Vi Build Guide by ChaseMorePlz
[10.4] IN-DEPTH Vi Combo Jungle Guide! [YOUTUBE EDITION]By ChaseMorePlz | Updated on March 5, 2020
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Runes: Personal Preference:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Maxing Is Situational
Threats & Synergies
As long as he doesn't stop your Q, or CC you before you can do anything useful this is a pretty easy matchup. He can provide a lot of CC and a bit of early game pressure, but does not provide much of a threat to Vi especially without his team.
Try to avoid fighting for an extended period of time in Kindred's W. Avoid getting caught out by her when playing against her, but in general she's not too much of a big deal to play against. Pretty even matchup, can go in anyone's favor due to the simple fact of her being able to dodge your Q, and Ult if you focus her down with your Ult.
Respect his damage and his passive; the lower he is the deadlier he gets. He can also run through you and your team and you can't do very much about it if he uses his Ult correctly. Try to focus him down before he destroys your back line.
Ekko doesn't provide too much of a threat due to his build path, however can prove to be dominant in long fights and skirmishes. Try to prevent these if possible.
Has the potential to outduel you, be careful when he grabs his Warrior because it's a pretty big power spike for the bug. Try to CC him in teamfights and buy pink wards to catch him when he Ults.
Don't get ulted when you're alone, even then you may just be okay haha, especially when she isn't ahead.
You don't have much to worry about, getting CC'd when he has his team with you is something you want to avoid.
Useless without his team, not much of a threat at all. However he can interrupt your Q, be mindful of that.
Going vs. a skilled Rek'Sai can be a big annoying since her Unburrow can distort you pretty awkwardly, and can interrupt your Q animation.
Just don't get taunted in a horrible spot by him and you'll be fine.
Play carefully, he can easily burst you down and catch you off guard with his knockup, if you let him get Sated for free he will be a big problem.
Not very difficult to beat early if you don't get stunned by him, however he scales VERY hard, so be sure to stay ahead of him and finish the game smoothly. He can be a big threat later on if you let him get a lead on you.
He can also stop your Q animation and silence you which is a pain to deal with, however he is very squishy and easy to kill especially when ahead :P
Basically cockblocks you with her stun and can burst you down due to her kit. Respect a good Riven player, especially when ganking one early.
Be careful, a skilled Shaco can easily cheese you early and kill you during your early clears! Have your team ward for you early, and be sure not to focus/Ult his clone when you hit 6. Buy pinks for him later on.
Can easily cheese you at level 2 during your early clears. Try not to fight him early on unless you have the clear advantage. Ward properly and keep tabs on his wherabouts, because he can usually snowball himself and his team better and easier than you early on, depending on the skill of the Lee Sin player. He can also kick you away from you and his team after you Ult which can screw you over pretty hard sometimes, try to stop this from happening to you if possible.
Be careful, he can knock you up and cause your Q to be canceled if you allow him to. If he gets a lead he can easily burst you down, luckily you have a good chance of escaping due to your Q.. y'know if he doesn't cancel your Q haha
Try not to get caught in his Ulti; very hard to get away from and get to due to his Playful Trickster and hard to catch do to this as well. As long as you are ahead you will be fine versus a Jungle Fizz, just be sure to pick up some early Magic Resistance.
Make sure to land your Q versus her or you may be screwed. She is very dangerous with a lead/Sated Devourer, and has a very strong slow in her kit. Luckily she's a bit easier to deal with without her Intervention pre-6.
Very strong in 1v1s, counterganks, just a hard counter for Vi in general just because of her ability to Rappel your Q/Ultimate. Stay away from her whenever possible and track her down, a good Elise is tough to beat. Definitely build Magic Resistance versus her early on, fortunately you will eventually outscale her.
Due to the recent Devourer changes, he is actually a big threat to you especially when you don't have any armor, he will delete you. Fight him pre-6 and before he gets sated, respect him when he gets these power spikes. CC him and focus him down with your team and you'll be fine :)
Not a very hard matchup, however respect his level 6. Rengar is pretty weak vs you early on unless he catches you pretty low. Your combo will chunk him out, if you can land it properly.
As long as you don't get hit by spears, especaially with no magic resist, you will be fine. Not a very difficult matchup.
As long as you don't get ulted in a bad spot, you should be fine in most cases. If he gets ahead however he can prove to do a lot of damage to you and be a problem.
Don't allow him to catch you off guard, he can easily ult, fear, and kill you. Be sure to be prepared for him to do this to you and respect him especially when he is ahead, he is pretty strong.
Be careful of her burst, can 100-0 you if you let her with the proper items. Build accordingly and you will be fine later on.
Can CC/snare you, however that's just about it.. he doesn't provide much of a threat to you.
Shut him down early! Once he gets his Devourer or a few items, he will be pretty hard to deal with. Luckily your kit is a lot better than his to snowball your team to victory earlier on.
He follows up well with your damage dealt with his gap closers!
Introduction: How To Jungle With Vi!~
I play Vi Jungle on my Twitch stream & Youtube!
I will continually add more Vi content & gameplay to this guide, stay tuned! :)
- Most importantly, Vi is incredibly fun to play! ;3
- She has a VERY high impact in games and a high potential to snowball due to her amazing kit.
- Extremely mobile due to her gap closing abilities such as her Q, Vault Breaker and her Ultimate(R), Assault and Battery.
- Easy to pick up and play and takes time to master. Takes a bit of practice, however this guide & videos provided here will help you do this tremendously! :)
- If played correctly, she is strong in every phase of the game: early, mid and late; becomes a very tanky DPS champion and offers a lot in teamfights, can create amazing picks and can peel a lot for your carries.
- Her Ultimate(R), Assault and Battery can cancel certain champion abilities such as Lee Sin's Dragon's Rage if timed correctly, due to the fact that during the time that Vi ults, she is immune to Crowd Control!
- Can cover LOADS of distance with Flash+ Vault Breaker OR Flash+ Assault and Battery.
- Great sustain in the jungle with her passive, Blast Shield and good clear speed due to her W attack speed buff, Denting Blows.
- Her Q, Vault Breaker and her Ultimate(R), Assault and Battery have very long cooldowns early on, be sure to use them appropriately or you will fall behind.
- Weak versus Bloodrazor junglers/champions that can CC and burst her down.
- Animation Canceling is a necessity when playing Vi. It is hard to consistently do, however, you MUST learn how to do this effectively and master it to combo correctly with Vi, guides on doing this are on my YouTube Channel!
- Relies on items to become very durable/provide damage.
- A lot of champions/junglers can cause your Q, Vault Breaker to be interrupted/canceled, still putting it on cooldown. Your Ultimate(R), Assault and Battery can be occasionally canceled as well, by very awkward interactions in the game...
- Getting early ganks off can prove to be difficult versus champions who have reliable escapes/abilities that make them untargetable.
- Using all of Vi's abilities to speed up your clear time will result in your mana pool being quickly depleted due to their high mana costs and Vi's base mana. Keep this in mind when you don't have a blue buff and you need to stay out in the field, don't spam while clearing! :)
Animation Canceling is key on Vi, and takes a bit of practice to master. These videos will teach you how to do it correctly when I play by going over instances that I play in the Jungle!
Your standard engaging combo with Vi is simple. Try to engage with either your Q, Vault Breaker or your Ultimate(R), Assault and Battery (when you hit 6 of course). After CC'ing your target with either of these gap-closing abilities, you need to auto-attack, then instantly cancel the auto attack animation with your E, Excessive Force. After doing that, repeat the process by auto-attacking and canceling the animation after your auto goes through once again with E, Excessive Force. Doing this properly will ensure a Denting Blows proc, which will reduce their armor and allow you to deal extra damage to them, and also gives you a brief attack speed buff to combo like this even quicker. The tough part while doing this is executing it properly every single time when clearing camps and targeting enemy champions. This is a key factor that separates poor Vi players from great Vi players. There are also other combos as well such as adding Flash into these engagements!
Consider what you need in terms of tanky stats depending on who's ahead on the enemy team. Enemy ADC snowballing? Build some Armor, Dead Man's Plate is an amazing Armor/HP item on Vi. Is AP Mid becoming a threat? A Spirit Visage or Maw of Malmortius can help out a lot so you don't get 100-0'd by them; try to avoid dying in general as well. If there are multiple damage source threats on the enemy team, it is best not to rush just one source of tankiness. If you need both Armor and Magic Resistance early on, or at any point in the game really, it's a good choice to grab something like a Spectre's Cowl and a Chain Vest is a good idea!
Be sure NOT to build Vi as a complete "Glass Cannon". It can be fun to play in normal games and whatnot, but at the end of the day, since your job may involve you diving into the enemy backline in team fights, you will get blown up depending on how strong/smart the enemy team is in certain stages of the game. Items such as Black Cleaver and Sterak's Gage are amazing on Vi and scale extremely well. Building 40% CDR early on will allow you to use your Ultimate, Assault and Battery more to pick targets off. Cinderhulk the first item will delay your damage, but the extra health will help a lot when the game goes on for a long time and is a bit safer than building full damage early.
Building Vi correctly and staying ahead in farm will always result in you scaling into a late-game monster. If a lane feeds/loses, you need to make up for them. You shouldn't blame your team for feeding/losing their lane, because it's nearly impossible for every game that you play that all of your laners end up winning or coming out on top. You need to get used to doing EVERYTHING by yourself to gain elo/win games consistently, especially in lower elos.
* Having/doing a certain amount of damage or being able to tank their damage in fights/sticky situations will make the difference in winning and losing games, and it's all revolved around the items you build. You need to make up for your team by being ahead in experience, up in gold; make up for them being behind by being ahead of them and if possible, the enemy team. Be sure to refer to the example builds and items at the beginning of the guide for even more information and item choices! You can be strong in every point in the game depending on your gameplay decisions, resulting in very positive results from the games you play with her :)
What is Pathing?
Pathing is simply the most effective jungle route to take when clearing. Good pathing is generally the shortest path you take in the jungle to get to each camp, tower or objective the fastest. You need to be able to quickly navigate around the map to do a lot of things, but they are not limited to: farming camps, holding lanes, grabbing/stealing buffs, and contesting objectives whenever possible/reasonable. Counter Jungling is a way to somewhat deny the enemy jungler experience and gold. Depending on the jungler ans what you take from them, it may only somewhat hurt them or cost them potential power spikes/leads.
Farm Camps Effectively: Smite the correct camps and clear them while taking the least amount of damage possible. Knowing what and when to smite each camp at every point in the game is very important, a big part of this is prioritizing objectives with Smite, I like to use it to secure leads!
Holding Lanes: When your laner has to back or feeds lane, be sure to take the cs that gets PUSHED to YOUR tower, as long as it's safe to grab. Holding lanes and getting the gold and experience from minions is very important, however holding mid lane is the most imperative lane to hold. Be ready to do this, especially early on in the game.
Grab Your Buffs (and theirs!): Be sure to get to your red and blue buffs as SOON as they spawn. When you hit tab the spawn timers for both your and their buffs are there as long as you had a vision of the camp when it was killed, you just have to use that information wisely.
Contest Objectives: Dragon, Rift Herald, Vision Wards, Buffs, Baron, Towers, etc.. You don't want to give these up for free now do you? Try to take them when you have an advantage/opportunity, and contest these objectives when you and your team have proper control over the map.
Counter Jungling: As stated previously, it depends on what you take and how you and the enemy jungler can/could benefit from it. Buffs will hurt them the most, so if possible keep tabs on their red and blue buffs, denying this alone will cost them a decent amount of gold and experience, so keep this in mind :)
Now that you know how to gain leads, let's focus on denying the enemy team/laners these types of advantages so they don't get the upper hand on you :)
Taxing: Keep in mind while taxing, it can definitely screw your laner(s) over, but at the end of the day if you know what to do with this tax, you can get to your items faster and snowball other lanes around the map. To do this correctly, it is a necessity that you ONLY tax lanes when you pick up a kill, and attempt to balance the minion wave in favor of YOUR laner.
Pushing the wave to the enemy tower is optimal when they don't have a teleport to stop the lane from resetting. Your goal after getting a kill for you or your laner after ganking is to either keep the lane frozen in the middle of the lane, push it into the enemy tower and cause the lane to reset, or have it pushing towards your laner. If you cause your wave to push towards the enemy tower, you have basically screwed your laner over.
Why is it bad to have a minion wave pushing towards your enemy, rather than resetting it?
The answer is simple: This will cause your laner to overextend, which means they are very susceptible to ganks. This also means the laner is safe from ganks, so in general this is a lose lose situation, and can result in your gank backfiring. This is DIFFERENT from when it is pushing INTO the tower to deny CS. This is a tactic I use inside and outside of the jungle to gain leads, you want to make sure your team is catching their waves!
Why is Skirmisher's Sabre so good on Vi?
Stalker's Blade offers a great slow that allows you to catch up to targets a lot easier. Skirmisher's Sabre allows you to deal more and take less damage from smited targets!
"UNIQUE Passive: Challenging Smite: Smite can be cast on enemy champions, marking them for 4 seconds. While marked, you deal 60-162 (based on level) true damage over 3 seconds, have a vision of them, and reduce their damage to you by 20%."
Jungle Enchantment Choices
Warrior is a great enchantment to pick up when you're ahead, a crazy power spike especially once you hit level 6. Cinderhulk is ideal when behind, however, if you need the tanky stats they will benefit you and your team in a team fight tremendously. Once again, neither option is a bad choice :) Don't forget to buy wards, and purchase a Sweeping Lens if you have the desire to kill wards/need to identify invisible units! Raptors also gives you a free Oracle Lens to clear vision in an area near you when you Smite them, so this is a nice buff to have as well.
Choosing Cinderhulk and a control ward are ideal when behind or in need of a tank, however, if you need the tanky stats they will benefit you and your team in a teamfight tremendously. Once again, neither option is a bad choice :) I like the enchants Warrior & Cinderhulk. Simply put, rush the core item ASAP Caulfield's Warhammer OR Bami's Cinder), not the smite!
If you pick up a few kills along the way that's great, pathing well helps you get this item asap. Trinity Force OR Black Cleaver are great pick-ups!
Depending on the enemy team comp, itemize for what you need! These items work well on Vi, great buys. Remember, Black Cleaver works best vs. tanks! Hexdrinker and ninja tabi are great, GA Randuins, Locket, Spirit!.
Ideal build for Warrior into Black Cleaver. Do your best to rush this item as fast as possible and avoid dying, building Sterak's Gage earlier on is a good idea to use the Jarium's Fist to stack HP!
In conclusion, Vi is and always will be a very viable pick in the meta. She can get early ganks off, provide a lot of pressure and picks for your team, and becomes a devastating MONSTER at level 6! It also can turn out to be a very durable tank for your team with an optimal build and can turn out to be a very powerful front line. Her damage also scales very well along with her extremely mobile kit.
Subscribe to my YouTube Channel for new videos and follow my stream on Twitch if you want to see more of my gameplay and content! Have fun destroying your opponents on the Rift, you definitely will be soon! :D
Original Season 6/7 Guides: (thanks again for the amazing support!)
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