Mobafire League of Legends Build Guides Mobafire League of Legends Build Guides

Vi Build Guide by fiveslash

This build has been archived and is for historical display only.

PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

Rating Pending
Like Build on Facebook Tweet This Build Share This Build on Reddit
League of Legends Build Guide Author fiveslash

Vi: the tank meta master.

fiveslash Last updated on August 14, 2015
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!

Thank You!

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

LeagueSpy Logo
Jungle Role
Ranked #9 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: 21

Legendary Guardian

Defense: 9


Utility: 0

Threats to Vi with this build

Show all
Threat Champion Notes
Vel'Koz Not exactly a threat under normal circumstances, you have 2 disrupts which negates his ult. Also, he doesn't have much mobility, which means, catching him out of position, free kill.
Guide Top


About Vi
Vi is a melee champion with dueling skills. She excels in team fights and extended duels. She has a high camp clear time as well as high mobility. Her pre-6 and post-6 ganks are strong as she doesn't need to follow the river or brush.
About the author
Hi I'm Fiveslash, (worst name na ;-;) I am currently In bronze 3 and I play on the North American server. Vi is currently my main and I have only lost once as her after I made this guide for some reason. I have been playing Vi since December 2013 and I started playing late season 3.

Guide Top


BLAST SHIELD: 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 an 18 second cooldown. The cooldown is reduced to 13 seconds at level 7, and 8 seconds at level 12. Blast shield is a useful passive when farming and later while in team fights. This passive gets stronger when you get more heath, making Warmog's Armor a viable choice.
• Use this while trading to block some damage.
• This can't be proc ed by Denting Blows
• The cool down decreases as you level, use this to your advantage!
VAULT BREAKER: Charges a powerful punch that carries Vi forward.

First Cast: Slows Vi's movement speed by 15% while increasing damage and dash range over 1.25 seconds.

Second Cast: Vi dashes forward, dealing 50 / 75 / 100 / 125 / 150 (+0.8 per bonus attack damage) to 100 / 150 / 200 / 250 / 300 (+1.6 per bonus attack damage) physical damage and applying Denting Blows to all enemies hit (deals 75% damage to minions and monsters). Stops upon colliding with an enemy champion, knocking it back. When interrupted, Vault Breaker goes on a 3 second cooldown, refunding 50% of the Mana cost.
Vault Breaker is a useful tool when trying to cross terrain or to engage/disengage from fights. Use this to disrupt channeled abilities like Ace in the Hole or Life Form Disintegration Ray.
• Use this to disrupt channels! great for saving life's.
• Use this to knock back champions chasing people, the disrupt may save them.
• You can cross terrain or deal more damage with it if you let it charge up.
• Combining Flash and Vault Breaker makes a nice combo.
DENTING BLOWS: Every 3rd attack on the same target deals an additional 4 / 5.5 / 7 / 8.5 / 10% (+ 1% per 35 bonus AD) of the target's maximum Health as physical damage, reduces its Armor by 20% and grants Vi 30 / 35 / 40 / 45 / 50% Attack Speed for 4 seconds (max 300 damage vs. minions and monsters). This passive ability makes jungling easier due to its armor shredding properties and attack speed increase. However, it should be maxed last due to it not really a useful tool in comparison to Vault Breaker as Vault Breaker allows you to cross terrain, and Excessive Force allows you to take turrets faster, none of which Denting Blows does.
• Use this early to take down jungle camps faster.
Denting Blows's armor shred stacks with The Black Cleaver's
EXCESSIVE FORCE: Causes next basic attack to deal 5 / 20 / 35 / 50 / 65 (+1.15 Attack Damage) (+0.7 Ability Power) physical damage to the target and enemies behind it.

Vi charges a new punch every 14 / 12.5 / 11 / 9.5 / 8 seconds and can hold 2 charges at once.
This spell has a multitude of uses. It allows you to clear turrets faster, poke safely, wave clear, and much more. Use this while taking turrets and use it to reset your AA, which means, 2 attacks in quick succession.
• This helps you take turrets faster.
• This deals more damage than your auto attacks, use it to poke or burst enemies.
• Use it to take out minion waves faster.
ASSAULT AND BATTERY: Vi targets an enemy champion and chases it down, knocking it up for 1.25 seconds, dealing 150 / 300 / 450 (+140% bonus AD) physical damage.

While charging, Vi is immune to crowd control and will knock aside enemies in the way, dealing 75% damage to them.
Vi's ultimate. Put points in it when possible. upon activation of this spell, Vi charges rapidly at the poor victim, immune to all crowd control temporarily, knocking aside all enemy units in its path to your target. Vi will then throw the target in the air and slam them down. This will go over walls and can't be stopped by Azir's Emperor's Divide. Use this to break up the enemy formation. DO NOT USE IT TO EXECUTE! Use other skills like Vault Breaker or Flash to catch up to enemies. You should only use this to get to the carries, doing this makes quick work of them.
• This also disrupts channels.
Assault and Battery deals lots of damage, and deals 75% of that to any colliding enemy unit.
• Great lock-down, especially when combined with Vault Breaker

Guide Top

Pros / Cons


+ Great poke and mobility.
+ Can interrupt channeled spells with Vault Breaker and Assault and Battery.
+ Can go tanky or bruiser.
+ Great team player champion.

- Blinds greatly affect your burst.
- spell shields completely negate the cc from your Q and R
- If Vi goes tanky, she doesn't have enough damage, however, if she goes damage, she wont have enough health.
- Ultimate can kill you due to you charging to far away from your team.

Guide Top

Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
> > >
Assault and Battery is your ultimate, it allows you to target carries in the back and kill them, Max it when you can. Excessive Force and Vault Breaker are near evenly matched for how good they are, just observe the enemy's formation and replace Vault Breaker as most important if it should be needed. Points in Denting Blows are nice, but they aren't needed, as mostly you won't be dueling early in the game, nor will the enemy have tons of armor just yet.

Guide Top


  • Greater Quintessence of Attack Damage: Better attack damage, which increases your damage output. This helps you in fights, and your burst potential.
  • Greater Mark of Attack Damage: Again, more damage, more dead things.
  • Greater Glyph of Magic Resist: For those pesky ap casters such as Veigar. Can be traded for scaling MR glyphs if you want to have more MR near the end of the game, however, some champions require the MR right away.
  • Greater Seal of Armor: For those ad people who will hurt you. Examples include, but not limited to: WuKong, Talon, Gangplank, and most adcs. Again, these can be switched for scaling armor seals instead.

Guide Top


The offensive tree is lined up for fast jungle clear time, taking a point in butcher and feast, as well as taking damage, cool down rate, and attack speed points to optimize late game potential.The defensive tree is set up for optimal defenses, including armor and magic resist.

Guide Top


Item Sequence

Boots of Swiftness - Alacrity

Trinity Force

Warmog's Armor

The Black Cleaver

Maw of Malmortius

Oracle's Lens
This item allows easy clear speed and a stun upon using smite. A must have for slower farmers or people who just want to farm with ease. This can also be used to steal the enemy's jungle camps.
Increases your movement speed by 60 and reduces movement debuffs by 25%. A great item for getting in and out of fights and lanes when ganking, as well as chasing and escaping with its permanent movement speed and slow reduction.
Increases many of your stats, brings up most importantly your hp,attack damage, movement speed, and ability power. This greatly increases Excessive Force's damage, and thus, your pushing potential. Get this early due to it enhancing your power.
This item gives you allot of armor and magic resist, which helps your survival greatly. Plus, if you thought that wasn't enough, it revives you if you die. This is a must have if the opposing team deals lots of damage. The literal only 2 draw backs are the cost and the time between revives, which is 300 seconds, or about 5 minutes.
Other than the life steal, the most important part of this item is it's passive, a circle that deals damage based on distance every time you auto attack. This synergises well with Excessive Force. Plus its active, which is similar to its passive, deals more damage than the passive does, but both give life steal on hit.
Gives you health and heath regen, and increases your passive's strength. It's a all around good item, especially when your team needs a tank.
Shreds extra armor, gives more damage and heath. Great against tanky teams or taking out valuable targets.
Along with more damage the lower your heath is, it gives damage and magic resistance and that neat passive which pulls up a spell shield when you go below 30% hp on a spell hitting you. Great against AP casters and assassins.
Bonus mana, ability power, armor, and its icy passive make this a good item for engaging and staying alive.
Some armour early game helps on bot and top lane ganks as well as its passive function, blocking 10% of basic attack damage. Especially great against high AD teams
Magic resistance is great for mid-lane ganks and fighting AP heavy teams. The tenacity also decreases the time your in roots, stuns, etc. so that you can stay in the fight.
Gives you Cool Down reduction, great for spamming skills. Get this if you don't need speed or resistances, which isn't often,but very helpful.
Insane amounts of damage and life steal, as well as its passive granting a shield whilst attacking at full health. However, this shield will decay over time; albeit over a long time.
Gives you health, the sunfire cape passive, and the most important part, a 25% bonus health multiplier, making Warmog's Armor a very good choice.
With the new sated devourer, once you hit 30 stacks with your devourer your second consecutive auto attack will hit twice, applying all on hit effects. This enchantment should be used for those nice Denting Blows stacks and IF you want to be a duelest. This is also viable if the enemy team has a Malphite or lots of armor to apply your Denting Blows faster
This enchantment gives you +10 armor pen, +40 damage, and +10% CDR. I don't recommend taking this enchantment because The Black Cleaver gives you x2 the CDR, gives you health, and makes you move faster when you hit enemies and kill them, but Trinity Force does that too, so that doesn't matter.
This jungling item allows you to smite enemies, giving you true sight of them and reducing your damage taken from your marked target by 20%, this is a great duelist's item, do note that this damage isn't as powerful as your smite against neutral monsters, with smite dealing 360-1000 true damage to neutral monsters while only dealing 60-162 to champions. Use this to duel against champions who will duel better than you.

Guide Top


Map for warding
yellow:For guarding your buffs so no one takes it.
blue:For your laner to see if the enemy jungler is approaching.
orange:For counter jungling, use this to give mid blue buff.
red:Use these spots for Baron/Dragon control, place it at the back, and get the rift scuttler for maximum vision, also place in the brushes.

Guide Top


5/9/2015:Fixed Pros/Cons list. Updated items list. Added champions to vs. list. Replaced Frozen Mallet with Youmuu's Ghostblade. Fixed the bug with Greater Seal of Armor. Few tweaks to masteries.5/10/2015:Added cynderhulk upgrade.5/11/2015:Added Locket of the Iron Solari.5/12/2015:Updated masteries chapter to match masteries section on the main area thing-y.5/23/2015:Added Cinderhulk to items chapter, added more walls of text.5/24/2015:Made the aesthetics look better, made GA sound more professional, added things to abilities.5/25/2015:Added warding chapter. Updated a few things6/6/2015:Changed intro.8/15/2015:Updated devourer, added Skirmisher's Sabre to offensive alternatives and items.