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Vi General Guide by Splortched

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 Splortched

Vi-Able

Splortched Last updated on March 18, 2013

Team 1

Ability Sequence

2
9
12
13
17
Ability Key Q
3
8
10
15
18
Ability Key W
1
4
5
7
14
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: 22

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 8

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 0


Guide Top

Updates

Update 1.2


Update 1.1
Update 1.0
  • Removed Zephyr, check item build section for explanation
  • Removed Iceborn Gauntlet
  • Added more pictures to jungle section
  • Updated Jungle masteries
  • Updated all build items
I'M AWESOME
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Chapter Organization
  • Pros/Cons
  • Abilities
  • Abilities Breakdown
  • Masteries
  • Runes
  • Items
  • Item Breakdown
  • Gameplay
  • Jungle


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Pros / Cons


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  • Brutal with a full build
  • Punches
  • Gap Closer
  • Can obliterate an armored opponent
  • Can get rid of boots late game and get a Phantom Dancer, increasing attack speed
  • Ultimate can destroy fleeing opponents
  • Can easily get multiple kills in one go


  • Squishy early game
  • Falloff late game
  • Can be VERY team dependant, even if you are doing well
  • Ability dependant, therefore has to rely on CDR
  • If you don't have your ultimate, you're a lot less bursty
  • Silence and multiple opponents = instant death
  • Positioning can be tricky as Q and R can get you in trouble


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Abilities


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Blast Shield is a passive ability that activates when Vi hits an enemy unit with one of her abilities, granting her an absorption shield equal to 10% of her maximum health.
  • Blast Shield will not proc with Denting Blows.

Vault Breaker:(First Cast): Slows your movement speed by 15% while increasing damage and dash range over 1.25 seconds.

(Second Cast): Vi dashes forward, dealing physical damage and applying Denting Blows to all enemies hit. Vi stops upon colliding with an enemy champion, knocking it back. Vault Breaker deals 75% damage to minions and monsters.
  • Minimum Physical Damage: 50 / 80 / 110 / 140 / 170 (+70% bonus AD)
  • Maximum Physical Damage: 100 / 160 / 220 / 280 / 340 (+140% bonus AD)
  • Dash Range: 250 - 725
  • Maximum AoE Range: 900
  • Cooldown: 18 / 15.5 / 13 / 10.5 / 8
  • Cost: 50 / 60 / 70 / 80 / 90 mana


Denting Blows: (Passive): Every 3rd attack on the same target deals additional physical damage equal to a percentage of the target's maximum health, reduces its armor by 20% and grants Vi bonus attack speed for 4 seconds. Denting Blows deals a maximum of 300 damage against minions and monsters.
  • Bonus Physical Damage: 6 / 7 / 8 / 9 / 10% of target's max health (+1% per 35 bonus AD)
  • Attack Speed Bonus: 30 / 35 / 40 / 45 / 50%


Excessive Force: (Active): Causes Vi's next basic attack to deal bonus physical damage to the target and enemies behind it. Vi periodically charges a new punch and can hold up to 2 charges at once.
  • Total Physical Damage: 5 / 20 / 35 / 50 / 65 (+115% AD) (+70% AP)
  • Charge Reload Time: 14 / 12.5 / 11 / 9.5 / 8 seconds
  • Cost: 60 mana + 1 charge
  • Cooldown: 1 second
  • AoE range: 600


Assault and Battery:Active: Vi targets an enemy champion and chases it down, knocking it up for 1.25 seconds, dealing physical damage.

While charging, Vi is immune to crowd control and will knock aside enemies in her way, dealing 75% damage to them.
  • Physical Damage: 200 / 325 / 450 (+140% bonus AD)
  • Physical Damage to Secondary Targets: 150 / 262.5 / 375 (+105% bonus AD)
  • Range: 700
  • Cooldown: 130 / 105 / 80
  • Cost: 100 / 125 / 150 mana


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Abilities Breakdown


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FIST

+

FIST

Denting Blows and Vault Breaker need to be leveled together and a lot of other Vi guides out there don't catch this on their ability sequence. Why is this? If we read the abilities chapter, we see that Vi applies Denting Blows to all targets that get caught in the path of Vault Breaker.

If you're not using Excessive Force to destroy turrets, you're doing it wrong. Vi is a turret eater, so backdoor when you get the chance.

Good stuff, right? You bet. This allows Vi to be a punishing initiator if she can get Vault Breaker off and turn right around to use Excessive Force to do some punishing damage.

Vault Breaker also temporarily bumps everyone it hits, so a perfect person to save this for is Katarina during her Death Lotus. You'll stop her ultimate dead and she'll have to Shunpo out. The bump doesn't sound like a lot but it's enough to get that split second in to let you deal a ton of damage to a squishy character hanging out in the back, like Morgana or Sona.

If you haven't been completely killed right away after jumping right into the middle of the team using this and still have your Assault and Battery ready to go, this would be a good time to focus an opponent down and score a kill. You could also save it and mop up any fleeing champions by popping Ghost and closing the distance with Assault and Battery.


A good engagement will go something like this:

  • With team ready to engage, target a squishy opponent trying to hid in the back
  • Type "(Vi flips a table)" in chat.
  • Charge Vault Breaker and aim your fist right for their smile
  • Repeatedly punch E button ( Excessive Force) like your punching in opponents faces
  • Use Assault and Battery to completely wreck their day
  • Pop Ghost to catch any wussies running from combat, use Assault and Battery to close the gap if it's off cooldown
  • Use Vault Breaker to close the distance along with Ghost and keep punching.


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Masteries


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Jungle

Masteries
1/1
4/4
2/1
4/1
3/1
1/1
2/1
2/3
1/2
4/2
2/2
3/1
1/1
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Basically here your sacrificing attack damage to do better in the jungles. This will not really affect you late game since the bonuses from masteries are small at lvl 18.

PUNCH
Allows you to still deal damage to smaller minions while attacking the large jungle camp monsters
When you finish your Trinity Force and Infinity Edge, you basically turn into a crit machine
A negligible amount of armor to start with, but every little bit counts
Helps give that little extra edge over jungle camps
Makes Smite more effective.
Kills camps faster = more better


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Top

Masteries
1/1
4/4
4/1
3/1
1/1
2/1
2/3
1/3
3/1
1/3
4/2
3/1
1/3
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I keep seeing people take Veteran's Scars and it seems like a waste to me. Reason being is because with Durability and Veteran's Scars , you only get an added 130 hp. I like to take Hardiness and Resistance because that fills the gaps left by not building super tanky, along with runes. You can take either Fury or Sorcery depending on whether you want to hit faster or want better CDR (Cool Down Reduction).

PUNCH PUNCH
PUNCH HARDER.
PUNCH FASTER.

PUNCH EM AGAIN.

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And maybe ask em a question or two.


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Runes


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Runes

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Armor Penetration
3
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The recent patch broke Vi's AD output so badly that it needs to be made up with runes. Greater Mark of Armor Penetration is no longer Vi-able.
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Absolutely necessary to fill in the defense gap since she's already a fairly squishy character for a bruiser. More armor = More better.
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Again, since she doesn't have a built in tank I can't suggest anything other than magic resist so that an AP heavy champ won't eat her alive.
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These bad boys give you an extra 9.99 armor pen on top of the 20% you get every third strike with Denting Blows. Goes great with a The Black Cleaver.
I'm personally trying these out to see if there's a real advantage to using them jungle. I haven't noticed a huge increase in my health while jungling with 1, which is all I can get right now. However, the effects may change if all 3 quints were used. I would love to hear from someone who can provide more insight here.


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Item Builds


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Vi can tank, but it should be part of her build. She does well only with damage items that have tank built into them, like the Trinity Force or The Black Cleaver.

Taking away from her attack damage build will make her less effective in lane, so building tanky damage items is a better idea instead of a straight tank.

Second, many other characters can out tank her. Even with all her armor pen/attack damage, other characters do it better early game so focus on half tank/half attack damage to be able to burst them down late game instead.

Third, she is very team dependent, almost to the point of being a support champ. She has a good initiation with Assault and Battery. Use it to hold enemies down, then follow up with Vault Breaker and either you'll kill them or your team will.


Guide Top

Item Breakdown


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Replaces Madred's Bloodrazor from Season 2. Heals you while dealing 4% of the target's current health back to them in physical damage as a passive, with the active dealing 150 physical damage + 50% of your AD AND healing you in the process AND it slows them. Good for health tank champs like Volibear.
Now, a lot of people have been wondering why this shows up in a Vi build. Simply put, it's awesome. The attack speed, AD, health, mana, extra movement speed, and passive from both Sheen and Phage make this a great choice for Vi. It just does everything well.
Extra health, CDR, AD, and armor pen along with reducing their armor goes really nicely with Denting Blows. You shred armor with this item, it's a must have for Vi. This item was redone for S3.
Superior to a Boots of Swiftness + Zephyr combo since you shouldn't need the tenacity item. The only reason for building this and a Boots of Swiftness is if you need the mobility because you let the game get away from you.

NEVER BUY ME. THE SPIRIT ITEMS ARE BETTER BY FAR. NEVER, EVER BUY ME BECAUSE I'M A TRAP ITEM NOW.

This is a Season 3 jungling item that was introduced. Excellent health, armor, and regen along with passives make this a great jungling item as well as an overall good item to get.
I like this item and tend to build it more when I can. The passive Incinerate is really nice as it deals true damage over 3 seconds. This item also gives good attack damage, CDR, and good health regen making it an overall superior jungling item than a Wriggle's Lantern.
Good for attack speed, magic resist, and even deals magic damage. Pretty much the only hybrid item that really works with Vi.
Counters Darius, Tryndamere, Miss Fortune, Volibear, and pretty much any other AD heavy champ you can shake a stick at. It's active slows all enemies around you, allowing you to chase down those elusive kills. Jump into a teamfight with Assault and Battery, pop the Randuin's Omen, and try not to die as your team mops up their team. Or, use Vault Breaker or Assault and Battery to get in range, pop the Randuin's Omen, and rejoice in that extra 400gp.
Good attack damage, lifesteal, cost effective, can stack with itself, all around excellent item. Turret and minion kills add to it's stacks, but you lose half of the stacks upon death. So don't die!
This can really turn the tides in your favor if your up against an AP heavy team. The shield can be matter of you getting away or getting a kill. Not to be underestimated as a useful item when up against casters.
Cleanse in blade form. This item should only be built late game if you get a Quicksilver Sash due to an AP heavy champ. IT IS EXPENSIVE. However, if you use Vault Breaker right after using it, you can escape an otherwise embarrassing death.
Compliments Blast Shield nicely. It is a cookie cutter item with Vi because of this. Gives you health, health regen, and generally makes you really harder to kill.
If you are getting harrassed by a caster or noticing a lot of magic damage on your death recap, grab this. It'll mitigate and make it harder for an AP character to run you down.
I like taking this over Banshee's Veil. It gives you a buffer of sorts for magic damage by thowing up a 250hp sheild. Essentially it's a lvl 3 Black Shield that doesn't have to be activated.
I'd suggest this enchantment only because it gives you a better chance to chase down opponents.


Guide Top

Vi Gameplay

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HoyHoyKung Deviantart

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Just look at her. How could you not just fall in love with this misfit?
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What Vi is:
  • A good initiator
  • Able to solo a lane if played right
  • An armor garbage disposal
  • A turret decimator
  • Good at 1v1 (with all abilities up)
  • Very good AOE
What Vi isn't:
  • Zin Zhao, Riven, Darius, Olaf or any other AD brawler (don't build her like them)
  • Able to consistently take 3 or more opponents (without a full build)
  • The best at getting out of a fight (unless you have your and debuff)
  • An easy character to master
    PUNCH PUNCH PUNCH
    MORE PUNCHING
    EVEN MORE PUNCHING

FLIPPING TABLES, PUNCH PUNCH PUNCH
That being said, what is Vi good at?
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Punching.


Punching hard.


If you're noticing that her build isn't working, try countering! Lolcounter is your best friend!


Vi is not like other brawlers (she has almost zero sustain). She is dependent on her damage and burstiness to keep her in a lane until she has a full build. She doesn't have as much tank as other brawlers, but she can be a tank destroyer. Her AOE damage from Excessive Force should be used when the other guy is trying to hide behind their minions, as the wave will continue for quite a ways. Plus, it's good for farming. Land a few Excessive Forces on the guy and he's toast.
  • Because she isn't the greatest tank, she plays best in a group. She can initiate a fight and you'll win as long as you have backup and decent support.
  • Make sure to focus properly and use Vault Breaker to get out of a fight if you can.
  • If you build the Top Build, you need to hit something to gain health back and sustain through a fight. The reason for all that lifesteal is to inject some sustainability in a teamfight.
  • Remember that if you're silenced, Vault Breaker can't save you and you may be screwed.
  • When running away, always use Vault Breaker if you can to open the gap between you and the enemy.

Late game (or when you have the chance), you should burst Vi's abilities to get some easy kills. Pop Ghost to get in so you can use either Vault Breaker or Assault and Battery to jump on them, then pound the **** out of them with Excessive Force. If you haven't killed them then keep punching until their completely dead. Be sure to ask questions while punching though.


Guide Top

Farming


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If it won't put you out of position, use Vault Breaker to run through a minion wave and immediately follow up with Excessive Force to obliterate minion waves. What you're looking for is to run through a line of minions with Vault Breaker, then double back and get the last hit on all of them with Excessive Force. Vi is a great farmer using these techniques, just be aware of your positioning as you can get stuck after using Vault Breaker.
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PUNCH PUNCHPUNCH PUNCHPUNCH PUNCHPUNCH PUNCHPUNCH PUNCH

Now in a different lane:
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Where did they all go?


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Creeping / Jungling


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Due to Jungle constantly changing in S3, Vi has gone from a strong jungler to a weak one to a strong one and now weak again. Due to so much variance in the buffs or nerfs for jungle, her early game jungle leaves her very low on health after the first clear. Also, unless you get a perfect leash, you may not hit level 2 by the time you clear blue camp. This means you'll have to play catch up and really work hard to make up for lost time as well as CS. One way is to get a good gank or two off, if you're able to do that then you'll be fine. Ganks can be tricky to get though because this build doesn't have you outputting as much damage, so be aware of that. We make up for that late game with your build. Countering early game can allow you make up for a rough early game.

  • Make sure to use her Vault Breaker to jump into a jungle camp, especially through walls. Either start Wolves or Red Buff, you don't even really need a leash since you take 5 health pots.
  • Once you get a Vampiric Scepter, you can sell your Hunter's Machete since it's only good for minions. Or, you can keep it to eat through minions faster, it's all in the strategy you use.

BLUE BUFF SPAWNS AT 1:55


INVADES:

Setup is very important, your leash should either be in the bushes below blue camp or in the transfer to river above blue. This allows you to clearly see the incoming team from either direction and react accordingly.

Vault Breaker is like a mini Flash, it can be used to get away very effectively. If done right, you can use Vault Breaker to jump through a wall and lose the gank on a turret. If you don't take Vault Breaker, don't worry. If you are watching for ganks and are setup correctly right away, you'll spot the other team invading and have a chance to duck out.

You should be here as soon as possible. This bush gives you good vision on opponents trying to invade.

This is a bot match without a leash. I've already used Excessive Force and Smite on blue, and I've popped my first health pot.

Blue buff is down, onto wolves. This is where you're health should be at if you solo. In the bottom you can barely see that I can now put a point into Vault Breaker, which I'll use to open on wolves. With a good leash you'll have more health and a point to put in your Q. A bad leash looks like you with low health and no point in Q.

I've used Vault Breaker to jump the wall and start whacking on wolves. I popped my health pot kinda late, but I'll be around this amount of health when I start moving on wraiths.

Here I'm jumping the wall to start on wraiths. I'll immediately follow with an Excessive Force and kill all the little wraiths.

Little wraiths down, I'll try to save an Excessive Force for blue. My 3rd health pot down.

Open with Vault Breaker, then follow with Excessive Force. Pop another health pot and finish with pretty low health.

Remember that I'm that low on health because I didn't have a leash.

Focus the large golem or you might die due to low health. With your masteries the little golem will kill itself trying to whack on you. You shouldn't need the last health pot.

I'm done with the golems and still have a health pot. Headed to wolves and don't need to B yet since I have red buff.

Done with wolves and still have enough health to start keep going.

Their not paying attention to their jungle and don't have a jungler so I take the advantage and steal theirs.

My blue buff is gone but it's okay since I can take theirs now. :D


Still good to go. Still have a health pot if I need it.

Lanes are holding so I keep my cs up by going for golems.

Then wraiths.

Then Miss Fortune.

I whack on her turret some and she gets a little mad. I have [[Vault Breaker up though so I use that to escape. Not today MF. Not today.

MF breaks off because she knows I'll murder her under our turret.

First B. I have 2200 gold, enough for boots and a Phage or Vampiric Scepter. I used my health pot somewhere... I can also pickup a ward for top lane so they can keep soloing and racking up cs.


And that's how you play jungle Vi.


Guide Top

You made it to the end!


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For lulz, highlight this entire guide.


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