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Viego Build Guide by Elekktro

Jungle [Patch 12.2] Elekktro's Master Tier Jungle Viego Guide

Jungle [Patch 12.2] Elekktro's Master Tier Jungle Viego Guide

Updated on January 20, 2022
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League of Legends Build Guide Author Elekktro Build Guide By Elekktro 236 14 278,637 Views 18 Comments
236 14 278,637 Views 18 Comments League of Legends Build Guide Author Elekktro Viego Build Guide By Elekktro Updated on January 20, 2022
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Press the Attack
Legend: Alacrity
Last Stand


+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+15-140 HP (lvls 1-18)


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LoL Summoner Spell: Flash


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Win 52%
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Jungle Role Ranked #64 in
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Champion Build Guide

[Patch 12.2] Elekktro's Master Tier Jungle Viego Guide

By Elekktro
Hello everyone! Patch 12.1 was a difficult patch for many Viego players because we had to transition from building Immortal Shieldbow every game to playing more with Kraken Slayer and Divine Sunderer. Viego's winrate took a significant drop and I know many Viego mains took a break from playing him. However towards the end of the patch Viego's winrate started to pick up again. This shows that Viego remained strong and that it was just taking players some time to adapt to the different item builds. In Patch 12.2 there aren't many changes that directly affect Viego, but after some thorough testing I believe I discovered the new BEST build for Viego (and it might not be what you expect). Due to a lack of direct Viego changes I will discuss the new Turbo Chemtank build and why you should be building it.

Is Turbo Chemtank a New Viable Mythic for Viego

The short answer is YES, but what makes Turbo Chemtank viable? Here are the pros and cons of the Mythic:

[1] Extremely cheap and gold efficent
[2] Provides the tankiness Viego desperately needs
[3] Speeds up jungle clear significantly
[4] Leads to a versatile build path
[5] Improves ganking ability with active
[6] Very strong one item powerspike

[1] Build compenents aren't great
[2] Is a small damage loss compared to Crit
[3] Does not scale as well as other builds

The main argument for building Turbo Chemtank is how cheap it is. Chemtank is 2800 gold which means that it is 600 gold cheaper than any other Mythic Viego usually buys. This means you will spike much faster than you normally would with your first item. Even Blade of the Ruined King is a much slower powerspike due to it costing 3200 gold. League of Legends is all about playing around your power spikes and being able to get your first item power spike 600 gold earlier is a huge deal. For those of you who are worried about a lack of damage with Turbo Chemtank I assure you that you are not losing much damage. The burst damage from Chemtank's passive proc is both insanely high on Jungle camps, but also on champions. From my extensive testing and personal experience I have never run into damage issues with this build.

Explaining the Build Path

After I build Turbo Chemtank I always build Blade of the Ruined King second. Turbo Chemtank is good at carrying your damage/survivability until you reach your second item, but in order to take over the game you will need to build Blade of the Ruined King. At this point you are both extremely tanky, with tons of utility and damage. I prefer this 2 item powerspike over any other 2 item powerspike currently available to Viego.

After you reach your 2nd item the build becomes incredibly versatile. You can build Wit's End if you need damage and magic resist or Sterak's Gage and Death's Dance if you need more bruiser survivability options. My personal favorite 3rd item in this build is Serylda's Grudge. Serylda's Grudge rounds out your item build very well as it provides both utility and Armor Pen which is usually going to come into play as everyone in the game is reaching their 3rd items. Due to the fact that you have a lot of HP from Turbo Chemtank I would not recommend building Lord Dominik's Regards as you will not get full value out of its unique passive. In a non crit Viego build Serylda's Grudge is the stronger Last Whisper item and it especially thrives in this build. For my recommended full build as well as other situational items scroll up to the item builds where I have added a section for Turbo Chemtank.

Do I have to build Turbo Chemtank?

NO! You of course don't have to build Turbo Chemtank. If this build does not interest you or you think this build is just straight up troll; you do not have to build it. However as a Master Tier jungler I have so much confidence in this build that I have been running it in 100% of my ranked Viego games recently. I am convinced that Turbo Chemtank is arguably Viego's strongest build path and it is only just now being discovered. If nothing else I hope you at least try out the build for a few games and let me know what you think. Just because a build is not popular yet does not mean it isn't viable!

Hello my name is Elekktro, aka Dylan.

I am a Master tier jungle main and a dedicated League of Legends Content Creator. I have been playing League for about 8 years now and have been maining jungle for the majority of that time. In Season 11 I was able to go from Diamond 4 to Master Tier playing almost exclusively Viego. I am now currently the Rank 1 Viego NA.

I created this guide because there are so many different builds, runes and playstyles for Viego that it can be difficult to understand which one is correct. When I was learning Viego I decided to try out all the different variations of Viego until I found the most optimal way to play him. My hope is that through this guide I am able to share my unique insight on Viego and lead you on your path to becoming the best Viego player you can be.

If you have any specific questions you would like to ask me, please feel free to stop by my Twitch Stream at . I stream every day at 2:00 pm PST!

[1] High potential to solo carry games
[2] Great mid-late game scaling
[3] Insane outplay potential
[4] Lots of build diversity
[5] Great duelist with one-shot potential
[6] Some of the strongest resets in the game
[7] Can thrive in a side lane or a teamfight

[1] Relatively weak early game
[2] High-skill champion
[3] Requires basic knowledge on every champion
[4] Struggles vs high damage and CC
[5] Does not play well from behind
[6] Slow overall clear speed
[7] Ganks pre 6 are a little weak

Viego is a pure carry champion which means when you pick him you need to be looking to 1v9. Recognizing his weak points is extremely important to not setting yourself behind in the early game. If you are able to get a lead your ability to carry is second to none.
Press the Attack vs Conqueror

Press the Attack used to never be taken by Viego due to the fact that Conqueror was the clear stronger choice. However after Conqueror got nerfed in patch 11.21 there is definitely an argument to be made that Press the Attack is the superior rune. Despite the fact that Conqueror has recieved a small buff in patch 11.24 I do not believe it brings it back as the undisputed best Viego Rune. Press the Attack specializes in pure single target damage. This is amazing for Viego because in teamfights you are generally looking to kill someone ASAP to get your first reset possession. In terms of pure damage Press the Attack is always going to do more especially in 1v1's. The main downside to Press the Attack is that you are missing out on the healing that Conqueror offers. Take Press the Attack if you are up against relatively squishy teams where high single target damage is more important than sustained healing.

Conqueror has been the go to standard rune since Viego was released. Like I mentioned above, Conqueror was nerfed in patch 11.21 and that has made it so Press the Attack is also a viable option. The buff to Conqueror in patch 11.24 will help Viego players who never stopped running Conqueror, but for those players who have started using Press the Attack you will continue to do so. For players who feel more comfortable using Conqueror or simply just prefer it over Press the Attack feel free to keep using it. If you want to make sure you are taking the optimal rune for every game here are the conditions in which I would take Conqueror. The enemy team must have 2-3 bruisers/tanks and/or 2-3 champions with significant healing. Basically if you can look at the enemy team and recognize that teamfights are going to be relatively long; go Conqueror. However in these conditions I would personally take Lethal Tempo before I take Conqueror. If the enemy team is squishy and it seems like teamfights are going to end quickly take Press the Attack.


Why Resolve Secondary over Inspiration Secondary?

You will see that many Viego players will take the Inspiration Tree as their secondary rune page. More specifically they will take Magical Footwear and Cosmic Insight. Both these runes are perfectly viable options. For example getting free 300 gold boots from Magical Footwear is extremely strong and saves you nearly a kills worth of gold. Cosmic Insight additionally lowers the cooldown of your summoner spells and items such as your Immortal Shieldbow. These runes do provide a lot of value, however I personally do not think they are the most optimal secondary rune choices. For example the reduced cooldown on your Flash is very valuable, but Viego is not the type of champion that is looking to Flash on cooldown, especially since he has so many mobility tools to work with. Also Magical Footwear locks you out of purchasing boots early which can significantly impact your early gank pressure. However the main reason I don't run the Inspiration Tree is because of how much I value the Resolve Tree.

The Resolve Tree is my go to standard secondary rune page for Viego. There are many reasons why I take this tree, but one of the main reasons is how flexible it is. For example Revitalize and Unflinching are both amazing runes on Viego and serve wildly different purposes. Viego has a ton of healing built into his kit, from his Q Blade of the Ruined King and from his possession passive Sovereign's Domination . With so much natural healing Viego spawns into the game getting value out of the Revitalize rune. On the other hand one of Viego's biggest weaknesses is getting locked down by CC. In games where this will be an issue you can take Legend: Tenacity and Unflinching. Since Viego builds tank boots this also means you don't need to build Mercury's Treads due to how much tenacity you will have from your runes. Lastly I always take Conditioning because it is one of the best scaling runes in the game. Viego may not build very tanky anymore, but he still is diving into multiple enemies during a fight. Conditioning helps provide that additional tankiness that has many times proven to be the difference maker. All in all the Resolve tree provides far more combat strength than the Inspiration tree does.
Standard Build Path

This is the build that I run in the vast majority of my games.


Tanky Build Path

This is the build that I run when the enemy has too much damage for me to survive without defensive itemization.


When to Build Each Mythic

Immortal Shieldbow:

Up until patch 12.1 Immortal Shieldbow was pretty much the best mythic in all cases. There were some situations where you could get away with going full damage with Kraken Slayer, but for the most part there was no reason NOT to go Immortal Shieldbow. However now that the item is nerfed you will not be building it every game. Immortal Shieldbow is now a worse first item powerspike than before because the loss of 5 AD will be felt most in the early game. Additionally you will be losing around 50 HP of shielding if you were to build Immortal Shieldbow first. This means that the build path of Blade of the Ruined King into Immortal Shieldbow second might be the better option. Another thing to consider is the existence of Serpent's Fang. Due to the fact that you now recieve less shielding from Immortal Shieldbow than before, if the enemy builds Serpent's Fang the item loses so much of its value. What this means is that we will need to be more aware of champions that build Serpent's Fang and consider alternative mythic options if said champions are on the enemy team. Here is the checklist for when I would build Immortal Shieldbow:
  • Build Immortal Shieldbow vs high damage burst comps (comps that have multiple burst mages or high damage fighters such as Yone or Irelia)
  • Build Immortal Shieldbow if you are falling behind early game and need an immediate defensive item

Immortal Shieldbow will now be viewed more as Viego's defensive mythic option rather than the standard mythic you take in all scenarios.

Kraken Slayer:

Kraken Slayer has always been the mythic that I wish I could build every game, but due to Immortal Shieldbow being so strong I could not justify building it. However with the Immortal Shieldbow nerfs I think this narrows the gap and gives Kraken Slayer its time to shine. It is important to understand a few key factors about Kraken Slayer before you build it. First off it is not optimal to build it every game. There will be some games where you will be unable to play the game without some defensive itemization, ie. Immortal Shieldbow or Divine Sunderer. Additionally the skill cap of Viego with Kraken Slayer is much higher because you do not have the safety net of Immortal Shieldbow to save you if you make a mistake. However there are still defensive builds you can go with Kraken Slayer that I highlighted in my builds section. More damage = More fun, but make sure to remember that you don't have a 500 HP Shield to save the day anymore. Here are the scenarios where I would recommend taking Kraken Slayer:
  • Build Kraken Slayer if you will be able to force 1v1's and skirmishes (if you are going to split push at all Kraken is best)
  • Build Kraken Slayer if the enemy team has low burst damage or CC (if the enemy can't one shot you Kraken thrives)
  • Don't build Kraken Slayer if the enemy team has tons of burst damage AND CC (if the enemy team has high damage and the ability to lock you down it does not matter how good you are, you will not be able to survive)

Kraken Slayer remains super high risk high reward, but that is also just Viego's playstyle (he is feast or famine). Don't ego take Kraken Slayer but try to actively think whether it is the best option for the game or if one of the other two mythics are necessary.

Divine Sunderer:

Divine Sunderer is a very interesting mythic option because while it has fallen out of favor with many Viego mains (including myself) it still remains very viable. However I think even Viego mains who prefer the crit playstyle should consider Divine Sunderer this patch as a defensive build option. Fortunately Divine Sunderer fills a very specific niche in that it is the best build path against AD assassins who build Serpent's Fang. The Divine Sunderer build provides a significant amount of flat HP as well as the ability to slot in very useful defensive options such as Death's Dance Sterak's Gage and Guardian Angel. Once again in order to avoid the effects of Serpent's Fang I would personally build Death's Dance in place of Sterak's Gage when attempting to deal with AD assassins. I highlighted more Divine Sunderer build paths in the builds section above. Here are the scenarios where I would take Divine Sunderer:
  • Don't build Divine Sunderer in games where it is not absolutely necessary (you will have better carry potential with Kraken Slayer if you can afford to build it)

Divine Sunderer fills in the major weakness of Immortal Shieldbow this patch which is against AD Assassins. Outside of this scenario I will personally be running one of the two other mythics, but Divine Sunderer definitely has a place this patch.

Situational Items

Blade of the Ruined King is one of those items that if you really wanted to, you could build it every game. It is Viego's highest damage first item powerspike and fits into many different builds. However there are some weaknesses to this item. First off the build path for Blade of the Ruined King is not ideal especially when compared to Noonquiver from Immortal Shieldbow or Kraken Slayer. Additionally building this item will delay your 60% critical strike chance power spike with Infinity Edge. Lastly while it provides insane damage value it does not provide any survivability value like Immortal Shieldbow does. I would build this item if you are up against a particularly tanky team or if you are able to get fed early game and want to snowball. You can also build Blade of the Ruined King second after you build your crit mythic.

I tend to build Wit's End when there are 2-3 magic damage threats on the enemy team. For example if the enemy team has an AP mid laner and an AP bot laner I will look to buy Wit's End. Just remember that you will suffer a damage loss by not going the standard crit path, so you need to weigh the value of suvivability over damage when making this decision.

I tend to build Death's Dance when the enemy team has 2 or more AD assassins or basically any team with 3 or more AD threats. Similarly to Wit's End you will suffer a damage loss by purchasing this item, but in the games where Death's Dance is good it is REALLY good.

I am not a huge fan of building Mortal Reminder but sometimes you just have to. If you don't have an enchanter support that can build Chemtech Putrifier or a carry who can apply Grievous Wounds well; you may have to purchase this item. Usually just sitting on an Executioner's Calling is fine until last item.

Spirit Visage can make for an amazing 4th item when you already have enough damage and just need to survive. The passive on Spirit Visage synergizes super well with Viego's healing and Immortal Shieldbow. Only purchase this if you no longer need more damage and need an item to help you survive.
Standard Jungle Path on Viego


This will be your standard Top Side start for Viego. If you determine that you want to path towards the bottom side of the map you will follow this clear. Viego is a champion that generally is going to look to clear FIVE camps before either ganking, doing scuttle crab or invading. I tend to skip doing Krugs in all my initial clears. I will do Krugs after scuttle crab if there are no opportunities for a gank/invade.


This will be your standard Bottom Side start on Viego. Same as the Top Side clear you are going to be looking to clear FIVE camps before looking to take scuttle crab, gank or invade. Starting Bottom Side will result in a slightly faster clear speed do to a Bot Lane leash. Remember to skip Krugs until after you have at least secured Scuttle Crab.

Optional Full Clear Path


This will be your standard Top Side start full clear. In games where I decide to do a full clear I make sure that I take a 2nd point into my Q Blade of the Ruined King. This will increase Viego's clear speed a pretty significant amount leading to a relatively fast full clear. Usually Top Side full clears are slower than Bot Side full clears because the initial leash from your Top Laner will be worse than if you started Bot Side.


This will be your standard Bot Side start full clear. In games where I decide to do a full clear I make sure that I take a 2nd point into my Q Blade of the Ruined King. This will increase Viego's clear speed a pretty significant amount leading to a relatively fast full clear. If I am going to go for a full clear I prefer to start Bot Lane. A two person leash is much better for starting off the full clear with good tempo. Starting Red Buff with a Bot Lane leash is the most ideal full clear start.


Doing a full clear can be both enticing and rewarding, however many players make the mistake of doing a full clear in a game where they really should not. First off what are the pros/benefits of doing a full clear?
[1] You are able to hit level 4 off the first clear
[2] All your camps will begin their level 4 respawn timer
[3] Simplifies the clear
[4] Gives you a window to make plays while all your camps are down (post first clear)

With those positives in mind, what are some of the cons/negatives about going for a full clear early game?
[1] You won't have your E Harrowed Path until level 4
[2] Full clearing is a very predictable path which can lead to you getting invaded
[3] It can take too long and cause you to lose out on early game ganking windows
[4] If the enemy jungler matches your full clear you lose out on any potential invade windows

When I am deciding if I want to do a full clear I consider all the positives and negatives associated with full clearing. These are some of the main questions I will ask myself in the loading screen to determine whether or not I want to full clear:
  • Do any of my lanes have good early game gank set up? (if none of them do I will full clear)
  • Is the enemy jungler a champion that wants to do a full clear such as Kayn or Hecarim? (if the answer is yes I will usually match the full clear as to not fall too far behind early game)
  • Is the enemy jungler susceptible to being invaded? Can I interrupt their clear successfully by invading? (If the answer is yes I will not full clear and will look to invade where I believe they are pathing)
  • Is the enemy jungler going to look to gank at level 3? Can I successfully counter this gank if I am there?(if the answer is yes I will not full clear and will look to counter gank)

I know this is a lot to consider, so I will try to simplifiy it a little bit for you. If you feel as if the first 3 minutes of the game are going to be relatively low action I would do a full clear. If you see a lot of possibilities for ganks, invades, and counter-ganks; I would avoid full clearing. After enough practice and experience, you will be able to easily identify when it is a good idea to do a full clear and when it is not.


As Viego you have a very average clear speed, followed by average early skirmishing power and average ganking ability. In the early game Viego isn't necessarily weak, but he doesn't do anything particularly special. This makes it incredibly important for you to choose the easiest path to you gaining some sort of advantage in the early game. When you start on one side of the map you are pathing TOWARDS the lane on the other side of the map ie. The lane that you are pathing TOWARDS is the lane you believe has the best chance of succeeding if you gank them. So how do you determine which lane you want to path towards? Here are some checklist items you want to ask yourself before camps spawn:
  • How much CC/Set-up does my laner have? (Can they lock down the enemy champion during the gank?)
  • How easily can the enemy escape a gank? (How much mobility does the enemy champion have?)
  • Is my laner in a good 1v1 or 2v2 matchup? (You will want to gank for your teammates that are in a favorable matchup)
  • Where is the enemy jungler most likely to gank? (Can I safely counter gank them if I am there?)
  • Will the lane that I am pathing away from be safe without early jungle help? (Am I screwing over my lanes by not helping them?)

These are all important questions that you want to be asking yourself not only as a Viego player, but a jungler as a whole. Remember that the ability to read an early game properly is a skill that will develop over time. The more you play Viego the more you will learn his limits and early game patterns. Do your best to analyze where you want to start while loading into the game and trust your gut when deciding where to path. After some practice you will easily get your pathing down!


Simply put your goal on Viego is to get as fed as possible. Like I have mentioned before Viego is a true 1v9 carry champion which means the more of a lead you put onto yourself, the more likely you are to win. Viego struggles with playing from behind especially in bad matchups so it's extremely important to go for plays with a high % chance of succeeding. The key mistakes you want to avoid making are these:
  • Don't overforce ganks, if you miss your W stun the gank is unlikely to succeed
  • Don't force early skirmishes with the enemy jungler unless you can easily beat them
  • Don't afk farm, Viego wants to get a lead ASAP and doesn't have a very fast clear speed
  • Be careful where you use your E Harrowed Path in the early game because it can reveal your location when you don't want it to
  • Don't avoid objectives, Viego can do objectives pretty quickly especially after you get Noonquiver
What Are Possessions?

Credit to SkinSpotlights

Viego's unique "Possession" mechanic is a combination of his passive Sovereign's Domination and his ultimate Heartbreaker.

Viego's passive Sovereign's Domination is the core of his kit. When an enemy dies within 3 seconds of being damaged by Viego the enemy will leave behind an interactable spirit. When interacted with by Viego he will "possess" the spirit basically becoming the enemy champion. During the time of your possession you will heal a percentage of your HP and become untargetable. You will have the same items, abilities and stats as the enemy you possessed. You will also gain a free usage of your ultimate Heartbreaker which when cast during a possession ends it prematurely and brings you back to your base Viego form.

Viego's ultimate Heartbreaker is the second part of his possession mechanic. When cast, Viego discards his current possession if he has one and becomes unstoppable over the cast time, then blinks to the target location. Viego's ultimate is primarily used as an execute ability, however it can be used as a gap closer and escape tool.

How Do You Make Use of Possessions?

The three most beneficial things to consider when taking a possession are:
    1.You become untargetable for a short duration of time
    2.You will heal back a percentage of your HP
    3.You will gain a free cast of your ultimate ability

The three most harmful effects of taking a possessions are:
    1. You take the stats and items of the champion you are possessing and run the risk of being significantly weaker/squishier while possessing them
    2. If you possess someone pre 6 you need to wait 10 seconds before returning to normal form
    3. You have to know how to play the champion you are possessing

Viego's passive is without a doubt one of the strongest abilties/passives in the entire game when used correctly. It is important to keep in mind that in 95% of scenarios when you possess an enemy champion you do not want to stay as them for long. A good rule of thumb is that when you take a possession you want to do one full combo and then use your ultimate Heartbreaker. In most cases all you will be able to do is a single combo before needing to return back to base Viego. Additionally any buffs that you give yourself while possessing an enemy champion will persist when you return to base Viego (Ex. Lulu Shield)

When Should I NOT Take a Possession?

In pre 6 fights it is very hit or miss whether taking a possession is a good idea. Always take a possession if you are 100% about to die if you don't, that way you can survive a little longer and hopefully get some additional damage off. Other than that unless the person you are possessing is an insane early game champion such as Olaf or Lee Sin be careful about possessing pre 6.

In post 6 fights it is almost always a good idea to take a possession with a few exceptions. The main reason it is a good idea to take every possession is because in most fights the enemy team won't be in position to one shot you even if you possess a squishy target. Getting a free usage of your ultimate in a teamfight as well as additional spells has the capacity to solo win you teamfights. However you still have to be very mindful of who you are possessing. If you dive the ADC and you possess them in front of the enemy team there is a good chance the enemy team turns around and kills you.

This will take some experience and discipline to understand when it is a good idea to take a possession and when it's not, but remember to LIMIT TEST. Viego is a champion who has a near endless skill ceiling due to his possession mechanic, so it is imperative that you test your limits as much as possible when learning him.
This guide will be continually updated to add more information. I will keep the guide updated as new patches come out.

Anything else you want out of the guide? Comment and let me know! Make sure to vote on the guide if you liked it!

If you would like to check me out elsewhere, You can find me at:

League of Legends Build Guide Author Elekktro
Elekktro Viego Guide
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[Patch 12.2] Elekktro's Master Tier Jungle Viego Guide

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