Vi Build Guide by the chaos bringer 00
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Hello and welcome to my Vi guide for top lane. This also happens to be the first Vi guide on the site. Actually my Hecarim guide was the first to be released for him too ( and hell yeah the tradition goes on (: )
Vi is an aggressive bruiser with exceptionel damage output both burst and sustained. I build her mainly with damage but some durability suits her perfectly. So your role in teamfights is to grab the most dangerous enemy and be Rocky Balboa.
I have gathered all the info by playing her myself seeing videos in youtube, streams and of course observing enemy Vis and allies to see what they do, how an why :) It's too early yet and I can only offer a little info so this will be updated constantly.
This is my personal preference for now and may change. This grants Vi a huge boost in her damage output with armor penetration and % damage. I find it ok without Summoner's Wrath . If you're the only one in your team to be tanky (extremely rare case in ranked's) I suggest you use 9-21-0 going for heath, resistances and incoming damage reduction.
Greater Seal of Armor
Greater Mark of Attack Damage
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Attack Damage
Vi's AD scaling on every move is ridiculous. So AD marks and quints are just the thing you need. You could get instead Armor Penetration marks. Seals armor is very common and gives the much needed armor for laning phase. If they have huge burst, I suggest scaling health seals. Glyphs are pretty damn obvious. You could take flat magic resistance if you are against AP top.
Flash + Ignite
Flash is awesome to combine with your gap-closing kit and generally your burst-full nature.
Ignite adds to your awesome burst damage.
Exhaust instead of Ignite: To be more of a supportive guy and to hold back dangerous enemies.
Barrier/ Heal only if you're in a 1v1 game do not recommend these in ranked games.
When Vi's activated abilities damage an enemy, she gains a shield equal to 10% of her maximum health for 5 seconds. Blast Shield has a 18 / 13 / 8 second cooldown.
You hit a target with a spell and gain a shield for 10% of your max HP for some seconds. To be honest, it's a nice passive but doesn't have much impact since you are not very tanky and it is on a quite high cooldown for what it does. Can make the difference between life and death in some particular situations and can help you win duels and trades, but that's about it.
First Cast: Slows your movement speed by 15% while increasing damage and dash range over 1.5 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)
Range: 50 - 600
Cooldown: 19 / 16 / 13 / 10 / 7
Cost: 50 / 60 / 70 / 80 / 90 mana
First use: charge up and become a bit slower. Second use: uses spell for a charge that damages every target hit (75% minions and monsters), stops at charged range (or cap) or at impact with enemy champion. Applies Denting Blows.
YEEEAAAHH. Your bread and butter, your little initiation tool and trade-winner. Keep in mind that this spell slows you on the first charge - so if you want to flee or chase, use the charging time wisely, e.g. by using it in a brush or flashing into sight while immediately using this spell afterwards.
You can abuse this spell to ignore unit collision with minions to escape or to close gaps.
Great for clearing waves with Excessive Force.
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 25 bonus AD)
Attack Speed Bonus: 30 / 35 / 40 / 45 / 50%
This spell is your one point miracle thanks to which your sustained dps goes through the roof thanks to percentage damage and incredible attack speed bonus (a reason why stacking attack speed isn't that great for Vi instead of attack damage). Increases your sustain via lifesteal hugely. This spell is also the reason you should focus high priority targets in teamfights, since it increases the AD damage of all your team mates. Another use could be the fast burst on tank, which got separated. It generally reminds me of Vayne's Silver Bolts but it's IMO a lot better.
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
Pretty straightforward spell. Use it to reset auto-attacks and stack auto-attacks faster. You also gain lifesteal for the enhanced auto-attacks. So if things look sinister, abuse this. You can also attack a lot of enemies at once in teamfights or abuse the range if someone escapes with a drop of health. Keeping one stack to trigger Blast Shield can sometimes win you a chance to live.
Assault and Battery
Vi targets an enemy champion and chases it down, knocking it up for 1.25 seconds, dealing physical damage and applying Denting Blows.
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 (+135% bonus AD)
Physical Damage to Secondary Targets: 150 / 262.5 / 375 (+105% bonus AD)
Cooldown: 130 / 105 / 80
Cost: 100 / 125 / 150 Mana
When I first read what it does it was like "LE WILD FREAKING OP ULTI APPEARED". It's like Malphite's Unstoppable Force because you cannot get CC'ed but it cannot miss. Be careful because some of them might Flash in their whole team or under a tower and CC you when the charge is done.
--> is obviously enough first priority. Great impact on teamfights and dmg increases greatly while CD goes down with each rank.
--> Cooldown decreases and Damage increases greatly per rank and it is your main source of burst damage.
--> Take an early rank and leave it there. The armor penetration stays the same and the damage does not increase hugely with each rank. Only thing that rises fast is the attack speed, which is of no big use til you obtain a lot of AD.
--> More gain per rank than Denting Blows, charge reload time decreases and damage goes straight up.
No this is not the whole guide. Part of it is still under construction and is even more messy than the chapters presented. Tommorow 21-12-12 (the end of the world YAAAAAHOOO!) schools close for Xmas vacation in my country so expect great things to come and even more interesting builds