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Vi Build Guide by Vapora Dark


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League of Legends Build Guide Author Vapora Dark

Vapora's Guide To Vi

Vapora Dark Last updated on September 14, 2017
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Ability Sequence

3
4
5
7
9
Ability Key Q
1
14
15
17
18
Ability Key W
2
8
10
12
13
Ability Key E
6
11
16
Ability Key R

Masteries

12 Ferocity

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0 Cunning

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18 Resolve

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Vapora Dark
Hey guys, my name is Vapora Dark. I'm a multi-season Master tier player from EUW. Vi is currently my favourite jungler.

I hope you enjoy reading the guide as much as I enjoyed writing it, and most importantly, that you take everything you can from it! And if you do enjoy it, upvotes are very much appreciated!

Follow me on Twitter @VaporaDark if you wanna hear from me outside of the guide, I recently started using it and would like people to actually see the things I may choose to Tweet. :)

If you like Vi and would enjoy talking about her, come participate in /r/ViMains on Reddit!

And if you ever want to see how I personally play Vi, feel free to follow me on Twitch. I'm more than happy to play Vi upon request, but I need to know that people actually want to see it. So if you would like to see me play Vi, please give my stream a follow.


AD marks are the perfect balance between clear speed and damage to champions. You won't clear as fast as if you were taking attack speed marks, but the increased damage to champions through your spells will make up for it.
Armor seals as most of the damage in the game is physical, and they make your clears helthier.
You take magic resist here because it's the most stat-efficient rune to take, but you also have some room for variation given that you generally won't be taking much magic damage in the early-game. You have the option of running 6 flat CDR glyphs to help you with your clears,
or 6 scaling CDR glyphs to cap out your CDR late-game. Both options are good, as is simply rolling with 9 MR glyphs. It's up to you what to go for.
AD quints aren't quite as efficient as AD marks are, so here you'll want to go for AS quints as they'll greatly increase your clear speed while still adding some damage to champions.


I won't spend too much time talking about the strengths and weaknesses of individual masteries, but here's the gist of it. 18 in Resolve is optimal because it gives you access to Courage of the Colossus , the strongest keystone for a low CD CC bruiser like Vi as it'll make her much tankier in team-fights.

As for the smaller masteries, it doesn't usually make a huge difference which you take and lots are viable, the ones I display on my guide are simply the ones I personally consider to be the best (and my opinion is subject to change).

The viable masteries are: Recovery , Tough Skin , Runic Armor , Veteran's Scars ,
Insight , Swiftness and Legendary Guardian in Resolve, and then Fury , Fresh Blood , Natural Talent , Vampirism , Battle Trance , Bounty Hunter and Double Edged Sword if you choose to go into Ferocity, or Savagery , Secret Stash , Merciless , Dangerous Game if you choose to go into Cunning.

Anything else is unarguably worse than the alternative and not worth running.


Flash has been the standard summoner spell to take on almost every single champion since forever. It's always been indisputably the best summoner spell in the game, so there's nothing you can replace it with.

Smite is likewise irreplaceable on junglers, even more so than Flash. It immensely helps your clear speeds and the health of your clears, and more importantly it helps secure camps and objectives like Dragon and Baron Nashor. Even if you were playing a jungler that could healthily clear the jungle without Smite, not taking Smite would still be out of the question. And Vi isn't even one of those junglers to begin with.

-Skill Order-

> >
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Q E Q W Q R Q E Q E R E E W W R W W
Passive: Blast Shield
Blast Shield: Whenever you hit an enemy with a spell, you get a shield that has a cooldown varying by level. This helps you more healthily clear the jungle, and makes you pretty tanky in team-fights, especially when combined with the shield of Courage of the Colossus .
Q: VAULT BREAKER
Vault Breaker: This ability is your main gap closer as well as your only CC besides Assault and Battery. It also has huge base damage, so you can burst really hard if you land this to begin a combo.

Something important to note is that you can cast Flash while charging Vault Breaker, but if you flash during Vault Breaker's dash it'll just cancel it. If you're going for a Flash Vault Breaker, make sure to Flash before you release Q.
W: DENTING BLOWS
Denting Blows: Every 3rd auto-attack on the same target deals extra damage, reduces their armor, and grants you attack speed. This increases your clear speeds by so much that you'll actually want to start Denting Blows over Excessive Force even though it won't allow you to activate Blast Shield until level 2.
E: EXCESSIVE FORCE
Excessive Force: This makes your next auto-attack deal extra damage to the target and in an AoE to enemies behind it. It's also an auto-attack reset so you'll want to make sure you're applying it correctly to get the most auto-attacks off as possible.
Ultimate: ASSAULT AND BATTERY
Assault and Battery: This spell is almost a free kill on every gank if you use it on the right target. In team-fights you'll use this either to lock down high priority targets, to make picks, or to peel for your carries. It also does some pretty good damage, especially at later levels, so you'll be doing a lot of burst overall to whoever you choose to go on.

Hunter's Machete
Hunter's Machete + Refillable Potion: The starting item for any jungler is between Hunter's Machete and Hunter's Talisman. Vi should opt for Hunter's Machete as it synergizes with her high attack speed while clearing, and as she won't be using any spells to make use of Hunter's Talisman during her first clear. You'll want to go for Refillable Potion instead of 3 Health Potions as she doesn't strictly need the extra sustain, so you'll save yourself some gold in the long run, as well as having the option of a cheap upgrade to Hunter's Potion during one of your first backs.
Stalker's Blade - Warrior
Stalker's Blade - Warrior: Enchantment: Warrior is the best jungle item for Vi due to her great AD ratios. Stalker's Blade is the best Smite upgrade for Vi as it'll allow her to stick onto enemies better. Optionally you could instead build Skirmisher's Sabre if you intend to brawl with the enemy jungler often.
Ninja Tabi
Ninja Tabi: These are the strongest Boots right now, and the ones you'll want to build in most games. They're only good vs AD champions though so you'll want to forego them if you're not facing many AD champs.
Mercury's Treads
Mercury's Treads: Against high CC comps, or comps with high magic damage, you should op for Mercury's Treads, as they offer both MR and Tenacity.
Boots of Swiftness
Boots of Swiftness: If neither of the apply above, default to these Boots. They're very good on Vi as her Q is a self-slow as she charges it, and these boots reduce the effectiveness of slows. It also helps her get closer to a target to hit them with Assault and Battery.
Trinity Force
Trinity Force: Due to Vi's low CD spell + frequent auto-attacking nature, this item is the biggest damage spike you can get on Vi, as you get the Sheen proc and and a huge 40% attack speed.
Sterak's Gage
Sterak's Gage: The buffs in 7.9 make this a very strong item to combine with Trinity Force, especially once you can get some HP going to increase the strength of the shield.
Dead Man's Plate
Dead Man's Plate: After Sterak's Gage you'll want to get some real tank stats going. Build Dead Man's Plate for a good mix of armor and HP, and the passive that'll make you do slightly more damage and make you more mobile as you move across the map.
Gargoyle Stoneplate
Gargoyle Stoneplate: You'll want this item to finish up your build and make you extremely tanky. You don't want to build it before Dead Man's Plate since its main tankiness comes at the cost of damage, which sucks. But the active will single-handedly keep you alive for 4 seconds longer, to allow you to keep soaking damage and cause disruption. If you need some early MR at any point, build the Negatron Cloak to build into this item later on and just sit on it until you need Gargoyle Stoneplate.
Randuin's Omen
Randuin's Omen: This can act as a replacement for Dead Man's Plate against high crit/AS comps, or when the enemy ADC is particularly fed.
Guardian Angel
Guardian Angel: If you're really ahead, you can use this item to push your lead even further, as it'll make you harder to kill by causing you to revive after your first death, and give you even more damage to work with while also acting as a defensive item.
Adaptive Helm
Adaptive Helm: This item can replace deadman's plate or Gargoyle Stoneplate specifically against low CD mages like Cassiopeia, Ryze, Syndra, etc.


Blue Start


Blue

->


Wolves

->


Red ( Smite)
Standard start if you're on red side since you get to have your bot lane help you with it, and if you have a melee support they'll usually tank most of it for you so you can move onto your next camp with almost no damage taken. Move onto wolves before taking your 3rd buff. From there on you can either look to gank, take scuttle, or keep clearing.

Red Start


Red

->


Wolves

->


Blue ( Smite)
Standard start if you're blue side so your bot lane can help you as you do it. You can also start it even if you're red side if you want to let your bot lane get an advantage by being in lane quicker than the enemy bot lane, or if you want to avoid losing your red to an early invade by the enemy jungler, such as Ivern.


Farm, farm, farm. You want to get yourself as fed as possible so take as many jungle camps as you can, as well as take lane CS whenever the opportunity arises (explained further down).

As with any jungler you should be ganking, but don't go out of your way to force ganks that seem unlikely to succeed. But on the flip side, go for any ganks that seem likely to succeed, since whether it results in a kill for you or for your laner, you'll still be getting free gold and XP, and then get to tax some gold/XP from the lane CS as you help your laner shove the wave into the tower to make the enemy miss out on CS.

Additionally make sure to hold lanes whenever possible, e.g. if one of your laners has to recall or dies, the enemy will be shoving that wave into your tower to make your laner miss CS, so you can take advantage of this by taking the wave for yourself since it would die to tower anyway, and thus get yourself ahead since lane CS gives more gold than a jungle camp, and does so without being at the expense of your HP.

Whenever one of your ganks succeeds, look out for an opportunity to get an objective out of it. For example if you double kill the enemy bot lane you can convert that into a dragon since for the enemy mid and jungle to contest that they'd have to 2v4. However, dragon is not always a possibility, especially if your team is low or if you only kill one of the enemy bot lane, and sometimes it's just not even the best objective to take. If you have to choose between taking a dragon or getting the tower first blood, you should pretty much always go for the tower first blood, since it grants a massive gold increase which is more immediately beneficial than that of the buffs given by dragons. And in general I would just always prioritize towers over dragons, since getting more map control by taking down towers makes it easier to take dragons later on, whereas choosing to take a dragon instead is harder to convert into taking towers later.

Whenever you see the enemy jungler showing up on the opposite side of the map, if there's no plays for you to make on your side then it can be worth going into their jungle to counterjungle them while they're too busy to respond. Whenever you counterjungle, if possible you should take the big monster but leave 1 small monster alive, to delay the camp's spawning as much as possible. When the enemy jungler wants to farm the camp, they won't find it already in the process of respawning soon, but have to kill the last remaining monster for a tiny bit of gold and a tiny bit of XP, and then have to wait the entire 1m40s for it to respawn.

If you find yourself getting significantly ahead of the enemy jungler then you can just start going into their jungle whether you have vision of them or not, provided your lanes are in a position to help you. With a level advantage you have a stronger Smite and can easily steal away camps they're trying to do, and they shouldn't be able to straight up win fights against you. Just don't do this if your nearest laner is getting pushed in since that means they won't be able to come help as they would miss a lot of CS to the tower, but the enemy laner can come help kill you without losing out on anything.

As the game progresses you'll find yourself in many team-fights. During team-fights you generally want to go for priority targets with Assault and Battery, but it's not quite as simple as that since while sometimes it's more valuable to kill the enemy carries, it's sometimes even more valuable to simply peel for your own carries. You'll have to use your own judgement to determine what's the correct choice, but it's generally best to peel if you have a great late-game ADC like Jinx, Twitch, Kog'Maw, Vayne, etc.


Hopper is Bae
That's it for my Vi guide. I hope you found this helpful and learn to play Vi as well as you want to.

Special thanks to Hopper for banners and coding.
(Go check her shop out!)

If you're interested to see me play, follow my stream! Right now when I'm tryharding I pretty much only play ADC or mid, but if you want to see me jungling with Vi let me know and we'll see if it's possible.