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Recommended Items
Spells:
Flash
Teleport
Items
Ability Order
Blast Shield (PASSIVE)
Vi Passive Ability
Introduction
(Just FYI, I am an ex-1701 ELO player from EUNE, waiting for the last Preseason patch so that I can jump back into the ranked solo queue.
Now move on, nothing to see here.)

So why should you pick up
Vi?
She's one dirty badass brawler, fellow dunklings. This steampunk lady actually made it into the mighty basketball team full of square-jaw gentlemen and that IS something!
Also, she is from Piltover. Piltovian guys and gals are all smashing cool. No offense to



So if you're in need of something refreshing after slamming and jamming all day with the good old dunkmasters, get



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+ Tons of burst, sustained and AoE damage + Two gapclosers, both imbued with hard crowd control effects + Scales well all day, every day + Accepts many different builds + Rude, crude and totally Vi-able |
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- No MS-boost or slow in the kit - No innate health sustain - Sometimes lazy to disengage - Possible early mana issues - Whiffing Falcon Punch isn't hard - Deals exclusively physical damage |
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Runes
You're not


Runes




This can be used with the majority of AD champions and it works perfectly with

Other Vi-able choices
M
A R K S greater mark of armor penetration M A R K S |
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The definite jungling marks in case you want to blow up some monsters instead. If you're a synergy-freak, I secretly tell you that with these you proc your ![]() |
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M
A R K S greater mark of armor penetration M A R K S |
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If you happen to lane against something that is going to build a lot of AP but already hurts a lot (![]() |
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Greater Quintessence of Armor Penetration
Since penetration is such a hot sh*t nowadays, it could be a good idea to take these. It takes slightly more efforts to farm before you get your first AD item, but ArPen is really valuable in the lategame when everyone builds armor.I'm covered by steel and I wear two gigantic gloves, but negative f*cks are given by my feet. Seriously, this thing works on a lot of champs and ![]() |
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Masteries
One of the better things about bruisers is that they care much less about specified mastery setups, and with the Season 3 masteries now we have even more options. If you feel confused about what to get from the new trees, consider one of these three pages below.
(9/21/0) gives you some cool defensive masteries and is a safer choice if you don't know what you're up against.
Take (21/9/0) if you hate yordles and you want to ground them all before they pester you to death.
Get (9/12/9) if you're willing to jungle for the rest of your LoL career.
The coolest masteries
These greatly help

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Fury and/or
Sorcery - Our majestic bruiser likes both, but if you don't go deep into the Offense tree, just put enough points on them to move on to the second tier.
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Deadliness - Max it. It's already good on its own; it was quite expensive to get this much AD before, however it only gets better as it builds up to:
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Weapon Expertise - This seemingly has got nerfed, but thanks to the damage calculation changes it's still one of the beastliest mastery points.
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Durability - This can make the difference between running away in one piece and having that
Ignite ticking your remaining health down. If I take it, I max it.
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Hardiness and/or
Resistance - Since flat penetration is so popular, putting a few points on these can help you not taking true damage. More Armor is advised for jungling.
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Veteran's Scars - Same as
Durability . Health is more likely to become the best defensive stat in this Season, so why not get some more?
Other cool masteries
Put the rest of your points on some of these to round out your mastery page; they are all pretty good and usable in the majority of your games.
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Summoner's Wrath /
Summoner's Resolve /
Summoner's Insight - You don't have to smash your screen to be a more suitable summoner for
Vi, just improve your spells a bit.
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Butcher - A must for jungling, and makes you a cooler farmer.
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Demolitionist - Remember what this game is about? Pushing down the enemy Nexus. Send your enemies back to the fountain, then pummel their towers with all your strength!
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Havoc &
Brute Force &
Sunder - If you're going deep into the Offense tree, you want to max all of these for Max Damage.
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Executioner - This and
Havoc together increases your dunking power by 7.1%. If you made it this far in the guide, I already know you love to Slam Jam.
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Tough Skin &
Bladed Armor - You see all those junglers rolling these for a good reason.
Safeguard - So you're the one who tanks the turret all the time, huh?
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Unyielding &
Block - Autoattackers will hate you forever for picking these. Go ahead.
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Tenacious - Several team compositions include crowd control beasts so this pretty much always comes in handy.
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Juggernaut -
Vi loves to be healthy while punching the bad guys and gals.
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Honor Guard - Scales wonderfully into the lategame if you have ample defensive stats, making your health worth even more.
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Wanderer - Reduces the time it takes to walk back to your lane or to visit fellow dunklings.
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Improved Recall - Believe it or not: taking one second less to blue pill will save your life countless times.
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Mastermind - Now that the Flash base cooldown is 300 seconds, it takes four mastery points to get it back in 255. However your second summoner spell gets back quicker than before.
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Runic Affinity - Enjoy one more minute on your blues and reds now that you have knocked
Maokai out of the forest.
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Biscuiteer - Even a single cookie can save you from getting your butt kicked by the jungle.
Situational masteries
You take these if you plan something funky or you're plain desperate. Sometimes they can be quite rewarding but don't rely on them all the time.
Lethality&
Frenzy - Sword of the Divine. Nuff said.
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Relentless - In the League of Slows this must be a badass mastery. Combine this with
Boots of Swiftness if
Nunu & Willump snowballs too much.
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Good Hands - Your main goal shouldn't be dying, unless you're a masochist who goes full tank mode all game ... or a freaking nooblord.
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Reinforced Armor - If the enemy team had a
Critplank, a
Critdamere and a
Critted Fate, I would love to reinforce my armor this way.
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Scout -
Sightstone and
Ruby Sightstone made the warding game omnipresent. If you actively contribute to the vision building, this can catch something you wouldn't see coming without.
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Meditation and/or
Expanded Mind - While a tough early game or your enthusiastic
Relentless Force spammage can deplete your mana pool, I'd rather buy a
Crystalline Flask.
- Anything else deeper in the Utility tree - I'm afraid you haven't put enough points elsewhere.
Uncool masteries
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Blast and
Arcane Knowledge and
Mental Force and
Spellsword and
Archmage -
APVi is not Vi-able at all.
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Perseverance and/or
Defender and/or
Legendary Armor - these are totally uncool compared to other masteries in the Defense tree.
Summoner Spells
The coolest spell
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They still couldn't nerf ![]() ![]() ![]() |
Other cool spells
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Never go in the jungle without ![]() |
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Also consider taking ![]() |
![]() ![]() ![]() or you can just hop back to your lane ASAP. |
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Situational spells
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While ![]() ![]() ![]() ![]() |
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Some ![]() ![]() ![]() ![]() |
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This might be familiar from your crazy-exciting botlane games and yes, ![]() ![]() ![]() |
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![]() ![]() |
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F*ck you ![]() |
Uncool spells
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If you seriously need this, you're not warding enough. |
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Dominion is not my thing, sorry. |
Abilities
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![]() This is our brawl timer. Get in the fight, let the bodies hit the floor and walk out with so low damage taken you may aswell lifesteal it back on minions. When we're smashing monsters in the forest, this cool passive can make our raspberry shrubs last longer. Note: it scales with your maximum health. Get healthy. |
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![]() Monkey D. Luffy would be so proud. This thing is so flexible it makes us flexible by itself. It works very similarly to ![]() ![]() ![]() Note: the cooldown on the early levels is really high; user discretion is advised. |
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![]() This is compared with ![]() ![]() Note: ![]() |
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![]() Our AoE farming and harassing tool that happens to reset the autoattack-timer. Also, the AoE range is pretty high. It's actually higher than the autoattack range of most AD Carries and Mages so if you can manage your mana and dodge skills well, you may even send those freaking nooblords back to their fountain before they would farm up to scary levels. Note: ![]() |
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![]() ![]() ![]() ![]() ![]() ![]() Note: It's not the most damaging dunk in the arsenal, but the sh*tloads of utility makes it just as fun to pull off. |
Skill Sequence
As I already mentioned earlier, you want to level up your active abilities ASAP for the sole purpose of getting their cooldowns lower; ideally it's best to max


Yeah, yeah, so what should I get first?
Vault Breaker if you're invading or expecting a very early gank,
Denting Blows if you're jungling, and
Relentless Force if you plan on passively laning for a bit.
By level 3, you should have one point on each.




The way I make her a good addition to the team is to find a healthy balance between offense and defense. This doesn't mean other approaches are not Vi-able, but I find them being more like niche builds:
- Going only for damage items may net you some (or over a million, who knows) kills early on but if the game isn't over in ~30 minutes you most likely end up melting in teamfights. You can build AD
Vi if you have a strong early team and you want to finish the match fast.
- Going only for tank items has a rather obvious drawback: you don't deal scary amounts of damage and the enemy team may just ignore you while they smack your carries to death. You can build Tank
Vi if your team was silly on the champion selection screen and they want you to be nothing but their meat shield. It's a hard row to hoe, but someone has to do it.
Starting Items
I see many conservative laners stick with the Season 2 starting kit, which is:




Bear in mind that with the dawn of Season 3 the Base Movement Speed has been increased by 25 while the Movement Speed bonus of all boots have been reduced by 25. This means that while this beginning is still correct, it's not as super strong as it was before.













This might be familiar from your last holidays. Now you don't give up as much MS as before so go ahead if you begin your tanking business straight away. Hug your fountain for a few seconds to make the second option work.




An offensive take-off if you expect and easy lane. The new






Actually I find this exceptionally Vi-able.




The drawback? Need 5 gold.






The new standard for jungling. It makes your first clear quick and safe enough to perform a judicial gank on that evil ghoulbreeder



This +



No brakes on the hate train,


You gotta love AP

First trip back
If you didn't start with
Boots, get it after your successful debut
"(...) Or don't, I don't care."
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Both offensive and defensive stats make this an overall good item to B for, but the most appealing part is the Icy proc. It gives you something you're missing from your ability kit:![]() |
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So even that rock solid ![]() ![]() |
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If you're a hell-raiser and end up in brawls often, take the blue sword and scare the sh*t outta your foes with a Super-![]() |
philosopher's stone |
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The lane seems hopeless? Get GP10 and farm to the end. |
These are the coolest items to purchase for
Vi. If you proceed to get them all,
the God of Dunk will smile upon you forever.
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I sincerely believe ![]() ![]() |
The remake was so successful you could see ![]() ![]() ![]() ![]() |
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The only thing that doesn't deal AoE damage now is your autoattack. Let's fix it, and add another mini-![]() ![]() |
... this. The new ![]() |
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The definition of tons of health. The values got tweaked and the item itself looks slightly weaker than before. On the other hand it also costs less, and it fuels your![]() ![]() |
These items are also pretty cool and work well on
Vi. Take them to round out your build.
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![]() ![]() ![]() |
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The more offensive upgrade of ![]() ![]() |
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Oh tomboy this is so attractive. A single item that gives you a lot of nasty stuff: 100% Icy procs, tons of health and a decent chunk of damage because you like to smash sh*t with your huge frosty hammer, don't you? Too bad that item slows don't stack with each other so you either have to take this or ![]() |
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I always liked ![]() ![]() |
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Before ![]() ![]() |
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So they have an AP toplaner, an AP mid, an AP jungler and a ![]() ![]() |
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![]() ![]() ![]() ![]() |
There is a place and time for these items to appear in your inventory,
and it's not everywhere and everytime.
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![]() ![]() ![]() |
zeke's herald |
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Alright, this used to be a fine support item but guess what: now there are hotter support items in the game. So why would you prefer this over other sustain items? The AS replaced with AD made it in general a more attractive aura item to take if you have more than 2 AD champs in your team. That said, you may not be the main target so even with less offensive items you can deal more damage while the bonus life steal keeps your allies alive. |
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When I'm jungling, usually, I upgrade my ![]() ![]() ![]() ![]() |
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"Do I look like a godd*mn support, brah?" Hold on a minute and check the stats. F*ck ![]() ![]() ![]() |
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There are teams that just don't have the willpower to build tanky. All they want is to murder everyone and so ignore defensive stats. So how do you deal with those careless scrubs? Terrify them. With all seriousness, turning on the active of ![]() ![]() ![]() |
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This is the fourth support item I mention, I know, but this must have been part of at least one of your Trinity Tank builds. Despite the massive regeneration debuffs and the slightly less health it gives I'd still consider buying ![]() |
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I tried this thing on a few champs without any real burst (![]() ![]() Either way, it's hardcore fun. |
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It basically gives you a second life every now and then. Can still be totally useless if your team leaves you alone with all the evildoers, so buy this at your own risk. |
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This is for showing off when the enemy team is already brutally slaughtered and they have absolutely no idea how to deal with your ![]() |
If I had to think about when would I take these items,
I would say never and never ever.
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This is not as horrible as the rest in this bracket, it's just that it doesn't serve any purpose. It could've been good as a counter-initiation item, but it's just so easy to poke that shield out, leaving you with health and MR. Get a ![]() |
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It's definitely broken on certain champs. ![]() |
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There is a comparison with ![]() |
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I don't really like this item because it very rarely proves to be more useful than other armor items. I guess it works if ![]() |
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Snowball for a few minutes, then die once and lose tons of AD. Seriously, don't do it. |
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Get out. |
Boots of Choice
A few words about boots.
In general, although

We have two Vi-able alternatives,




Now about the enchantments.











Out of these five,

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"Let's get to the fun part!" |
Screw the lanes and other cr*p now, let's talk about playing in general. A huge bunch of people tend to forget what this game is about and often make silly plays for silly purposes, so after thousands of matches I dare you to ask this one question: what is the main goal of the game?
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"WAAAA DUNK THE B*TCHES PICK UP PENTA GET 20K GOLD LOL WAT ITENS HOLY SHIII-" |
I like your enthusiasm, but this mindset won't lead you to ultimate triumph. The matter is, if you go only for kills, you may end up being painfully reckless and give unnecessary kills. The main goal is to destroy the enemy Nexus. Making the enemy team surrender is only an alternative. Of course the fun part is about two teams coming full butt at each other, but you only sour your own life by donating gold to your opposition; after all, their goal is the same. Minimize casualties. Don't die. If you died, make sure it doesn't happen again.
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"How do I not die? I'm already dead!" |
So despite my advice, you're still a running gold bag. Don't worry, I won't call you a freaking nooblord for this.
I do my best to be nice and help you so before breaking it down to phases, let's find out how NOT to die:
- Know your opponent. This is not only about knowing the abilities. You have to be aware of his/her/its stats, build paths and behaviour. The best way to learn more about champions is to play with them.
- Watch the scoreboard. Not for the amount of KS your jungler got away with. Check the farms, the items and the score aswell. You better know who's fed and who fell behind so that you don't fight against the odds.
- Avoid the Fog of War. Don't roam around alone in the jungle if you don't know where your foes are; you can get ambushed and brutally slaughtered. Don't chase people endlessly; the enemy team may set up a trap against you.
- Watch the minimap. Not only to see what's visible, but to see what's missing. Stop blaming your teammates for not saying "ss"; just glance at the corner to check the lanes by yourself. Also, warding is useless if you never look at area you warded.
- Build vision. Not knowing where the enemy champions are makes the Fog of War a huge danger zone. Ward around the place you're farming at.
- Always have an escape route. This is especially true for solo queue. Make sure you can survive on your own. The jungler will not be there whenever you're in trouble.
- Minimize risk. Go for the kill only if you are 100% sure that you can get out alive. Many dive the turret and die trying to finish someone. Don't be that guy/girl.
- Take objectives with your team. Try the Dragon/Baron only if you know the entire enemy team is somewhere far away (e.g. the Otherworld). Push together and make sure you can join teamfights in time.
- Stay positive, chat less. The lack of team morale can completely destroy solo games. Don't bother smack-talking with your team, some take it negatively. Ignore All-chat. Use pinging, but don't spam it. Make sure you really are in the mood for playing.
Bear in mind that these are only general guidelines to help you make your own life easier. I cannot play the game for you. Just by reading this guide you will not be the Winner Of The Year. You have to log in, play normals, get used to the mechanics, try out everything and then maybe you become a better

Now let's break it down to phases.
Earlygame
Why do I consider the starting items you see at the top of the page being one of the best purchases? With smart usage of the consumables, this take-off has the greatest potential of keeping you on lane.




First off,


The best way to go after your items is to farm. Remember to lasthit all the time. If you can't reach a minion, stay within EXP range. Don't push unless you feel safe (and warded a lot). If you're against something that likes to push, you can harass by using



Note: when you've pushed your lane and the enemy laner's been sitting under the turret for a while, then suddenly charges at you, even though you got the advantage, they apparently want to tell you: "Here's the jungler, let's fight sis!". I hope you know what to do.
For initiating brawls, get in the brush, charge up your





At level 6, put a point on your crazyawesome ultimate. You will use it as a finishing move. When sh*t get real in a duel, summoner spells get popped, and enemies get dunked. Let's say you're facing a huge-a*s ugly



Midgame
There are many theories about when is the earlygame over. Consider this: earlygame ~ laning phase. First turret down -> someone leaves the lane -> laning phase over ~ earlygame over. In short, people start roaming around in the midgame.
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"Laning phase is never ending. Woof." |
Anyway,


Someone farming alone? Reward him/her/it with a



Also, the burst damage peaks at around level 9 to 13 due to Q and E being leveled up, making assassinations truly outrageous. Carries haven't built Armor yet and the jungler may still be behind in terms of farm and EXP, meaning you have multiple targets to go for.
First off, assuming your laning opponent keeps calling you overpowered as you dunked him/her/it hard, look at the other lanes. Whoever is pushing to our turret is apparently waiting to be ganked by YOU. Whoever is pushed up to the turret is apparently waiting to be towerdived by YOU ... and your jungler.
With all seriousness, work with your jungler please. That

Ganking on botlane can be made dramatically easier by using

While midgame is the best part of the match to pick up lots of kills, there are objectives to take between victorious fights. Make sure the majority of the buffs end up at one of your team members. If the Dragon is alive, go for it with your team. If the enemy team thinks the same, try to steal it from them. If there is absolutely no chance to take it, kill them all or push down a turret to make up for the gold loss. If your team is full of earlygame champs who scale poorly into teamfights, your goal is to gain as much gold advantage as possible and finish the game with it. Otherwise, survive until your lategame-destroyers start to get working.
Oh, and one more thing: don't do Baron yet, unless you wiped out the enemy team.
There is just too much risk involved.
Lategame
The difference between midgame and lategame may look tiny for some, but it's actually quite significant. At this point, most have finished their builds and teams behave as a single unit. Most of the turrets are down and Baron has become quite attractive. A single teamfight can decide the match and not just in the way of forcing the other team vote four times YES (three if they have a freaking nooblord who left the game after first blood).
If you were the jungler and you have a




Actually I find

- Initiator - You have a tank who can't initiate well, or you are the tank.
Cease and Desist on the enemy AD/AP Carry (whichever is more frightening), then play a Last Man Standing with him/her/it. Yes, it's a hard work to do.
- Semi-Carry - You can deal tons of damage. Wait until your tank initiates then go for the enemy AD/AP Carry (whichever seems tastier), kill him/her/it right away, then get out until you can focus someone else, preferably the other Carry.
- Peeler - Your build is quite balanced. Stay with your AD/AP Carry (whichever looks cooler) and punch everyone who tries to approach him/her/it. If it happens to be the enemy AD/AP Carry, dunk that b*stard and hope your teammates follow your example.
- Tank Destroyer - Your team could already function well if it wasn't for that angry
Nautilus disrupting everyone. Separate him with a nicely aimed ultimate and whittle down his health with some
Denting Blows. Denying the tank may let your carries do their things calmly.
Whatever you're doing for your team, make sure you always stick together; nothing is worse than having an absent member in a teamfight. Confine yourselves to this rule when taking objectives. Keep all lanes pushed or at least neutral. Go for Baron only when pushed. If you have won a teamfight, focus on pushing.
After 40+ minutes, one teamfight can decide the entire match especially if your AD Carry survives it. Enemy team got ACE'd? Ignore Baron, go for the Nexus. Demolish all turrets and inhibitors in the way. Destroying the Nexus gives you instant VICTORY, killing the Baron then pressing B doesn't. If you see the enemy champs coming back alive, proceed to take everything and get your purple buff before they could step out of their base.
Don't delay the game only for getting maximum IP. That way you give your enemies the chance to retaliate. Win as fast as possible.
TL;DR:
Build advantage on lane.
Help other lanes get ahead.
Keep up the pressure.
Destroy the enemy Nexus.
(Wow, this last part was kinda serious, sorry.)

An unprepared player can be easily slapped in the face by the Season 3 jungle, so take your runes, masteries and starting items as suggested above. Most importantly, bring

For a quick and safe clear call a laner to help with the first two camps.
The ideal jungle routes
These runs were done in a custom game, without any help, obviously, to show that


After a few tries, both routes seem to be equally fast. The Red Buff Route may look scarier on the video, but actually it's safely manageable if you wait for your potions to heal you back a bit before going for the Red Lizard.
The reason behind learning two different routes is to allow a quicker gank on lanes the enemy may not expect you to be near. Most players think a mana user always go the Blue Buff Route but since your mana issues only occur after level 3, you can easily take the other one and do a level 2 gank before the rivers get spammed by wards. This is especially cool when you're on the purple side and toplane looks tasty.
If you gank at level 2, you better learn

Now that I mentioned ...
They deserve a distinct chapter because they have changed a lot. Remember them from Season 2? They were walking gold back then; you murdered the AD Carry, then you saw these guys and gals tumbling around cluelessly, waiting to be picked up as bonus cash. Oh, the support did lasthit you? Don't worry, all they can get are some wards you may farm with your

This is so f*cking wrong now.
Yes, supports still purchase a consumable for warding. It's called


...
Before they had enough utility to support their laning partner. Now they have enough to support the whole team. Take

How about now?
She will rally her team, put an AoE slow on her initiator, knock you up, turn you into a godd*mn squirrel, slow you more, send wraiths after you just in case you'd like to escape through the Fog of War, chase you down, slow you even more and ONCE you turn on her, she swallows your burst while her carry swallows you. She will disrupt the living hell out of you and there's jacksh*t you can do about it because she's as tanky as you are.
A good enemy support will make your life a misery, regardless of your role.
The solution? Don't ever dare to give kills to the support. I am for real. If you have to choose between letting the enemy AD Carry go away with no health and dive to kill but die to the support, just back off. He/she would invest that swag into utility which is amazingly hard to counterbuild. Let the support snowball and he/she will dictate the pace of all fights.
In Season 2, they could save lives and toss things around (

TL;DR:
Supports are scary as heck. Don't feed them.
You hit the wearer, you slow down, then you get hit by the active slow.



One thing


Don't be sad ...
The jungle will always be there for you.
Finished sections:



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