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Introduction
Before we start, I'd like to say here that this guide assumes you have a basic knowledge of how to jungle, what ganks and invades are, and basic knowledge of the new Trinket system, since this guide is not created to teach you about those things in particular. Guides for such already exist, and in greater detail than I could ever hope to achieve.
On to



Pros:
+ Naturally tanky with her

+ With the combination of



+

+ Great abilities to clear the jungle quickly.
Cons:
- Her

- Once she is in the centre of the enemy team, there is no way out. A good

-


Runes





More AS means faster jungle clearing. Also allows the benefits of


The best yellow runes for jungling, increasing your survivability against monster hits as well as other sources of damage like turrets and champion auto attacks.

Scaling over flat because you should encounter little to no ability power-based damage unless you gank a lane with an AP enemy in it.



Great for both traversing between monster camps, towards lanes, and helping stick to fleeing enemies easier. A no-brainer for almost any jungling champion (aside form champions like Riven with free mobility).
Defense





















Utility


Alternative mastery tree build - 0/21/9
Why no points in the offensive tree?
Let's say I wanted 9 points in the offense tree (limiting the defensive tree to 21 points). I would personally pick:








So yeah, these are definitely early-mid game masteries - when your builds are still small and you don't yet have much of anything. I however opted against the offensive tree for the extra earlygame tankiness in the defense tree. This allows you to build some early damage (specifically



The first 9 points in the offensive tree is heavily gauged towards champions in a lane, and are focused towards last-hitting and dealing extra damage to an enemy champion. You are a jungler. You don't even know what last-hitting is and the only time you damage a champion is when you invade, when you get invaded, or when you're ganking a lane. Granted you will see more enemies more frequently come mid/lategame, however by that time, these 9 points in the offense tree become redundant in comparison to the rest of your stats gained from your items.
Ask yourself this: Which 9 points would you detract from the defense/utility tree to place into the offense tree, considering your mid/lategame role?
Summoner Spell 1 - No debate, Jungler.
![]() |
![]() This is a must-have on any jungler. Saves valuable clearing time, and helps you secure an objective if it's being contested by the enemy team. |
Summoner Spell 2 - Choose whichever best suits your needs.
![]() |
![]() The go-to Summoner's for nearly any situation. Instantly relocate your champion to a new position nearby. Useful in both escaping and chasing a fleeing opponent. This is however less of a priority pick on Vi since this guide focuses on cooldown reduction and levelling up ![]() |
![]() |
![]() A personal favourite of mine. Useful in both escaping a sticky situation and sticking to an enemy who is trying to escape your relentless fisting. Works well with ![]() |
![]() |
![]() I like to take this when there are enemies with few abilities to help them escape a gank and have overextended a little too far. An ![]() ![]() ![]() ![]() |
![]() |
![]() Passive: When ![]() ![]() ![]() ![]() ![]() |
![]() |
![]() Cooldown: 18 / 15.5 / 13 / 10.5 / 8 seconds Cost: 50 / 60 / 70 / 80 / 90 mana First cast: ![]() ![]() ![]() ![]() Second cast: ![]() ![]() ![]() ![]() |
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 |
![]() |
![]() Passive: Every third attack on an enemy or neutral target deals bonus physical damage equal to a percentage of the target's maximum health, reduces the target's armour by 20% (at all ranks), and gives ![]() ![]() |
Bonus physical damage: 4% / 5.5% / 7% / 8.5% / 10% (+1% per 35 bonus AD) of target's maximum health Attack speed bonus: 30% / 35% / 40% / 45% / 50% |
![]() |
![]() Range: 600 Cooldown: 1 second Cost: 60 mana + 1 charge at all levels Active: ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Total physical damage (per charge): 5 / 20 / 35 / 50 / 65 (+115% total AD) (+70% total AP) Charge reload time: 14 / 12.5 / 11 / 9/5 / 8 seconds |
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![]() Range: 800 Cooldown: 130 / 105 / 80 seconds Mana cost: 100 / 125 / 150 mana Active: ![]() During the charge towards her target, ![]() |
Physical damage to main target: 200 / 325 / 450 (+140% bonus AD) Physical damage to secondary targets: 150 / 243.75 / 337.5 (+105% bonus AD) |
In order of maximum level priority
![]() |
> > > > > |
![]() |
> > > > > |
![]() |
> > > > > |
![]() |
Level Order
Levels 6, 11, 16. | Levels 3, 4, 5, 7, 9. | Levels 2, 8, 10, 12, 13. | Levels 1, 14, 15, 17, 18. |
![]() |
![]() Reason(s): You will level this ability up as soon as the opportunities arise. It's your ultimate, and is the best tool you have when it comes to ganking lanes and initiating a teamfight later in the game. Suggestions: Since your ultimate is also able to damage and disturb enemies along the path of your ultimate, it's sometimes a good idea to target someone in the middle or at the back of the enemy pack in order to damage more enemies. That's the signal for the rest of your allies to go ham. If your allies are not on the same page as you, you will die a quick, lonely death, and your team will be one tank down and open for a 4v5 counterattack. Don't go in until you know your team's got your back. You may die during the fray, but if all goes well your team will come out on top and there will be the opportunity for your allies to take more objectives whilst the enemy team is aced. |
![]() |
![]() Reason(s): If you've read everything in the previous chapter (Abilities Overview), you'd see that ![]() ![]() ![]() Suggestion(s): You can use this ability for several things: Ganking enemies, escaping enemies (by either creating distance or passing through a wall), chasing fleeing enemies, traversing through walls to initiate on jungle camps faster, escaping the enemy's jungle faster if invading, and probably quite a few other things, too. With a cooldown of only 8 seconds at level 5, your survivability - alongside your tanky mastery page and build - will be very high. This allows you to take bigger risks relatively safely throughout the game. |
![]() |
![]() Reason(s): This is leveled second purely because the mana cost does not increase as it is leveled, but the power output increases and the cooldown decreases by 1.5 seconds per level. This gives you stronger jungle clear as the shock wave should kill the weaker monsters before the largest monster is even dead. Suggestion(s): The auto attack range of 125 is increased to 175 whilst a charge of ![]() You may also damage minions behind a turret by using ![]() |
![]() |
![]() Reason(s): This ability is taken at level 1 because it costs no mana, and the buffs gained and debuffs applied to the enemy camps are strong. I max this last because I think the power increase for leveling ![]() ![]() Suggestion(s): Not much to say about this since it's a passive ability with no active. But there is a little strategy when it comes to taking down turrets quicker. if there's an enemy minion nearby, attack it three times to gain the attack speed buff and then proceed to attack the turret. The AS buff stays for 4 seconds. Also, attacking an enemy with ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
- Starting items -
Item Sequence






Health Potion
50

Health Potion
50

Health Potion
50

Health Potion
50

Health Potion
50

Warding Totem Removed
0
![]() |
![]() The basic jungle item nearly every jungler begins with. Deals extra damage to monsters and helps keeps you healthy, even if only a little. |
![]() |
![]() This item will help you and your allies. If the mid or top laner need vision to prevent ganks, or you want to ward the river to spot invades, you can put this down around any of the jungle entries from the river. |
- Early game -
First back
Item Sequence






Spirit Stone
700
![]() |
![]() Even a little extra base speed will have a nice effect on your total movement speed with the +6% movement speed from runes and masteries. |
![]() |
![]() Some much-needed health regen and mana regen. Your abilities are quite mana-hungry, so it's always nice. Plus ![]() Since Season 4 rolled in, they changed the way in which you regain mana and health. Instead of health/mana per 5 seconds, you now get health and mana for doing damage to monsters. Good for champions that may have mana problems, or want to stay on the field longer before returning to base, thus applying more pressure on the enemy lanes, chances to counterjungle, etc. |
Aim for these items before mid game arrives:
Item Sequence






Spirit of the Ancient Golem
2000

Phage
1100

Sheen
900
![]() |
![]() Yeah, a change to the boots of choice considering the rather huge nerf to the ![]() ![]() ![]() ![]() |
![]() |
![]() This item gives you health, cooldown reduction, health and mana regen, and Tenacity. This should be completed immediately after the ![]() The same season 4 changes were made to this item as the ![]() |
![]() |
![]() This item's passive gives you +60 movespeed (!) for 2 seconds after killing a jungle monster, minion or enemy champion. Great for running between jungle camps. The item also provides some more health and some much-needed Attack Damage. |
![]() |
![]() This item improves your mana pool (which is always useful) and also gives you some Ability Power ( ![]() |
- Mid game -
After getting the



Item Sequence






Randuin's Omen
2700

Frozen Heart
2500

Iceborn Gauntlet
2900

Spirit Visage
2700

Locket of the Iron Solari
2200

Banshee's Veil
3000

Greater Stealth Totem
250
![]() |
![]() The path you take towards the ![]() ![]() ![]() This item gives you so many stats, and none of them will be wasted on ![]() ![]() ![]() |
The bulk provided by

![]() |
![]() Enemy ADCs hate this item. A combination of health and armour is given, along with a good passive that lowers the movespeed and attackspeed of anyone who hits you with an autoattack. This item makes you nearly impossible to kite, and more resistant to autoattacks in general. |
![]() |
![]() This item doesn't give health like ![]() ![]() ![]() ![]() ![]() You can get this item alongside ![]() ![]() |
![]() |
![]() This is another great defensive item against AD. It is somewhat like ![]() ![]() ![]() |
![]() |
![]() A great item that helps you and your allies stay alive with the passive and active. Gives you extra AR, health and CDR, and your whole team, including yourself, extra MR. An active gives yourself and all nearby allies a 230 HP shield (assuming you're level 18). Great against mages with powerful AoE spells. |
![]() |
![]() A rather fabulous item that became popular because of all the nice stats it gives. MR, health, CDR, health regen, and a sweet passive to help you sustain even better. Sadly this item's CDR got nerfed when patch 4.1 came down from 20% to 10%. If the enemy team seems to be pretty balanced between AP and AD, I'd usually get this item alongside a ![]() |
![]() |
![]() I only ever usually get this item when I am against an AP-heavy team with powerful burst/good poke. In most situations a ![]() ![]() ![]() |
![]() |
![]() Upgrade this so they last longer. Just because you have this trinket, it doesn't mean you no longer have to buy regular ![]() ![]() ![]() |
Examples of defensive item combinations to build during mid game
![]() |
![]() |
![]() ![]() Total cost: 5750 Gold 900 Health 70 Armour 55 Magic Resist 10% CoolDown Reduction 20 health regen per 5 seconds Passives and active |
However with the nerf to the amount of CDR given by




![]() |
![]() |
![]() ![]() Total cost: 5650 Gold 450 Health 400 mana 95 Armour 55 Magic Resist 20% CoolDown Reduction Passives |




![]() |
![]() |
![]() ![]() Total cost: 5650 Gold 450 Health 400 mana 95 Armour 55 Magic Resist 30% CoolDown Reduction 20 health regen per 5 seconds Passives |


- Late game -
Once you have 5 items, you must consider your final item. You should consider an item that gives you something you think you need, whether it's more damage, more armour or more magic resist. As well as the items that were listed in the midgame section, a few extra viable AD items have been listed:Item Sequence






Black Cleaver
3000

Frozen Mallet
3100

Randuin's Omen
2700

Iceborn Gauntlet
2900

Locket of the Iron Solari
2200

Spirit Visage
2700

Banshee's Veil
3000
![]() |
![]() This item is good on ![]() ![]() |
![]() |
![]() Now this is a great item with ![]() ![]() Hypothetical situation: If the enemy tank is giving your team a bad time, buy this and smash into him ![]() ![]() ![]() ![]() If you do opt for this item however, be mindful of the items you already have. The 10% CDR will be wasted if you already have ![]() ![]() ![]() |
Selling
Mobility Boots and
Spirit of the Ancient Golem
With games suddenly becoming longer, it is more common to be getting close to full build. Everyone has a full build and spare thousands in the bank. What do you do with this money so late in the game where a single teamfight can win or lose you the game? If you ever find yourself in this situation, I would advise you sell your 


Item Sequence






Ravenous Hydra
3300

Black Cleaver
3000

Randuin's Omen
2700

Frozen Heart
2500

Iceborn Gauntlet
2900

Locket of the Iron Solari
2200

Spirit Visage
2700

Banshee's Veil
3000
At this stage, you won't be needing the extra move speed provided by the

![]() |
![]() Tenacity and more Magic Resist. This is to primarily replace the Tenacity lost from selling ![]() |
Video uploaded by DiffTheEnder.
Basically, you finish the blue (or red) camp, and head immediately to mid lane and perform a gank.
As the video shows, you can catch an enemy off-guard by ganking so early, and force a


You need the shared experience of two melee minions or three caster minions from the lane. Then you can complete the red camp and you will be level 3. If the enemy mid laner is still around after their

But remember: If you plan on doing this, you must put your level 2 ability point into




Thanks for reading through this guide, I hope you've taken something useful from it.
This guide will always be open to discussion and edits, so feel free to make suggestions and ask questions in the comments section!
For example, do you think I should add more sections, such as strategies for team fighting, jungling, counter-jungling and ganking? I'd love to hear your thoughts.
Also, if you've played games with Vi using suggestions from this guide, it'd be awesome if you could post a screenshot of the result in comments so I can post it here in its own "results" section.
GLHF
VanguardRaven, Europe West.
This guide will always be open to discussion and edits, so feel free to make suggestions and ask questions in the comments section!
For example, do you think I should add more sections, such as strategies for team fighting, jungling, counter-jungling and ganking? I'd love to hear your thoughts.
Also, if you've played games with Vi using suggestions from this guide, it'd be awesome if you could post a screenshot of the result in comments so I can post it here in its own "results" section.
GLHF
VanguardRaven, Europe West.
2014-03-03: Nerfs to
Mobility Boots in patch 4.3 means a slight change in my guide.
2014-02-15: Further nerfs to
Perseverance
; guide updated for 4.2.
2014-01-24: Several changes made relating to the season 4 patch and
Spirit Visage nerf.
2014-01-11: Had to remove the chapter banners because all the views were eating into the free Photobucket bandwidth!
2013-12-13: Added the "Hit level 3 with only red and blue camps" chapter.
2013-12-03: Edited some item suggestions and added extra mastery options.
2013-12-02: Guide published.
2013-11-27: Guide created.

2014-02-15: Further nerfs to

2014-01-24: Several changes made relating to the season 4 patch and

2014-01-11: Had to remove the chapter banners because all the views were eating into the free Photobucket bandwidth!
2013-12-13: Added the "Hit level 3 with only red and blue camps" chapter.
2013-12-03: Edited some item suggestions and added extra mastery options.
2013-12-02: Guide published.
2013-11-27: Guide created.
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