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Vi Build Guide by Fruxo

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✔️ How to smash Rocks

By Fruxo | Updated on September 15, 2019
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Runes: Aftershock

1 2 3 4
Resolve
Aftershock
Shield Bash
Bone Plating
Unflinching

Precision
Triumph
Legend: Alacrity
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Smite

Smite

LeagueSpy Logo
Jungle Role
Ranked #3 in
Jungle Role
Win 54%
Get More Stats





Hello Summoner! and welcome to my guide to Vi. Whether you are new to League of Legends or a knowledgeable veteran, if you have come to learn about Vi then you have come to the right place! I have poured all of the knowledge i’ve experienced over time and I always keep trying to put in some more.

I’ll be trying to keep this guide along with my other guides constantly updated over time with any changes that comes to Vi, and I'm always trying to make it look as visually tempting as I can to help with reading for you viewers out there. If you have any questions about the guide or about Vi in general, then feel free to ask in the discussion section and if you like the guide, giving this guide an up-vote or giving me a +Rep will help greatly.

My Twitch.tv: Fruxo02


My Summoner name is Smoking Bone and this is my hopefully detailed enough guide to one of my favorite jungle champions ever in this game, Vi. I started playing League on the EU West server around the middle of Season 3 and very quickly became addicted to the game. Before League, I primarily played other games that fit my interests, however, League was my first ever experience with a MOBA, which is why I became addicted very heavily towards it.

Sadly I wasn’t playing the game during Season 1 or 2 so I have missed out on a lot of things that were in the game at that point, but during Season 3 is where I started to play and quickly fell in love with the game. I mainly played normals either alone or in most cases together with friends as I found that more enjoyable, it wasn’t until the start of Season 4 that I even bothered touching ranked.

When I started playing League I didn’t really play many champions and in most cases i’d just pick randoms so that I could learn new ones in hopes to find one I like. When I saw Vi however, I decided to buy her because she got popular and seemed really fun and that's where I instantly found a love for the champion. I used to be a good ol’ Ahri main because at the time I was either switching between Ahri or Vi, one for Mid and one for Jungle, both of them was equally as enjoyable to play. During the seasons after Season 4 I only really played for fun and it was mostly just to get a grasp of the game.

It wasn’t until Season 6 where I actually started to pick up ranked which is where I ended up at Silver 1, which to me seemed like a pretty bad elo to be in, however at the time I didn’t know that I was actually roughly as average as almost every other player in this game. During Season 7 is where I peaked Gold 3 though, which was a really big accomplishment for me at the time, and as of right now i’m mainly playing for fun in Gold, trying to push myself to new heights.

Many people think I'm an OTP or “one trick pony” because of the fact that I used to only play Ahri, and yes that is pretty true, I mostly only play Ahri, but it's actually not the case. Other champions that I can play to an identical, or to an average standard are definitely Vi but it's also Xayah, Irelia and Lux.

So that's a bit of my background and who I am, now it's time for you to dig deep into the treasure of knowledge I have poured into this guide. Good luck, and I hope you find something useful!

You may be asking the question "why should I even trust this guide?" and yes, that's a completely reasonable statement. While I don't really have all that much to back up my words, I've been Gold every Season since Season 7 where I peaked Gold 3 during the time I was playing a lot during that season, and yet i’m still trying to reach new heights myself to get further with one of the champions that I love the most. I've been playing Vi since her release with the vast majority of my games with either her, Ahri or Lux. That makes almost 5 years of Vi experience through every meta and every stage that League has been through. So even though i'm pretty low in a ranked state, I still hope i'm able to help you in some way!

Now you might be wondering, why should I even bother playing Vi in the first place? And that's fine, there's a few champions that's hard for her to beat, which makes her Blast Shield even more useful to have, because it gives her shields when she uses abilities which can help a lot when picking off champions during trades, like Elise. But there's also a few that counters her because they either have a lot of damage or they have a lot of armor such as Rammus. This alone is going to make the early game much harder because you can't really invade at all. There's always going to be champions that either Vi can easily kill, or that counters her, but that's still what makes the game enjoyable.

Vi's main weakness though is her late-game as she falls off a lot more during that phase unlike some other Junglers like Olaf or Udyr who gets a much stronger presence in the late game than Vi, and it's mostly because she shines the best in the mid-game.

Like said, Vi's mid-game is very strong as she can get objective control, ganks and kills easily thanks to her kit. Her passive, Blast Shield gives her a lot of shields regularly once she uses her abilities and her Vault Breaker is an amazing ganking tool that can set her up fo a lot of map pressure. Denting Blows is also great for giving her the ability to shred Tanks and Excessive Force gives her auto attack resets and generally more damage as she can proc Denting Blows more often with it. I think these factors alone is good enough to make up for her late-game weakness, which in itself isn't actually all that weak.

But above all, the biggest reason to play Vi is because she's so damn fun, and she'll always be.





Pros

Has some high mobility
Pretty fast clear
Can pick up kills easily
Really good for peeling
Ability to shred through Tanks
Very tanky and has some great damage overall
Has some great AoE's in her kit

Vi has some incredible ganking potentials during the early game, making her a strong force to be reckoned with. She has some great damage overall and she can take a few hits as she isn’t squishy and gets tankier as she gets her items. Her dueling potential is overall really good and she can very easily kill the backline carries during teamfights in a few seconds, because of how her kit is layed out.
Cons

Falls off during the late game
Vault Breaker has to hit the target
Pretty weak at level 2
Vault Breaker can be interrupted
Assault and Battery is able to put you in bad situations
Assault and Battery can be cancelled by other champions

When you want to set up a gank, your Vault Breaker has to hit the opponent or the gank will not work and you won’t be able to deal much of the damage you could have dealt to the enemy. Your Assault and Battery is a great ability to use for ganks as well however, the enemy can use Flash or other ways to get back to their turret, putting you in a very bad situation. Being patient in situations like these is very key in order to put the game into your favor.





Flash is a key summoner spell for pretty much every champion in League of Legends, although some champions still perform great without it, it’s still very useful. It’s also an insane spell to have on Vi mostly because of the fact that Flash + Vault Breaker is an amazing combo to use in order to pick up kills when you're ganking you're allies. As a Jungle champion your main focus is to lie in the shadows and farm, and then pop out from unexpected places in order to set up ganks, Flash is a very great spell to have during these, it’s also a great spell for getting out of tricky situations.
Smite is always a must have on every Jungle champion, and not just Vi. You're able to clear the jungle camps to get up levels in order to gank. You get the ability to stay in tact when it comes to levels and items thanks to Smite. It also helps you with taking objectives like dragons, the herald or baron. At this point it’s pretty much self explanatory.

Against champions that can duel you, examples of these are Master Yi, Elise and Sejuani, but there's many more. Challenging Smite is amazing because it gives you the ability to win duels in the jungle whilst also making them easier.
Against champions that can kite you. Chilling Smite is a really strong choice because you get the ability to make kiting champions less dangerous towards you. Even if the enemy uses their Flash you're still able to get the kill because of the slow the spell gives. It also, makes it a tiny bit easier to hit you're Vault Breaker during a gank, as missing is very tragic. It also gives you a nice slow which is always handy to have when trying to pick up kills.

Your most common keystone. It's very simple to use and it increases your survivability by an immense amount. Aftershock allows you to make a lot more riskier plays such as tower dives and it can also at times cover most mistakes that you might make just through sheer tankiness. Although this keystone will have you doing less damage than others like Hail of Blades, the survivability and versatility of it makes it one of the strongest options. It procs really easily after you hit your Vault Breaker or Assault and Battery, and it also gives a whole lot of free stats such as armor & magic resist along with the magic damage when it explodes.

Aftershock
Other Options
>>If you're unfamiliar with Vi and how she works, I heavily recommend that you run Aftershock every single game. You can opt to go Electrocute if you still want to try out the assassin style for her, but once you start to grasp her, then you can mess around with other pages.
This rune is generally considered to be the one if not the absolute best burst damage option for a keystone. However, it requires a lot more mechanical skill over the other options for a keystone as it's much more focused around bursting down targets and using your combos while resetting your autos to be able to output as much damage as possible. You'll find yourself having much higher attack speed throughout your combos in comparison to Aftershock, allowing your bursts to be a whole lot quicker and for you to also be able to fit in an extra auto attack in your standard combo. If you're looking for a keystone that is extremely fun to play then this is the one, it has big risks but a really high reward.

Hail of Blades
Although this is the easiest and probably the most classic choice on Vi, Electrocute is somewhat overshadowed by the other choices. It still however offers decent damage and is a fairly consistent beginners option for those new to Vi and wants to try an Assassin playstyle but can't go Hail of Blades because it's too skill dependant. It's definitely a tier below the other two, but it's still viable on her and can still be used during any form of game that you might encounter. Best used against squishy team compositions though so keep that in mind.

Electrocute
Conqueror is the only niche choice when it comes to any of these keystones and it has some clear weaknesses, but can also be useful in others. This is by far the least flexible rune choice in that if you either manage to get bursted before you can stack it or get CC’d heavily, the rune is essentially completely useless. If you can stack it though, you’ll find it fairly strong. Around the same level as Electrocute. If you're looking for a rune to have fun with, this'll be the one.

Conqueror
Resolve Domination Precision


Resolve
>>The main primary rune tree for the Aftershock page, Shield Bash is mandatory while all others are up to player preference. Shield Bash & Unflinching or Bone Plating & Unflinching can also be used as a secondary rune tree together with the Conqueror rune page.
Blast Shield procs very frequently thanks to Vault Breaker & Excessive Force so you’ll get free armor, magic resistance & physical damage each time you get a shield.
Gives you a lot of free stats such as Armor & Magic Resist after 10 minutes of the game and can help a lot. However, this rune won't do anything for you until that 10 minute mark hits.
Can be taken against team compositions with a lot of bursty champions, the damage reduction can help you survive anything that comes your way.
Becomes really effective if you feel like you're going to get to the late game & it's going to be a lot of fights happening all at once.
Provides much stronger shields the more times you can proc your passive & can make you a force to be reckoned with if your allies gives shields as well.
A very solid choice as Tenacity will be incredibly useful against heavy CC comps & the Slow Resistance will help to remove any slows.
Domination
>>Pretty much only taken as a primary tree whenever you're running Hail of Blades or Electrocute.
Sudden Impact is mandatory while all others are completely up to player preference.
Extremely useful if the enemy has 2+ tanks & it can also make your burst infinitely stronger thanks to the Lethality & Magic Pen it provides.
Provides with a lot of AD the more eyeballs that you can collect. Pick it if you think you're going to be able to stack it easily & frequently.
Provides with a lot of vision through the jungle as every enemy ward takedown equals a free friendly ward but also a lot of free AD for you.
Will spawn a poro after one of your wards dies. Pretty good for that extra bit of vision. Deciding between this one or Zombie Ward is up to preference.
A great choice when it comes to the hunter runes, the healing will help throughout the entire game.
Provides with a lot of free movement speed out of combat. Really great paired with Hail of Blades.
Precision
>>This page is mainly used as a secondary rune tree. Triumph is always going to be mandatory. Pick Legend: Alacrity if you're going for Aftershock & go for Coup de Grace if you pick Hail of Blades or Electrocute. The other 2 runes are mainly options you can pick in your primary rune page for Conqueror.
Takedowns will restore some of your missing health and give you a bit of gold. This rune can really save your life so many times it's insane.
If you feel like you don't need Triumph then pick this. It becomes really strong at around level 6 & afterwards with its peak during the late game.
Since you lose some Attack speed whenever you go Aftershock, this can compensate for that.
This can provide plenty of utility as the Tenacity is beautiful to have against heavy CC enemy teams.
The lower your enemies are, the more effective this rune will be. It'll increase your burst potential with a massive amount and is mandatory to get when you're going for an Assassin Vi build or rune page. It's way to good to pass up, ever.
Row 1
Attack speed will become really good for you during the game.
If you're going for the Assassin playstyle then more damage is better.
Row 2
The general choice of this row, take it when you don't need the other options.
If you really struggle playing against whatever jungle matchup, take one of these.
Row 3
most common one for any AD jungle matchup & most team compositions as well.
The go-to choice for AP matchups or teams where you need some extra health.




PASSIVE ABILITY
Blast Shield

Hitting an enemy with an ability grants Vi a 15% maximum health shield for up to 3 seconds.




My Thoughts
Blast Shield is the passive that literally everyone forgot even existed, which is completely amazing. It gives you a shield everytime you use your Vault Breaker, Assault and Battery or Excessive Force, and being able to utilize this little power up into your advantage will make a huge advantage for your team.

When you're clearing camps, it's way easier and becomes way better if you wait for your Blast Shield to come back up before using an ability as otherwise you'll lose the free shield that you get from it.

Using an ability towards an enemy opponent can also completely save your life if you're able to get your Blast Shield right as you use your ability, in order to get that kill, otherwise if you didn't have it, you'd just die instantly instead.


Q
Vault Breaker

Vi charges for up to 4 seconds to increase Vault Breakers range, speed and damage over 1.25 seconds. While charging, Vi is pacified and slowed by 15%. Vi dashes in the target direction, dealing physical damage to all enemies she passes through, increased by 0% - 100% (based on channel time).




My Thoughts
This is her most important ability as it gives her the ability to gank, properly clear camps and to disengage or engage fights. Vault Breaker is a basic engage tool and also has a bit of crowd control and there are a few uses for the skill. It's much more beneficial to charge the ability since the damage goes up substantially. If you surprise someone in a bush, you should be able to charge it up fully. The main time you might want to tap Vault Breaker is right after you ult an enemy. You can also gank without leading with Vault Breaker, so you save the ability for after the target uses Flash or other related escape abilities. This usually requires them to be overextended, but it can still work, plus watching Vi use her Vault Breaker puts a really nice little bit of fear in her enemies as they frantically try to sidestep it, and fail.

You can use Flash together with your Vault Breaker when you have it completely charged up to both extend the range of the ability when you Flash before releasing Vault Breaker, but also to surprise your enemies as they won’t expect you to use Flash in order to get to them.

It can also go over pretty much any wall if your holding it down all the way which opens up a whole lot of options when it comes to ganking or invading as you can surprise your enemies at almost any time you so choose. Vault Breaker is by far the one ability that is the most enjoyable to use, because of the options that it gives.

When ganking it's more important though to read what the enemy will do when your coming to gank, as said charging up your Vault Breaker gives you more range and better options. You should hold your ability for a few more moments to study the enemy's movement before using it, rather than immediately using the ability as soon as the enemy is in range, this is good because it gives you time to set up a gank that won't fail unless they waste Flash.


W
Denting Blows

Her basic attacks and Vault Breaker apply Denting Blows to enemies hit, stacking up to 3 times. At 3 Denting Blows, Vi consumes them to deal bonus physical damage, capped at 300 against non-champions.

For the next 4 seconds, Vi gains bonus attack speed and the target has 20% reduced armor.




My Thoughts
Pop, pop, crack, that’s just such a satisfying sound. And when that final crack comes is when things starts to become fun. Because when that crack hits, the target has lost max health, has had their armor reduced and you now attack even faster. Once Vi gets that off it’s probably a good idea to stop fighting her because she’s about to take them to pound town.

This also basically means that with this ability Vi becomes really strong against Tanks as well and not just squishies, which makes her such a fun champion because she scales with almost anything, and is super fun to play with this ability.


E
Excessive Force

Vi periodically stores up to 2 Excessive Force charges.

Her next basic attack gains 50 bonus range and deals physical damage to all enemies in a cone in front of her. The damage can critically strike for 100% AD bonus physical damage.




My Thoughts
This ability is an auto attack reset. Again taking back the fact that people tend to forget about her passive and they know all about her Excessive Force, but it’s actually not that interesting. It’s not a bad spell at all, you can proc your passive more often and it also resets your auto attacks in order to give you your Denting Blows proc much faster. It's also a great synergy with Hail of Blades because you'll be able to do two auto resets as well as on-hit effects as it procs easily when making champion contact. A neat trick to use to finish off a low health enemy is to use Excessive Force on a nearby minion, plants or tower in order to hit the enemy with the AoE damage cone. And that’s literally it, pretty boring ability, but it’s fun to have.


R
Assault and Battery

Vi rushes unstoppably to the target enemy champion, dealing physical damage upon arrival and knocking them up for 1.25 seconds.




My Thoughts
Now this is one of the most enjoyable ultimates in the game in my opinion, her Assault and Battery is the downtown Doug. It’s a point-and-click single target spell where you literally just dash to the target dealing damage, you're also immune to all form of crowd control and yeah, it’s an amazing ability when you're chasing someone.

Although it's a single targeting ability it can still crowd control more than one target. It's a really good thing because you can use it to your advantage when the enemy team is grouped up, but it's also really good during teamfights. You can also ult people far from you in order to hit as many targets as possible, or ulting vulnerable carries like the Marksmen or the Support over Tanks . You could also use Assault and Battery in a gank as an opener for quick CC, or saving it for after the target uses their Flash to secure a guaranteed kill.

Her Assault and Battery is incredible. Want to talk about fun abilities, then this is the one. You just choose a target and immediately say screw you because i’m gonna dunk you. Only death will stop this dunking, literally only death, or maybe a Zhonya's Hourglass or something will stop you from dunking on this poor enemy champion.






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Max Vault Breaker first as it's your main damage tool and most important tool for ganking. Secondly max Excessive Force for more damage, less recharging period and you get another recharge later as well. Lastly max your Denting Blows and of course take those points on your Assault and Battery whenever it's possible.


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You can also max Denting Blows second out of your basic abilities because, while your Excessive Force gives good burst damage and more Sheen procs, your Denting Blows gives way more sustained damage against tankier enemies and it's the skilling sequence I always run against champions like Sejuani or Rammus etc. First you'll obviously be maxing Vault Breaker like the other one, for the important damage and ganking. Lastly you would max your Excessive Force and then take points on your Assault and Battery whenever it's possible.





This is a really good starting item for you. Hunter's Talisman could be a good second choice however, it's only really a good item for starting raptors as second after your red, which we won't be doing. And so it's more worth going for Machete instead.

Refillable Potion is a really good item for you. It'll give you the necessary health needed in order to survive and in order to take out more camps at once. But it also refills every single time you visit the shop, so no need to worry about getting potions no more.

Warding Totem is and will always be your first -starting- totem. You'll get this item together with your Hunter's Machete together with the number one Refillable Potion at the very start of the game. This totem will let you place down wards all around the map, it can stock 2 wards and has a cooldown of 90-120 seconds based on the average level of your team. Try to use your Warding Totems to place wards around every bush you plan to go into, if it's to invade or ganks but also in the river to cover vision. You'll be wanting to change this item for an Oracle Lens later on in the game.



Control Wards are really useful for you to be able to keep an eye out in bushes and to let you know if it's warded by the enemy or not. This is an amazing item to pick up every time you recall and is really good for taking objectives such as dragons since removing vision means you can take it without anyone noticing. It has five hits before it goes down and it'll show any hidden enemy wards while being in the bush.

Great for getting objectives and setting up assassinations. You want to catch the enemy by surprise and the best way to do so is by denying vision. You can also use it to check bushes in order to set up an ambush. Generally speaking, you want to swap to Oracle Lens once you reach about level 9 or even less if you want to deny vision as fast as possible.

Pretty self-explanatory, you buy Elixir of Wrath lastly once you are full build. It gives you 30 Attack Damage, and a buff that will heal 15% of damage dealt from champions. Will only last for 3 minutes though, so take advantage of the time as much as you can. You can also get this item before a last teamfight which could decide the whole game.



Stalker's Blade - Warrior is one of the jungling items that you can buy on Vi (it's not the only ones, but it's one of the ones that fits for you). Having that said, you should buy this item if you are against a team composition that has enemies that can poke you down, like most Marksmen such as Vayne or Twitch will become easier to kill with this item in your hands.

This item is the complete opposite of Stalker's Blade - Warrior. Skirmisher's Sabre - Warrior is the one item you go if your up against champions that can duel you, like Sejuani, Master Yi or Yasuo for example. Basically this item is here to make killing these types of champions easier.



The reason you build this item first on Vi during every single game is because it's a beast with her. It's an amazing synergy to Vi since it gives her some good stats but most importantly it gives her attack speed. This item is a must have, your always going this item after finishing your jungling item even if your ahead or behind, it's a must have on Vi since she needs damage and attack speed.

This item is the first item that's going to give you some tankiness that builds together with your damage. Passive is great because it can make huge differences in trades and teamfights and it's generally one of the best Tank options for Vi during the early game.



Great against AD champions such as Yasuo or Talon as well as teams with a lot of autoattackers. The 20 armor is also nice to have against other champions if you are vulnerable to their burst.

Against targets with a lot of AP or plenty of magic damage burst like for example, LeBlanc or Ahri etc. with many more champions of course. It's also a good choice against CC-heavy team comps.



Dead Man's Plate is all about getting more tanky. If you feel like you don't want more health you can always switch this to a situational item for more damage, especially against squishy team comps. However, this is one of the most common Tank items for Vi as it synergizes pretty well with her other core items.

Now we come to Guardian Angel, and of course this is also a complete situational item, you can change it and build something else, you don't have to stick to always building this specific item. Having that said though, Guardian Angel is really good. The incredible passive it has that lets you revive again after death is what really matters. It's mostly because it can decide an outcome of a teamfight completely and it could mean the game for you.

This item is a great Tank option as well, although i'd rather go for Dead Man's Plate over this one because more damage. However, this never means that this item is bad, not at all. It's a great tanky option for surviving champions that does a lot of damage. The extra active that it has is also great because it slows enemies and makes them easier to catch. Great for catching Marksmen trying to run away from you or Tanks that wants to get to your squishies.

Adaptive Helm is pretty much like a secondary Spirit Visage, it gives the exact same stats as Visage (except a little less health which isn't that bad), but the key point to this item is the passive. It reduces magic damage taken from a spell a whole lot and makes AP champions more or less useless against you. Adaptive Helm is superior compared to Spirit Visage as it's more beneficial for you and the passive is way more important.

I never really saw this item good on Vi but after trying it out a bit i actually reconsidered my choice. Knight's Vow is actually a great tanky option, as with Randuin's Omen. The passive also gives you back health when your ally (the partner you assigned the item to) deals damage and you also get armor when your partner is nearby, which is fricking awesome! It's generally used instead of Randuin's Omen if you don't need the slow, or instead of Dead Man's Plate if you feel like you need some CDR as well as more armor from the active. You can assign Knight's to any champion as long as they fight a lot during teamfights or other trades, assigning it to supports that relies on healing and/or shielding is not a good idea, better to assign it to other champions like the Marksmen or a Mage etc.

This is probably the only item that is really situational. Mortal Reminder is a great item against Tanks but the main purpose of this is to get the reduced healing against team compositions that has Soraka or Dr. Mundo etc. Otherwise you'll be skipping this item completely instead as going for other items is better in general.






In teamfights Vi does massive amounts of damage to both Tanks and squishies. In major teamfights your job is to get your Assault and Battery on an immobile pain in the *** on the enemy team (usually a carry at the backline such as Marksmen if not even immobile Assassin s or Mage s too) and basically kill them or at least help your team in killing them. Remember that you do max health armor shredding. It helps not just you, but also your whole team.
Now let's say you can't get to that pain in the *** on the enemy team whether it's because of a good peel or for whatever reason. You can still do crazy damage to the Tanks and you can use the CC from your other abilities in order to peel them off so that you can get an opportunity uese your Assault and Battery on squishies or higher damage divers such as Riven.
Nothing is more satisfying then watching a Zed using his Death Mark on your Marksmen and then you ult the Zed and cause some big CC train onto him when he literally can't do anything to stop it. You can also help your team by peeling Assassin s like for example Zed or Ahri.
Teamfights are almost similar throughout most of the game and it differs all the time. During the lategame, carries should have a few defensive items to deal with you which'll make them harder to kill. At the same time, your carries should be relatively strong too (and in some cases they’re stronger than the enemy) so you should be looking to peel for them. In midgame fights however, you can look to completely shut down their backline as they won’t have any general item powerspikes yet. As a Jungle Tank with loads of damage you'll pretty much be targeting whoever you so want to, literally anyone that chooses to come against you basically. Your more then capable to shred through Tanks and squishies are pretty much nothing towards you as long as you don't get poked way to much.


Early game Vi clear is pretty safe. You should be relatively healthy to contest scuttle crab. Your Vault Breaker will remove the scuttle crabs armor and magic resist stats so you can take it very fast. And it provides a whole lot of good vision for both herald and dragons. Final note on scuttle is that contesting it when your lanes don’t have lane priority can be tricky. Considering how healthy Vi is in the Jungle you can get through multiple clears without the need to recall, assuming that hopefully all your lanes are doing well or pushing, you can just sit and farm back without any issues.
During this phase of the game you'll be looking to gank whenever you see a lane that is easy to get a kill and/or Flash from, however, this doesn't mean you have to gank every single time, during every single minute, if you don't see a gankable lane, it's way better to just stay back and farm for your items instead. But if you manage to gank a lane and it's successful then that's good because it gives you gold (assuming you pick up the kill), or it gives your ally gold, while also helping their lane, as soon as you finish ganking it's better to either go back to farming if you're not to low on health, or recall.
It's also really good to take objectives and to get some sort of objective control during this phase, after you reach level 6 if not even at level 5, you're more then capable of taking out the Dragon solo, as long as you're able to deny enemy vision with Oracle Lens or Control Wards then you'll be able to safely secure the Dragon which will help your team by a whole lot.

At roughly level 7-8 you're able to solo the Rift Herald , this is because thanks to your Blast Shield passive, you'll get shields, and by hitting the Rift from the back does more damage when his purple eye pops up. Getting this is going to be really good for your team, but also for yourself, while having Rift Herald you'll be able to recall quicker as if you had the Baron buff, but you can also spawn in Rift in order to secure turrets. Keep in mind that Rift does tons of damage towards turrets, and you make a big dent towards the enemies together with this.



Then comes the Mid game. This is the point of the game where Vi shines the best. You can kill almost anyone whenever you want, and taking objectives like turrets or dragons is super easy for you. Usually Mid game starts when one tower goes down for a team.

During this phase of the game getting kills and farming is very key as you need your items in order to get ganks to work and to prepare for upcoming teamfights that might break out. Getting the Dragons or even Herald is a very great advantage for both you and your team as Dragons gives some amazing buffs and the Herald let's you obliterate turrets for free, try to aim for every single dragon if possible, the more dragons the better it'll be. If the enemy team is going for the Dragon and you don't have a safe way to get in, steal it and get out, then just leave it, it's way better to lose it than to die as it puts you behind.


Late game is usually where Vi starts to get worse, as she falls off while other champions get's stronger (talking about Master Yi as example by the way). Hopefully you should have been able to end the game before this phase but if it ever comes to this, then getting a Guardian Angel and playing careful is going to be the key to winning.
Keep in mind that during this phase there are going to be teamfights almost anywhere and everywhere as the enemy opponents and your allies will have almost max items. You need to ward the Baron Nashor or else you can lose it at any point when you don't know that the enemy team is doing it, same thing goes for Elder Dragon as well.
Getting Baron Nashor during this phase is a beautiful choice, however, it doesn't mean you can just go for it whenever you want. There's three options as to how you can use Baron to your advantage. Either you can force baron in order to lure the enemies close because they want to steal it, and then kill them off instead, as this can give you either the option of free turrets or a free Baron . Forcing Baron completely can also be an extremely bad idea against champions with lots of AoE damage/CC (such as Lissandra, Galio, Jarvan IV etc). Then you can also force it completely but in this situation you have to make sure to hit your Smite, because missing could make your team lose and it won't go as planned. The last option is to first group up, and ace the enemy team, and then going to take baron, this way you'll have no one to interrupt while your taking it.

Split-pushing in this phase is actually a really good idea when the right time comes. Most of the times it's great to split-push if the enemy team is trying to push down another lane, however, it's sorta better if you're not the one split-pushing since if the enemy team is taking an objective you should always be there, because you can easily steal it with your Smite, making you a very important asset to your team. Having that said though, when the enemy team is pushing as five, you shouldn’t run off to another lane to splitpush as the enemy team can force a 5v4 (which depends on their engage and your teams waveclear) if you aren't there, which can end up losing you the game.


Red side Jungling route
Blue side Jungling route

Now obviously, the jungle routes will always change every single game. Whether you get invaded, you lose one of the scuttle crabs or one of your ganks doesn't succeed. It happens and it has happened to all of us including me.

Having that said though, this is one of the most general jungle routes I always tend to go as you have the time to take Ancient Krug before going to your Wolves . This will also ensure that you get the experience from the Red Brambleback , Ancient Krug , Wolves , Blue Sentinel and Gromp before the Rift Scuttler even spawns. This means that once you get Rift Scuttler (assuming the other jungler isn't already contesting it) you'll be completely set for a gank at either Mid or Top (assuming you're on the Blue side), or else you can gank Mid or Bot if you're on the Red side, this will assure that you'll have the option to gank two lanes that may or may not be losing while also giving you a whole lot of gold and experience.

But, let's say you can't look for a gank in either lanes because they are either hard pushed by your allies, or the enemy opponent is in a place where it becomes very hard to gank. Then what do you decide to do?

Best thing to do is to just recall, get some items, mostly Stalker's Blade and a Control Ward and then head over and take the Raptors , usually after this you'll be able to take the other Rift Scuttler . Although this Scuttler is completely situational and may have already been taken by the enemy Jungle , if that is the case, then it's better to look for a lane to gank instead or you can try to contest Dragon or Herald to get an advantage for your team while waiting for your camps to respawn.

More aggressive jungling route for the Red side
More aggressive jungling route for the Blue side

Now this is another kind of jungling route that is more aggressive towards being able to gank Mid. Once you finish your Red Brambleback and Ancient Krug you'll be going to the Raptors camp. This is the only kind of route that relies on the Raptor camp in order to work. For this route you'll have to get Hunter's Talisman in order to get this route to work. Otherwise you'll lose to much health, but thanks to that item and your free shields that you get if you're timing them correctly and not just wasting your abilities, then it should be good. This route is a great option because it gets you to level 3 right after finishing your Raptor camp, giving you the option to gank Mid directly. However, if you can't see that it's possible to gank Mid thanks to it being to pushed or the enemy is safe within their turret, then continue with your route and head over to take the Wolves , Blue Sentinel and the Gromp , finishing with the Rift Scuttler to have a nice full clear. Usually if you can manage to get a good gank off in Mid early like this route is supposed to do, then you go back to base instead, buy a Stalker's Blade or the Skirmisher's option depending on matchup, and then head for the rest of the jungle route because you got extra gold that you got from the gank.

Red side Vertical Jungling route
Blue side Vertical Jungling route

Now what is Vertical Jungling? It's the kind of route that relies on being on one side of the map. If you're starting at Red on the Red side of the map, you'll be looking to clear camps at you're Red side and the enemies Blue side, same goes for the other jungler clearing their Red side and your Blue side. This means that because doing this it becomes vertical instead of the normal one. It also makes it so that you can always rely on ganking Top or Mid to get them ahead while the other jungler ganks Bot or Mid to get those ahead and vice versa.

One key to successfully execute vertical jungling is to have your lanes pushing or holding lane dominance (lane priority), so that they have the ability to roam to your defense or help reinforce your invade without losing CS or giving up free turret damage.

Red side Counter Jungling route
Blue side Counter Jungling route

When dealing with counter jungling it's very important, as you might lose one of your buffs, whether it's the red or blue, this means that if you know that your blue is going to be taken, then it's way better to counter jungle and take the enemy blue instead. It's very important to get this counter tactic to work as if you manage to die, you'll be much more behind then the other jungler as you just gave up your Red buff and they were able to get their Blue.

Once reaching the desired location of where you want to counter jungle, it's usually best to ward the bush next to the Blue Sentinel as the Jungle might even be there taking the buff as we speak. This is a really great tactic because as long as you can quickly pick off the enemy jungler and get the buff, you can easily get out before the other enemy opponents can catch you, plus you get free gold and a buff which is amazing.

It's always the best option to gank through the bushes (assuming they aren't already warded), because you can surprise your enemy without them even knowing what hit them, otherwise you'd be coming from a direction where they'll see you instantly, and they'll already know that you're there to try and take their buff and/or kill them. Once you get the buff and/or kill, you can easily just get out from the sides, because you can use your Vault Breaker to go through walls.

However, if the jungler is not at their blue (usually junglers that starts at Red) you can invade without being interrupted. Usually what i'd do in this situation is to ward behind the wall from where the bush i'm standing in is (it's marked on the map with a green dot). This is because thanks to that ward, i'll be able to know if the enemy jungler is doing there Wolves because once it's finished they'll be coming to the Blue Sentinel . If you don't see them coming after you've stolen their blue you can also take their Gromp (with the extra situational thing that you can take which is their Wolves as an ending to this route if you don't see them coming after you've taken the previous camps). Usually at the Wolves camp is where you're going to meet the enemy jungler instead, or be able to get out completely. What's important here is to not be greedy, if you don't think you'll be able to get the Wolves camp, then skip it, look to gank Top (or if you're Red side then Bot) and take the Rift Scuttler instead to finish off this jungling route. This setup also works for Vertical jungling, and down below is some some examples of where to place your ward.

Red side ward location
Blue side ward location



Let's also talk about lane priority, because oh boy it's necessary. When counter jungling, securing objectives or contesting Scuttle, you should never just go straight in, you don't want to get collapsed on by the enemy laners before your allies can come. Lane priority means that your allies are playing the lane so that they can be able to get to you, before the enemy, making sure that you get support before the enemy team does, which will mean that instead of dying completely, you can avoid dying and maybe get a kill and/or a buff with it. This is also the complete same thing if you're going to contest the Rift Scuttler or if you're going for a Dragon etc.

In this example I went to check the Dragon putting down a Control Ward to see if it was warded, which it wasn't. After that I wanted to take the Scuttle Crab for some extra vision so I also put down a Warding Totem just in case the enemy team comes in or somehow my Control Ward goes, then my team has extra vision. During the time that I took Scuttle, my allies had their lanes pushed all the time, giving me lane priority so that I can take the Crab, after that I still had it so I ended up going for the Dragon too. Sadly Kai'Sa got killed right in the middle of it but I was able to secure it anyways in the end.


This example is rather different. I went again to check if the Rift Herald was warded, again putting down a Control Ward to remove vision in case there was a ward there, but there wasn't. At this point I saw that my Shen was tping down to help Bot with his ultimate and I didn't see the enemy toplaner at lane either, I also saw that my Neeko had some sort of a lane priority, so I went to take Rift. Neeko does get a bit to aggressive with the Vladimir but he doesn't know that i'm doing Rift thanks to the Control Ward I put down. I was also quite lucky here because the Illaoi also tped Bot so I didn't have to worry at all about Top because no one was there, safely giving me the Rift.






After a successful gank has been achieved that’s usually when you’ll be taxing your allies lane. Because by pushing out the wave while your ally is going back to base, you're basically taking some gold and experience from them which basically means taxing them. Of course by taxing someone’s lane they might get angry because they think you're ruining their lane, but in reality you're making their lane better by putting the wave in a good spot for them, while also giving yourself some more farm so that you can stay relevant throughout the game. If they however get really mad because you're taking their farm, then just leave and go farm your camps instead. Taxing can also mean, stealing a cannon minion and/or further minions if a gank was unsuccessful. As for example you didn't get the kill, or the laner only wasted his Flash. Then it's always a good idea to take a minion to get some gold so that the time you spent trying to gank won't be all that wasted compared to if you just stayed in the jungle to farm your camps.




Holding the lanes basically means that while your ally is going back to base and there's minions under tower, you as a Jungle champion need to push out the minions that are under your turret, you should just last hit the minions (in case your ally is almost there) or simply clear the wave (if the laner can't get any). If it’s a cannon wave, don’t randomly start hitting the cannon so it goes faster, just last hit it. It'll put your laner in a much better state if you don't hurry to clear the waves as if you do, the enemy can just freeze it and it'll put your laner behind way more. Otherwise if you can’t see the opportunity then just skip it and continue farming or trying to gank other lanes instead.




So, when is it okay to push the wave out? everyone asks, once you gank a lane and it becomes a successful gank meaning that you get the kill on the enemy laner. That’s usually when you want to try and help your own laner while they recall for items, by pushing out the wave to the enemy tower in order to deny the enemy laner gold and experience because your ally minions are dying at the turret, which also resets the wave and puts your ally in a good place to get farm once they come back to their lane. This benefits both parties, since you get experience and gold, while your ally gets a nice new wave pushing towards them and not to the enemy turret. If however, your laner died and isn't able to collect the wave, clear it. Avoid pushing the lane, only push it when your minions are amassing and going to push to the enemy anyway. If you push the wave when this is not the case, the enemy laner is likely to lose less gold and experience than your laner does, setting them even further behind. However, pushing can also mean that you and the laner you've ganked clear the minions as fast as possible to get them to the turret, for either platings or other things, and then recall back to get items.



Next up we have the three different types of plants that'll spawn in the jungle and river. They have one health and will trigger immediately, once destroyed they'll give out a special effect. Although the first spawn locations for all the plants are always going to be predetermined.



Blue = Scryer's Bloom | Green = Honeyfruit | Red = Blast Cone



First spawn: 3:00 - 3:30, always at each quadrant’s spawn point nearest to the side lanes

Next spawn time: 5 - 6.5 minutes at either spawn point, starting once a given quadrant's Scryer's Bloom is destroyed

Scryer's Bloom is an amazing plant to use for giving vision around an area and to see where and what places are warded by the enemy. Once you destroy this type of plant, vision will be released in a sort of cone shape and every enemy ward will be revealed for a couple of seconds, giving you enough time to destroy it and deny vision for the enemy team, which is amazing.



First spawn: 6:00 - 6:30 minutes

Respawn time: 5.5 - 7 minutes

Honefruit is awesome to have for being able to get back health if you are in a tricky situation or if your preparing for a gank or invade. Once you destroy this type of plant, around 5 small fruits will drop to the floor, each fruit gives back health and mana for you, which is incredible.



First inner cone spawn: 1:15 - 1:25
First outer cone spawn: 5:00 - 5:30

Inner cone respawn time: 5 - 7 minutes
Outer cone respawn time: 5.5 - 6.5 minutes

Blast cone is incredibly useful to have for being able to sneakily take objectives or to invade. Once you destroy this type of plant, it'll explode and you'll get knocked up with it, this basically means that you'll be able to jump over the wall at the dragon pit for example in order to get the dragon.


Because you're playing in the Jungle role, you have the biggest possibility to walk around the whole map placing down wards in order to get vision, both in your own Jungle but also in the enemy jungle. Obviously this doesn’t mean you always have to go very deep into the enemy jungle just to place wards, but if the chance comes it’s always a great thing for both you and your team.

By placing Control Ward’s (assuming you pick up some after every recall) you’ll be able to deny vision for the enemy team before going for invades and/or ganks. But you’ll also deny vision for the enemy team while giving your allies vision so that they can keep track of the enemy Jungler to avoid unfavorable ganks (unless you don’t already have an Oracle Lens.

Always try to keep in mind that putting a Control Ward in the Dragon or Baron pit is always awesome as it both denies vision but if your planning to take it then it’s always great. You can also get a free Herald because of this one Control Ward that you placed thanks to the fact that no one sees you doing it. Down below are some great warding spots but warding is always situational so there is always more places then these.

Blue side stealth ward locations
Blue side control ward locations

Red side stealth ward locations
Red side control ward locations


Let's say you got invaded early and lost your buff or messed up a gank that lead to you getting behind in some way, either by dying or not being able to get the kill. Now you're staring at your 0-3 score and wondering if it's even possible to get back into the game at all. And of course there is ways to get back.
  • Let's assume you got invaded, don't go back to the camp where the enemy is currently and don't facecheck it, because the enemy team will most likely still be there, you might die again, which is going to put you even more behind then you already are. Instead because you already know that the enemy team is at your Red, then head over to the enemy Red instead (because they won't be there). Usually during these situations the enemy team will be smart and put a ward at their Red buff, so you might not be able to get it, but in most cases that's the best choice for a good start.

  • Protect your jungle at all cost with smart vision to remove further invades that might ruin it for you. Try to tell your team to rotate and ward too, helping is important in order to get a strong early game after getting behind!

  • Punish the enemy junglers mistakes, counter jungle when the enemy team isn't there and you have lane priority, and always try to gank safely to remove the chance of dying yet again. Make your presence felt once you are caught up through ganks and camps. In order to be able to resume the normal gameplan and focus on objectives/grouping or skirmishes.

  • Now, let's twist it the other way around, you ganked a lane and somehow died or didn't get the kill at all. If you didn't get the kill, then that's unlucky, not much you can do, best way is just to resume clearing camps and getting items in order to try and pull off ganks that does work. If you somehow died during a gank, then it's also the same thing, proceed to farm since you were just put behind. Avoid getting invaded by the enemy Jungler at all cost! Put down vision, be safe, if you die more without it being needed it's only going to make it worse to get back.


Now, let's assume that all of your lanes or atleast two of your lanes are winning, then what do you do, and what can you do in order to make a big impact on the game while you're already winning with your team.
  • Starting first, if all of your lanes are winning, then you don't really have to gank any lanes. Instead, try to focus on clearing camps because you need your items and the experience that they give so that you can get your levels. Focus a lot more on getting objectives like the Dragon or the Rift in order to make your team stronger or to use the Rift advantage in order to make an impact on a specific lane.

  • Now because of the fact that all lanes are already winning, what your role is now going to be is to make it so that your allies won't get collapsed on by the enemy jungler, and you'll be doing this with invades and counter jungling in order to put the enemy jungler behind (you should have lane priority since lanes are winning otherwise you'll have to be a bit more careful when you decide to look for invades). You also need to focus on trying to counter gank lanes where the enemy jungler wants to get a lead off of, we don't want any losing lanes when we are already winning.

  • Let's twist it around, all of your lanes but one are winning. Your role is pretty much the same as previously mentioned, tracking the enemy jungler and making it so that your lanes won't lose because of the enemy junglers presence. However, you have a losing lane, like Top for example. You'll be focusing a lot on ganking Top because we want to get that lane winning as well so that all lanes are winning, but, if you can't see a possible chance to gank Top (maybe they aren't overextended or they are at their turret), then don't try to gank anyways, be patient and wait for the right moment to gank.


We've been talking about a lot of different things like jungle routes, warding or even combos for example. Now we're going to go into the next part that is very important for a jungler, ganking. You've cleared your camps and gotten your level powerspikes, now you want to be able to look for ganks, but what lanes are good to gank and what can you do to make ganks as great as possible? We'll be looking at some examples and tips of these right below.


Top lane is one of the easiest lanes to gank as it's a 2v1 whenever you're getting there, unless you're unlucky and the enemy jungler is also there because then it becomes a 2v2. There is one main ganking position to gank this lane which is from river, however, there is also other ways to gank like from the tri-bush at either side or by using the bushes in the lane for surprise ganks. Most laners will try to always keep the river bush warded and so ganking from another spot that is less covered is going to make it easier to pull off a successful gank. Down below are some usual spots for ward placements from both the Top and enemy Jungler.

Example of a Control Ward Location
Example of a Warding Totem Location


Bot lane could either be the complete hell, or the epic wonderland, either your team is able to get a free double kill, or you get nothing and might die. There is also one main ganking position to gank in this lane which is again from river, however, there is other ways to gank like from the tri-bush at either side or by using the bushes in the lane for surprise ganks much like at Top lane. They'll always try to keep their river bush warded and so ganking from another spot that is less covered is going to make it easier to pull off a successful gank. Down below are some usual spots for ward placements from both the enemy ADC, Support as well as the enemy Jungler.

Example of a Control Ward Location
Example of a Warding Totem Location


And lastly we have the Mid lane. This is one of the lanes that could be considered the hardest to gank because there is a lot of free room and escapes for the enemy laner to go to if you're looking to gank. Most laners will only focus on keeping their side bushes with wards, which means that they'll leave other ganking spots for example from the sides of the bushes in which you can gank the lane for free, without being seen by the wards. This in order to pull off a successful gank. Down below are some usual spots for ward placements from both the Mid and the enemy Jungler.

Example of a Control Ward Location
Example of a Warding Totem Location



Every lane is always going to be gankable in some way, but it's what you do and how you plan in order to make that gank work. Taking Mid lane for example, the mid laner will never be able to keep vision in all possible ganking places, there will always be ways to gank the lane, either from the bush if the ward died or it wasn't warded, or from the sides of the bushes where they can't see you coming and you avoid getting seen by enemy wards. You can also gank by using the Scryer's Bloom or your Oracle Lens in order to either remove vision or see if wards have been placed. You can then go into the bush clear the ward, make it look like you're leaving the lane, just to come back and pull off a gank because the enemies vision has been removed. It's about being patient when ganking, although having this said, you shouldn't gank lanes that aren't all that overextended because in most cases it's going to be a waste of time.

If you decide to try to gank a losing lane however and the enemy jungler expects it then it's only going to be more punishing for your side, so you have to be very careful with that but also, if you do gank for a losing lane and transition that lane to a winning lane or to even it out then that's going to be really good. However, you just have to be careful for the negative side effects if you were to fail that.

Putting down a Control Ward in the pixel bushes will also help you and your mid laner a lot because it gives vision on the enemy jungler. This ward tells you if the enemy jungler is taking the Rift Scuttler or is planning to go for a gank onto the Mid lane. Assuming you're buying Control Wards every time you recall you'll be able to deny vision and help your teammates much more just by doing something simple like warding one bush. Usually it's smart to ward these either early on or after you've initiated a gank and it's been successful, this is where tracking the jungler will become important so that you ward the right bush at the right time so that your laner doesn't get ganked by the enemy jungler once their laner comes back to lane. There is some examples of these down below.

Control Ward location at Top river bush
Control Ward location at Bot river bush

Matchups in this situation is also important to keep track of. Let's take Top lane for example, you have a Renekton on your team while the enemy team has a Jayce and a Kha'Zix. Whenever you gank a lane you need to keep in mind what negatives can occur when you're ganking like any counter ganks that might ruin your gameplan. You should always consider the potential lane matchups as well as the jungle matchups and think about the lane as You, your laner as well as the enemy laner and their jungler because there is always a chance of counter ganks. After that however it's more about positioning and mechanics, how skills are about to hit and timing of when to start the gank. A good timing to gank a lane is when the enemy laner is greeding for a CS or trying to trade with your teammate mainly when he becomes really overextended, that's like the best time to get a gank off in that lane.

But now we come to other things to keep in mind when ganking.

1) Are They Overextended?


So, let's start by going over what it actually means. Overextending basically means two things, either the enemy opponent is way to far to their turret, which means it's going to be way harder for you to gank that lane, or it means that they are to far to your turret, which means you can gank them easily, if they are roughly around the Overextended part then that means it's going to be much easier to gank, but if they are on the Safe part then it's going to be much harder to gank.


Keep an eye on your minimap at all times when you're clearing your camps as if their is one lane that is very close to your allies turret that means you can easily set up a gank at any moment. If the enemy is in the Overextended zone then that means the gank will mostly never fail unless they waste their Flash to get out, if the enemy is in the yellow zone it's gonna be a little bit harder but it's still possible to gank. If they are in the green zone however, it's best to just let them be, as it's to a certain degree going to fail if your trying to gank, so better just spend the time farming or trying to gank another lane instead.

Vi has some amazing ganking power as her Vault Breaker is one of the best engaging abilities once it's fully charged up, and so once you're prepared to gank a lane where the enemy opponent is overextended then charge up your Vault Breaker while in the bush in order to have it fully charged for the gank.

2) Do They Have Flash?


You should always try to ask your teammates before ganking if the enemy laner(s) has their Flash up. If they do, then you can try to predict it by using your Vault Breaker and either holding it to wait for them to use it, or using it to charge behind them in case they want to try and use their Flash to get away from your engage. The clip below should give you a good idea of what this can look like during a gank:


If they does use their Flash, keep track of the cooldown on it and try to get another gank off in that lane before it comes back up. Your laners will most likely also keep track of their enemies spells in order to let you know what they have and don't have. Once you reach level 6 and unlock your Assault and Battery then it'll be much easier to gank as you can either engage with Vault Breaker and if they use Flash to escape then you can catch up to them with your ultimate. Or, you engage directly with your Assault and Battery, they use Flash and then you charge up your Vault Breaker in order to catch up to them when they try to escape.

3) Do They Have Other Mobility Spells?


Not all laners are as easy to gank as others. Jinx, as an example, is significantly easier to gank than a Kai'Sa, but even she is quite easy to gank if you try to make her waste her mobility spell namely Supercharger before using your Vault Breaker. Kai'Sa does have her Killer Instinct but it only gives a shield and it isn't all that powerful in the early game. By holding your Vault Breaker for a little bit longer then usual can make them prematurely use their mobility spells. Which can safely secure you a hit with your Vault Breaker, this because they won't have a way to dodge it anymore unless they waste Flash. And even if they do spend their Flash to try and get away, you can just use your Assault and Battery to catch up to them again to secure the kill. Other champions such as Ezreal are also easy to gank if you can predict with your Vault Breaker on where he's going to use his Arcane Shift since otherwise he'll just dodge your spell.


In the clip above I saw that the enemy Sylas engaged onto my Lux and burned pretty much all of his important abilities, mainly the only mobility spell that he has, Abscond. Because of the fact that his abilities went on cooldown I didn't have to worry about using my Vault Breaker to catch him, so instead I used my Assault and Battery on him. I knew he had Flash since before so it only made it better that he completely wasted it to try and get away from my ultimate. Notice that I immediately Q him after my ult finishes? This way he won't be able to have the time to use his Abscond if it does come back up and it'll give my Lux enough time to hit him with her Final Spark to secure the kill.

4) Do They Have Hard CC?


Some laners can completely ruin your ganks altogether with just one CC spell. They can cancel your Vault Breaker if you're charging it, but they can also CC you while your in mid Q. The only ability that they won't be able to remove with CC is your Assault and Battery, however, even your ultimate can still get cancelled out by a few other abilities. In most situations you won't have your ultimate off cooldown all the time, as for example if you already used it to kill the enemy Jungler or if you're trying to set up a gank pre-6, which means you're vulnerable to a lot of CC.

Hard CC spells like Lux's Light Binding or Xerath's Shocking Orb can completely ruin everything for you and it might end up killing you. This is because Lux can CC you with her Q and immediately turn a gank around by using her Lucent Singularity + Final Spark in order to instantly kill you before you or your ally can do anything about it. Xerath is one of those champions that can also stun you when you're charging and in mid air with his Shocking Orb. This in order to get some fast damage onto you with his Arcanopulse + Eye of Destruction before you're able to move to dodge it.

However, some crowd control abilities are worth getting hit though in order to cancel the ability to stop enemies from getting away from you when you're trying to gank. Examples of champions that has abilities that you need to cancel could be everything from Sejuani's Arctic Assault to Sion's Unstoppable Onslaught, with many more champions in this category. Just by walking in front of a Sion when he wants to use his ultimate to get away can really change the outcome of a gank and it might turn out with a kill but also an objective like a turret or the Rift Herald . Otherwise he can just use it to completely run away from your gank and you would have completely wasted your time.


In the clip above, the Xerath knew that the bush had a Control Ward and that I was semi close, but he didn't know I was still in the bush. This safely gave me an instant free hit on my Vault Breaker while doing a quick auto attack cancel with my Excessive Force to proc Denting Blows. Notice that I also wait with using my Assault and Battery until the Xerath uses his CC spell, Shocking Orb. That way he can't CC me after I exit my ultimate, and I can get a few more free hits on him before securing the kill completely with Assault and Battery.


Infernal Drake
Infernal Drake is by far the best drake because of it's strong power boost. If you see the chance, then contest for the dragon at all cost. In the early game the increased damage from the buff won't do much, but the Infernal Drake 's late game power is massive, especially together with Aspect Of The Dragon .

Ocean Drake
Ocean Drake is very strong during the laning phase, it'll make it even harder for poke lanes, forcing the enemy team to spend much more mana then usually and could prevent potential ganks from happening.

Mountain Drake
Mountain Drake is really strong during the late game, and it'll make it much easier to take down Baron Nashor for your team if needs be. Mountain Drake will also help out and make it easier whenever you're pushing down turrets.

Cloud Drake
Cloud Drake will be useful for both teams, the leading team can both create pressure, split push, or rotate around the map faster for positioning, while teams that are behind can still use it to expand vision, respond to split pushing, or position defensively.

Elder Drake
The Elder Dragon 's buff, called Aspect Of The Dragon will boost all other dragon buffs for your team, meaning the more drakes you have, the more effective this buff will be.
-Dragons-

So to end it off shortly, there are four types of dragons, when you kill them it'll give a permanent Dragon buff as well as a Dragon stack which can be stacked up depending on the drakes you kill of the same sort, which will grant different effects based on the dragon that you have killed. Elder Dragon however, will only grant a temporary buff called Aspect of the Dragon . Elder Dragon 's after the first one on the same team will grant the buff called Empowered Aspect Of The Dragon instead, which is twice as strong, and lasts longer.

Best way to take any type of drake during a game is to either sneak it if your camps are cleared and the enemy botlane hasn't gotten back to lane yet. Or if the enemy team's jungler is dead, then there's a chance to take drake out right there and then.

-Baron-
Baron Nashor is the most powerful neutral monster in the game. Killing Baron Nashor will grant a buff called Hand of Baron . Best way to take out baron is when your team manages to get an Ace on the enemy team, or if you are trying to force it, although forcing it could go wrong because you might miss Smite etc. and then you could lose it, so it's a very risky choice but if it works out it'll be a very valuable asset to your team.

Hand of Baron lasts for a maximum of 3 minutes so take advantage of that early on to take objectives or to get a few kills here and there before you lose it. The buff massively increases attack damage and ability power but it also has an aura that affects nearby minions in order to make them very strong, as well as a recall time decrease.

Never try to solo Baron since most of the times it won't work, the only times you can really solo a baron is only if there is a really fed Master Yi, Nasus or other related champions with either massive tankiness, outrageous attack speed or massive damage capabilities which doesn't happen very often. So, if you want to take baron because you have seen a great opportunity to do so, then tell your whole team since it's significally easier to take baron if you are five or four people instead of one or two. If you or your team knows that you are able to get Baron Nashor for free, then set up someone to be able to splitpush another lane and take use of the Hand of Baron buff so that you can manage to both get the Baron buff, but also to make a massive dent into the enemy teams base while they are putting all their focus down in the Baron pit.

As said, taking down the Baron with a full team of either five or four is really simple, especially if there's a tank or bruiser etc. that'll be able to take most of the damage.

Getting the Rift Scuttler is very important and it'll help your team massively. Not only does it give vision in the river to reduce ganks from river, but it also gives vision on both the Dragon and the Rift Herald . It does also give you some nice movement speed whenever you go into the circle that is in the middle of the river. However, try to get the Scuttle whenever you have Lane priority, so that you can get support if you need it. Usually when taking it, the enemy jungler can come to try and contest it, if you have lane priority, you'll be able to trade with the enemy jungler, and you might even get a kill out of it too.


Notice that I use the Scryer's Bloom to check if there are any Control Wards or Warding Totems, which there was none. I then decided to take the Scuttle because the enemy team had no vision on me and I had lane priority. After I took Scuttle I checked if it was possible to gank a lane, there wasn't so I headed back to my Jungle to continue farming. Couldn't take Dragon either in that situation because it hasn't spawned yet. Going back to the Jungle to farm camps was the best idea.

Taking out towers is both necessary in order to win the game, but also in order to be able to control the map and give pressure. Taking out towers is incredible good in order to be able to get other objectives like the Dragon , in order to boost your team and to make it easier to fight in teamfights for example. The best time to take out towers is after a successful gank, where you have killed the enemy laner and you have Rift Herald available, although even without it it's still good. Keep in mind that even if a gank fails, as long as you're able to blow one of the enemy laners spells or make them low then it can still be worth it as they now have to play safe or recall.


In this clip above, I went in to gank the Teemo. I missed my Vault Breaker however, it didn't really matter since his mobility spell, namely Move Quick was already used and he had no Flash, so we were able to easily pick up a kill since I already put him under CC with my Assault and Battery. After taking the kill, we then decided to try and take out the tower because I had Rift Herald from before. I spawned it in and we secured the tower. Now this is only an example and most other games might not turn out like this. For example you might not have Rift available because you already used it, or it was taken by the enemy team, or you're not able to get the tower in time. But generally this is one of the best ways to take out towers in a lane and it's very effecient. Together with Fiora we were also able to take out the next tower as well thanks to having Rift. This Because Teemo was still dead, although it doesn't show in the clip, it's still worth mentioning.


Tower Dives: When it comes to tower dives. It's important to be careful, although Vi does have relatively good health and she does get shields, she can still easily die to turrets. In this situation I used my Vault Breaker to get to the Caitlyn as she was already relatively low, and of course I missed my spell like an idiot. However, she still spent her Flash to get away from it for no reason, which gave me a great opportunity to go in with my Assault and Battery. I was able to get the kill because I did proc my Denting Blows after my ultimate. And I also relied on my Red buff to finish off the kill, otherwise I would of died if I had taken another tower shot. In situations like these you'll have to decide on your own whether you'll live and it's worth going for a tower dive, or if it's not going to be, since situations like these differs from game to game.


Before we go into any matchups or anything else, I'm going to try to list and explain all possible Vi combos that i've experienced over time.

In this combo section, AA stands for auto attack and Q, W, E, and R are abilities and shows with icons. mR is Melee Assault and Battery from a short distance like right next to someone and rR is ranged Assault and Battery from a long distance like catching up with someone. mQ is a quick tap on Vault Breaker and rQ is a fully charged Vault Breaker.

NOTE: You can always fit in an Auto attack everytime you use your Vault Breaker to be able to proc Denting Blows faster because you can proc it with Excessive Force. However, keep in mind that Assault and Battery doesn't give you a proc on W.

ANOTHER NOTE: If this long list of combos confuses you, then just focus on the Basic combos as well as the first combo from the Flash section + first 2 from the Chain section until you master them and get a hang of how Vi works, then you can move onto the rest.




Combo #1
Initiate

r > AA >


Combo #2
DPS
NOTE: Make sure to always auto attack in between your Q and E to maximize the damage.

r > AA > > AA >


Combo #3
CC Chain 1
NOTE: Instantly use your R after you've hit Q.

r > m


Combo #4
CC Chain 2
NOTE: Keep in mind to fit in auto attacks before using other abilities, W procs is good for getting kills fast.

r > AA > m > AA >




Combo #1
Get Closer to Q
NOTE: Charge up Q and keep holding it until you've flashed, then release it, otherwise it'll fail.

> > r


Combo #2
Extended Q Range
NOTE: Charge up Q and release. The combo is good if you manage to miss the Q, then you can redirect it by either flashing forwards or to the side and it'll hit your target anyways, does require some practice though to make it work fluently.

> r >


Combo #3
Reposition AoE
NOTE: Usually good to use if you want to make the enemy team regroup again. You start by charging R onto an enemy target, then you flash behind another enemy and they'll get pulled into the target your ultimate is on, great for teamfight combos.

r >


Combo #4
Reposition E
NOTE: Great combo for finishing off enemies from afar when your other abilities are on CD. Works and gives the same effect on minions, turrets and plants.



Combo #5
Frame Perfect
NOTE: Really good for knocking enemies from their turret back a whole lot in order to secure kills. This combo however, does require extreme practice and perfect timing on the target, you have to flash right at the last second before your Q hits, even I fail with this multiple times. If you want to be flashy though x)

r >


Combo #6
Flash Predict
NOTE: Release your Q behind an enemy in case they want to escape with their Flash.

> > r


Combo #7
Long CC
NOTE: Hold your Q, flash and release. Great combo if you want to CC an enemy but also deal damage in the meantime.

> > r > AA > > m


Combo #8
Quick CC
NOTE: If you want to instantly CC an enemy as soon as possible, great if you want for example a Lux Q on the target as soon as possible to keep the CC going.

> > r > m




Combo #1
Initiate + DPS
NOTE: Full combo with delayed ultimate.

r > AA > > AA > > m > m


Combo #2
Initiate + DPS Early
NOTE: Full combo with early ultimate.

r > AA > > m > AA > > m


Combo #3
CC Chain 1 + DPS

r > m > AA > > AA >


Combo #4
CC Chain 2 + DPS

r > AA > m > AA > > AA >


Combo #5
Dive + DPS
NOTE: Great diving combo with delayed Q.

r > AA > > AA > > r


Combo #6
Dive + DPS Early
NOTE: Great diving combo with early Q.

r > AA > > r > AA >


Combo #7
Long Dive + DPS
NOTE: Incase you are not in a teamfight but you want to instantly dive the ADC to take her out of the game for example.

r > r > AA > > AA >



Here's a great combo guide showcasing most of the combos already mentioned above! Credits goes to the one who made the video, not me.







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What does he do?
// Hecarim is one of those junglers that are very good at clearing camps fast, and together with his kit, he can gank lanes incredibly quickly with his Devastating Charge, especially together with Conqueror as it gives him a whole lot of damage, which is very dangerous.

How to beat:
// To be honest, there's no real way to beat him, you just have to farm up, get items and try to predict where he's going to be and what lane he's looking to gank, that way you can hopefully countergank to put him in a disadvantage.

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What does he do?
// Kha'Zix takes a whole lot of time to clear camps, and this is because of the fact that he's a really squishy champion. He can gank lanes during the early game with his Leap but he starts to get stronger after level 6.

How to beat:
// There are two different options as to how you can beat him. One of them is that you can try to invade him or contest Rift Scuttler when he's there, since because he's so squishy it's really easy to kill him. The other option is to continue farming up and letting your laners either pick him off or avoid him when he tries to gank, which is why Control Wards is necessary for you in situations like these.

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What does he do?
// Rammus is one of your worst nightmares. He is a Tank and even though you have the ability to shred Tanks , he's still a pain with his Powerball + Defensive Ball Curl with Aftershock. He does clear camps pretty slowly, but he can gank really fast.

How to beat:
// Try to predict where he's going to gank and try to set up a counter gank. The best way to put a Rammus in a disadvantage is during the early game when he doesn't have much armor or health. Otherwise just keep farming until you hit your first powerspikes, and focus a lot on objectives, it's necessary I promise!

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What does he do?
// Kayn is a Jungler that'll try to farm and gank early in order to get his form quicker, and only really tries to pick off kills if they are easy to get and at low health. Once he gets his form though he becomes a huge threat.

How to beat:
// Picking him off early on is an amazing tactic to make him struggle to come back as he falls more behind, he usually wants to start raptors first because of his Reaping Slash but you can always invade in order to prevent him from doing so. Keep in mind that he's still a very squishy champion and so a full rotation of your spells can take a lot out of his health.

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What does he do?
// Master Yi is great at clearing camps but very weak when it comes to ganking as his key ability is his Highlander, which he only gets at level 6. Once he reaches this level though he starts to become more powerful as his attack speed and damage increases rapidly.

How to beat:
// The best idea into beating him is to use your Vault Breaker and try to invade him and/or contest him at Rift Scuttler because of the fact that he's so squishy. Once he gets his Highlander it's way more important to keep your farm up but also to try and predict where he's going to gank, as he's going to do more damage with his ultimate and the more gold he gets, the more powerful he becomes.

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What does he do?
// Lee Sin is able to farm his camps very well early on, and he's going to try and look for either ganks or invades all the time as he wants to get gold and items early on. His Sonic Wave is also a great engage spell for ganks, which is hard to avoid if you can't dodge it.

How to beat:
// Farm up, clear camps and look for invades onto him. When he ganks he's mostly squishy and so it's possible that he'll die as he tries to gank, this however doesn't mean you never have to gank, but it's better to focus on camps, farm and also objectives like the Dragon instead.

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What does she do?
// Kindred always tend to look for either easy ganks early on or for ways to make her Mark of the Kindred passive better, which mostly revolves around having to invade later on in the game. Her clear speed is about average though so she's pretty slow.

How to beat:
//You can invade her at the early stages and it's not going to be so hard, although later on she'll unlock her Lamb's Respite which will make her harder to kill. She'll mostly as said try to look for passive stacks, and so denying her passive stacks is going to make a huge difference throughout the game. Other then that just farm up and get some powerspikes.

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What does he do?
// Udyr has a relatively high clear speed, but most importantly his ganking power is really strong. He has CC, damage and shields all built into his kit and so when he ganks, your allies will mostly have to waste their Flash's or they'll die.

How to beat:
// It's going to be a hard matchup, but it's possible to win. You can contest him as you both get shields and you both do damage, keep in mind that you shred Tanks and so he's going to get more useless towards you during the mid game. Farming up early and trying to avoid unfavorable trades and/or ganks is a really good start, objectives is also great to get, as Udyr becomes strong with dragons.

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What does he do?
// Twitch has a some pretty poor clear speed, but it's his ganking powers that makes him a dangerous threat. He's got a camouflage and so thanks to that, your allies won't be able to see him when he's about to gank. Because of his damage and his Contaminate, atleast Flash will be wasted if they don't want to die.

How to beat:
// This really isn't all that hard of a matchup, like said, he's super squishy and can get picked off easily. As long as you can try to deny him farm by invading as well as kills by counter ganking then he won't be able to do much later on in the game. While you keep getting powerspikes in order to shut him down along with his team.

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What does she do?
// Evelynn Evelynn's dueling power is awful because she has a long cooldown on her full rotation and deals very low damage outside of her spells and it isn't really dangerous until later on in the game. She really hurts if she get's ahead and it's not going to be nice if that happens, she mostly relies on her camouflage to pick up kills but she's only getting it after reaching level 6.

How to beat:
// Her early game is pretty poor as she doesn't have her camouflage, can't really gank all that well or when she physically can't 100-0 anyone and therefore loses basically every 1v1, so abusing this to get some kills or to invade her is going to put her behind by a whole lot, which means that when she reaches level 6 and unlocks Last Caress + camouflage, she won't be able to do all that much towards anyone. She's not really gonna be able to kill you at all pre-6 when she has no items if you run Aftershock, the main problem is that she can interuppt your Vault Breaker by keeping her distance and charging Allure, but she can also outplay your CC with her Last Caress.

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What does she do?
// Sejuani also has some pretty poor clearing speed, but since she's a Tank her ganking power is pretty strong. She doesn't do all that much damage early on, but once she gets to level 6 and unlocks Glacial Prison, that's when things starts to get though.

How to beat:
// She's not going to be much of a threat towards you, since your Denting Blows shreds Tanks . But having that said, the Aftershock is going to be annoying. Keep in mind that dodging her Glacial Prison is really good, as if it hits you, then you'll be CC'd, losing a bunch of health that you could have avoided otherwise. Focus on farming and getting powerspikes to make her tankiness more useless the more the game goes on.

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What does he do?
// Karthus focuses on farming, getting up in levels and using his Requiem in order to get Dark Harvest stacks. He does however, have some decent ganking options with Wall of Pain for slow, and Lay Waste as damage, but he's not the best at doing ganks.

How to beat:
// He's incredibly squishy and so invading and picking him off is a key to making him useless. The only ability that he can use that'll make it hard for you is his Requiem, but by building Adaptive Helm you shouldn't really have to worry about that ability. You should be able to win every duel against him at any given time, as long as his team doesn't back him up.

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What does he do?
// Zac is another Tank you'll have to deal with, again you shred Tanks but he's still going to be a pain. His clearing speed is poor but his ganking abilities is really strong as he can jump into the lane at any given time before anyone noticing he's there waiting to start jumping.

How to beat:
// You shouldn't try to duel him and instead focus on farming up, getting item powerspikes and contesting for objectives as it's more useful for you in the long run. Hopefully your team should be able to avoid his ganks even though they are hard, and you should focus on ganking other lanes with squishy champions in order to get some kills and some sort of gold advantage.

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What does he do?
// Wukong has average clear speed and his ganks are really strong, he has a camouflage with his Decoy that he can use in bushes to set up ganks, in order to pick up early kills. He also does a whole lot of damage once he picks up some items and gets his powerspikes.

How to beat:
// Farming and picking him off early with invades and/or contesting Rift Scuttler or Dragon is key to making him worse. If you don't do this then he's gonna get items and he's going to kill a lot of important champions in your team very easily, like for example the Marksman . Getting objectives like the dragons or herald is also going to be good, since you and your team can benefit from it a whole lot.

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What does he do?
// Nocturne doesn't take all that long to clear camps but has almost the same ganking standards as you pre-6. Once he reaches level 6 and unlocks Paranoia, he'll get significally more stronger and the removed vision that it gives can really make things hard for you as well as others. His Shroud of Darkness is the most annoying spell to face though.

How to beat:
// There are a few different options as to how you can beat him. One of them is that you can try to invade him or contest Rift Scuttler when he's there, since because he's squishy it's really easy to kill him, however, if he has his Shroud of Darkness then he can block your Vault Breaker and he'll get a kill, so it's important to be careful and to surprise him coming from a bush when you're in fog as otherwise he'll just block it. You can also continue farming up, although it's gonna be hard for your allies to avoid his ganks after he reaches level 6. He's a worse team fighter than you, so pushing out side lanes safely and then grouping as 5 for objectives like the Dragon or Rift Herald is usually the way to go as it's gonna be more worth for you in the long run.

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What does she do?
// Shyvana has a some pretty good clear speed, and her ganks are really good, especially after she gets Dragon's Descent. She's an on-hit tank but can also be built as Full AP. She only gets stronger the longer the game goes on. Not only does she do a whole lot of AP, but she's also a strong Tank , but since you shred Tanks it should make it a little bit easier.

How to beat:
// This really isn't all that hard of a matchup, you can pick her off early game and you can deny her Blue or Red. Remember that you're also a semi Tank and thanks to your Denting Blows you can do almost whatever you want. Continue to farm up throughout the game and try to get some objectives like Dragon , Rift Herald or even turrets as it's going to be really useful for you and your team. Now as for her builds, if she goes Tank then it's going to be better for you to max your Denting Blows first to shred her down more, however, if she goes Full AP it's much better to max Excessive Force and to build Adaptive Helm early to remove the insane burst that she does, most likely as a third item once you finish sterak's, Mercury's Treads is also a good idea.

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What does he do?
// Pyke has some really slow clear speed since he isn't all that well in the Jungle however, he's able to gank really decently as he can catch people with Bone Skewer and then stun them with Phantom Undertow making it a deadly gank, most laners will have to waste their Flash just to avoid dying to this. His Bone Skewer is easy to dodge though. Death from Below is really strong and should not be underestimated.

How to beat:
// Invade him and use your Vault Breaker to get him when he tries to dash away as long as you avoid the stun first, that way you'll be able to pick up a kill, or atleast make him waste his Flash. Focus on taking objectives and avoid his Death from Below at all cost, it does a lot of damage and it's not very nice!

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What does she do?
// Nidalee She's got a strong clear and she's capable of ganking very hard in order to do a whole lot of damage. She likes to hide and farm early on, maybe do a couple of ganks if they are really easy to do, to either pick up some early kills or to make the enemy team waste their Flash's which isn't really good.

How to beat:
// She's really squishy so you can easily kill her when she's alone. She scales of off AP and so her spears are going to do a whole lot of damage towards you if your not careful, consider buying Adaptive Helm if it's to hard. Invading her is going to make her fall behind a lot, objectives are really good to take as well throughout the game. Going Stalker's Blade - Warrior against her is also a great choice as it helps you if you're fighting her without your Assault and Battery. This is also a Vi-favored matchup and so it should be significally easier then most others.

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What does he do?
// Jarvan IV is actually rather quick with clearing his camps, however his early sustain is not very good and he's a pretty mediocre duelist. His main strengths are level 2 ganks and his respectable team fighting. He'll most likely be building Tank and so it shouldn't be all that hard since you shred them with your Denting Blows, but he can also build Lethality and if he does it's going to be harder since he can one shot squishies like the Marksman .

How to beat:
// You can contest Rift Scuttler when he's there, most of the times as long as you don't miss any of your abilities or the other enemies are coming then you'll win the trade for sure. You can also try to predict where he wants to gank since because he uses his escape tools when engaging a gank, it makes him an easy target when counter ganking. Objectives are a must since they make your team stronger, and farming will make a big difference since you need your item powerspikes like Trinity Force for example. This matchup is also pretty Vi-favored since you can interrupt his Dragon Strike with yours and you have way more damage than him. So you should win most of the 1v1s and skirmishes.

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What does he do?
// Ivern has the ability to clear camps in an instant thanks to his Friend of the Forest passive. His ganks are rather poor though, since if he misses his Rootcaller then all he can do is to shield his ally with Triggerseed. He does become a little bit stronger when he reaches level 6 and unlocks Daisy! and farming later in the game is a no problem for him.

How to beat:
// He's super squishy, and so going onto him with a fully charged Vault Breaker is a really nice start, then by giving a proc of your Denting Blows and using your Excessive Force you should be able to pick off an easy kill when you're invading him or trading with him. As said, if he misses his Rootcaller he's a super easy target as he has no escapes (except Flash) and has no more CC. His passive lets him instantly clear camps but he needs to wait before being able to do so, by invading and denying him camps will make him fall behind by a whole lot. It's also good to keep in mind that Ivern can instantly steal one of your buffs as his first or second camp. This is basically impossible to stop, so you'll need to ward early to see if he invades you and take his camps on the opposite side of the map if he does.

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What does she do?
// Taliyah is a rather squishy champion but has a lot of destructive power, assuming she doesn't get picked off early and put behind by a whole lot. Her Weaver's Wall is really good for closing off pathways and turning fights into her teams favor, but if put behind she's more or less useless.

How to beat:
// There are multiple ways to beat Taliyah. First you can easily invade her, because she's super squishy, in the early game she barely has all that much damage either and thanks to your Blast Shield passive, you'll get shields against her damage while she takes your damage full out. You can contest both Dragon and Rift Herald pretty easily since she's squishy, and if she does come to try and steal it, then you can kill her easily since you win or should win all trades against her. Keep in mind not to use your Vault Breaker or Assault and Battery through her Unraveled Earth because you'll take a ****load of damage. She's still a squishy Mage so you might be able to tank it and still all-in her, but it's not the best move and you might end up hurting yourself if you dash through her rocks.

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What does she do?
// Rek'Sai has some amazing clear speed and her ganks are much better than yours. She's one of the best level 3 gankers in the game. She can path much like Kayn, but has point-and-click hard CC. A good Rek'Sai will always be flanking to start ganks which negates her early movement issues. She can also outplay your ult with hers which is super bad for you 1v1. When she's burrowed in the ground she can sense when people are near her since they show like water drops, so when she's not clearing camps, she becomes hard to kill nor invade.

How to beat:
// Since she's rather hard to gank unlike some other junglers, it's better to focus on your own camps, if not try to invade her because hitting her with a fully charged Vault Breaker from a bush can give you enough of an edge to win fights as long as she doesn't get help from nearby lanes. Taking objectives and keeping your farm high because of items is going to be really good for you and your allies.

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What does he do?
// Shaco has the ability to clear camps without having to get some peel thanks to his Jack In The Box. His Deceive is really good for ganking as it makes him invisible for a short amount of time, giving him the necessary time to put down a box and to slow down his enemies with Two-Shiv Poison. Hallucinate is also a rather strong ability as it let's him do more damage, get objectives alone, and people won't for sure know who's the real one.

How to beat:
// Since he starts Jack In The Box as first, for self peel, it does make him vulnerable to a level 1 invade since he doesn't have his ability to get away or to poke champions. Overall you do outdamage him in trades, and you get shields which is really good against him. However, it's better to focus on ganking other lanes, farming and getting your item powerspikes as well as objectives then to go for him. If anything, the time when he's most vulnerable is right after he's used his Deceive to gank, since most Shaco players run Ignite and will have no other escapes when Deceive is on cooldown.

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What does he do?
// Cho'Gath is a pretty bad clearer and doesn't have the best clear speed unlike other junglers, however he's pretty good at ganking because he has Rupture which is a pretty nice knockup. He'll most likely build Tank and so because of his Feast, he get's tankier after every stack that he gets.

How to beat:
// This really just comes up to your team, it's best to avoid Cho'Gath and instead focus on farming, ganking other lanes or most of all, taking objectives, as if you can deny him using his Feast to much, then he won't be able to become so tanky towards you and your team. Hopefully your team will be able to avoid him when he looks for ganks, and hopefully you'll be able to win trades that aren't to risky and can give you the upper hand.

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What does he do?
// Rengar takes a rather lot of time to clear camps, making him easy to invade and this is because of the fact that he's a squishy champion. He can gank lanes during the early game however, he needs to be in a bush for a gank to work, otherwise they are very bad. After level 6 when he unlocks Thrill of the Hunt he becomes way more stronger though and is able to gank really well.

How to beat:
//Mostly during the early game he'll be looking to farm up to level 6 as fast as possible since he's so bad at ganking pre-6, you can abuse this by trying to invade him and picking him off as he tries to clear camps, using Control Ward's to check for vision is also good in these situations. Once you reach level 6, if not even at level 5, you can easily take the Dragon and if he comes to try and steal it, you can use your Assault and Battery or Vault Breaker to kill him before he's able to do anything. Farm up, get items and you'll destroy him afterwards.

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What does he do?
// Fiddlesticks has some great clear with his ability to heal off targets from Drain and is able to clear rather quickly. His ganks pre-6 are really bad however, after level 6 when he unlocks Crowstorm, ganks becomes really strong.

How to beat:
// He's super squishy throughout the whole game, so invades and trades against him you should be able to win all the time. You'll have to try and avoid him after level 6, as his Crowstorm is really strong. If he tries to take objectives you can easily shut him down and steal it or destroy the turret because of the fact that he barely has any health. Otherwise, get your item powerspikes and you'll win even easier later on. He can also cancel your vaultbreaker with his Terrify and Dark Wind, so you sometimes have to get a little creative to make sure you hit it. Fog of war or Vault Breaker + Flash is usually reliable, or using your Assault and Battery first.

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What does she do?
// Camille has a some pretty decent clear speed, not that impressive, however, her ganks are really good as she can engage with Hookshot from nowhere. When she gets Hextech Ultimatum that's when it really starts to spice up as she can gank and keep people in place to secure kills. She's sorta squishy though and can easily die if she somehow manages to mess up.

How to beat:
// You can invade her or trade with her, but it's safer to farm up and gank possible overextended lanes as well as getting objectives instead. You need your item powerspikes to be able to do something during the game, and farming is going to be the one giving you that recource. This is one of those matchups where Skirmisher's Sabre - Warrior would be a better choice then Stalker's in my opinion.

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What does he do?
// Skarner clear speed is pretty fast, especially after a few levels. Conqueror on him also gives him a lot of damage. He can gank lanes during the early game somewhat, but most importantly it's when he reaches level 6 and unlocks Impale which is where he starts to get better and more dangerous. He can build tanky but a lot of them build Trinity Force so he's pretty comparable to you (just without the dashes).

How to beat:
// He's not really much of a squishy champion later on in the game. His Predator is going to make his ganks much more fluent as he gets extra speed along with his CC kit. Try to focus more on objectives, it's going to be more worth. If you manage to see a lane that is completely overextended then you can try to gank it, but otherwise try to stick to farming instead. You can early on in the game fight him off of his spires, since he'll have limited DPS without the attack speed from the spire.

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What does she do?
// Elise is actually really good at both clearing camps and ganking. Her Cocoon is what makes her ganks so strong, and her spider form is what makes her clearing really good, the fact that she can switch between forms whenever makes her really dominant as well.

How to beat:
// This is where it really comes to who can get fed or abuse the other one, she's really squishy, and so are you (atleast early), you should be able to win trades against her assuming you hit your abilities, since you get shields and she doesn't. Farming up is better in a situation like this since you need items more then anything. Try to put up vision around the jungle for your team, either by placing Warding Totems, Control Wards or by denying vision with your Oracle Lens (assuming you have it). Best time to ult her is right after she switches to Human Form because switching forms has a cooldown, so she won't be able to Rappel your ultimate. If you just ult her whenever, there's a good chance it'll get cancelled. You can also ult her right after hitting Vault Breaker since she'll be CCd. Another good idea vs Elise is to press Tab regularly to see when she picks up a Stopwatch.

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What does he do?
// Amumu is the second horrible matchup for you, he's super tanky and get's even more tankier the more the game goes on, along with more AP damage as he gets his items. He also clears camps pretty fast and can gank lanes quickly. His Curse of the Sad Mummy is an AoE stun and is one of the abilities that can really mess up an entire fight.

How to beat:
// Try to predict where he's going to gank and try to set up a counter gank. The best way to put an Amumu in a disadvantage is during the early game when he doesn't have much armor, health or damage since otherwise it's gonna be really hard. Other then that just keep farming until you hit your first powerspikes, and focus a lot on objectives like Dragon , Rift Herald or Turrets, it's necessary trust me.

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What does he do?
// Gragas has some pretty average clearing, it's certainly not all that good compared to yours, but it's okay. He can gank relatively good in order to set up kills early on, he scales of off AP items and so he'll do way more throughout the game. His Predator also makes him good at ganking because of the extra movement speed that he gets.

How to beat:
// Like with most other champions, he's super squishy and so picking up a Skirmisher's Sabre - Warrior will be really great for this. You should be able to win any trade against him thanks to your Vault Breaker and passive shields, and objectives such as Dragon should be no problem. Try to farm up a lot though as getting Tank items like Adaptive Helm or damage items like Trinity Force is really good for you.

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What does she do?
// Diana is really good at clearing camps, and this is because of the fact that she has proper scaling damage. She can gank lanes during the early game, although it's not as effective, however, when she hits level 6 and unlocks Lunar Rush, that's when she becomes annoyingly dangerous.

How to beat:
// During the early game she's pretty squishy, but she does
ramp up in tankiness as the game progresses, and her Pale Cascade only gets better over time. Try to head for objectives or ganks that are easy, otherwise stick to farming as it's way more important than invading and maybe dying, then you'd just be wasting time.

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What does he do?
// Jax has some pretty average clearing, it's certainly not all that good compared to yours, but it's okay. He can gank relatively good in order to set up kills early on with his Counter Strike for stuns. He does build Tank and will most likely go pretty heavy items like Sterak's Gage and Randuin's Omen to make him hard to kill.

How to beat:
// Like said he builds Tank but you can shred him down thanks to your Denting Blows. You can invade him or trade with him, but it's safer to farm up and gank possible overextended lanes as well as getting objectives instead. You need your item powerspikes to be able to do something during the game, and farming is going to be the one giving you those items. This is another one of those matchups where Skirmisher's Sabre - Warrior would be a better choice then Stalker's in my opinion.

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What does he do?
// Nunu & Willump has a some really bad clear speed, it takes a while for them to finish clearing camps, although his ganking potentials are way stronger then his clearing speed which makes up for that. His Biggest Snowball Ever! is the ability that makes him the most annoying, as well as his Absolute Zero during the late game when it really starts to pack a punch.

How to beat:
// Not very squishy, you can't invade him all that well unless you have Assault and Battery and even with that, he can still just slow you and walk away. He does have his Consume which lets him heal off of minions or champions, which is annoying and is going to make it harder. His Biggest Snowball Ever! can also block your Vault Breaker which is pretty sad but hey. You can interrupt his Absolute Zero which can result in you saving half the health bar for your whole team. Otherwise, focus on farming, getting items and taking objectives instead.

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What does he do?
// Olaf is able to farm his camps very well early on, and he's going to try and look for either ganks or invades all the time as he wants to get gold and items early on. His Ragnarok is also a great engaging spell for ganks and teamfights as it allows him to be completely immune to both CC and knockups, which of course, you guessed it, renders your Vault Breaker useless for a significant amount of time. With Conqueror he's basically impossible to fight as well.

How to beat:
// He's a bruiser/fighter, an annoying one too because his damage is much higher than tanks, and we know it's gonna be a pain with his Ragnarok making both your Vault Breaker and Assault and Battery semi useless. However, you can still win against him. Looking for farm and/or objectives is an easy simple way of getting ahead in the game when you're facing a champion like Olaf which is really hard to kill. Only try to look for ganks that are easy to win, it's better to spend time farming then to spend time ganking a lane when you don't even know if it was worth it in the end or not. Never try to invade him, you're going to die for sure. Again, Skirmisher's Sabre - Warrior is a great item for this matchup.

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What does he do?
// Trundle is another one of those champions with some really average clearing speed, it takes a while for him to finish clearing camps, although his ganking potentials are way stronger then his clearing speed which makes up for that.

How to beat:
// He might build Tank so you can shred him down thanks to your Denting Blows, or he won't and it'll make him a bit more annoying to face. You can invade him or trade with him, but it's safer to farm up and gank possible overextended lanes as well as getting objectives instead. You need your item powerspikes to be able to do something during the game, and farming is going to help you a whole lot. Keep in mind that his Pillar of Ice can also cancel your Vault Breaker, both while you're channeling and while you're mid-flight. This is great matchup where Skirmisher's Sabre - Warrior would be a better choice then Stalker's in my opinion.

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What does he do?
// Volibear is a pretty bad clearer and doesn't have the best clear speed unlike other junglers, however he's pretty good at ganking because he has Rolling Thunder and Majestic Roar for some good CC. He'll most likely build Tank since his Frenzy already does damage for him, and so because of that he's going to get tankier throughout the game, along with even more damage thanks to Frenzy.

How to beat:
// Since his Majestic Roar interrupts dashes and his passive makes him really hard to kill without high DPS and/or healing reduction, you most likely won't be able to win a 1v1 against him without some sort of major advantage. However, you can also continue farming up and letting your laners either pick him off or avoid him when he tries to invade, which is why Control Wards is necessary for you in situations like these, in order to cover your allies and to cover yourself from incoming ganks in your allies lane and invades on you.

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What does he do?
// Warwick is another champion with some really average clearing speed, it takes a while for him to finish clearing camps, although his ganking potentials are way stronger then his clearing speed which makes up for that. His Infinite Duress is what makes him really strong as he can get back health and also get some really good ganks with it.

How to beat:
// Of course, he's gonna build Tank but you can shred him down thanks to your Denting Blows. You shouldn't invade him at all since he's gonna kill you, it's safer to farm up and gank possible overextended lanes as well as getting objectives instead. You need your items to be able to do something during the game, and farming is going to be the option. This is great matchup where Skirmisher's Sabre - Warrior would be a better choice then Stalker's in my opinion since Warwick is able to duel you, and in most cases win easily.

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What does he do?
// Xin Zhao is a fast clearer and usually finishes his camps around the 3-4 minute mark, and this is because of the fact that he has some really good damage. He can gank lanes during the early game with his Three Talon Strike as it's really good and provides with a knockup if he manages to auto three times. But he starts to get stronger after level 6.

How to beat:
// Like with most other champions, he's super squishy early game, however, he starts to get really tanky throughout the game and he can duel you, so Skirmisher's Sabre - Warrior will be really great for this. You should be able to win some trades against him thanks to your Vault Breaker + passive shields, and objectives such as Dragon should be no problem. Try to farm up a lot though as getting Tank items is really good for you in general.

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What does she do?
// Poppy is very bad at clearing camps, and this is because of the fact that she only has one working damage spell, Hammer Shock. She can gank lanes during the early game with her Heroic Charge as it's really good and provides with a knockup if she manages get her target onto a wall.

How to beat:
// Like with most other champions, she's pretty bad overall, however, she'll be building tanky items and so it's good to keep that in mind. You should be able to win some trades against her when you go for invades or generally trading with her thanks to your Vault Breaker + passive shields. Keep in mind that you need to have the element of surprise with you, like ganking from bushes onto Poppy as her Steadfast Presence can block your Q from hitting her. Try to farm up a lot for your item powerspikes, and save your Assault and Battery whenever she decides to use her Keeper's Verdict. This because you can completely nullify it from throwing you away, thanks to you ignoring crowd control when using your ultimate.



Because builds are usually just guidelines to what you should expect in a game, people often have a lot of questions that might come up. Here, I will discuss and answer any questions I've been asked many times before. So if you're looking to ask me about anything just put it down in the discussion section and it might end up here!


Q:
Why not go for Inspiration as a secondary rune tree?
> I personally don't think that Inspiration is much of a good choice on Vi, the reason is because of the fact that it's mainly utility. Not only do you lose your survivability if you were to go for Precision secondary, but you also lose potential kills as your attack speed will decrease by a substantial amount.

> On top of this, you'll also lose Triumph which has been an important rune for Vi for such a long time since it just gives her the ability to get much more aggressive. Without that, you're going to have to be even more careful and even though that might work, it's not a viable option.



Milestones

Pentakills


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. -First i'd like to thank Jovy for taking the time to make the beautiful looking banners for this guide, and in most of my others! Also for the coding on the Combo section mentioned by Yamikaze when I asked for permission. Thank you so so much! ❤ You can find her signature shop here. ^-^

-I would also like to thank jhoijhoi and Foxy Riven for their amazing coding guides which helped me make my guide look really neat.

-And I would like to thank Maintained for giving me inspiration for the second part of the ganking section & for giving me a really in-depth review for my guide which helped me improve it a whole lot. Thank you so much! ❤


-I would also like to thank Katasandra for allowing me to use her BBCoding in the Runes section of the guide. Also for helping me so much in the past. Thankss. ❤

-And lastly, I would like to thank PsiGuard for always being a great sport and an awesome friend to me as well as helping me with guide advice whenever I needed it. Just generally always putting up with my gibberish in need of help, I strongly appreciate it! ❤

-As a last final touch, I don't own any of the arts shown in the guide and I wouldn't take credit for them at all, credits all goes to the respective and amazing artists that created them in the first place!
. Congratulations! You’ve finally been able to reach the end of my insanely long guide on Vi. I'd really like to thank you for taking this time and walking this road together with me. Writing this guide has learned me a lot as well, when it comes to both Vi herself and how to play her better in order to become the kind of player that I want to be. I hope this guide helped you on your way to success of becoming a better Vi player and I hope you got to know everything you wanted to know about her. I also hope you’ve learned something after reading all of this, and I hope i’ve inspired you to play more of this champion.

It might happen that I've missed some things so feel free to let me know. Just leave a comment or send me a PM and I'll fix things up for you! If you have any objections to my build’s content, comment in the discussion section! I’ll be more than happy to hear your side of the argument. If my logic is wrong, please don’t hesitate to correct me, however if you do, I’m expecting you to talk with logic and facts otherwise I won’t buy it. I want this guide to be as accurate as possible in order to help as many people as I can when it comes to this champion, and I will update it if I do end up agreeing with you! I'd always love criticism as long as it's helpful to me so that I can make this guide even better to help more players looking to play Vi.

One of the things that are really important in this guide is the matchup section. Because of this, if you feel like a matchup is wrong because the champion has been reworked or getting buffs/nerfs, or if a new champion has been added to the game. Feel free to give me a PM about it and i'll get it sorted out for you so that the information is accurate! :)

If you enjoyed the guide, then please like mentioned before feel free to give it an upvote as it'll always help me greatly and it’ll be an indicator to let me know that my guide has been helpful to you. As it’s what I wanted to do in the first place.

I really enjoyed making this guide and I hope you've enjoyed reading it as well. Have fun smashing rocks around the rift! I hope you’ll have as much success with Vi as i’ve had!
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Also a very big thanks to YOU ! Writing guides is so meaningless without anyone to read them. She'll say it much better then I can.





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