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Vi Build Guide by Faker pls no

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 Faker pls no

Vi Patch 4.20--Giving handies quick and free.

Faker pls no Last updated on November 27, 2014
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Ability Sequence

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

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0



Threats to Vi with this build

Threat
Low
High
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Threat Champion Notes
3
Lee Sin Not a problem in the new jungle. Has to worry about keeping his own health up. Just ward your red and if he isnt there you wont have to worry about his counter jungling to much.
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Introduction

Hi there. My ign is faker pls no. I was a plat 1 jungle last season and my favorite jungler was vi. She bring so much to a team and also has a very strong carry potential.


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Ranked Play

Early game, you have so much gank potential. Even after the enemy flashes you still have kill potential with Vault Breaker plus redbuff. You wanna throw as many ganks as you can early, you can guarantee flash or kill if you land q nearly every single time.

Mid game you wanna target their hard carries. You can 100 percent zone a carry completely away from your team either killing them or guaranteeing your team taking no damage. Mid game there are really no carries that are just gonna blow you up unless they just are fed out of their minds.

Late game- Now here is where it gets tricky. As vi you can peel so well. But you have to decide what is going to work better for your team. You zoning their carries or you peeling for yours. An ezample of when to peel for your carry is if they are really dominating and you have faith they can clean up the enemy team. Example of when you wanna go after their carry. When your carry isnt that strong or your carry is already getting peeled for ie thresh leona. Or if you just hit like a brick sh*t house and you can just 100-0 their carry do it.


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Team Work

Vi syngerizes well with teams that have all in. Mids like orianna katarina or yasuo synergize extremely well with vi being able to follow her hard engage. You actually dont need much synergy with your top lane but good top lanes would be heroes like jayce ryze maokai and ali. People who can all in or lock people down help with vi's hard all in.


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Items (MOST IMPORTANT)

If you read into the notes (where i put most info) you can see i talk about some of the "best" items on vi. While this is holds true being that randuins is the best for armor, banshee is the best for mr and tri force is the best for damage, bar none. That doesn't mean you have to build it. Tri force is a very very strong item on vi. It fits her abilities better than perfect. But that doesnt mean you always build it. So here is when and when not to build certain items. If you start out the game and you're 1 snowballing, or 2 just not dying after your jungle item going tri force is ok. If they have an ad mid and top going tri force is definitely recommended because it is easier to build just armor with a tri force then armor and magic resistance.
WHEN NOT TO BUILD TRI FORCE.. -- So if you start out just dying a lot, tri force is way to expensive to still get, you clearly need to build tank over tri force because youre dying for a reason. Another reason not to build tri would be if your team was snowballing hard and you weren't getting a big source of income. Then you can go straight into tank. If you dont build tri its always smart to grab a hexdrinker (taking ap damage) or a sunfire(taking physical damage) These items give you some durability while also giving you the damage you're gonna need to successfully zone those pesky carries.


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Creeping / Jungling

Early game you wanna throw out as many ganks as you can because of how strong your gank potential is, but you can't forget to farm. So many people just stop farming and lose out on so much gold. After you gank enough early you can farm your jungle as much as possible throwing out ganks only when someone is overextended or you're just sure you can get a kill.


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Pros / Cons

Pros

    amazing gank potential
    strong early game
    great stick
    zoning potential on any carry
    one of the strongest initiators
    Gives many handies
    many build paths

Cons
    Only has all in
    Item reliant to be effective at zoning
    very very reliant on q landing