat. The chat turns into a notice block for the hole team and everyone can planning when he get his buff. (for example: Our Blue respawn timer -> oB 7,05)
• Standard "blue" route
Wolves -> Blue Buff (use Smite)-> Wraights -> Wolves -> Red Buff(use Smite -> Gank
• Standard "red" route
Wraights -> Red Buff (use Smite -> Gank -> Wolves -> Blue Buff (use Smite -> Gank
This chapter will explain how to gank with Vi sucsessfully. I talk about tips and facts which you should think about when you start ganking. Also I got some pictures for you which should help to understand everything.
GANKS ON - TOP LANE
On top lane you almost find a solo lane especially in SoloQ you'll never find bot/top - switch strategys. First of all you check if the enemy placed a ward, if yes you should walk around the warded area. As next step yoou should put yourself in a good spot, like most of the junglers is the best position right behind him. So there is only one little fact you should check before you start your gank and this fact is the position of the minions. At a early lvl gank it's a huge difference if you walk through 10 minions or you walk only through 3 minions, also the damage you get is lower. After you checked all these facts you are ready for the gank and should get a easy kill if you do your combo correctly.
GANKS ON - MID LANE
Like on top lane you definitly find a solo lane mid. Mid lane is probably the hardest lane to gank, because the gap to the tower is shorter, also the area is huge and you can escape easily just walk straight away. Also in mid lane you should check the position of minions and always try to get your target between you and your laner.
GANKS ON - BOT LANE
When you want to do a gank on bot lane you should talk to your support, if the enemies placed a ward on the lane entrances. A good support should ward every entrance and makes a gank impossible so try to clear the wards or find a gap between. Before you start ganking you should think which target is the best. On the one hand you can focus the AD Carry so he had to dodge your abilities and can't do shots on your or your allys and can get him up for a kill, but on the other hand you can focus the support, because he is even more weak than the AD Carry.
Support my work
I hoped you enjoyed my guide and could helped you to win the game with Vi. I put so much time in this guide and so much energy, I hope you give me tips to improve my guide way better. I will try to answer every question and if you liked the guide you can upvote it. Also show me your game stats to improve my guide, I will represent the screenshot her on my page.
If you liked my guide and want a guide for your favourite champion, write me a message and vote my good work up to #1 Vi guide and I will doing more guides like this.
Have fun... Murphy