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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Blast Shield (PASSIVE)
Vi Passive Ability
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Lee Sin
Major pain. He is very strong early in the game and is very likely to steal buffs. If he does, your game will be weaker and you might lose the game. Wards are advised, and your whole team.
Synergies
Introduction
| About Vi | |||
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About the author
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Hi I'm Fiveslash, (worst name na ;-;) I am currently In bronze 3 and I play on the North American server. |
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 • Use this while trading to block some damage.
• This can't be proc ed by
• 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.
• 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
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 • Use this early to take down jungle camps faster.
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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.
• This also disrupts channels.
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• Great lock-down, especially when combined with
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Pros
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+ Great poke and mobility. + Can interrupt channeled spells with + Can go tanky or bruiser. + Great team player champion. |
Cons
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- Blinds greatly affect your burst. - spell shields completely negate the cc from your Q and R - If - Ultimate can kill you due to you charging to far away from your team. |
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.
Item Sequence

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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. |


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Increases many of your stats, brings up most importantly your hp,attack damage, movement speed, and ability power. This greatly increases |


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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 |

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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. |

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Shreds extra armor, gives more damage and heath. Great against tanky teams or taking out valuable targets. |


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Bonus mana, ability power, armor, and its icy passive make this a good item for engaging and staying alive. |

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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 |

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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. |

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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. |

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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. |

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Gives you health, the sunfire cape passive, and the most important part, a 25% bonus health multiplier, making |

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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 |

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This enchantment gives you +10 armor pen, +40 damage, and +10% CDR. I don't recommend taking this enchantment because |

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.
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 things
6/6/2015:Changed intro.
8/15/2015:Updated devourer, added
















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