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
x
x
Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide
I didn't like this Guide
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Boots
Health Potion
Ninja Tabi
Mercury's Treads
Enchantment: Alacrity
Enchantment: Furor
Hexdrinker
Phage
Vampiric Scepter
The Brutalizer
Bloodthirster
Black Cleaver
Mercurial Scimitar
Maw of Malmortius
Blade of the Ruined King
Guardian Angel
Frozen Mallet
Warmog's Armor
Runic Bulwark
Randuin's Omen
Spells:
Ignite
Flash
Items
Boots
Health Potion
Ninja Tabi
Mercury's Treads
Enchantment: Alacrity
Enchantment: Furor
Hexdrinker
Phage
Vampiric Scepter
The Brutalizer
Bloodthirster
Black Cleaver
Mercurial Scimitar
Maw of Malmortius
Blade of the Ruined King
Guardian Angel
Frozen Mallet
Warmog's Armor
Runic Bulwark
Randuin's Omen
Ability Order
Blast Shield (PASSIVE)
Vi Passive Ability
Masteries
The second one will be explained below.
Tier 1
Summoner's Wrath: 5 additional AD and AP on your [summoners/ignite.png] respectively reduced MR and armor on your [summoners/exhaust.png] should add a slight edge that may make a difference in some cases.
Fury: to get your [skills/vi/w.png] rolling and basically improving your sustained damage.
Sorcery: more spells mean more damage and more [skills/vi/p.png].
Tier 2
Deadliness: because Vi scales so good with AD and to get to past tiers.
Tier 3
Weapon Expertise: pretty obvious. All of your damage is physical so 8% armor penetration will help you apply that.
Havoc: percentage damage is a pretty obvious choice as well. Best choice to get to past tiers.
Tier 4
Brute Force simply adds more dps on both styles and auto-attacks.
Tier 5
Vi does not make great use out of critical strikes, hence we skip 10% critical damage (Lethality) and the AS buff after crits (frenzy). The AP masteries won't help that much since only [skills/vi/e.png] has an AP scaling on it.
Butcher won't pay off except for laning and pushing and putting points in there sacrifices teamfight potential and damage versus champions.
Tier 6
The reason why we are putting so many points in that tree: about 2-3% more overall damage on your targets, especially in the crucial phase when someone gets low. Crucial choice in my eyes.
There are a few runes that might be possible to run, my favorite is always highlighted, my second choices are like that.
Marks and Quints:
AD is plain effective due to her great scaling in almost every aspect. Every spell benefits from it and auto-attacks deal more damage. Best scaling.
Attack Speed increases your damage via [skills/vi/w.png] and auto-attacks, but at the cost of extra damage on [skills/vi/q.png][skills/vi/e.png][skills/vi/r.png].
armor penetration should be inferior due to Vi's great scaling, but in some extreme cases it might be worth taking some extra armor off your enemy. Consider maxing [skills/vi/w.png] in this case, since it is % damage and does not depend on AD that much.
Quints:
life steal can help you sustain in your lane in case you get counterpicked and/or having a hard time to farm. It costs you some decent early game damage though, but these runes get even better over the course of the game.
Seals:
usual choice should be armor: provide the highest effect on the field, making it easier to tank minions/turrets early on and especially trading with your lane. Get them when your lane deals mostly physical damage.
HP/level in case your lane and/or whole enemy team lacks AD damage but also % damage.
Glyphs:
in most cases you should get magic resistance / level. They surpass the flat ones at level 9, and since you are on a solo lane, they pay off pretty fast.
In some extreme matchups it might be worth getting flat MR runes instead to help your laning and/or enemy jungle ganks. However, those occasions should be rare.
Enemies really lack AP damage: get attack speed to help your [skills/vi/w.png] stacks to apply earlier.
Marks and Quints:
AD is plain effective due to her great scaling in almost every aspect. Every spell benefits from it and auto-attacks deal more damage. Best scaling.
Attack Speed increases your damage via [skills/vi/w.png] and auto-attacks, but at the cost of extra damage on [skills/vi/q.png][skills/vi/e.png][skills/vi/r.png].
armor penetration should be inferior due to Vi's great scaling, but in some extreme cases it might be worth taking some extra armor off your enemy. Consider maxing [skills/vi/w.png] in this case, since it is % damage and does not depend on AD that much.
Quints:
life steal can help you sustain in your lane in case you get counterpicked and/or having a hard time to farm. It costs you some decent early game damage though, but these runes get even better over the course of the game.
Seals:
usual choice should be armor: provide the highest effect on the field, making it easier to tank minions/turrets early on and especially trading with your lane. Get them when your lane deals mostly physical damage.
HP/level in case your lane and/or whole enemy team lacks AD damage but also % damage.
Glyphs:
in most cases you should get magic resistance / level. They surpass the flat ones at level 9, and since you are on a solo lane, they pay off pretty fast.
In some extreme matchups it might be worth getting flat MR runes instead to help your laning and/or enemy jungle ganks. However, those occasions should be rare.
Enemies really lack AP damage: get attack speed to help your [skills/vi/w.png] stacks to apply earlier.
You must be logged in to comment. Please login or register.