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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Blast Shield (PASSIVE)
Vi Passive Ability
A brief introduction
this is my first guide on this site (and ever, if I'm to be completely honest), so leave feedback, whether positive or negative, and give suggestions on possible improvements. Please do not downvote unnecessarily, without giving feedback why you downvoted. I enabled forced comments because I got 3 downvotes for no apparent reason in the span of a day.
Vi is the first champion that made me buy her on the first day of release, and I want to share how i personally play her. I find most guides build her full AD , but I find that, similarly to Riven, this leads to the "you can kill me fast, but God help you if i catch you". I don't like that, and i love the moderate survivability and damage with this particular build.
Oh and here, have her awesome login music:
Vi is a champion who deals predominantly physical damage, with no abilities that deal magic damage.
She has high damage output throughout the game due to her bursty early game and her high scaling based on the enemy's maximum health on her
Denting Blows.
So let's look at some pros and cons.
Pros:
• Great gap closer and escape in her
Vault Breaker
• High damage throughout the game due to her
Denting Blows scaling off of enemy HP
• Good pushing power with her
Vault Breaker and
Relentless Force
• The very disruptive and team-fight-changing
Cease and Desist
• Good survivability due to her
Blast Shield
• High AD scaling on all of her abilities.
• Mid-game terror
Cons:
• Squishy early game
• Can run out of mana (oom) really fast if you spam her abilities
• Damage falls off in late-game
• Has issues with sticking to targets
• Can be zoned by poke and harass champions, especially ranged ones
• Needs core build to be really effective
• Makes you feel like rambo
She has high damage output throughout the game due to her bursty early game and her high scaling based on the enemy's maximum health on her

So let's look at some pros and cons.

• Great gap closer and escape in her

• High damage throughout the game due to her

• Good pushing power with her


• The very disruptive and team-fight-changing

• Good survivability due to her

• High AD scaling on all of her abilities.
• Mid-game terror

• Squishy early game
• Can run out of mana (oom) really fast if you spam her abilities
• Damage falls off in late-game
• Has issues with sticking to targets
• Can be zoned by poke and harass champions, especially ranged ones
• Needs core build to be really effective
• Makes you feel like rambo
Runes:
Runes




These are your standard option for marks. Alternatively, you could pick Greater Mark of armor penetration, but that's a weaker choice, since you have good AD scaling on your abilities. Another choice to consider is ![]() ![]() ![]() ![]() |
Being in top or bottom lane, you're going to face physical damage champions most of the time, and even the AP ones do some physical damage, so these are the way to go. Alternatively, you could choose to go for ![]() ![]() |
Since you'll most have to deal with mostly physical damage early on, these are just the runes you want. If you're facing an AP top or a strong early AP jungle, ![]() |
I usually run these runes. I take them for the same reason i take ![]() |
Now this is a rather interesting choice. Usually runes matter most in the early stages of the game, but these ones matter and help a lot throughout the entire game. Take these if you have trouble catching up to fleeing targets. |
If you need (or want) to be more tanky early on or have trouble surviving, take these runes. They also scale nicely with your ![]() |

Masteries:
NOTE: some people took this seriously, so to clarify - it's not OP, but i think it is very useful, especially late game, for the cheap price of one mastery point.
You cannot realistically expect to not die the whole game, and if you have (close to) no deaths, that means you're fed, and that means you deal a lot of damage. In that case, every second your team is without you, potential damage is lost, when you eventually die, and that means your team is gimped.
Late-game every second counts.
You cannot realistically expect to not die the whole game, and if you have (close to) no deaths, that means you're fed, and that means you deal a lot of damage. In that case, every second your team is without you, potential damage is lost, when you eventually die, and that means your team is gimped.
Late-game every second counts.
•


depends on your personal preference. I prefer


•


Summoner Spells:
What I usually take:
This summoner spell lets you finish off fleeing or low enemies and is good to counter those pesky healers such as
![]() ![]() ![]() |
The 1001 uses spell. Use it to engage, use it to escape, use it for anything!
|
• Viable alternatives:
•
Teleport: I am starting to use this spell more and more. It gives great map control and mobility throughout the game.
•
Ghost: It can be beneficial if you're involved in long chases and if you have a slow (
Phage/
Frozen Mallet/
Iceborn Gauntlet) to halt their escape, it's even better. Also useful if you want to have the jump on somebody in a gank. It's just too hard to pass up
Flash for it.
•
Exhaust: do they have a lot of high attack speed carries like
Tryndamere or
Vayne? Then this is your best friend. Also helps you chase. Every team should have at least one.

•





• Some argue that, because you have
Vault Breaker to hop over walls, you should take
Ghost, but nay, I say. Even with
Tristana,
Ezreal and the like, I always take
Flash because the hopping skills often have an offensive side to them, so if you use them offensively, you will have it on cooldown if you find yourself in a sticky situation.
In case of
Vault Breaker, it'll be unavailable for some 6 seconds late game or 18 seconds early game. Plenty of time for someone to lock you down and murder you, not to mention the charge time and the chance to hit an enemy champion and thus failing it.





In case of

•



Skills
When Vi's activated abilities damage an enemy, she gains a shield equal to 10% of her maximum health for 3 seconds. Blast shield has a 18 / 13 / 8 second cooldown.
• This is a great passive that gives you a shield upon dealing damage with abilities
• You can use it to shield yourself while escaping on low HP from a single enemy by using
Relentless Force on the chaser (or even better, a minion) and then immediately using
Vault Breaker to get out, letting the shield take any situational damage you would take while you're slowed.
• You can use it to shield yourself while escaping on low HP from a single enemy by using


FIRST CAST: Slows your movement speed by 15% while increasing damage and dash range over 1.25 seconds.
SECOND CAST: Vi dashes forward, dealing physical damage and applying Denting Blows to all enemies hit. Vi stops upon colliding with an enemy champion, knocking it back. Vault Breaker deals 75% damage to minions and monsters.
RANGE: 50 to 600
MINIMUM PHYSICAL DAMAGE: 50 / 80 / 110 / 140 / 170 (+70% bonus AD)
MAXIMUM PHYSICAL DAMAGE: 100 / 160 / 220 / 280 / 340 (+140% bonus AD)
• Use it to gap-close
• Use it to escape
• Use it to clear minion waves in tandem with
Relentless Force
• Be careful not to push the enemy away from yourself in a crucial moment
• Use it to escape
• Use it to clear minion waves in tandem with

• Be careful not to push the enemy away from yourself in a crucial moment
PASSIVE: Every 3rd attack on the same target deals additional physical damage equal to a percentage of the target's maximum health, reduces its armor by 20% and grants Vi bonus attack speed for 4 seconds. Denting Blows deals a maximum of 300 damage against minions and monsters.
BONUS PHYSICAL DAMAGE: 6 / 7 / 8 / 9 / 10% of target's max health (+0.029% per bonus AD)
ATTACK SPEED BONUS: 30 / 35 / 40 / 45 / 50%
• While not having an active part, it doesn't devalue this ability.
• It works the similar to
Silver Bolts, albeit dealing physical damage, shredding armor and increasing attack speed. It can also keep stacks on multiple targets.
• You want to apply this as fast and as often as possible
• While pushing a turret, if there's an enemy siege minion nearby, hit it 3 times to get the attack speed buff to push the turret faster.
• It works the similar to

• You want to apply this as fast and as often as possible
• While pushing a turret, if there's an enemy siege minion nearby, hit it 3 times to get the attack speed buff to push the turret faster.
Causes Vi's next basic attack to deal bonus physical damage to the target and enemies behind it. Vi periodically charges a new punch and can hold up to 2 charges at once.
RANGE: 600
TOTAL PHYSICAL DAMAGE: 5 / 20 / 35 / 50 / 65 (+115% AD) (+70% AP)
CHARGE RELOAD TIME: 14 / 12.5 / 11 / 9.5 / 8 seconds
• This is an attack modifier that deals damage to the target and the targets behind it.
• Do not be tricked into thinking that the cone deals less damage to the secondary targets even if it feels like it. It deals the full damage to all of them.
• Use this to harass if an enemy is hiding behind minions
• Use this to quickly clear minion waves
• This resets your attack timer, so it's best used right after an autoattack for two quick hits.
• Do not be tricked into thinking that the cone deals less damage to the secondary targets even if it feels like it. It deals the full damage to all of them.
• Use this to harass if an enemy is hiding behind minions
• Use this to quickly clear minion waves
• This resets your attack timer, so it's best used right after an autoattack for two quick hits.
Vi targets an enemy champion and chases it down, knocking it up for 1.25 seconds, dealing physical damage.
While charging, Vi is immune to crowd control and will knock aside enemies in her way, dealing 75% damage to them.
RANGE: 700
PHYSICAL DAMAGE: 200 / 325 / 450 (+140% bonus AD)
PHYSICAL DAMAGE TO SECONDARY TARGETS: 150 / 262.5 / 375 (+105% bonus AD)
• The bastard child of
Unstoppable Force and
Depth Charge, this sends Vi charging at the target, knocking it up and knocking aside everything on the way.
• Be careful when using it, since, the same as
Twisted Advance, it'll follow the target wherever it goes (unless they teleport or recall) so you can end up in a bad spot.
• This is extremely disruptive and can push enemies out of position, ready for the picking by your teammates.
• It's extremely effective at isolating and bursting the enemy carry.


• Be careful when using it, since, the same as

• This is extremely disruptive and can push enemies out of position, ready for the picking by your teammates.
• It's extremely effective at isolating and bursting the enemy carry.

Skill order
These are the two skill orders I use.
I tend to use the first one 99% of the time for the mobility

Max


Basic (s)kill combos
• Combo 1:



• Combo 2: Combo 1 > AA >


• Ult combo:



• Full combo: Combo 1 > Ult combo > (spam everything trying to get as many


Starting items
This is the best start of all the choices. It gives you mobility and regeneration in the form of potions. You should always wait for 4th potion if you can. It's 150 extra regenerated health.
If you have to guard a jungle entrance, start recalling at 1:28, buy and run back to lane.
This is your start when facing a strong early game AD bully. This start can give you the edge you need to beat them and outsustain them. I take this when I'm up against

It may be a good idea to replace one or two of those




With this start, it's not a bad idea to get an early

or
or
These starts was brought to my attention in a comment, since I completely forgot about it. Introduced in season 3, these give a new definition of sustain. Against constant harassers or early ganks, this is invaluable. Pick this if you think you'll have trouble on top or you just feel like laning forever.
What this start has is included mana sustain as well in the form of

For the first one you'll have to wait for 5 more gold near the fountain.
As for the last one I only recommend it if:
a) they don't have a jungler and you trust your mid to call ss (mia on american servers)
b) you don't fear ganks/jungler is poor/jungler has poor ganking capabilities
c) you are really cocky
d) you think you can easily escape (you're not overextending or pushing and are always cautious)
e) you are
Singed
b) you don't fear ganks/jungler is poor/jungler has poor ganking capabilities
c) you are really cocky
d) you think you can easily escape (you're not overextending or pushing and are always cautious)
e) you are

First back and subsequent backs
I love rushing this item. it makes you a whole lot more tanky and makes your ![]() ![]() ![]() |
Gives some AD, health and gives you a chance to slow, giving you the ability to actually stick to targets without your ![]() |
If you're really facerolling, you can grab one of these before finishing your ![]() ![]() |
Core of the build
•


•



•

•


Enchantments for your boots
•

•

•

•

Last two items:
Now, since you have absolutely no resists from items at this point (except if you grabbed

Against heavy AD
When facing a heavy AD composition, there are many choices to consider, and here they are:
•



•

•

I believe there are better alternatives to this, since by the time you get it, turrets don't really matter. If you do intend on getting it, pick up a catalyst the protector early.
•



•

Keep in mind, you are not invincible with this. Don't go all rambo and fight 1v5 thinking you can get away.
Against heavy AP
When put against a heavy AP composition, there are some choices to keep in mind, but less so than for AD:
•


Despite it's whooping cost, the item itself is awesome. it gives 55 AD, 36 magic resistance, AD based on missing health and a life-saving shield.
•






Oh, and did i mention the massive speed buff?
•

Watch if your support or jungler is getting one, since for the rest of the team, outside of people that have it, the double passive does not stack.
Pick up an

•



•



It does help your survivability in prolonged fights however, giving you 40 magic resistance.
Not really worth it, in my opinion, as there are better choices.
So, you probably noticed I don't use
Mercury's Treads. Here's my reasoning:
What you gain:
• 50 Attack Speed
• 20 AD
• 10% Movement Speed
• 15 Flat Movement Speed
• 25% Slow Reduction
What you lose:
• 1 item slot
• 25 magic resistance
• costs 2650 gold more
You could argue that with merc's, you get the tenacity earlier, and you'd be right. If you really desperately need the tenacity NOW, you can pick them up early, then sell them for
Boots of Swiftness or
Ninja Tabi later. This does cost you some, but i find that
+
/
works better than merc's on Vi.
If you're really adamant about getting
Mercury's Treads and not selling them, I would suggest getting an early
Recurve Bow and upgrading it to
Wit's End relatively early, to not lose attack speed, since you can't get
Zephyr. This path gives 65 additional magic resist, too.
Be aware that with this path, you'll have much less movement speed, so you'll have less sticking power.

What you gain:
• 50 Attack Speed
• 20 AD
• 10% Movement Speed
• 15 Flat Movement Speed
• 25% Slow Reduction
What you lose:
• 1 item slot
• 25 magic resistance
• costs 2650 gold more
You could argue that with merc's, you get the tenacity earlier, and you'd be right. If you really desperately need the tenacity NOW, you can pick them up early, then sell them for





If you're really adamant about getting




Be aware that with this path, you'll have much less movement speed, so you'll have less sticking power.
• While her early game is somewhat weak due to her squishy nature early, do not be fooled that she isn't a threat as well.
• She has tremendous damage output on level 2 with her
>AA>
combo, which gets even more powerful at level 3 when you get your
Denting Blows.
• Watch how many
Denting Blows stacks the enemy has on him so you know if you should autoattack before using
Relentless Force or not.
• Keep in mind that you have a limited mana pool, and using your abilities a lot at this point will get you oom fast, and you can't do much without your abilities. Try to have enough for one
Vault Breaker at all times, to escape ganks and/or sticky situations.
• If having a tough lane, let them push to the tower and farm under it. Wait for ganks from your junglers and save your mana until then, unless using skills is absolutely necessary.
Remember:
• When the jungler comes, try to position yourself to be "out of position", placing yourself perpendicular to the enemy in regards to the lane. What i mean is that your
Vault Breaker pushes the enemy towards the river and at the same time, towards your jungler. Do not push the enemy into or toward the lane bushes if you don't have a ward there, because they can use them to escape easily.
• At this point, your point of focus should mostly be on farming. If you can, try to zone your laning opponent to deny them creep score (CS) and possibly experience. Do this carefully because you could end up losing CS too, as well as making yourself vulnerable to ganks from the enemy jungler.
• Don't push your lane if you can help it. Just last-hit your minions.
• Be sure to put a sight ward in the river bush and/or tribush to protect yourself from ganks.
• She has tremendous damage output on level 2 with her



• Watch how many


• Keep in mind that you have a limited mana pool, and using your abilities a lot at this point will get you oom fast, and you can't do much without your abilities. Try to have enough for one

• If having a tough lane, let them push to the tower and farm under it. Wait for ganks from your junglers and save your mana until then, unless using skills is absolutely necessary.
Remember:
• melee minions: 2 turret hits > your hit
• ranged minions: your hit > turret hit > your hit
• ranged minions: your hit > turret hit > your hit
• When the jungler comes, try to position yourself to be "out of position", placing yourself perpendicular to the enemy in regards to the lane. What i mean is that your

• At this point, your point of focus should mostly be on farming. If you can, try to zone your laning opponent to deny them creep score (CS) and possibly experience. Do this carefully because you could end up losing CS too, as well as making yourself vulnerable to ganks from the enemy jungler.
• Don't push your lane if you can help it. Just last-hit your minions.
• Be sure to put a sight ward in the river bush and/or tribush to protect yourself from ganks.
• At this point, your damage is at it's highest, since enemies have a lot of health for your
Denting Blows and not much resistances, making them easy pickings, especially carries.
• Teamfights start at this point. When they do break out, try to protect your carries, and if you see and enemy out of position, especially if it's a carry, just nuke them down with your full combo and, if your team didn't follow up or your took a substantial amount of damage and are in the focus, you should retreat. Otherwise, if your team followed up and engaged, just start picking them off one by one. Be careful, because you can't penetrate the defenses of the enemy team really well, and this could get you killed. Use
Vault Breaker or
Flash to get out, if things start going not-so-well.
• Try to position yourself to hit as many enemies as possible with your
Cease and Desist, since it pushes them aside and out of position AND deals 75% of the damage you deal to the main target.
• If you can, PROTECT YOUR CARRIES. They deal the majority of the damage in your team, if they are doing their job right, and losing a carry gimps your team really hard.
• Around this point dragon should be warded at all times.

• Teamfights start at this point. When they do break out, try to protect your carries, and if you see and enemy out of position, especially if it's a carry, just nuke them down with your full combo and, if your team didn't follow up or your took a substantial amount of damage and are in the focus, you should retreat. Otherwise, if your team followed up and engaged, just start picking them off one by one. Be careful, because you can't penetrate the defenses of the enemy team really well, and this could get you killed. Use


• Try to position yourself to hit as many enemies as possible with your

• If you can, PROTECT YOUR CARRIES. They deal the majority of the damage in your team, if they are doing their job right, and losing a carry gimps your team really hard.
• Around this point dragon should be warded at all times.
• At this point in the game, you will most likely be battling for baron, dragon and turrets. If your team is alive, do not let the enemy take baron or dragon uncontested.
• Don't let any turrets fall unnecessarily. Vi is a good defender with
Blast Shield,
Vault Breaker and
Relentless Force.
• If your minion wave is pushing (even better if you grabbed
Teleport) you can help split-push. Vi can push quite well, and take down towers with
Relentless Force (position yourself to hit incoming enemy minions with the cone, and if a champion is there DO NOT hit him with the cone, lest you draw the tower aggro to yourself).
• Your damage falls off here, so engage only if you are sure you can get the kill or get the person out of the battle without taking fatal damage yourself.
• Let your tank engage if your team has one.
• Keep in mind, you can 1v1 duel almost anyone at this point, unless they have
Frozen Heart or
Randuin's Omen, since that gimps you somewhat. Having the same against an autoattacker evens the score, and maybe even shifts it to your side, since you rely more on abilities than autoattacks.
Note: this does not apply if they are superfed (20/2 or something of the sort), 'cause you'll just outright die.
• Have a
Vision Ward at baron at all times, and if possible, have a sight ward at dragon too.
• Don't let any turrets fall unnecessarily. Vi is a good defender with



• If your minion wave is pushing (even better if you grabbed


• Your damage falls off here, so engage only if you are sure you can get the kill or get the person out of the battle without taking fatal damage yourself.
• Let your tank engage if your team has one.
• Keep in mind, you can 1v1 duel almost anyone at this point, unless they have


Note: this does not apply if they are superfed (20/2 or something of the sort), 'cause you'll just outright die.
• Have a

Thanks to jhoijhoi for his/her awesome guide to make a guide.
To do:
• Section on how to play against each possible laning opponent.
• Test the viability of
Iceborn Gauntlet
• Discuss
Warmog's Armor and
Trinity Force, further expand on the topic of
Mercury's Treads.
To do:
• Section on how to play against each possible laning opponent.
• Test the viability of

• Discuss



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