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Vi Build Guide by Johnny-Denied

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Johnny-Denied

[S3] Vi - Beat them down, beat them up! Top and Jungle guide

Johnny-Denied Last updated on December 24, 2012
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Team 1

Ability Sequence

1
4
7
9
12
Ability Key Q
2
14
15
17
18
Ability Key W
3
5
8
10
13
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 0


Guide Top

Introduction

Vi, the Piltover Enforcer!

To Vi, every problem is just another brick wall to punch through with her gigantic hextech gauntlets. Though she grew up on the wrong side of the law, Vi now uses her criminal know-how to serve Piltover's police force. Vi's brash attitude, abrasive humor, and blatant refusal to follow orders can often infuriate her by-the-books partner, Caitlyn. But even the Sheriff of Piltover cannot deny that Vi is an invaluable asset in the fight against crime.

As a child growing up in the lawless outskirts of Piltover, Vi learned to rob and cheat to get by. Stealing and stripping hextech hardware gave her the skills of a master mechanic, while life on the streets taught her self-reliance. When she was six, a ragtag group of criminals took a shine to the young delinquent and brought her into their fold. By the time Vi was eleven, she had become a seasoned accomplice, and she relished the thrill of every heist.

Vi's attitude changed when a raid on a mining facility went bad. She was forced to decide between fleeing with her crew and trying to save the innocent mine workers from a collapsed tunnel. Vi chose to play the hero. While searching for a way to free the mine workers from the rubble, she discovered a damaged robotic mining rig. Improvising, she wrenched off its huge fists and modified them into makeshift hextech gauntlets. Fitting the heavy weapons to her tiny hands, the young girl flexed her arm and threw a powered punch at the rubble. The force of the blow blasted away the rock. With the workers free to escape, Vi fled the scene.

After that job gone wrong, Vi severed her connection to the crew. She returned to a life of solitary crime, but stole only from other criminals. As the years went by, Vi modified and improved her hextech fists, allowing her to bust up heists and snatch loot with ease. Eventually, word of her notoriety reached Caitlyn, the famed Sheriff of Piltover. Rather than seek Vi's arrest, Caitlyn offered the criminal a way to pay her debt to society: work for the law in Piltover. Vi laughed. To her, a job that let her beat up crooks without forcing her to run from the cops sounded perfect. She immediately accepted. Caitlyn now struggles to keep Vi in line, and Vi treats Caitlyn's orders as mere suggestions, but when they work together, they are feared by all lawbreakers in Piltover.

''It's a shame. I've got two fists, but you've only got one face.''
-- Vi


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Runes

Greater Mark of Attack Damage

Standard AD Marks that work for almost any top lane bruiser. They give your more damage and let you last hit more easily. Can be substituted by Greater Mark of Armor Penetration.

Greater Seal of Armor

Armor Seals to deal with other AD Bruisers. These are really helpful for your early game since you're not really tanky as Vi.

Greater Glyph of Scaling Magic Resist

Magic Resist Glyphs against any Magic Damage dealers midgame, helps laning against AP junglers/top champions.

Greater Quintessence of Attack Damage

74 AD with AD Marks is a decent start. Personaly I use Greater Quintessence of Movement Speed: easier last hitting, more follow up hits with your W.


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Summoner Spells

Summoner Spells


Ignite: When a little is all you need.
space
Smite: Jungle must have.
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Flash: To escape or connect a last punch you need.


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Pros / Cons

spaaaaaaace
Pros


+ Strong lategame
+ Good farmer
+ Fairly fast jungler
+ Good initiator
+ Good burst damage

space
space
Cons


- No sustain
- Weak early game
- Escape mechanism can be countered


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Abilities

Blast Shield
After activating a skill creates a shield equal to 10% of your maximum health. This skill gives you some utility while harassing on your lane. You should not initiate a 1v1 fight while it is on cooldown.


Vault Breaker
Charges a punch and slows your movement speed than dashes forward. This is your main initiator and escape tool, maximizing it gives utility that essential for playing a good Vi. Key things about this skill are that you can punch over walls, enemies are knocked back upon being hit.

Denting Blows
Causes your next basic attack deal bonus physical damage and to the target and those behind it.
// Your main tool to push. Try to harass under tower by hitting minions between you and your opponent. Combined with Vault Breaker you can clear waves almost instantly.

excessive force
Every third attack lowers your target's armor and increases your attack speed.You should take this skill first when jungling, maxing it last. This skill gives you some trading power, especialy useful against those who stack health early on.

Assault and Battery
Charges toward the targeted champion knocking aside everyone in the way, knocking it up. Your tool to initiate if their AD carry is being protected properly. Keep that in mind that after your ultimate you will be behind your target: use after Vault Breaker for an easy kill for your team, when chasing the opposition.


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Items

: Pretty good all around stuff, vices you the mobility to last hit. If you get a hard counter go with Cloth Armor instead.

: If you have trouble against those pesky early game AD monsters like Riven Renekton Talon, or the enemy team has a fed AD carry pick this one.

: Good against AP casters, and since you benefit from constantly hitting because of Denting Blows, tenacity can be crucial.

You should enchant your boots to Furor or Alacrity for extra movement speed.

: This item is your bread and butter: gives armor penetration that adds to Denting Blows, cooldown reduction, some attack damage, some health increasing your shield given by Blast Shield. For a mediocre cost gives you some defence, and some decent offence.

Should be your No┬░1 priority every game.

: Gives a boost to your passive. The slow gives you the chance applying Denting Blows way more often and putting enemies you choose to attack an easy prey if your team is right behind you. Also Phage is a nice early game item to gank and chase.

: Gives you the sustain you lack so much, making you more able to duel boosting your skills with about 100 AD. It would be ill-advised to take it right after The Black Cleaver because it makes you squishy, I recommend taking Vampiric Scepter only, finishing the item late midgame or lategame.

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Gameplay - Top lane

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Gameplay - Jungling

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Counters

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Summary

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