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Vi Build Guide by Heatrays

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League of Legends Build Guide Author Heatrays

Vi- The Jungle Tank

Heatrays Last updated on December 22, 2012
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Team 1

LeagueSpy Logo
Jungle Role
Ranked #11 in
Jungle Role
Win 51%
Get More Stats

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 11

Honor Guard

Defense: 10


Utility: 9

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Hey Everyone,

This Guide is about Vi, a Top-lane and Jungle Champion. However this guide is focusing on the Jungling side of her. This is my First Guide, So please all comments and feedback are welcome.

This is how I build Vi, to be able to tank, but also dish out some serious damage. If there are Any Corrections or advice to help better this guide feel free to leave it :) It is all greatly appreciated .

This is a Champion Spotlight on Vi - By Heatrays
for some strange reason the stats from the items are not being added to the overall at the top

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Disclainmer: Still Undergoing Work

This Guide is still under maintanence, I will be adding details and information that i have gathered from playing.

All Feedback is greatly Appreciated so please Leave any comments, feedback, questions or advice down below.

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To Vi, every problem is just another brick wall to punch through with her gigantic hextech gauntlets. Though she grew up on the wrong side of the law, Vi now uses her criminal know-how to serve Piltover's police force. Vi's brash attitude, abrasive humor, and blatant refusal to follow orders can often infuriate her by-the-books partner, Caitlyn. But even the Sheriff of Piltover cannot deny that Vi is an invaluable asset in the fight against crime.

As a child growing up in the lawless outskirts of Piltover, Vi learned to rob and cheat to get by. Stealing and stripping hextech hardware gave her the skills of a master mechanic, while life on the streets taught her self-reliance. When she was six, a ragtag group of criminals took a shine to the young delinquent and brought her into their fold. By the time Vi was eleven, she had become a seasoned accomplice, and she relished the thrill of every heist.

Vi's attitude changed when a raid on a mining facility went bad. She was forced to decide between fleeing with her crew and trying to save the innocent mine workers from a collapsed tunnel. Vi chose to play the hero. While searching for a way to free the mine workers from the rubble, she discovered a damaged robotic mining rig. Improvising, she wrenched off its huge fists and modified them into makeshift hextech gauntlets. Fitting the heavy weapons to her tiny hands, the young girl flexed her arm and threw a powered punch at the rubble. The force of the blow blasted away the rock. With the workers free to escape, Vi fled the scene.

After that job gone wrong, Vi severed her connection to the crew. She returned to a life of solitary crime, but stole only from other criminals. As the years went by, Vi modified and improved her hextech fists, allowing her to bust up heists and snatch loot with ease. Eventually, word of her notoriety reached Caitlyn, the famed Sheriff of Piltover. Rather than seek Vi's arrest, Caitlyn offered the criminal a way to pay her debt to society: work for the law in Piltover. Vi laughed. To her, a job that let her beat up crooks without forcing her to run from the cops sounded perfect. She immediately accepted. Caitlyn now struggles to keep Vi in line, and Vi treats Caitlyn's orders as mere suggestions, but when they work together, they are feared by all lawbreakers in Piltover.

''It's a shame. I've got two fists, but you've only got one face.''
-- Vi

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Is Vi a Speed Jungle?

Lately due to the Season 3 Update a lot of junglers have now become a lot slower, only a few have remained Speed Junglers. However this is not the case for Vi.

Vi is a speed Jungler!!! All of her moves beside ultimate can be effectively used to smash out the Jungle. When used in synchronization Vi shreds the jungle and can easily out jungle any other champ.

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Practical Pro's and Controversial Cons


    Early Game Burst
    Excellent Initiator
    Powerful farming and Jungling Abilities
    Gains a shield based on her Max HP
    Lot of CC and AoE damage
    Has a Powerful Buff (Attack Speed and Armour)

    Squishy Early Game
    Long Cool Downs

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
I have chosen this skill first because it does a lot of damage on the monsters, then after the armour has been shattered it gives a massive attack speed boost, and reduces their armour. This is great forr killing Blue and Red buffs.

This move has been chosen second, because it ggives two bursts, that hit every unit in its paths, this hits all of the mosters for a lot of damage, which greatly increases the speed of the jungle, when combined with the Denting Blows it is very efficeint.

This is chosen third, because it is least helpful in the jungle, however it is great for ganks because of the knock aside effect. Also extremely helpful in alligning the jungle monsters for more even damage spread of Excessive Force

This is the perfect Ultimate for a Jungler, it dishes out a fair amount of damage, but it chases down an enemy champion and knocks them airbourne for 1.5 seconds, which is enough time for your team to do some serious damage and kill them, or even to apply more CC. This is an excellent Initiating Move.

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Move Sequences / Ganking Combinations

Due to Vi's ultimate Assault and Battery she is an extremely effective ganking champion.
Assault and Battery should be used to initiate a gank.

Ganking Combinations

Burst gank

This combination is very helpful for Ganking Mid and a solo top because there is only one champion. I would not recommend using this on either duo top or bottom.

Ganking multiple champions

only use your ultimate if needed

This is an effective gank for duo lanes, because it doesnt leave you defenceless after you have used your burst. Vault Breaker knocks then aside, which gives your laners chance to do some serious damage, and apply their own CC. If the enemies start running away, Pop your ultimate on them so they cannot make it back to their turret.

Standing in brush waiting for them to walk in

Everyone has been in a brush while an enemy face-checks a bush. This combination shreds them apart, they will either stand and fight, or start running. When they start running use this combo to still keep hitting them.
when they start running If your Excessive Force has recharged By now they should be low on HP, or if they are going to be within turret range use

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Fury Boosts your attack speed which increases damage output

Butcher This gives you even more damage for Jungling

Deadliness This gives you extra damage to speed through the jungle quickly

Weapon Expertise This grants Armour penetration for killing Champions


Summoner's Resolve Gives an extra 10 gold each time smite is activated, which may not seem like
much. But it does add Up.

Perseverance When you are low HP in the jungle, this is extremely helpful for HP (unfortunately the icon is showing up as Garen's passive Perseverance so it can not be linked at the moment)

Durability This gives extra HP to stay in the jungle longer

Tough Skin Protection against minions and Monsters

Bladed armour The most essential mastery for jungling, this is a thormail again monsters and minions

Relentless Reducing slows to ensure they cannot escape.


Wanderer this makes it faster to get around the jungle

Meditation As Mana is an issue for Vi this gives her the needed mana regen.

Mastermind having lower cooldowns on Flash and Smite is very handy

Runic Affinity Buffs are very handy, so we need to have them as long as possible.

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Greater Mark of Attack Damage

Greater Glyph of Scaling Magic Resist

Greater Seal of Attack Speed

Greater Quintessence of Attack Damage
Greater Mark of Attack Damage This gives allows you to dish out more damage, which makes the jungling and ganking process even faster.

Greater Glyph of Scaling Magic Resist These Runes make it harder for the Enemy Ap Carry to inflict damage.

Greater Seal of Attack Speed These runes greatly help with your Denting Blows because they make you hit faster, which applies the effects more often.

Greater Quintessence of Attack Damage These runes just supply even more damage.

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Why Not Greater Seal Of Armour?

Why did I choose Greater Seal of Attack Speed over Greater seal of Armour?

There are a few main reasons for this:
Firstly: While greater seal of Armour is an excellent Rune choice for most champs, I find that it is not needed as much on this Vi because she in Jungling. Also there is sufficient armour gained from the items in this build.

I chose the Greater Seal of Attack Speed because it gives 6.9% attack speed, which applies Denting Blows quicker and more often, which makes greatly speed up your jungle.

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Summoner Spells

Because we are Jungling with Vi The first summoner spell ABSOLUTELY MUST BE Smite. Smite Is essential for making the Jungling process very fast and efficient.
There are 2 summoner spells that can be chosen. So I have listed theo ther choices Below:
DO NOT FORGET: Summoner spells are personal pereference

Extremely Useful Spells

Flash This has got to be the most versatile spell in the WHOLE game. It allows to to run away, catch up, jump over walls, and almost anything you can think of.

Ghost This is also very useful, for running away and catching up to champions, it can also be used to run through the jungle quickly.

Viable summoner spells

Teleport This spell is useful for ganking, if an enemy champion is over extended or is pushing a lane, teleport behind them and take them out!

Exhaust Again, this spell is useful in ganks, it makes it very hard for the enemy to escape when you put this on them.

Heal This spell can be useful in a team fight, or very early game if you almost die in the jungle.

Clairvoyance This can be useful to counter-jungle or to see if the monsters have spawned yet, or to check baron/dragon for enemies.

Cleanse This can be useful if the opponent has a lot of CC. If your trying to escape and you get slowed, this can help.

You may as well just have smite if you choose these

Barrier There is no need for this spell, because of Vi's passive Blast Shield

Clarity There is absolutely no need for this spell, because of the blue buff Spirit Stone/ Spirit of the Ancient Golem. There is plenty of Mana regen, and if you are in desperate need. You recall!

Revive This spell is useless, while it may respawn you instantly, it has a 540 second Cooldown.
Enough said, this should not be chosen EVER!

Ignite The only use this could possibly have is aid in a gank, this SHOULD NOT! be chosen because it does not help in the jungle what so ever

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Jungling Gameplay

Note: This only displays the Blue side route, However it is exactly the same for the Purple Side.

First start off at Blue Buff

Then Move up to the Wolves

Run across to the Wraiths

After wraiths run up to the Red Buff

By the time you have killed red you are now level 3 and should have all of your moves: You can do 3 things:

    Gank which ever lane needs most help
    Continue on to the Golems
    Run back to the wolves and start again
If you go back to the wolves after you kill them go back to the wraiths.

Because you are now level 3/4 this makes jungling much quicker, because you now have Vault Breaker as you can see from its affect, it dishes out AoE damage, but it also knocks units aside.
This is especially helpful on the wraiths; Instead of having to aggro them and pull, you can form them into a line by using Vault Breaker.Now they are all in a line, it makes it much easier to kill them all with your Excessive Force
In most cases after the second burst they are dead.

This technique can be used for all of the Jungle Monsters, however I only have show the wraiths as an example.

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Early Game

Boots are essential for travelling around the jungle quickly, while the movement speed is not great on these boots, they build into higher level boots, which make you o much faster, in this case they are building into Boots of Swiftness

This is an essential early game item as it gives both HP and Mana regen which is needed. Usually I do not recall untill I gain 850 gold to get both of these items, unless I have too.

This item gives damage and CD ruduction, which is greatly needed for spamming your skills in the jungle.

These boots are cheap, and are extremely useful for getting around the Jungle. But why not Mercury treads? Simply they are not needed, we gain the tenacity needed from the Spirit of the Ancient Golem


stated above

Again i do not usually recall untill i have 850 Gold to purchase both of these items

This is extremely helpful in gaining gold. It gives 2 additional gold for every kill, which gives a massive profit while jungling, then later builds into Atma's Impaler

Stated above


This is a great starting item, because it gives CD reduction, loads of damage, and Armour Penetration, so you dish out more damage.

This item is extremely useful, as it not only gives HP but also armour and Hp/Mana regen. The main reason why this is extremely useful as it increases damage to monsters by 25%

This item is extremely helpful because is give massive HP, more damage, and an incredable slow.


stated above

I chose this item because it gives good armour and great HP, also its slow may not seem like much, but it really helpis in team fights and Ganks. Then if they are getting away, or you are running away, Use the Active.

This item is extremely helpful, it gives decent hp, good damage, good attack speed, and some Ability power, while isnt needed helps put more dmage into your Excessive Force. However the main reason I chose this item was because of the Moonflair Spellblade passive. This stacks with your Excessive Force which makes your damage output rediculously high.

End Game

this item gives so much HP it is rediculous, which greatly increases the effectiveness of your passive Blast Shield and it also gives more Health Regen which combined with Spirit of the Ancient Golem it is very good.

This is a late game item because it gives additional damage based on Your HP. At this point your HP is aroun 4.4k which gives loads of extra damage when Atma's Impaler is finished.


This item is stated above; however the damage output will be slightly lower because you do not have as much Health.

This item is very helpful in the end game, in team fights, if you die you get a second life, which means you can come back and cleanup after the fight. This item also gives decent armour and magic resist.

But thats not to say you absolutely have to follow one or the other. You can easily mix and mash both of these builds together. There are items that havent been included that may be extremely useful on Vi i will be experimenting with her, and I will be undating this guide as i see fit :)

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But, but, which build Should I Choose?

There are two build in this guide: But which one is better?
Neither one is better then the other!
It's all pereference, and it is also slightly situational.

If you are facing a heavy AD team I would choose the Second Build Trinity Force
If you are facing a team that is more squishy I would go for the First Build Warmog's Armor

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Thankyou, and P.S. notes and Updates

But thats not to say you absolutely have to follow one or the other. You can easily mix and mash both of these builds together. There are items that havent been included that may be extremely useful on Vi i will be experimenting with her, and I will be undating this guide as i see fit :)

Thankyou all so much :) this is my first ever guide :) so i hope you all like it :)
Please leave any feedback,advice,tips, ideas, questions :) all is greatly appreciated.

A special thanks goes to JhoiJhoi for her Excellent Guide on making a build!
which is here:
Making a guide

Also to Levitated because her guide gave me a few idea for my own


22/12/12 - Fixed masteries issue, only 29 were displayed, added one point to fury