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Vi Build Guide by almeidaalajoel

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League of Legends Build Guide Author almeidaalajoel

Victorious Vi: How to carry soloqueue (UPDATED!!)

almeidaalajoel Last updated on November 3, 2015
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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

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Why should you take my advice?

I am currently Diamond in ranked solo queue. Here are my vi stats:

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Hi guys, I'm back again with another guide, this time for Vi. I've mained Vi this season with great success. I started playing her last season back when she was not one of the top tier junglers and really liked her, and nowadays I love her even more. Her ability to disrupt the enemy squishy's and peel for her own team when needed is insane. She's also incredibly strong in early fights and ganks, and carries hard when ahead. So lets learn all about her!

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Pros / Cons

Vi's strengths and weaknesses


+ Excellent ganks
+ Great jungle clear
+ Amazing CC in team fights
+ Naturally tanky
+ Naturally high damage
+ Good counter jungler/duelist
+ Can lock down enemy ADC/mid in team fights
+ Can peel really well in team fights
+ Great initiate
+ Can carry a bad team
+ Very Mobile

+ No global pressure (isn't pantheon)
+ Q sometimes hard to hit, can be interrupted
+ Your own ult can get you killed if they're smart

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Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Mark of Attack Damage

Greater Quintessence of Attack Damage
These runes are my favorite on Vi. AD marks and quints really help your Q damage during ganks because it scales really well with bonus AD. They also improve your clear time by a lot. Armor is good early, if you're gonna be farming up though (which you probably shouldn't) then you might want scaling health instead and scaling magic resist instead of regular.

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This page is great for early and late game damage as well as a bit of survivability.

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Summoner Spells

Summoner Spells

Smite is pretty self explanatory on a jungler, 100% necessary. Buff/Objective control etc.

I would always take this spell on Vi. Flash Qs are DEVESTATING. A flash Q can very easily get first blood and are one of Vi's most important mechanics. It's also great for objective steals, escapes, etc.

These are the only two spells I ever take on Vi.

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Ability explanation

  • Blast Shield (Passive): This passive gives Vi a shield based on her max health each time she hits an enemy with an active ability. This shield is great for early ganks, skirmishes, jungle sustain, and late game team fights. All around an excellent passive that rewards you defensively for playing offensively. If you are very low and ignited or something, try to E or Q a minion if you have the shield available and you'll get a shield that might just save your life.
  • Vault Breaker (Q): This is Vi's signature move. This ability sends you rushing forward a variable distance and doing damage both based on how long you charged it. However, when charging, you are slowed and can be CCd out of charging. It deals crazy damage throughout every stage of the game and cc's the enemy for a short time. If you land one of these on the enemy it will very often lead to a kill. However, it can also be used very well as an escape. This ability goes through almost every wall if fully charged. It's also great for dodging abilities like Nidalee's Javelin Toss by just tapping the q button in a different direction. It also applies both Denting Blows to the enemy and Blast Shield to yourself. Max this ability first for decreased CD and increased damage. At max rank the CD is very short, but early on it's nearly 20 seconds so make sure you use it correctly or you won't have it again for a while.
  • Denting Blows (W): This spell makes Vi's third auto attack or spell deal a % of her targets maximum health as bonus damage, reduces their armor by 20%, and increases her attack speed. This spell is very powerful for taking out those big tanks, increases clear speed, and really helps take out dragon/baron quickly. I max it last, because the %health is especially good late game. Keep in mind that this does not apply your passive.
  • Excessive Force (E): This spell makes Vi's next auto attack to hit targets behind it and do additional damage. It also acts as an auto attack reset, so its best to use this immediately after having auto attacked, and you will auto attack again quickly after. If someone flashes away with very little health, with some fancy aiming you can hit them with this spell if you hit one of their minions. It also applies your passive. I max it second for the decreased CD on your charges.
  • Assault and Battery (R): Vi's ultimate ability is one of the best in the game. It pulls her to her target and knocks them up and knocks back any enemies she hits on the way. It deals a lot of damage to enemies and her target. This spell is great for initiation, picking, peeling, and gap closing. Be careful though, if someone flashes/dashes when you ult, you will follow them to wherever they end up, and that could be under their turret. Also be careful of Zhonya's, it breaks the tether of your ult and puts it on CD, so you basically ulted for nothing unless it was worth it to get rid of their Zhonya's. Put points into this ability whenever you can to decrease CD and increase damage.

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Ability Sequence

> > >
Obviously, max your ult first for more damage and better cooldown. Next max Q for extra damage and less cd. Max E next for quick CD on charges. Max w last for late game %damage.

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Item Explanation


Item Sequence

Banshee's Veil

Skirmisher's Sabre - Warrior

The Black Cleaver


Randuin's Omen

Oracle's Lens
The big question - Cinderhulk vs. Warriors. When to get Cinderhulk? Well, for the most part, when your team needs a tank. Say you have a trynd/ryze/full-dmg-renekton top lane and a squishy support. You'll probably want cinderhulk, so you can initiate fights and meat shield for the squishies on your team.

Warriors is good if your team already has at least one tank, especially if you're snowballing. Getting fed on vi and building damage early is great, you can 1v1 pretty much anyone in the game for a while. It's a fine choice as long as everyone else on your team isn't super squishy.

Merc's are usually your best bet nowadays. Most teams have enough CC to warrant tenacity as an excellent option, and the magic resist is nice against those pesky mid laners. If they dont have a lot of reducable CC then get Ninja Tabi instead.

This item is best for ganks in 2v1 situations, with the slow+movement speed buff.

This item is best for 2v2 countergank situations, with the mini exhaust. It also gives a ton of true damage for all 1v1s.

This item gives a lot of sustain in the jungle, faster clear time too, though Vi has exceptional clears already. Use if you're behind or want to farm straight to 6 before ganking.

Loads of damage from armor shred and AD, plus synergizes with your W to remove like all of your enemies armor and the armor pen is really good for your %health damage. Great item if you're ahead. Helps both your team and you. Get a Phage early if you're snowballing. You'll be able to kill most people on their team very fast with this build and you'll hit like a truck with your Vault Breaker. The 20% CDR is super nice for extra ultis too.

This item gives a good chunk of health+armor for general tankiness, and helps clear speed in the jungle by constantly attacking the minions. It also helps in ganks because you get two types of damage which is harder to itemize against. Get it early, though, or don't get it at all, because it's not super cost efficient. You usually want it to snowball a bit by not dying with it's tankiness but also getting more kills with the damage.

This is an excellent item to pick up to help out your whole team. 40 magic resist, 400 health, and a decent shield isn't too bad for yourself either. If the enemy team has double AP or more, and your support isn't going to grab this, I'd definitely take it. If the enemy as triple AP I'd probably get this and banshees.

This is another "help the whole team" item. Reduces enemy attack speed, so it's great against fed ADC's. The chunk of mana is nice too and 20% CDR and 100 armor is nothing to laugh at.

Great for hurting the enemy ADC with the passive attack speed debuff if he/she is foolish enough to focus you. Loads of armor and health as well, so you can just jump straight into the enemy team. The active slow is great too. Even if they don't have a huge source of AD damage, this item is really good for minions, monsters, and turrets. I would almost always get this. I like to get it after my first two damage items usually.

Yeah, pretty much get this if they are really bursty or you need to stop a really important ability Nidalee spear, Veigar stun etc.

This item can be really good, especially against 4 AD teams. Against super high AD, two armor items and Ninja Tabi will be enough to be reallly tanky, so you can get a third damage item rather than just the standard Warrior/Black Cleaver. It's also good if you're far ahead and want to destroy people, it gives crazy damage.

If you need to carry your team really hard, and the enemy is just STACKING armor, I'd grab this with The Black Cleaver + Stalker's Blade-Warrior, as my three offensive items and the rest tank. If they don't have that much armor I'd just take Trinity Force instead.

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When/Where to ward

When to ward? ALWAYS. I cannot stress this enough. Warding is one of the most important things anyone can do in the entire game. As jungler, don't try to delegate the responsibility of warding to the laners or the support. You need to be warding too. Here is a simple map of common places to ward.
Yellow: Vital to protect the jungler on your team
Blue: For protection depending on which lane you're on
Red: To guard Dragon and Baron
Orange: In order to Counter-Jungle

(this map was taken from Jhoijhoi's great guide making guide)
Make sure if you are warding you're also keeping an eye on the map to see if people go by them. If you keep their wraiths warded like in the picture, you can often find their jungler low health taking monsters and get a free kill or flash.
A good place for pink wards is shown here:
People usually walk right past these bushes and you can often get 20 minutes wards since pink wards don't get destroyed till someone sees them. Helps your mid laner a lot to not get ganked.

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Jungle Route

I remember first starting playing LoL and I had no idea where to go when jungling. So here's the most common/easy jungling path that I usually do, shown for each side.

You usually want to start on whatever side your bottom lane is at for the best leash. However, if you want to gank bottom lane first, you can start on the other side so you can get to them after you're done with your second buff. After taking those first 3 camps, just look at the map and see if top or mid are more gankable. Who's more pushed, lower, etc. Remember that often the enemy jungler will be going to the same spot as you so you need to watch out. After you gank mid or top, if you're low or you got a lot of gold, you can go back and buy. Otherwise, head back into the jungle and farm some camps until another opportunity to gank shows itself.

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Ganking Lanes

Where and how to gank

This picture shows some common places to gank from/to:

LG=Lane Gank
RG=River Gank
TG= Tri Gank

River ganks are pretty self explanatory: walk in through the river and start attacking the enemy if they're pushed up. However, often the river is warded or the enemy is not pushed up. In this case, you may want to perform a lane gank. A lane gank is when your laner pushes up so the enemy doesn't have vision of the brush closest to your turret. The jungler then comes into that bush, waits till the enemies push too far or are in a bad spot (particularly helped out by a bait from the laners), and jumps out. Follow the arrows, but make sure the laners are pushed far enough up so there's no vision of you when you move between bushes. Communicate with your laners before you attempt this, because sometimes these bushes are warded. Another way to gank without being detected is coming through the tri bush. In bot on blue side and top on purple side ganking from their tri bush (TG(b)) will involve turret diving. Have your laners push the minions to the turrets so they will tank the turret while you get into position. However, as soon as you attack the enemies, the turret will turn on you, so be careful. You usually only want to dive if the enemy is already somewhat low. You cannot be low leveled for these types of gank or you will most likely die without superb mechanics. You can also gank from your tri bush (TG(a)) if the enemy is pushed up too far. You can often get behind the enemies more quickly than they can run to their turret. Mid ganks are pretty self explanatory from the arrows. Usually when ganking as vi, you want to initiate with your q and make sure it hits. If they flash away and you're 6, you can usually ult them to clean up. Don't ult them before they flash unless it's definitely enough damage to kill them or they might just escape with [flash] after you've burned all your gapclosers. Also try not to waste q just to get closer to them, because it's your biggest damage other than your ult. The combo for vi gank is Q>AA>E>AA>E then R if need be. After you have your [sunfire cape] it's not too hard to turret dive people unless they have a lot of CC. Try to only dive if you can account for everyone on their team and you know the person you're diving can't CC you under the turret.

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Team fights

What to do in team fights

What you do in team fights depends on who's fed on your team and who's fed on their team. If you're doing decent but someone on your team is doing better, you usually want to sit back and peel for whoever is doing the most damage. If someone jumps on them, try to Q them off, and if more people come or that didn't work, use your ult on whoever is most threatening to the highest damage player on your team. However, often if you have a support on your team who can peel very well or if they have one very fed person on their team and all your team is doing about the same, you can go offensive. Usually you just want to wait till you get an opportunity to ult them without dying. As soon as you get over to them, pop the [Randuin's Omen] active and charge your Q a bit then hit them with it. Though it won't be as much damage as a full charged Q, the length of CC from ulting them then getting off a Q is huge. By that point, their whole team is probably dealing a ton of damage to you, so you usually want to run away. They will often waste a lot on you to try to kill you. This is one of the main things that seperates a good Vi player from a bad vi player: knowing when to just leave a fight. So you ult and Q their main damage, then just try to walk away if you're getting a ton of damage. Then you want to wait till your Q is back up and go in again. You can very easily draw a lot of aggro from the enemies when they should be focusing other people on your team by doing this. Just use your Q, walk away. You get in a lot of damage and CC and draw their damage and CC so your team can win the fight.

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Vi is an amazing jungler who has a ton of damage, mobility, tank, and CC in her kit. In the right hands, she can carry a team to victory very easily. Thanks for reading, and please leave a thumbs up if it helped you out. Thanks to JhoiJhoi for her guide making guide, which helped me yet again. You can find it right here.