Vi General Guide by Radical Edwards
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.
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.
Hello ladies and gents, My name is Flyx. I want to start of by saying my grammar is terrible. Feel free to correct me if you see any errors in this guide as it is my first guide I'm posting on Mobafire! (It's actually extremely intimidating to write your own guide!) Any constructive criticism you guys have feel free to leave it in the comments section below.
I want to give a very special shout out to Jhoijhoi and her wonderful guide on how to make a guide on Mobafire. It helped me a lot with BBCoding. With out her, this guide wouldn't look as wonderful as it does.
Another honorable mention goes out to the summoner Beastsaus. I've played 100+ games as Vi and after I began to make this guide, and came to the Match Ups section I realized there were champions I hadn't ever played before. He played a fairly big portion in helping me make this guide complete. This mention goes out to you Beastsaus. Thank you!
Pros / Cons
Pros / Cons
+ During her release, Riot gave her a theme song for the login screen! THEME SONG! ( Click here to Listen! )
+ Great early game damage.
+ Passive shield is fairly big.
+ High mobility.
+ Phenominal at pushing towers.
+ Immune to CC during her ult.
+ In the Neon Strike Vi skin, your taunt toggles your shades on and off!
- Vault Breaker can be dodged easily.
- Until level 11, the cooldown on your passive is a little long.
- Can be kited fairly easily.
- Takes some time to get used to proper timing with her ult.
Passive: Blast Shield
Your activated abilities grant a shield equal to 10% of your maximum health for three seconds when they hit an enemy.
This passive is great. You can use it to soak up the opponents harass, survive ignite, or any other damage over time abilities.
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 (75% to minions/monsters). Vi stops upon colliding with an enemy champion, knocking it back.
This ability is Vi's gap closer and escape skill. When fully charged this move will deal double the amount of damage to your opponent as well as apply a stack of Denting Blows. You can also use this ability to charge through most walls. My favorite is through the base walls.
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.
This ability is awesome, it armor shreds, it gives you bonus attack speed, and it deals true damage all on the third hit making you extremely bursty. I max this last however, because while the attack speed increase and the initial damage increases, its armor reduction does not. The armor reduction is 20% at level one which is a HUGE amount of armor reduction. At level 5, it still is 20%.
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.
This ability is your main form of harass, damage, wave clear, everything. Line your opponents up so that there is a minion between you and your opponent (It is roughly the same distance as your Vault Breaker ) and activate it to get off some nice harass off onto your opponent.
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.
This ability is your initiate ability. During your lane phase it is exceptional at chasing down your opponent, locking them down so your jungler can come help with a kill, and in some (though rare) cases, be used as an escape. While you're charging Assault and Battery you are immune to crowd control, which is great for jumping onto that Veigar during a team fight. During team fights you're going to want to save this ability for the AD carry or the AP carry. You will knock everybody in your way off to the side and charge right into them. (Also, during the cast Vi will scream "Get Dunked!" which is always enjoyable.)
Mark of Attack Damage
I pick up these for the extra damage. These will help you trade with your opponent easier and make farming go smoother.
Seal of Armor
These runes will help you sustain better in lane.
Glyph of Scaling Magic Resist
Helpful for when team fights begin, you'll be able to survive a bit better when this occurs.
Glyph of Attack Damage
Again, I get these to help harass, kill, and farm.
Nice to have since Ignite won't always be up.
The extra attack speed helps you get off Denting Blows quicker.
Faster regeneration of Denting Blows stacks plus more Vault Breaker chase down's / escapes
Really isn't that useful, but is needed to go further down the tree. It's the lesser of the evils in this tier
Helps with pushing down towers. This in conjunction with Excessive Force makes pushing towers a breeze.
More armor penetration!
Extra AD isn't bad to have.
Even more armor penetration!
Helpful for picking off champions under half health.
Extra health for lane sustain.
For the most part you'll be against another AD bruiser top. If you're doing ranked or draft and know you're not, switch 2 points over to Resistance
A little extra MR here and there.
30 Health is a lot level one. Once more, this is for lane sustain.
Flash: This is my favorite summoner, use it for flashing over walls to escape, chase, steal dragon or Baron, either way you look at it, It's a good one to bring.
Ghost: "But Flyx? Why don't you bring ghost?" I really don't find ghost very necessary considering her Vault Breaker can be used as an escape.
Ignite: I take this for the healing reduction and the extra damage, I can't even begin to say how many times this summoner spell got me first blood and another summoner spell out of my opponent
Teleport: This is a strong lane summoner. It really depends on who your using this against. This could be useful against someone who push's hard.
Heal: I really don't find this summoner spell to be all that necessary on Vi given her Blast Shield gives you a shield to help you soak up damage. It is good for baiting people into tower diving you though.
Exhaust: This is a good replacement for Ignite if your team doesn't bring one. It's really good after using Assault and Battery and hitting them with this summoner spell. It will lower their movement speed, attack speed, attack damage, and ability and item damage.
Item Choices and Why Start Crystaline Flask?
Why Start Crystalline Flask?
Crystalline Flask: Restores 100 health and 40 mana. Starts with 3 charges and refills every time you go back to base. So through all the charges, You're bringing 300 health and 120 mana just via this one item. This will help you stay in lane longer letting you out level and out farm your opponent.
Sight Ward: Warding is a critical portion to League of Legends. Without wards you're a prime target for ganks. Grab this early and place it around the time you hit level two. You've only got one so make it count!
5x Health Potion: Again this is just for lane sustain. Much like the Crystalline Flask this is going to restore your health. Combined through all 5 Health Potion you're healing for 750 health. Which is more than your level one total health.
Frozen Mallet: Since you're heavily reliant on auto attacks and melee this item will give you health, damage, and a passive chance to slow allowing you to chase easier.
The Black Cleaver: Pick up a little extra attack damage, some cooldown reduction to be able to use your abilities more often, and some additional armor penetration. The synergy between Denting Blows and this item is massive.
Boots of Speed: This is mandatory, fairly self explanatory, gives you more movement speed, grab your choice of tier two boots when you feel is necessary or have some extra gold.
Runic Bulwark: This item is good if you're doing poorly, or really good. It gives everyone around you that is on your team more armor, magic resist, and health regeneration. In addition it gives you health, magic resist, and armor which are all good stats to have as you will have to initiate some if not all fights.
The Bloodthirster:This item offers a lot of damage and great sustain in lane as well as trade more effectively. A fully stacked Bloodthirster will give you an extra 30 attack damage and 6% life steal.
Last Item Suggestions
Randuin's Omen: If you need a tank on your team, i would strongly recommend this item. It is insanely good. I would say that it is probably, if not the best armor item out there. It adds health, armor, and an amazing active ability. The passive ability on it is also very nice for a tank.
Zephyr: This item gives you a lot of stats. Movespeed, to let you initiate, chase, and land Vault Breaker easier, The cooldown reduction is nice, and a fairly decent ammount of attack speed to land Denting Blows easier. Get this item if you have a tank and need to be more of a bruiser.
Guardian Angel: This makes Vi tankier and gives her a second chance. Late game when you have to protect your AD carry this item comes in handy to help do so. I generally pick this item.
Frozen Heart: Another armor alternative. I like to get this item over Randuin's Omen if the enemy team's carries are ignoring me.
Iceborn Gauntlet: This item is good if you are in need of more cooldown reduction and will slow everybody around your target which can be MASSIVE in a team fight.
Enchantment: Alacrity: I get these if I'm winning and want to get from tower to tower quicker.
Enchantment: Homeguard: I get these when my team is losing, it helps you get back to your towers that need defending quicker. I also get these if the enemy team has a Karthus for his pesky pesky Requiem summoner platform kills.
Lane Match Ups
This match up is rough post-six. Pre-six you out damage her in every way, just be careful not to push the waves too hard with Excessive Force and don't forget to buy Vision Wards for that Smoke Screen!
Oh Denting Blows, you deal percent health damage? Oh, I nearly forgot. Oh hello Cho'gath, nice to meet you. Hold this.
Just brawl this alien with your mighty fists of justice. Just dodge Rupture and you're clear. Also, play smart, don't get baited by Feast
With this lane you'll want to get an early gank from your jungler and try to snowball as he won't be able to get away from you if he is overextended, which tends to happen to Darius due to his unintentional tendency to push waves with Q rather than just last hitting, but this is not an easy lane and shouldn't be treat as one, Flash and Exhaust would be best for this so you can actually stand a chance trading early if needs must.
Dr. Mundo is more commonly a jungler but I've seen him in the top lane from time to time. He's not all that difficult. Dodge Infected Cleaver and post-level six. Do not try to fight him with out Ignite.
Elise is ridiculously strong early game. Have your jungler come help get you ahead and you should be able to win lane. Try and bait out Cocoon / Rappel before your jungler comes to gank since it has a very long cooldown
Fiora can be tricky, go in on her with Vault Breaker and back off, she'll activate Riposte and you can walk away from it, as soon as it goes down, turn and burn on her double tapping Excessive Force and get Denting Blows off.
This lane is simple, only one thing you're going to have to keep an eye on. Remove Scurvy. Bait it out, by just harassing him with Excessive Force. Just don't use Assault and Battery until he has used Remove Scurvy.
This match up isn't too terrible for Vi. Just activate your Excessive Force as he goes in to Decisive Strike and you should be able to trade effectively against him.
Oh god it's her. Your best bet for this lane is to bait out her Equilibrium Strike and then punish her and ask your jungler for help before she hits six so that you can hopefully snowball hard enough to deal with her.
Jarvan isn't really all that rough. Don't be between his Demacian Standard and him while it's deployed. When he uses Cataclysm you can use Vault Breaker to get out of there.
Oh joy. They brought Jax. Jax will out damage you until you are around level 3 or 4. After that you should be able to win lane. Just play passively and farm until then. At level six save your Assault and Battery for when he goes to Counter Strike > Leap Strike you, when you see Counter Strike begin, go ahead and use Assault and Battery since you can't be affected by crowd control, he's wasted the cooldown on it, is crowd controlled for a very long time and will lose a ton of health, if not all of it after you fully combo him.
Jayce can be a little tricky. But If you can play defensively until you hit level six you should have an easier go on things.
This champion right now does way too much damage, get some early ganks and snowball from there. Not much to say.
This guy. You're in for the worst lane possible, congratulations! Lee Sin is a problem because he has so much higher mobility than you do. Lee Sin's Tempest / Cripple reduces movement speed and attack speed. Now, everything that I've mentioned so far should scare you. Lets look at the whole picture now. He's going to be all over your lane making hitting him an achievement and when you do hit him, he's going to slow your attack speed enough to make you lose trades.
TL;DR - Have your jungler camp your lane, buy Vision Wards and clear out every ward he puts down. Most importantly... Good luck.
Malphite! Hello my dear friend! You're going to enjoy this lane my friend. Every one of Malphite's abilities can be countered by one of Vi's. Malphite uses Seismic Shard Vi escapes/closes the gap with Vault Breaker! Malphite uses Brutal Strikes Vi uses Denting Blows! Malphite uses Ground Slam Vi uses Denting Blows! And for the Icing on the cake? Malphite hits level six and thinks he's all tough now. Malphite uses Unstoppable Force....Vi uses Assault and Battery!
The more Nasus farms, the more he's going to hit you for with his Siphoning Strike. So to combat this, don't let him farm without receiving a few hits. It is all about farm denial for him. you want him to fight you when your minions are at low health, and his minions have a lot of health.
Nidalee is actually one of my favorite lanes. Just keep harassing her pre-six and dodge Javelin Toss / Takedown. If you have to Vault Breaker to safety. You don't need to fully charge it to avoid it, but don't make a habit of using Vault Breaker just to dodge Javelin Toss / Takedown
This match up is extremely frustrating Olaf's Ragnarok cancels your Assault and Battery He doesn't have an escape ability, so you'll want to emphasize on this and get ganks from your jungler.
Pantheon's passive is what makes this lane so hard for Vi. Aegis Protection is a counter to almost all of Vi's abilities. With his passive and stun you won't be able to combo him very easily and you will fall behind in levels. Later on you will come back due to items and sustain, but during the lane phase, you're in for one big nightmare. Try to get some help from your jungler during the lane phase
Another rare but irritating top lane champion. Luckily for you, Vi out damages Poppy. This lane match up wont net you a ton of kills, but you will be able to push her out of lane quite easily.
Be careful you don't get baited by Valiant Fighter You shouldn't ever tower dive Poppy
Renekton - this evil crocodile's early game damage is INSANE but there are some tips I can give you for fighting him. Renekton's passive Reign of Anger give him fury for every auto attack he makes. By keeping an eye on his fury bar, Renekton can be pretty predictable. When it's red, he's more than likely ready to fight you. His gap closer Slice and Dice can be activated twice if, and only if, he hits an enemy champion or minions/monsters. Keeping this in mind you can gauge how far he can travel. Keep up the harass game on him to prevent him from gaining fury. Ignite will not be able to save you once he hits six as Dominus gives him bonus health, not healing him for x health. Bonus health. Don't let yourself get baited into Dominus and if you aren't sure if the cooldown is up or not, assume it is off cooldown.
Vi's scaling is better than Rengar at any point of the game. Early game, he just can't deal with the Excessive Force + Denting Blows combo from Vi, which is stronger than Rengar's double Savagery thanks to Blast Shield. Level 6 is when the fun picks up for Vi. Late game, it's like Rengar is a ten year old trying to punch a hole in a brick wall. Rengar just doesn't have any crowd control to stop Vi and she can focus the carries easily.
This match up is very hard. You're going to want your jungler to provide a good bit of assistance. Riven's stun, knock up, and burst are a lot for Vi to deal with and her shield can be used to dodge your Vault Breaker.
Rumble is incredibly devastating in melee range which is where you're going to be if you plan on brawling him. Keep an eye on his Heat meter and if he over heats, go in for the kill. Make it count. The Equalizer Deals damage both from the rockets and the marked area on the ground, you'll want to get out of it as quickly as possible, even if that means using Vault Breaker or Assault and Battery to do so. Some early magic resist wouldn't be a bad idea either.
Make this ninja eat his teeth. Vault Breaker him into the ground, double Excessive Force him and back off. Rinse and repeat. The more health he builds the more gold he is wasting thanks to Denting Blows. When he tries to Stand United, do your team a favor and Vault Breaker into him, if that's on cooldown then Assault and Battery is your other option. Not only will you frustrate him, but your team will thank and love you for it.
WARNING: DO NOT CHASE. Singed doesn't kill people. People kill themselves playing against singed. He'll push against you pretty hard and it's going to be hard to keep up in creep score if you just let him farm. While he's under your tower, if he tries to farm, feel free to take a drink of that poison to force the tower to attack him and go in. You want to push Singed out of lane. If you can kill him, fine, kill him. Pushing Singed out of lane is a victory in itself. I can not stress enough, you never want to chase singed unless you KNOW you're going to catch him, and you KNOW you're going to kill him.
Sion's not really a very common top pick, but still, Vi out damages him. Just keep harassing with Excessive Force and bait out his Cryptic Gaze and charge in with Assault and Battery.
This is a fairly easy lane, get some Vision Ward's or an Oracle's Elixir after he hits level six. Until you hit level six, just play passively and farm. Once you hit level six you can bait out his Blinding Dart and once it's on cooldown you can full combo him.
Tryndamere is one of those champions that when I first started, made me rage harder than anybody in the league. His cooldown on Undying Rage is stupid short and you should ALWAYS assume that it is off cooldown. Try harassing him early so he can't gain rage to heal with Bloodlust. If he slows you with Mocking Shout and he's coming in hot and is stronger than you, do not hesitate to use Vault Breaker to get out of there.
Vladimir isn't too terrible of a match up. He's more of a threat to himself at early levels. Vladimir's typically like to build health, which during the lane phase is a good thing for you since Denting Blows deals a percentage of their health. Do not Assault and Battery him if he hasn't used Sanguine Pool since Sanguine Pool will cancel your Assault and Battery
Volibear is actually a lot like you. He is heavily reliant on auto attacks so bring Exhaust if you know you're going to be laning against him. A good time for you to use Assault and Battery is when he activates Rolling Thunder. Volibear's passive is Chosen of the Storm and can be incredibly frustrating. I don't recommend fighting him unless your Ignite is up.
Once again a fairly simple fight, I recommend grabbing a Quicksilver Sash before or close to the time he hits six. You can build it into a Mercurial Scimitar and you've made his Infinite Duress useless. Hungering Strike is going to be the most frustrating part about this match up in conjunction with his passive Eternal Thirst just keep the harass going until he's in your "kill zone" and brawl this werewolf Ignite him after the first couple auto attacks.
This monkey is going to cause some serious trouble for you. Have your jungler come help you out, he out damages you in every way and due to Decoy You're not able to auto the real him as often making landing Denting Blows extremely difficult.
After the Xin Zhao remake he has become an even better top champion. If he tries to engage on you light him up. You can and will win the harass game against Xin Zhao since his only harass ability is more or less an "all-in" skill, Audacious Charge. Xin Zhao is extremely susceptible to ganks due to his lack of an escape mechanism.
This guy will give you a fair amount of trouble if you don't play your cards right, try to hit level six before him, either have your jungler gank and kill him, or just send him packing back to base to do so. Yorick can't trade with Vi without his ult. Avoid getting mauled by ghosts too!
Zed is a fairly weak but extremely mobile champion. His Living Shadow lets him switch positions with his shadow and can be throws over walls. Most Zed players pick this skill up at level 3. Razor Shuriken is his form of harass and unless he uses Living Shadow, it's fairly weak. If he only throws the one, you can pretty much ignore the spell entirely. at level four to five is when it starts to deal some respectable damage.
When Zed uses Death Mark Vault Breaker as far as you can until the mark detonates and you will negate a good portion of his damage
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