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Vi Build Guide by Fruxo

Jungle platinum

✔️ How to smash Rocks

By Fruxo | Updated on December 4, 2019
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Runes: Aftershock

1 2
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 53%
Get More Stats


Welcome
Hi there, and welcome to my Vi jungle guide! Here, you'll be shown example builds and how to utilize both her abilities, items and runes in a way to benefit you and your team as a whole. You'll also be shown how to be able to jungle and what the role is able to do. Keep in mind that this guide will be pretty long however, I'll try to be concise. If you believe this guide has helped you a lot, an upvote or +rep will always be appreciated!
About Me
I'm Fruxo & I peaked at Platinum IV on the EUW Server. I main Mid, Jungle & ADC mainly for the carry potential that it gives. Vi was my first and most favorite jungle champion since her release, and I have maintained a 57% win rate with her as of right now. I hope you'll find an enjoyment reading my guide about Vi!

Why Trust my Guide?
This is a completely reasonable statement. While I don't really have all that much to back up my words, I've been Gold every single Season, peaked at Gold 1 & 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 her since season 3 which makes almost 6 years of Vi experience so, I do know a lot about her.
About Vi
Why is Vi a viable choice? Vi possesses a skill set that can be used to shred down any team & can be used to hard carry games. She has an engaging tool, auto attack resetting ability & a Tank shredding ability. Due to this, she can easily set up kills for her carry or for herself thanks to her strong ganks. Not to mention, her Assault and Battery can lockdown any champion that she wants and can be a very important tool to win any kind of teamfight that you might encounter.

Side Note
This guide is extremely long, since I'll try to cover everything you need to know in order to master Vi. If it was helpful in any way, please feel free to upvote the guide. If you disagree with anything I have to say or have any questions regarding my content, leave a comment and I'll respond as soon as I'm able to. :)
Other Guides/Resources
If you liked this guide, you can also check out my others as well! I have 4 published ones at the moment, and you can find all of them here. In addition, I have a Review Shop as well if you need some help on any guides you write yourself!


Pros
+ High Mobility
+ Pretty Fast Clear
+ Can Pick up Kills Easily
+ Really Good for Peeling
+ Can Shred Tanks
+ Has Great AoE's in her Kit
Strengths
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.

Weaknesses
When you want to set up a gank, your Vault Breaker has to hit the target or it'll fail & you won’t be able to deal much of the damage you could have dealt to the enemy. Assault and Battery is a great ability as well but, the enemy can use Flash or other ways to get back to their turret, putting you in a very bad situation. Being patient for these situations are key to win.
Cons
- Falls off during the Late Game
- Q has to hit the Target
- Pretty Weak at level 2
- Q can be Interrupted
- R can put you in bad situations
- R can be cancelled by some abilities
So, here's an overview of which summoners you can take on Vi. You should always run Flash & Smite for very obvious jungling reasons. Then we also have the situational two smite options that you can go for. These are indeed Chilling Smite & Challenging Smite.
Slot 1
Slot 2
Always
Of Course
Situational
This is a key spell for every champion in League of Legends, although some still perform great without it, it’s still very useful. It’s also insane to have on Vi because she has an amazing combo to use in order to pick up kills when you're ganking your allies. As a jungler 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 great for that purpose, it’s also great for getting out of any tricky situations that occur.
A must have on every Jungle champion. You're able to clear the jungle camps to get up levels to gank, you get the ability to stay in tact when it comes to levels & items & it also helps you with taking objectives like dragons, herald & baron. At this point it’s pretty much self explanatory.
Against champions that can kite you. It's a really strong choice to make kiting champions less effective. 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 easier to hit your Vault Breaker during a gank, as missing is very tragic.
Against champions that can duel you, examples of these are Master Yi, Udyr, Sejuani, Skarner & Hecarim, but there's many more. Challenging Smite is amazing to pick up whenever you're preparing to brawl with the enemy jungler a whole lot as it makes duels easier.
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. It's one of the safest and simplest starting runes that you can go, once you start to grasp her, then you can mess around with the other keystone.
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 option 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
Resolve Domination Precision



Resolve
>>The primary tree for the Aftershock page, Shield Bash is mandatory while others are up to player preference.
Blast Shield procs very frequently thanks to Q & E so you’ll get free armor, magic resistance & physical damage each time you get a shield thanks to the rune. Gives a lot of free stats which can help a lot, take if you don't think you'll struggle in the game. However, this rune won't do anything until the 10 minute mark.
Can be taken against team compositions with a lot of bursty champions, damage reduction can help you survive. 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.
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 incoming slows.
Domination
>> Only taken as a primary tree whenever you're running Hail of Blades. Sudden Impact & Relentless Hunter are mandatory while the 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 are up to preference.
Provides with probably the best free movement speed out of combat that you can ever have. It's really great paired with Hail of Blades and a must have especially for a bursty keystone.
Precision
>>
>>
Mainly used as a secondary rune tree. Triumph is always going to be mandatory. Pick Alacrity if you're going for Aftershock and go for Coup & Tenacity or Alacrity if you pick Hail of Blades.
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. The lower your enemies, the more effective it'll be. It'll increase your burst potential & is mandatory for an Assassin build. It's way to good to pass up.
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.
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 standard choice of this row. Always take at least 1 adaptive rune when you don't need any of the other options. Only taken if you really struggle against a certain jungle matchup, whatever that now may be.
Row 3
most common one for any AD jungle matchup & most useful for certain team compositions as well. The go-to choice for AP matchups or teams where you need some extra health.
Blast Shield is the passive that literally everyone forget even exists in Vi's kit, which is the reason that it becomes a very valuable asset during the game. It gives you a shield everytime you use your Vault Breaker, Assault and Battery & Excessive Force and by being able to utilize this little power-up passive into your own favor, will be able to make a massive difference along with a big advantage for both you & your team.

The passive is also a great thing to have when you're clearing your camps. Thanks to the fact that you're a jungler, half of the map is already split in a way to act as the "Jungle" place, this is where you'll be farming. It's way easier & it becomes way better if you're able to use this passive when you're clearing. Wait for your Blast Shield to come back up before using any ability as otherwise you'll lose out on the free shield that you get from it.

Always keep in mind that the more you're able to proc Denting Blows (thanks to loads of autos you deal to the mobs). You'll be able to get your Blast Shield up from its cooldown, a lot faster than whenever you aren't proccing it.

The other more "luck" based thing that you can use this passive for is to be able to calculate when it's about to come back up so that you can use an ability towards an enemy, get the free shield to make sure that there's no way of you dying. Otherwise if you didn't have it, you'd just die instantly instead & even more so pre-6.
This is her most important ability as it provides her with a strong ganking tool. She can also clear camps properly & disengage or engage fights. Vault Breaker is a basic engaging tool and also has a bit of crowd control with it & there are a few uses for the skill. It's much more beneficial to fully charge the ability since the damage goes up substantially. If you're surprising someone in a bush, you should be able to charge it up completely before engaging onto the enemy since you're in fog of war.

The ONLY time you might consider lightly tapping Vault Breaker is right after you've ulted an enemy target & you have an ally with a skillshot that you don't want them to miss. You want to be able to keep them CC'd, unavailable to escape with other abilities or spells in time for your allies to kill them.

Ganking with the use of this ability is amazing as you can predict spells such as a Flash if you know that your target has that spell. Advice here would be to ask your teammates before the gank what spells are up & then proceed to initate it with your gameplan. Also try to predict their movements before using it, rather than just using it when it's in range, in order to set up a gank that won't fail. Besides, 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 also use Flash together with your Vault Breaker when you have it completely charged up to both extend the range of the ability & make it harder to react against. Always charge up your ability & then hit Flash before releasing Vault Breaker, the more you can practice this move, the easier & smoother it's going to be.

It can also go over pretty much any wall if you're holding it down all the way which opens up a whole lot of options when it comes to ganking, counterganking, invading or getting over walls to clear camps faster as you can both surprise your enemies & get your clear time faster at almost any time you so choose. Vault Breaker is by far the only ability that's the most enjoyable to use, because of the options that it gives.
Pop, pop & crack, that’s just such a satisfying sound to listen to. When that final crack comes is when things starts to become extremely fun. This is because when that crack hits, the target has lost max health, has had their armor reduced & you now attack even faster. Once Vi gets that off it’s probably a good idea for the enemies 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. It's super fun to play with this ability because it makes her fit into any kind of enemy team composition. If they have loads of tanks, who cares, if they got loads of squishies, who cares, you can destroy all of them. The only thing that's different is your item choices, which we'll be going over a bit later in this guide.
This ability is indeed an auto attack reset. Taking back the fact that people tend to forget about her passive and they know all about her other abilities along with Excessive Force, it’s actually not even that interesting to say the least.

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 quicker along with more damage 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, plant or tower in order to hit the enemy with the AoE damage from the ability as the damage moves in a cone & that’s literally it, pretty boring ability, but it’s fun to have.
At last we have her ultimate. Now this is one of the most enjoyable ultimates in the game in my opinion, her Assault and Battery is the "Coming from downtown to Dunk you". 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 close the gap & secure a guaranteed free 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 going to completely dunk & ruin your life. Only death will be able to stop this dunking, literally only death, or maybe a Zhonya's Hourglass from those pesky AP Carries or something can stop you from dunking on these poor enemy champions.

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

Q

Q

Q

Q

Q

W

W

W

W

W

E

E

E

E

E

R

R

R

L
E
V
E
L
1
-
3
Always skill this first. It's your tool for taking camps. It's also good for trading with enemies as you reduce their armor & get attack speed + a reduced passive for more shields each time you proc it.
You'll be unlocking this at level 2. You'll be using it to reset your autos, get more shields thanks to your timing with passive & to proc Denting Blows much faster.
This'll be your main ability for ganking, taking objectives or invading the enemy jungle. Generally to do stuff around the map. However, you need the other abilities to survive the camps beforehand.
S
E
Q
U
E
N
C
E
This is your main damage & engaging tool, always max it first.
Maxing it will increase the damage, give you a lesser recharging period & you get another recharge later as well. I always max it second.
Max this one last. You can opt to max it second before your E if you're against a lot of tanks and need more armor shred. Otherwise, it's better off as a third max.
Put points in it whenever you can. It's your ultimate after all.
This chapter features the items Vi can build and when and why you build them. To help you on your way I created an item set you can import into your league client!
How do I import item sets?

Vi Item Set

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. So it's much more worth going for Machete instead.
Refillable Potion is a great first pot 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.
This'll always be your first -starting- totem. This totem will let you place down wards all around the map, it can stock 2 wards so use them well. Try to place your wards around every bush that you plan to go into, if it's to invade, prepare ganks or to cover the river with vision. You'll be wanting to change this item for an Oracle Lens later on in the game.
The best basing scenario is when you've fully cleared your camps and can afford a Skirmisher's Sabre (or
Stalker's Blade) on your first base (depending on whether you went for a full clear only or you were able to gank successfully) + Boots of Speed (not necessary but really good). However, sometimes you won't have enough gold thanks to you either messing up a gank or to invades so try to get one of the items below instead.
This is your first priority item to get as it's your component for your jungle item and you'll need it to do more stuff.
If you have a bit more gold after buying talisman, get this as it gives you damage and helps you with your full jungle item.
If you need a bit more of a tanky item, then get this one. It'll help you on your way to Trinity Force.
Early boots will help with dodging skillshots. It'll also help you with roaming around the map.
Don't forget to buy more potions if you didn't start with Refillable Potion as it'll help you out massively.
If you have 75g left, buy one and place it when you're about to facecheck a brush or to prepare for an objective.
The must-have item for Vi & any jungler for that same matter. Deciding between a Jungle item is going to be depending on the game at hand, you'll need to change depending on the team comps that you might encounter. However, when it comes to the Enchantment of your jungle item, you should always go for the amazing
Enchantment: Warrior. It'll alone offer the best stats for Vi out of any other enchantment.
Try to buy this item if you're against team comps with a jungler that can poke you down or others like most Marksmen such as Vayne or Caitlyn as it'll become much easier to kill them with this item in your hands. It'll also let you stick onto enemies much easier thanks to the slow.
This is the polar opposite of Stalker's Blade - Warrior. Pick it up if you're intending to brawl with the enemy jungler a lot. This is because this'll make those jungle matchups much easier to win against since it's made for champions that can duel you. Think of a champion like Udyr.
Choosing between a first item on Vi will differ depending on the game & player preference for that matter too. However, the most used one is & will always be Trinity Force, with Black Cleaver & Youmuu's Ghostblade being items for situational specific games & enemy team compositions as well.
One of the most common first items on Vi. Thanks to her damage mostly coming from her autos + Denting Blows, this item gets a lot of value. This is because you get more damage, the Sheen proc, loads of useful attack speed for more autos & more W procs & other useful stats.
Gives some much-needed AD & Health for some more damage & sustain. This should be the first component for Trinity. Get Stinger after.
Provides with great attack speed & CDR that are really useful & needed when playing Vi due to the lower CDs on abilities & many more autos.
Grants you some more useful CDR along with some much-needed mana thanks to your continuous use of abilities along with a great passive.
Buy this item instead of Trinity if the enemy team has 3+ tanks, this is because of the shredding passive it provides you. Keep in mind not to build Trinity Force with cleaver as you'll be doubling on the Phage passive & losing potential damage, while also completely overcapping on CDR.
Gives a small health power spike to make you a bit more tanky. It also provides as much CDR as Stinger & can be better to have for this reason.
Ghostblade is a great item if you like the snowbally nature. The active makes you move quicker while using Vault Breaker or for speed in general & the AD + lethality gives you a big extra pop in damage. Get Trinity Force after this item since you'll be postponing your biggest powerspike.
Makes your damage a whole lot stronger thanks to the AD & the Lethality from the item. Always get this one first & then go Caulfield's Warhammer.
Gives a small power spike. It gives you more damage & CDR which is good for ganking frequently thanks to lower CDs on your abilities.
My choice for 90% of my games, always get these when you're against any AD jungle matchup. The extra armor and the passive increases your survivability which makes it much easier to duel with the enemy jungler. It also reduces any physical damage from the ADCs & makes them easier to kill.
Get these boots when the enemy team either have a lot of AP champions (or you're facing an AP matchup). Also a great item if they have multiple CC threads that could ruin your life.
Get these if you use the Ghostblade build & you don't need any defensive boots. They're really good as they're much cheaper, allows you to get to lanes faster & it keeps your speed in combat while also negating the self-slow on your Vault Breaker. The only downside to these boots is that you don't get any defenses in comparison to the other choices.
Choosing your last three items will differ heavily depending on the game, team composition that you face & what the player (you) prefers. However, I'll be going into bigger detail about these items and when they can be useful to pick up. Right down below I will also put in some common build paths where you can get some quick inspiration.
Against AD:
(or ) > > > > >
Against AP:
(or ) > > > > >
Sterak's Gage should be built as your 3rd item in 95% of your games (with 5% being when you absolutely have to opt for MR such as Spectre's Cowl), it’s the best & most perfect item for Vi. The health & damage that it provides are incredibly useful & makes her playstyle even stronger. The passive is also a great addition since you’ll become a lot more tankier & you won’t die as much.
Is essentially a great first pick up when you're building Sterak's for the early damage. Get a Jaurim's Fist after this one to help you with your sustain.
Try to go for this item if you absolutely have to become more tanky in order to kill people, survive duels or to just be able to teamfight easier without dying. Plate has one of the best synergies with Vi as it allows making picks with Assault and Battery, way easier. Try to pick it up as your 4th item when you finish Sterak's Gage (sometimes 5th if you need a Guardian Angel before that).
Grants some Armor when you're building Plate that'll become really useful for you. Pick up a Giant's Belt after so that you can get some health.
You can choose to build this item instead of Dead Man's Plate, Gargoyle Stoneplate or Randuin's Omen if you’re up against a magic damage enemy team or just desperatively need Magic Resist. Out of the magic resistance items, I personally think this one is generally the best one for Vi. The passive also makes life against AP a whole lot easier to face due to the reduced damage.
You can also build this item early & sit on it until you need your last item. If you need some quick early magic resist against AP matchups or champions.
Guardian Angel is an incredibly underrated & useful item for Vi. It makes you a lot harder to kill thanks to the passive while also giving Armor & Damage all at once. You should try to get this item as your 4th or 5th item depending on whenever you feel like teamfights are going to break out. Otherwise you’ll be going for complete tank stats such as Dead Man's Plate or Adaptive Helm.
If your team doesn’t have many Tanks and you’re the only engage for your team, this item will be a perfect item to pick up after Sterak's Gage or as soon as you finish Guardian Angel. This is because of the fact that your damage will significantly drop after you’ve used your full rotation of abilities so becoming near-unkillable will become very useful during teamfights.
If you’re against champions with high amounts of Crit chance (like Yasuo), Attack Speed (like Jinx) or when the enemy ADC is just generally very fed, you should pick this item. Swap it with Dead Man's Plate (or whatever is your 6th item) since you still get the Armor & Health to aid you. The added active is also really useful to slow down targets that are trying to escape from you.
Get this as your first pick up thanks to the Armor & the extra reduced Attack speed passive, it's really useful. Get a Giant's Belt after this one.
This is the only situational item that you can consider to buy on Vi. Pick it up if the enemy team has a lot of healing or some tanks that you'd like to shred more (like Dr. Mundo & Soraka). The extra armor pen is good to have & the grievous wounds is extremely useful.
You can also build this early on for the early grievous wounds. Then sit on it until you hit your last item, then you can upgrade it to a Mortal Reminder.
This'll become a really useful item later on in the game. You're able to use it to scout enemy wards & remove them while also being able to use it when you're preparing for an objective. You should be looking to get this item once you reach about level 10-11.
Self-explanatory item, you'll be getting it as soon as you have a full build. It's able to give you that last push of damage & healing (from passive) that you might need for a teamfight.



During the early game Vi's clear is actually pretty safe. You should be relatively healthy to both make a full clear, gank or contest Scuttle. Your Vault Breaker will remove its armor & magic resist so you can take it very fast & it provides a whole lot of good vision for both herald & dragons as well as your team. Considering how healthy Vi is, you can get through multiple clears without the need to recall, assuming that 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's easy to get a kill and/or Flash from but 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 of ganking.
It's also really good to take objectives and to get some sort of objective control during this phase, after you reach level 5 if not even at level 4, 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 before taking out the Dragon then you'll be able to safely secure it while the enemy team has no idea. This'll help your team by a massive amount as each drake gives different buffs that are able to assist your team in many different ways, I'll be talking more about these kinds of dragons & what they do later down this section.
At roughly level 7-8 you're able to solo the Rift Herald , this is thanks to your Blast Shield passive. You'll get massive shields because of it, and by hitting the Rift from the back it'll deal more damage when the purple eye pops up. You can always ask for some help from your laners if they have lane priority and/or has killed their enemy target. If you can get help then get it, being able to get Rift with the support from your teammates (if they can come) is going to be much better than going for it alone when they can't. Although this requirement isn't always necessary & can be very debatable if there is not vision near the objective. However, getting Rift is going to be really good for your team, but also for yourself, while having Rift Herald you'll be able to recall much quicker as if you had the Baron buff & you can also spawn in Rift in order to secure turrets. If you know you can get Rift easily, then go for it at all cost as you can really snowball the entire game with it even if it's just to get turrets, because you're able to apply map pressure. Keep in mind that it does tons of damage towards turrets & if you use it correctly you can destroy an entire lane in mere seconds.



Then comes the Mid game. This is the point of the game where Vi shines the best. You should be able to lockdown & kill almost anyone whenever you want thanks to the wonderful presence of Assault and Battery. Taking objectives like turrets or dragons is also going to be super easy for you (keep in mind to track where the enemy jungler is though). Usually the Mid game will start when one tower goes down for any team. At this point you should be looking a bit more than just to pick off kills, make sure that your lanes are indeed winning while you're taking objectives and getting ahead yourself. If one isn't, try to change that lane into a winning state to secure the game even more.
During this phase of the game, getting kills and farming is very key as you need your items in order to be able to do anything & to prepare for those upcoming teamfights that'll definitely break out. Getting the Dragons is a very great advantage for both you and your team as Dragons gives some amazing buffs, try to aim for every single dragon if possible, the more dragons the better it'll be. Having that said, 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 (or if you just simply cannot get it because your smite isn't available). Then just leave it, it's way better to lose it then to die as it puts you behind and even then you might still not get the objective anyways.
As a final note for the mid game, we'll be taking losing lanes into account. The main part of a jungle champion & the role itself is to make sure that all lanes are successfuly able to carry by themselves. If that's not the case, you're the one to change that outcome. Assuming you've shut down the jungler entirely (they can't really do that much), hard focus that losing lane and try to change it (assuming your other lanes are doing fine by themselves). If you haven't removed the enemy jungler from the game, do that instead, counter jungle & shut him down before that.



Late game is usually where Vi starts to get much worse. Not entirely the word "worse" but she falls off the more the game goes on while other champions gets a lot stronger (talking about Master Yi, Nasus etc.). 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. You want to look for one fight where you can lockdown the key carry easily and safely & kill them. 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 or else you can lose it at any point when you don't know that the enemy team is doing it, same thing for Elder Dragon as well. Try to play around these 2 objectives depending on which one comes first as the extra buffs are one of the most important things in the game. Just with a Baron buff you can close out a game completely if you're ahead or help you get back into the game if you're behind.
Like said, getting Baron during this phase is a beautiful choice. But there are some conditions that has to be met, it doesn't mean you can just go for it whenever you want. There's a few options on how you can use Baron to your advantage. Either you can force it in order to lure the enemies close because they want to steal it, and then turn & kill them off instead, as this can give you either the option of free turrets or a free Baron right after. Forcing Baron completely can also be either a good or extremely bad idea against champions with lots of AoE damage/CC (such as Lissandra, Galio etc). If you do force it completely, you have to make sure to hit your Smite, because missing could possibly make your team lose completely and it won't go as planned. The last option is to first group up, and ace the enemy team, and then take the baron, this way you'll have no one to interrupt you.
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. If there is not an important objective on the map to take, then you can always look to split. Having that said though, when the enemy team is pushing as five (with a buff of some sort), you shouldn’t run off to another lane to split as the enemy can force a 5v4 (depending on their engage & your teams waveclear) if you aren't there, which can end up losing you the game.



In teamfights Vi does massive amounts of damage to both Tanks & 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 a Marksmen if not even an immobile Assassin or a Mage too) and basically kill them or at least help your team in killing them. Remember that you do max health armor shredding. It helps everyone and not just you.

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 to use your Assault and Battery onto the squishies at the backline or other higher damage divers such as Riven in order to win the fight.

Nothing is more satisfying then watching a Zed using his Death Mark on your Marksmen just for you to ult him & cause some big CC train when he literally can't do anything to stop it. You can also help your team by peeling so that the Assassin like for example Talon cannot get close to your carry at all during the fight.

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 Bruiser with loads of damage you'll pretty much be targeting whoever you so want to, literally anyone that you want. You're more then capable to shred through Tanks & squishies are pieces of scrap to you when your ultimate is available.

Playstyles

Diver: This playstyle is a very simple one, you'll be looking to use your Assault and Battery onto a key carry of the fight, either the ADC, an annoying Support or someone else that's really fed during the fight. If you can dive them (with support) and lock them down then the rest of your team will be able to take down the other champions of the enemy team without their carry being able to do anything to change it as you're there to deal massive damage towards them while completely locking them in place with a big CC-Chain. Having that said, I really mean this, only use this playstyle, IF YOU HAVE SUPPORT.

Assassin: As for this one, here you'll be looking to just obliterate any carry as fast as you can. The best way to perform this kind of playstyle is to flank the enemy team (coming from either behind or from fog of war to enter the fight), this'll allow you to be able to burst down one champion with your kit. This is a debatable playstyle & only really works well if you're going for the Youmuu's Ghostblade build.

Peeler: This one is by far one of the most basic & self explaining playstyles out there & works for any laner in general for that matter. Your job is to support your carry otherwise mentioned as "peeling for them". If you have a carry, like an ADC, do everything that you can to make sure that they don't die, even if you have to waste a summoner spell or your ultimate in order to do so. If you don't have a key carry to peel and/or you're the only carry for your team, this playstyle will never apply to the fight.

Shredder: This is the last possible playstyle & it's the one you should have as your complete default one if the ones above doesn't work or apply for the game that you're in. "Shredder" is basically another word for saying that you should stick with your team & "Shred" (destroy) the frontline, take down those tanks as much as you can (because of your Denting Blows fitting so well here) until an opening comes for you to use your ultimate for the backline (which changes up your playstyle from this one to a Diver instead). It's only about patience for this one.



This chapter features all the combos that Vi is able to do and how you can do them. There might be even more then what is listed here and if you have a suggestion about a new one then feel free to comment about it!
Meaning of Icons
AA Flash Q E R
Initiate
This is your bread and butter combo for any ganks that you'll ever make. Practicing this one in particular is very important to succeed on Vi and if you can't do it fluently & automatically, then practice more.
Some examples
DPS
This is an extended version of the Initiate combo, where you'll be trying to put out as much damage as possible, in the quickest time possible. You'll be using this combo a lot pre-6.
CC Chain
This combo is good if you want to lockdown a specific target. If that is either during a fight or a specific gank that you want to make doesn't matter. It's a great combo to use to let your allies hit their specific skillshots and/or damage while the enemy is already unable to move because you're there to stop their movement.
Some examples
Flashy Q
When it comes to this combo, it's one of Vi's most notable combos as it's pretty much as the name suggests, very "flashy". It's a good way to make use of champions that does or doesn't have Flash by removing their react time to your gank and the combo will always net you something. Either you blow the enemy laners Flash, forcing them to play a lot safer in lane, or you'll straight up get a free kill instead if they don't have summoner spells available.
Extended Q Range
Another version of the Flashy Q, where you won't be flashing directly. You can use it to make sure that you'll still hit your Vault Breaker even if the enemy laner decides to waste a summoner spell or dodge your ability. It can net you kills as it completely removes any sort of react time for the enemy, they won't expect the ability to hit them.
Reposition AoE
You can use this combo to group up the enemy team again. By making use of the "pushing away" mechanic on your ultimate, you can effectively push the enemy team together to set-up the entrance for a teamfight ultimate such as
Malphite's Unstoppable Force that can lead to a further wombo combo for example.
Reposition E
Great to use if your target is getting away and they're at really low health. Good thing to keep in mind is that you can use your Excessive Force AoE cone damage both on minions, turrets, plants & other champions.
Frame Perfect
This combo requires some decent knowledge of how Vi works as well as some perfect timing with your Flash as otherwise, the combo will fail. It's an extremely flashy combo to use though.
Long CC
This combo puts together the Initiate + DPS and adds on a secondary late ultimate CC to make sure that the enemy really does die during the fight or when you're trying to gank your allied laner.
Quick CC
Another version of the Long CC combo where you'll be focusing more on having your ultimate CC come in earlier. This can be extremely useful when you're locking down a low health target.
Long Range Engage
Quick and easy to use combo to lockdown a target from afar as fast as possible. If a teamfight or even a general fight does manage to break out, you want to be there to do as much as you possibly can in order to win said fight. It also works exactly the same without having to use your Flash in order to pull it off.
Some examples
In Conclusion

As an ending note, these combos mentioned above are every single possible one that you can do on Vi and they work extremely well. Now there's the last question, what about her full combos?

There aren't specifically a combo considered to be "the full combo" for her as her full combos are made by combining smaller combos. For example, Initiate + DPS + Long CC might be one full combo whereas Long Range Engage + DPS is another full combo. There are so many different combinations for full combos on Vi that specifically going over every single one is going to take forever.

Instead, just be you! Be creative & theorycraft your full combos. No matter how you do them, when you decide to do your Initiate combo or when you decide to use your ultimate, a full combo can always be defined in a ton of different ways. It's just about how you want to create those combos in order to reflect the game when you need them the absolute most. This in order to make the best possible outcome for your own situation.



In this section, I will try to specifically go over everything you would possibly want to know about the jungle role. I'll try to be in-depth while also being semi-concise, don't want it to get overly too long. With that out of the way, let's take it easy, relax, and let me over here guide you through the jungle and their role.


Jungle Routes

Now obviously, the jungle routes will always change every single game & a few patches or even seasons later this might not be the routes to go anymore. However, whether you get invaded, you lose one of the scuttle crabs or one of your ganks doesn't succeed, the jungle routes will change. It happens all the time and it has happened to all of us. With that said, these are the current viable routes that you can work with.

Familiarize yourself with these spawn times and respawn timers so you know what to expect in-game.
Wolves, Raptors
Spawn At: 1:30
Respawn Time: 2:30


Gromp, Krugs
Spawn At: 1:42
Respawn Time: 2:30


Buffs
(Blue Sentinel, Red Brambleback)

Spawn At: 1:30
Respawn Time: 5:00


Rift Scuttlers (in river)
Spawn At: 3:15
Respawn Time: 2:30


Rift Herald (in Baron pit)
Spawns At: 9:50
Despawns At: 19:45 (19:55 if in combat)
Dragon (Elementals & Elder)
Spawns At: 5:00
Respawn Time: 5:00
Elder Dragon Spawns: After 35:00
Elder Dragon Respawn: 6:00
Baron Nashor
Spawns At: 20:00
Respawn Time: 6:00



Standard Routes

Red - Krugs - Raptors - Gank Mid/Wolves - Blue - Gromp/Scuttle - Gank Top: An XP efficient route starting from Red that'll allow you to reach level 3 right from the raptors camp. Afterwards you can either choose to get a gank off on Mid or to get your Wolves if the lane isn't gankable. There's a Scryer's Bloom spawning between 3:00 - 3:30, you can use it to check scuttle to see if it's clear to take or worth to contest, otherwise just take your gromp & recall or you can look to gank Top directly but only do that if you can see the enemy jungler on the other side of the map to avoid a countergank with the use of tracking.

Blue - Gromp - Wolves - Raptors - Gank Mid/Red - Krugs/Scuttle - Gank Bot: An XP efficient route that starts from Blue which'll allow you to reach level 3 as soon as you finish your entire blue side + raptors. Only a necessary route if you're getting invaded, otherwise always go for the Red start one. Afterwards the route & decisions is the same.

Vertical Jungling

Red side vertical Jungling route
Blue side vertical Jungling route

Vertical Routes

Red - Krugs - Raptors - Enemy Blue - Enemy Wolves - Enemy Gromp - Scuttle/Gank: An XP efficient route starting from Red that'll allow you to again reach level 3 right from raptors. Afterwards you'll be invading the enemy jungler & stealing their camps. Note that this strategy will only work if your ally laners have lane priority (to be able to assist you) which I'll be talking about later on in this section. Otherwise you can get collapsed on & get behind extremely fast.

Blue - Gromp - Wolves - Enemy Red - Enemy Krugs - Enemy Raptors - Scuttle/Gank: The opposite version of this strategy (if you're being invaded) which relies on the Blue side to give you your early levels. It also really relies on your allied toplaner to have lane dominance as you'll be invading the enemy junglers Red buff in order to reach your level 3. Afterwards you'll continue stealing the camps, scuttle & then look to put Top into your favor.

What does it mean?

This little part of the section was directly taken from PsiGuard's
lovely Evelynn guide (with permission) which you can find here.


Vertical jungling is when both junglers are repeatedly clearing one half of the allied jungle and one half of the enemy jungle, favoring one side of the map. This splits the map into a "strong side" and "weak side" for each team. For example, if you're on blue team and are repeatedly clearing your red-side jungle (south) and the enemy blue-side jungle (east), your team's bottom side will be the strong side of the map. You'll be in a better position to gank bottom lane without fear of counterganks and you'll have better vision control and objective control. Likewise, the opposite side of the map will be dominated by the enemy jungler, making it your team's weak side.

Vertical jungling can be an active choice you make or a forced one due to a poor matchup. For example, you see Nunu & Willump invading to take your blue buff and other nearby camps, so you respond by stealing his blue buff and other nearby camps. This can force you to vertically jungle in the early game since you may not have the lane priority or vision control to ever contest your own blue buff. Likewise, you'll be able to place wards in the enemy blue-side jungle and you'll have more control on that side.

An example of an active choice would be if you and your team (this works better in arranged teams than it does in solo queue) decide to focus all of your team's pressure on one side lane at the expense of the other. Maybe you have a hypercarry bottom that your team will be camping and a Shen top who will just be playing safe. In this situation, vertical jungling may net your team an advantage, as long as you can set it up properly. Grouping with your teammates and pushing into the enemy jungle at level 1 can help you put down vision and possibly force the enemy jungler to start on the other side of the map. If your nearby laners have priority, it can be dangerous for the enemy jungler to enter their own jungle if you have vision of them and your laners can collapse on them to help you.

Vertical jungling is pretty complicated for new junglers and can be pretty messy outside of coordinated teams. Be open to the concepts and feel free to practice it, but for most players I recommend sticking to more standard routes or simple, quick invades while you're still learning to jungle.



Understanding Counter-jungling & Invading

As a jungler, it’s your responsibility to be the primary influencer on the map to help amass significant leads for your team or at least keep the match at equal footing. On top of that, you want to be able to find out all possible ways to level up your own individual play to improve your own odds in-game.

Let’s first define the meaning of the two topics as few don’t know. Simply put, it’s proceeding to the opposing jungle with the intention of putting down vision, taking down the rival jungler, stealing camps and putting them at a disadvantage. Aside from getting kills, it can involve gathering crucial information to potentially avoid incoming ganks and discourage the opposing jungler from being able to invade & counter-jungle you. Some people has defined it as a high-risk, high-reward strategy, which can definitely be true when you consider everything. However, when you’re armed with the right game knowledge, it can turn into a low-risk, high-reward tactic instead. All you have to do is to educate yourself on the common trends & habits that junglers of all elos take in order to get inside their mind and invade / counter-jungle accordingly.

It’s a very powerful way to earn map control and to provide your team with the information that they’ll need for the game. When you steal an enemy jungle camp, not only do we become richer, but we deny the enemy from farming that camp for 100 seconds/until it spawns again. For example, if we were to invade the top side jungle and steal both the Gromp & Wolves without seeing the enemy jungler, we can safely relay that information to our team by warning the bot lane of a potential incoming gank. Keep in mind though that by counter jungling or invading, you’re essentially leaving one part of your jungle to be taken by the enemy as it’s now unguarded and you won’t be able to clear it until you’ve finished with your own tactic, which is why warding is an important tool in the game.

It’s an important tool utilized by all high impact junglers who want to be able to carry the game. Always try to look for opportunities to counter-jungle or invade when your team is ahead, the opportunity presents itself or if the enemy jungler is simply on the other side of the map and you have clear vision of them on the minimap & support from your team. Remember, vision is always key to success. If you don’t have good deep wards to keep track of where the enemy jungler is, then be aware of counter-jungling. Getting caught in a 2v1, letting the enemy farm your camps freely or losing a duel quickly makes that one gromp steal you made before completely worthless.

Invading / Counter-jungling isn’t simply just about the rewards. Poorly-executed ones can irreversibly damage your team’s chances of winning the game. If you spend valuable time invading, you lose out on time that can be used to gain leads through traditional means such as farming or ganking. Whether it pays off or not, they can definitely cause a snowball effect onto your team.


Thanks to the Scryer's bloom, I could determine that there was no vision and krugs were up & free to take. I knew that Lee Sin was bound to get these so because I had my ultimate available & he didn't, I can take him off the map.



Understanding Lane Priority

Lane priority is a term which can be known as lane dominance. Lane priority is decided by whoever is able to gain control of the lane and aggressively shove it in their favor, basically meaning whoever has the winning lane that can sufficiently waveclear. Why would something like this matter to you?

When you’re moving into the enemy’s jungle territory, you’re at the risk of getting collapsed on by the enemy lanes. However, if you’re going into said jungle territory with one or two of your lanes shoved into the enemy tower nearby, your laner can effectively back you up first in any case that comes to mind. If you’re trying to secure a scuttle, invade or a skirmish breaks out, your teammate will be able to get there first since the enemy laner will be busy stocking up on CS under their tower. The worst case scenario that comes from lane priority is that your laner backs you up with your invade for example, while the enemy laner responds to said invade. This creates a draw wherein all parties will back off. This does sound like something bad and a waste of time, however, it still goes in your favor since the enemy laner basically loses out on crucial gold & experience from the missed farm under their tower as they had to move to protect their jungler. Best case scenario, you and your laner collapse on the enemy jungler, take him down, steal some of their camps & secure even more vision for your team.

The abilities and what you’re able to do on the map is somewhat of a blockage by the strength of your lanes. Together with a cooperative team being able to guard your back, you can safely proceed with anything that you so want to do and achieve significant gains & leads with minimal risk thanks to the use of lane priority. Do keep in mind however, that getting collapsed on happens less often in the lower elos in comparison to Plat, Diamond and above where laners have better map awareness and are cooperative enough to help out their jungler. Therefore, in lower elos, you can consistently pull off riskier invades and still get away with it most of the times.



Tracking the Enemy Jungler

In order to proceed with your invades, you must be able to know where the enemy jungler is located to plan out what you intend to do. After all, you cannot kill a jungler that isn’t there and you can’t steal camps that have already been taken. For this concept to work, you will need either proper vision set-up and/or even foresight of the enemy jungler and their pathing.

The meaning of proper vision set-up is pretty straightforward. You basically ward camps in advance before deciding to invade in order to know ahead of time when you think the enemy jungler will pass by to take that camp. For example, you ward their Red brush to check if they start at their Red side or Blue side. You could also ward their Wolves by 1:30 to check if they pass by it in the next minute or so, thereby limiting the number of possibilities that there are of where they could go off to next. You can also look at which enemy comes late to lane. For example, if top shows in lane directly as minions come, you'll now know that the enemy jungler started at the bot side of the map. With this simple information, you can reliably predict where the enemy jungler will path and sneak into their unguarded sides of the jungle, steal their camps away or sneak up on them outright and take them down if you’re confident you have the damage to do so.

Foresight of the enemy jungler and their pathing is another, completely more complicated strategy. To know their pathing, you must think like the enemy jungler. What does this mean? Let’s say it like this, if you were that jungler, what would you be doing? What would be your win condition? Which lane would you be looking to gank and so forth. Is that enemy jungler going to prioritize farming, ganking or invading? Which camp would they start? What would be their optimal clear path? Predict their moves and time their camp clears to expect where they are going to be. Know if they are an auto-attack or ability-based jungler, as knowing this will help you know which camps they are most likely going to start with and where they will path accordingly. For example, an early game Twitch will most likely start Red for the majority of his starts and proceed to get a gank off in a lane right afterwards.

There are some rare situations to these concepts, which are any high-AoE jungler, such as Kayn and Zac, that can even start Raptors to start off their first clear. Then, there are even junglers who like to steal camps immediately as fast as the first camp such as Nunu & Willump, Ivern or even Lee Sin at times. Lastly there are also those junglers who are fine with starting from either side, doesn’t matter which one it might be. Look out for these, and ward potential camps to be invaded to help discourage invading junglers to continue with their cheese strategy that they are known for.

Predicting an enemy jungler and their pathing will come with experience and a little bit of theorycrafting with it. You can decide to practice this using the Practice Tool, try to time the optimal clear timings for junglers you often see in the meta. Generally speaking, the majority of junglers are able to clear their buff to camp to buff by 2:30. By reliably tracking where the enemy jungler is, you and your team can decisively respond whether to push on with your invade attempts or to put in necessary adjustments to your original game plan.


While doing my normal clear, I could already see on the minimap that Jarvan IV was botside, thanks to the scryer's bloom. Therefore I could ping my allies to leave, as soon enough he shows up bot as expected.



Plants



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. You can also use it to scout the area if you're able to take the Scuttle (or if the enemy has taken it already). Do keep in mind that the enemy team will see where you are when you use the plant as it'll show on the minimap.



First spawn: 6:00 - 6:30 minutes

Respawn time: 5.5 - 7 minutes

Honeyfruit is awesome to have for being able to get back some health if you're in a tricky situation or if you're 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.


Warding

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 Wards (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 you're 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 are always more places than these.

Blue side stealth ward locations
Blue side control ward locations

Red side stealth ward locations
Red side control ward locations


Having a Game plan & Understanding Win Conditions

When you think about it, League isn’t actually all that different from a normal Card game. In both types of games, you’ll always have certain factors that are fully under your control and factors that have an element of uncertainty that you may have zero influence in changing. For example, you have full control over the cards that you put into your deck before you look for a match. You’ll already have an idea of what cards are out there and you can try to optimize your own deck for the popular decks you’re expecting to face. However, until you actually play against your opponent, anything is possible.

In League of Legends, your “deck” would be similar to your ability to choose your main role (In this case the Jungle ), your champion, and your rune pages. At Champ select, outside of getting auto-filled or having your champion banned, you’re generally able to get the champion you want. However, outside of making suggestions or requests, the champions that your allies choose are completely out of your control.

When the game begins, whether it’s League or a card game, you have to play to the best of your ability in relation to the game state presented to you. Sometimes, everything goes well and you get all the cards that you want - You can gank a lane for the First Blood and the game is in your hands. Other times, you won’t get the draws that you want while your opponent seemingly hits every card they need - sort of like when you start the game losing every lane but have to find a new way to win the game. So, how can you consistently succeed when there is so much variability between games? The key to this is to understand how to play to your win conditions according to the conditions presented to you.

A win condition represents a strategic goal or a set of goals that you’re trying to achieve because they represent the best path to attain victory. Your win condition guides your thought process and can change as the game goes on. Try to think of it as your Plan A, which can lead to a Plan B, C and so forth. Achieving win conditions doesn’t always guarantee victory because your opponents will also be trying to fulfill their own win conditions and because some win conditions counter others. However, in general, if you follow your win condition, you’ll have a much higher chance of getting the win.

Let’s make some examples to reflect what we mean by this. Let’s say you have a team consisting of a Riven (Top), You as Vi (Jungle), Zed (Mid) and a Draven & Thresh at Botlane. Your toplaner is losing lane hard, going 0/4 against the Renekton that is 4/0 and she's spamming you for ganks. You’re doing well vs the enemy Kayn and your mid is doing really decent vs the enemy Syndra. This, all while your Draven & Thresh is completely destroying the enemy Vayne & Morgana and they are now extremely ahead. The win condition we would go for here would be to snowball botlane even harder. But, what would you do in this situation?

Why would snowballing botlane be our win condition, you might ask. Simply said, since toplane is completely gone, it’s not worth trying to gank that lane. The Renekton is super strong and ganking is only going to waste your time longer as the enemy toplaner will still have the upper hand once they come back to lane, again. You’re also putting yourself at the risk of dying to a 2v1 when you’re trying to gank top since your Riven is still behind, pretty much useless. Same thing applies if it was the other way around, your top is stomping lane while your bot is losing, in that case your Riven would be the win condition for the game.

The one option we had as the first example and the one that can net you the most success is to stay at the bottom side of the map and continue snowballing the already winning botlane. The enemy Vayne & Morgana cannot do much against your allies since they have the upper hand, at the same time if you were to gank top and fail, the enemy jungler can gank your bot and completely ruin the biggest win condition you had. By staying at the same side, you can gank bot, countergank & invade to shut down the Kayn when they are trying to change that lane. Not only this but you’ll still have a secure way to gank mid while being at the bottom side of the map, doing this correctly can net you 2 winning lanes and a useless enemy jungler, making a really strong win condition even if your top is losing.

Seeing the win conditions in champions are also another factor that can be considered. Champions such as Draven are incredibly powerful during the laning phase (usually around the first 10-15 minutes) and tend to have more kill pressure than their peers early on. His win condition is to be as aggressive as possible early on in order to get kills that can allow him to snowball the rest of the game to a straight up victory. His League of Draven passive is a key indicator to snowball early as a win condition. On the other end of the spectrum are champions like Vayne, who’d rather play a lot safer early on and farm as much and as fast as they can. She’s much weaker in comparison to Draven during the early phase, but becomes 10x stronger than he will ever be in the late game if she can get enough gold to build the items she needs.

Between your champ, your team and the enemy team, you probably already know how hectic League of Legends can get. Sometimes weird stuff happens and a champion that is supposed to be weak early on can get fed during lane phase, or a champion that’s supposed to be strong early fails miserably. In these situations, you’ll need to adapt to play around a different win condition based on the state of the game. One great example of great win conditions is already from pro-play. Solo queue is, of course, a lot more hectic and disorganized than pro-play, so sometimes you’ll just have to work with what you got.

With that said, knowing the win conditions of a game can determine what kind of game plan you should be looking for. You'll know that you'll need to make sure that your allied botlaners stays ahead & keeps getting stronger (in this example), while you get stronger yourself. That with the intention of getting objectives in the meantime. The main idea here is to never "waffle" during games, meaningly just to walk around and do nothing. A game plan will always make you busy as there are a set of goals that you need to get done in order to win the game.

In general, be sure to press tab often and evaluate all the information at your disposal. Keep in mind about the win conditions that you knew before the game and combine them with what you know from the game’s present state. This is a skill that takes time and experience to learn, but once you get it down, it’ll really mark how good of a jungler you’ll be able to become and it’ll help you win more games over the long run.


Wave Management

Let's get into another topic of the guide, namely the Wave management section or otherwise called Wave manipulation. A jungler will always have some sort of wave management that they need to keep in mind every single game, same as the solo laners themselves. We'll be talking more about those right down below.

Taxing is the art of taking your laners experience and gold or otherwise CS after ganking their lane. This essentially means, by taking some of their cs while they are going back to base, you're taxing them. Having this said, by taxing someone's lane, they might get pretty angry with it because they think that you're ruining their lane, but in reality you're making their lane better by putting it in a better position for them all while you're getting further ahead yourself. If they get mad anyways because of it, then just leave and go farm your camps instead, keeping their mentals in a good state is actually way more important to consider in this game then taking some farm, to be honest.
You should tax when...
You should not tax when...
>>A gank is successful and your ally got the kill

>>A gank is not successful, enemy leaves and you need some farm to compensate time wasted

>>Gank was unsuccessful, your enemy & ally leaves lane
>>Your gank was successful and you got the kill

>>Your gank was unsuccessful but your ally is healthy enough to stay in lane

>>Your ally gets extremely mad at you (somehow)

Holding your allies lane can be classified as stealing some CS in the process of making their lane a better state thanks to the turret. While your allies are going back to base to pick up items and there are minions under your tower, you have the responsibility to kill & push out the minions under said turret. You should just last hit the minions if your ally is almost there or simply clear the wave if they 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 as they now have to walk up in the danger zone to get farm. If you cannot see an opportunity to clear the minions then just skip it & farm.
You should hold when...
You should not hold when...
>>Your ally cannot get any of the farm

>>There's a cannon wave & your ally can't get it in time

>>Your ally is not arriving to lane yet
>>Your ally is almost there and can get the minions

>>There's a cannon wave & your ally can get it in time

>>Your ally is just arriving to lane

Pushing is when you and your laner push the wave out as fast as possible to the enemy turret after getting a kill on the enemy laner, or otherwise mentioned as a gank that has been successful. This is usually when you want to help your laner & push the wave out to reset it so that it bounces back to your ally and not to the enemy. You should just quickly clear the minions until they push towards the turret & then leave immediately to save time. If however, your laner died along with the enemy and isn't able to collect the wave, clear it. Avoid pushing the lane, only push it alone when the minions are amassing & going to push to the enemy turret anyways. If you decide to push the wave when this isn't the case, the enemy laner is likely to lose less gold/exp than your laner, setting them further behind.
You should push when...
You should not push when...
>>Your ally is healthy & enemy is dead

>>Your ally & the enemy is dead & wave is pushing

>>Your ally is healthy & wave is pushing anyways
>>Your ally isn't healthy & wave is not pushing

>>Your ally & the enemy is dead & wave is not pushing

>>Your ally is healthy & wave is not pushing

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 Supercharge 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.
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.


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.





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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! You can find her signature shop here! ❤ ^-^

-I would also like to thank jhoijhoi and Katasandra for their amazing coding guides which made my guide look really neat.

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


-I would also like to thank Katasandra again for allowing me to use her BBCoding in the Runes, Items, Abilities, Summoner Spells, Skill Sequence and some parts like Combos for example in the Gameplay sections of the guide. Also for helping me a lot in the past with anything that comes to mind. Thanks! ❤

-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. Also for letting me use his BBCoding in the Jungle Routes & Warding sections as well as the text in the Jungle Routes, thanks! Generally always putting up with me, 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. Good luck out there and I hope you reach the desired rank you're looking for! It's like Vi always say: If you hit a wall, hit it hard.
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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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