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Introduction
Pros *Easy to clear jungle *Very good ganks *Early ganks possible *Good CC *Mobile *Versatile *Awesome voice overs *Satisfactory gameplay |
Cons *Not as tanky as actual tanks *Falling behind is hard to come back *Can be kited *Dance kinda looks awkward with those huge hands void void void |
Runes






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*Movement Speed Quints and Attack Speed Marks help you so much to clear the jungle.
*Armor Seals... If you are not using Armor Seals on almost all your champions, then you really need to reevaluate if you should be playing this game anymore.
*Magic Resist Glyphs: Whether or not you use straight Flat Magic Resist, straight per level Magic Resist, or a mixture of the two is up to you. I find that magic resist is more pertinent mid to late game than it is early game, unless you are against an AP champion in lane. Even when you are ganking a solo lane with an AP champ, they are more often than not too squishy to be able to take on you and your friendly. I personally like to mix 4 Flat MR with 5 /lvl MR just to offset the early to late game transition a little more smoothly.
The following is the masteries I have chosen and the reasons why I chose them.
*Offense Tree:
Double-Edged Sword
^The 1% addition damage received is offset with 1 point of both Magic Resist and Armor due to the fact that the damage reduction they provide is percentage based as well. You will have plenty of Armor and Magic Resist and will not even notice this 1%. The 2% increase in damage output, however, is EXTREMELY helpful to you to clear your jungle faster and lock down good ganks.
Fury
^ More Attack Speed equals faster jungle clear time and synergizes with Denting Blows very efficiently.
*Deffensive Tree
Block
^If you are confortable against jungle monsters
or
Tough Skin
->
Bladed Armor
^If you find yourself having problems against jungle monsters
Enchanted Armor
and
Veteran Scars
->
Juggernaut
^Increases the value of the tank items you buy
Hardiness
(3) and
Resistance
(1)
^Hardiness will be more beneficial in jungle against monsters
Perseverance
^Keep you farming in the jungle for a lot longer without having to go Base to recover health
Swiftness
^Slow reduction is nice, keeps you locked on your prey.
Tenacious
^Gives you a great defensive boost in teams fights
Legendary Guardian
^Can't peel for your squishies or chase down a kill if you are CC'd. This is a great bonus for only 1 mastery point.
+If you are more scared of the AP opponents than normal, you can flop
Hardiness
and
Resistance
+
*Utility Tree
Fleet of Foot
^Movement Speed helps you clear jungle and chase down little *****es.
*Offense Tree:

^The 1% addition damage received is offset with 1 point of both Magic Resist and Armor due to the fact that the damage reduction they provide is percentage based as well. You will have plenty of Armor and Magic Resist and will not even notice this 1%. The 2% increase in damage output, however, is EXTREMELY helpful to you to clear your jungle faster and lock down good ganks.

^ More Attack Speed equals faster jungle clear time and synergizes with Denting Blows very efficiently.
*Deffensive Tree

^If you are confortable against jungle monsters
or


^If you find yourself having problems against jungle monsters

and


^Increases the value of the tank items you buy


^Hardiness will be more beneficial in jungle against monsters

^Keep you farming in the jungle for a lot longer without having to go Base to recover health

^Slow reduction is nice, keeps you locked on your prey.

^Gives you a great defensive boost in teams fights

^Can't peel for your squishies or chase down a kill if you are CC'd. This is a great bonus for only 1 mastery point.
+If you are more scared of the AP opponents than normal, you can flop


*Utility Tree

^Movement Speed helps you clear jungle and chase down little *****es.
Vault Breaker will surprise you how much faster you will clear your jungle if you max level it as oppossed to Excessive Force. Play a game or two leveling either one first to see which works best with your playing style, but this is my prefered.

-Synergizes greatly with building tanky items with HP on them. This just makes you unbelievably hard to kill by giving you a shield based on your max HP.

-Use this to move over walls and attack the next jungle camp. This ability makes Vi very mobile and if you hit an enemy champion with it you will cause them to be knocked back momentarily for a quick CC.

-Take this first to make taking your blue buff a lot smoother. Every third strike you will deal extra damage based on target's max hp, lower their armor by a percentage, and boost your attack speed. This will help you keep your damage up later in the game even with a tanky build.

-This ability is great with [Trinity Force] and it is also an auto attack cancel. Once you get used to landing a [Trinity Force] proc with this every time right after and auto attack, you will see a major increase in your damage output.

-This allows you to dive past the enemy front lines and mess up their ADC and other squishies, holding them in place for a hot second, and momentarily knocks all enemies in your path to the side and damaging them. This is also great to combo with [Vault Breaker] over a wall for a great gank opportunity.
These items are what I personally have found to be a solid set for a balanced Vi. Every match is different, of course, and if you are lucky enough to play against an all AD or all AP team (the latter being more unlikely) then you will end up dominating simply because you don't have to worry about one of your resistances. But, more often than not, you will have to consider getting resistances in both physical and magical damage. There are cases where the only form of real magic damage, from mid lane for example, is getting shut down hard because your mid ally is doing very well, in this case you can hold off on buying your magic resist until that said champ because a contender (if they even catch up).
Also, take into consideration what the enemy is buying. If you are fighting a team who are not stacking very much armor, but a lot of health, swap out The Black Cleaver for Blade of the Ruined King in your main build, it will help you and your team a lot more. (granted that it is not your sole responibility but be thoughtful of what you buy)
Don't get too attached to any one items or set of items. It's okay to have prefered items but buying Magic Resist when you are not taking a lot of magic damage is not going to be very beneficial.
A key factor to playing Vi well is to utilize her combo with Denting Blows and her other abilities.
Vault Breaker,
Relentless Force, as well as
Cease and Desist will proc
Denting Blows stacks along with Auto Attacks. Do not underestimate this ability, it is extremely strong. To quickly dispatch another champion use one of these combos:
1.)
Cease and Desist >>> auto attack once >>> as soon as your auto attack hits use
Relentless Force
(BAM!
Denting Blows proc)
Auto Attack >>>
Relentless Force >>> Auto Attack
(BAM!
Denting Blows proc)
By this time they will be scared ****less of you and try to run so give them a little love tap with
Vault Breaker to shake them up a bit and to keep them next to you.
^
Vault Breaker >>> Auto Attack >>>
Relentless Force (if it has come back up, which it should)
(BAM!
Denting Blows proc)
2.)
Same basic idea but start off with
Vault Breaker and save your ult to lock down the little ***** later in the combo.
Try both and you will see that different situations call for which one would be better to apply.




1.)


(BAM!

Auto Attack >>>

(BAM!

By this time they will be scared ****less of you and try to run so give them a little love tap with

^


(BAM!

2.)
Same basic idea but start off with

Try both and you will see that different situations call for which one would be better to apply.
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