Vi, the Piltover Enforcer
![[image loading]](http://i.imgur.com/khhivn5.jpg)
![[image loading]](http://i.imgur.com/khhivn5.jpg)
Version 1.04
+ Show Spoiler [Patch notes] +
- V3.14
- Assault and Battery: Fixed a bug where, if Vi's Banshee's Veil is popped at same moment Vi casts Assault and Battery, Assault and Battery would cause Vi to be locked into her charging animation.
- V3.13:
- Champions that are immune to crowd control during their ultimate abilities will no longer completely discard the effects. If the duration of the crowd control is sufficiently long enough (sic), the champion will suffer the effects once their ultimate has completed. This affects Jarvan IV, Nocturne, Vi, Malphite and Hecarim. This is with the exception of airborne-type crowd control effects, which will continue to be discarded.
- V3.08:
- Blast Shield: Fixed a bug where Blast Shield's cooldown at higher levels was 1 second longer than intended.
- Vault Breaker: Fixed a bug where casting Vault Breaker while targeting an enemy would cause Vi to stop moving.
- Blast Shield: Fixed a bug where Blast Shield's cooldown at higher levels was 1 second longer than intended.
- V3.06:
- Vault Breaker: Fixed a bug that caused Vault Breaker to become uncastable after activation.
- Excessive Force: Can no longer be cast while charging Vault Breaker.
- Vault Breaker: Fixed a bug that caused Vault Breaker to become uncastable after activation.
- V3.03:
- Base Attack Damage reduced to 54 from 58.
- Vault Breaker: Vault Breaker now goes on a 3 second cooldown and refunds 50% of the Mana cost when interrupted instead of fully refreshing the cooldown and refunding 100% of the Mana cost.
- Denting Blows: damage reduced to 4/5.5/7/8.5/10% of maximum Health from 6/7/8/9/10%.
- Base Attack Damage reduced to 54 from 58.
- V3.02:
- Assault and Battery: Fixed a bug where the crowd control component of Assault and Battery was ignoring spell shields.
- V3.01:
- Updated Recommended Items
- Vault Breaker:
- Fixed a bug where Vault Breaker's area of effect was inconsistent at the end area of the dash
- Fixed a bug where Improved Recall was refunding Vault Breaker's cooldown and mana cost
- Fixed a bug where Vault Breaker's area of effect was inconsistent at the end area of the dash
- Excessive Force: Fixed a bug where Excessive Force could fire multiple times if used on an invulnerable target or while blinded
- Updated Recommended Items
- V1.0.0.154:
- Vault Breaker:
- Fixed a bug where Vault Breaker would sometimes not refund mana or cooldown when interrupted.
- Fixed a bug where interrupting Vault Breaker would sometimes render Vi unable to cast spells.
- Fixed a bug where Vault Breaker's stun duration was sometimes shorter than intended.
- Fixed a bug where Vi would sometimes stop attacking after hitting a champion with Vault Breaker.
- Fixed a bug where Vault Breaker would sometimes not refund mana or cooldown when interrupted.
- Excessive Force: Increased the responsiveness of Vi's attacks after using Excessive Force.
- Assault and Battery:
- Fixed a bug where targets could cast spells after being knocked into the air.
- Fixed a bug where characters with stealth could cause Assault and Battery to miss.
- Fixed a bug where damage was not applied to targets immune to disable effects.
- Fixed a bug where targets could cast spells after being knocked into the air.
- Vault Breaker:
- V1.0.0.153: Added
- Blast Shield: Vi charges a shield over time. The shield can be activated by hitting an enemy with an ability.
- Vault Breaker: Vi charges her gauntlets and unleashes a vault shattering punch, carrying her forward. Enemy champions that Vi collides with stop her movement and are knocked back.
- Denting Blows: Vi's punches break her opponent's armor, dealing bonus damage and granting her attack speed.
- Excessive Force: Vi's next attack blasts through her target, dealing damage to enemies behind it.
- Assault and Battery: Vi runs down an enemy, knocking aside anyone in the way. When she reaches her target she knocks it into the air, jumps after it, and slams it back into the ground.
- Blast Shield: Vi charges a shield over time. The shield can be activated by hitting an enemy with an ability.
+ Show Spoiler [Base stats] +
These counts as "level 0" stats, not level 1:
Health...............440 (+85)
Health regen......7.5 (+0.9)
Mana................220 (+45)
Mana regen.......7.0 (+0.65)
Attack damage..51 (+3.5)
Attack speed....0.643 (+2.5%)
Armor...............16 (+3.5)
Magic res.........30 (+1.25)
Range..............125
Mov. speed.......350
Health...............440 (+85)
Health regen......7.5 (+0.9)
Mana................220 (+45)
Mana regen.......7.0 (+0.65)
Attack damage..51 (+3.5)
Attack speed....0.643 (+2.5%)
Armor...............16 (+3.5)
Magic res.........30 (+1.25)
Range..............125
Mov. speed.......350
+ Show Spoiler [Guide changelog] +
- 02/28/2014 - Updated with patches 3.13 and 3.14 and for season 4 in general. Jungle section entirely revamped. Some general information added. Credits updated.
- 06/22/2013 - Updated with patch 3.08, edited formatting for better readability, updated tips, runes and items builds (especially for the jungle section).
- 03/02/2013 - Updated with patch 3.03, added information on Machete and Boots items in the jungling section along with a Route sub-section, updated the items sections with the BotRK rework.
- 02/18/2013 - Added version n°, links to wiki and login intro. Detailed the working of Vault Breaker and Assault and Battery. Added generic tips about comboing and animation cancelling abilities. Additional reasoning on maxing Q first, and screenshots of wall/ward-jumping. Added reasoning and build variations to when going tanky jungle against heavy AP/magical comps.
- 02/16/2013 - Created.
+ Show Spoiler [Previous guides] +
Links/Table of Contents:
- Introduction: understanding Vi
- Jungling Vi
- Laning Vi
- Credits and end of the post so you get to scroll less
Important Note: this guide is still incomplete, so don't hesitate to mention stuff you feel is missing or incorrect and I'll add it to the guide. The laning part in particular is voluntarily vague because there's no practical experience to back it up, and any information would be appreciated.
Consider the guide a constant work in progress.
Understanding Vi
Vi is a bruiser adept at picking off isolated champions, initiating teamfights and diving the backline rather than peeling and tanking. She has great mid-range mobility through Vault Breaker and her ult, Assault and Battery, but no way to stick to her target nor to attack from range.
While the frontloaded nature of her damage makes her good at bursting people down in the early-midgame, her Denting Blows ability allows her to remain a dps threat throughout the whole game.
League of Legends wiki Vi page
Vi's theme song and login animation (credits in the description)
+ Show Spoiler [Lyrics] +
She's such a misfit, always ready to brawl.
It's like her business, roughing up your friends is the law.
There is no difference if you believe you're strong:
She's a bulldozer making sure you're flat on the ground
She's like a boomerang, who never gives up,
She flies in circles till she hits you and you're biting the dust.
So just remember this when she's chasing you down
Face first, you'll be thrown onto the Proving Grounds.
She'll knock you out.
Have you ever really wanted to be a total rebel flippin' tables on the enemy?
Did you ever try to further improve how fast you punch people through the roof? Oh!
Was there ever any certain time when you thought brute force and style combined? Well,
I guess now's time to shine. Cause finally, she's here, here comes Vi.
And as a matter of fact, the best bet one has is to quickly react
To the first attack that's aiming for the bones
Cause she'll never pull back and just risk it.
(x2)
Have you ever really wanted to be a total rebel flippin' tables on the enemy?
Did you ever try to further improve how fast you punch people through the roof? Oh!
Was there ever any certain time when you thought brute force and style combined? Well,
I guess now's time to shine. Cause finally! She's here! Here comes Vi!
It's like her business, roughing up your friends is the law.
There is no difference if you believe you're strong:
She's a bulldozer making sure you're flat on the ground
She's like a boomerang, who never gives up,
She flies in circles till she hits you and you're biting the dust.
So just remember this when she's chasing you down
Face first, you'll be thrown onto the Proving Grounds.
She'll knock you out.
Have you ever really wanted to be a total rebel flippin' tables on the enemy?
Did you ever try to further improve how fast you punch people through the roof? Oh!
Was there ever any certain time when you thought brute force and style combined? Well,
I guess now's time to shine. Cause finally, she's here, here comes Vi.
And as a matter of fact, the best bet one has is to quickly react
To the first attack that's aiming for the bones
Cause she'll never pull back and just risk it.
(x2)
Have you ever really wanted to be a total rebel flippin' tables on the enemy?
Did you ever try to further improve how fast you punch people through the roof? Oh!
Was there ever any certain time when you thought brute force and style combined? Well,
I guess now's time to shine. Cause finally! She's here! Here comes Vi!
Abilities:
+ Show Spoiler +
![[image loading]](http://images3.wikia.nocookie.net/__cb20121207074941/leagueoflegends/images/c/cf/Blast_Shield.jpg)
Passive: 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 a 18 (level 1) / 13 (level 7) / 8 (level 12) second cooldown.
+ Show Spoiler +
A good teamfighting passive, reminiscent of Malphite's. It's not as handy during laning because it's not up as often early, nor during sieges because you have no way to trigger it without hitting something in melee range, but its timer isn't reset by taking hits, giving you the opportunity to trigger it multiple times in the same fight, adding a layer of tankiness that can surprise your opponents.
Note that its cooldown isn't affected by CDR and that, being %HP based, it scales equally from HP and resists. Also note that it only triggers when you inflict damage, not when you cast a spell.
Note that its cooldown isn't affected by CDR and that, being %HP based, it scales equally from HP and resists. Also note that it only triggers when you inflict damage, not when you cast a spell.
![[image loading]](http://images3.wikia.nocookie.net/__cb20121207074959/leagueoflegends/images/2/21/Vault_Breaker.jpg)
Q: Vault Breaker - On first cast, slows your movement speed by 15% while increasing damage and dash range over 1.25 seconds. On second cast, Vi dashes forward, dealing physical damage and applying Denting Blows to all enemies hit. Vi stops upon colliding with an enemy champion, knocking it back. Vault Breaker deals 75% damage to minions and monsters. It will cancel and be put on cooldown after a few seconds if you don't use the second cast; it will refund 50% of the mana cost and be put on a 3 seconds cooldown if you get interrupted (root, stun, silence, etc.) before the second cast.
Cooldown: 18 / 15.5 / 13 / 10.5 / 8
Cost: 50 / 60 / 70 / 80 / 90 mana
Minimum Physical Damage: 50 / 80 / 110 / 140 / 170 (+70% bonus AD)
Maximum Physical Damage: 100 / 160 / 220 / 280 / 340 (+140% bonus AD)
Dash Range: 250 - 725 (the damage also extends in a ~200 range AoE in front of Vi)
+ Show Spoiler +
Your "Bionic Aaaarm~" mobility skill, allowing you to dash through walls, interrupt channels, and generally move around. It's also a pretty good nuke if you manage to hit a fully charged one, and a great clearing tool, both in the jungle and when used to annihilate a wave.
The dash distance increase during the charge, meaning you will not pass through walls if you don't charge Vault Breaker long enough. A fully charged Vault Breaker has a 725 dash range, giving you a bit more leeway than other dashes such as Shen's, Graves', or even Ezreal's Arcane Shift or Kassadin's Riftwalk.
Casting it works similarly to Varus' Q, Percing Arrow, as you hit the key once to start charging, then you either left-click the ground or hit the key again to dash toward the cursor. When smartcasting, hit the key and hold it pressed to charge, then release it to dash toward the cursor. An arrow will point out where you will be dashing to while you're charging.
The CD reduction and damage scaling per level is great. Also note that you can start charging, flash then release, or charge, release then flash. It covers a surprising amount of ground and can catch people unaware (especially across walls).
The dash distance increase during the charge, meaning you will not pass through walls if you don't charge Vault Breaker long enough. A fully charged Vault Breaker has a 725 dash range, giving you a bit more leeway than other dashes such as Shen's, Graves', or even Ezreal's Arcane Shift or Kassadin's Riftwalk.
Casting it works similarly to Varus' Q, Percing Arrow, as you hit the key once to start charging, then you either left-click the ground or hit the key again to dash toward the cursor. When smartcasting, hit the key and hold it pressed to charge, then release it to dash toward the cursor. An arrow will point out where you will be dashing to while you're charging.
The CD reduction and damage scaling per level is great. Also note that you can start charging, flash then release, or charge, release then flash. It covers a surprising amount of ground and can catch people unaware (especially across walls).
![[image loading]](http://images2.wikia.nocookie.net/__cb20121207075018/leagueoflegends/images/3/3a/Denting_Blows.jpg)
W: Denting Blows - Passive: Every 3rd attack on the same target deals additional physical damage equal to a percentage of the target's maximum health, reduces the target's armor by 20%, and grants Vi bonus attack speed for 4 seconds. Denting Blows deals a maximum of 300 damage against minions and monsters.
Bonus Physical Damage: 4 / 5.5 / 7 / 8.5 / 10% of target's max health (+1% per 35 bonus AD)
Attack Speed Bonus: 30 / 35 / 40 / 45 / 50%
+ Show Spoiler +
A strong-scaling skill which ensures Vi will always able to deal sustained damage no matter what she builds and who she hits.
It shouldn't be seen as a deterrent to build AS, as the faster you attack, the faster you can get that first proc and its benefits. It also allows Vi to kill buffs and dragon pretty quickly and makes her dangerous when trading as the threat of reduced armour and dps increase compliments her frontloaded burst well.
It shouldn't be seen as a deterrent to build AS, as the faster you attack, the faster you can get that first proc and its benefits. It also allows Vi to kill buffs and dragon pretty quickly and makes her dangerous when trading as the threat of reduced armour and dps increase compliments her frontloaded burst well.
![[image loading]](http://images2.wikia.nocookie.net/__cb20121207075038/leagueoflegends/images/0/06/Excessive_Force.jpg)
E: Excessive Force - Causes Vi's next basic attack to gain 50 range (to 175) and deal bonus physical damage to the target and enemies behind it. Vi periodically charges a new punch and can hold up to 2 charges at once.
Range/Cone length: 600
Cooldown: 1, Charge Reload Time: 14 / 12.5 / 11 / 9.5 / 8 seconds
Cost: 60 mana + 1 charge
Total Physical Damage: 5 / 20 / 35 / 50 / 65 (+115% AD) (+70% AP)
+ Show Spoiler +
"Falcooon... Punch!" Vi's "tamest" ability. It resets the autoattack timer so use it to trigger Denting Blows faster, you can also use the additional range to reach a target trying to run from you.
The cone and AoE are pretty wide and big so it would be a waste not to position to make use of it, be it in teamfight or as a tool to farm waves (in conjunction with Q).
Note that Excessive Force does not apply on-hit effects (including Denting Blows stacks) on secondary targets. It does however apply damage-based effects like Black Cleaver's or Spirit of the Lizard Elder's.
The cone and AoE are pretty wide and big so it would be a waste not to position to make use of it, be it in teamfight or as a tool to farm waves (in conjunction with Q).
Note that Excessive Force does not apply on-hit effects (including Denting Blows stacks) on secondary targets. It does however apply damage-based effects like Black Cleaver's or Spirit of the Lizard Elder's.
![[image loading]](http://images3.wikia.nocookie.net/__cb20121207075057/leagueoflegends/images/b/b9/Assault_and_Battery.jpg)
R: Assault and Battery - Vi targets an enemy champion and chases it down, knocking it up for 1.25 seconds, dealing physical damage. While charging, Vi is immune to crowd control and will knock aside enemies in her way, dealing 75% damage to them.
Range: 700
Cooldown: 130 / 105 / 80
Cost: 100 / 125 / 150 mana
Physical Damage: 200 / 325 / 450 (+140% bonus AD)
Physical Damage to Secondary Targets: 150 / 262.5 / 375 (+105% bonus AD)
+ Show Spoiler +
"Hey, Jayce! "Power Slam!" ", also "Get dunked!" This ability is similar to Malphite's (again) in that it changes you into an unstoppable ball of cc that charges through the enemy team. However, you target a champion rather than a zone, so while you're unavoidable a good flash can make you end up way out of position if you use it badly (and a bad flash can transform you into a bowling ball as your target puts his whole team in the way). The "laser pointer" also puts a big target on you as the enemy team knows you'll be in the middle of them soon after, at the same time as telling your team the fight's going to start, and who's going to be "available" to focus.
Another important point is that you won't reach your target if it recalls or teleports while you're charging, but in almost every other case you will reach them no matter what, including passing through walls. Don't ult an Ezreal with his back to a wall just to see him Arcane Shift to safety and isolate both of you from your own team, you don't want to get baited into a 1v5 this way.
So while it's a good initiation tool, you have to be aware of your positioning and how much damage you can withstand before you decide on how to use it.
You can also just use it to finish off a fugitive because it looks cool.
Another important point is that you won't reach your target if it recalls or teleports while you're charging, but in almost every other case you will reach them no matter what, including passing through walls. Don't ult an Ezreal with his back to a wall just to see him Arcane Shift to safety and isolate both of you from your own team, you don't want to get baited into a 1v5 this way.
So while it's a good initiation tool, you have to be aware of your positioning and how much damage you can withstand before you decide on how to use it.
You can also just use it to finish off a fugitive because it looks cool.
Pros:
- Great farmer/pusher
- Big burst early with only a few items
- Great transition into a dps-oriented style late game
- Her ult is a big laser pointer telling "HIT HIM!" to your team, straight-forward and pub play-friendly
- She can both Falcon Punch and dunk fools.
Cons:
- Defenseless against poke/ranged harass, particularly in sieges
- No tools to farm or harass from a distance: once you're in, you're fully committed
- With slightly below average base stats, she's farm-dependent for her tankiness
- With a low mana pool at early levels and a big reliance on Vault Breaker, extended skirmishes can be awkward for her
Playstyle/tips:
This section is generic, refer to Jungling/Laning for more situational stuff.
+ Show Spoiler +
- Vault Breaker, like Nautilus' Dredge Line and Sejuani's Artic Assault is either bugged or suffering from a weird hitbox. If an enemy is standing right behind you, they'll be considered hit and your dash will be canceled. Pay attention to this before you try to escape with it.
- Assault and Battery is bugged: there are a few frames right before she starts lifting her target where displacement effects work on her, despite the ability stating it makes Vi immune to cc. This means you can get knocked back during your ult and be unable to follow up. Similarly, sometimes your target will be able to flash right after you start the lifting motion, despite being theorically suppressed. Both of these don't happen often, but at least you're now warned.
- When hitting a champion, Vault Breaker slightly knocks him back. It isn't much, but it can move an enemy out of an ally's skillshot or interrupt a charge/dash when peeling for your AD. Because Assault and Battery lands you right behind your target, you can also use that knock-back to push it toward your team.
- Your "basic" complete combo is Q/R -> auto -> reset with E -> auto -> reset with 2nd E -> R/Q. It lets you close in on a target from range, chain all of your abilities smoothly, and trigger Denting Blows twice, finishing with another dash to catch targets Flashing/dashing away. Starting with your ultimate is more reliable but commits a longer cooldown.
- Denting Blows hits hard, always try to get that 3rd hit off. Remember that Q doesn't need to be full charged to apply a stack, and when your target tries to run that Excessive Force extends your autoattack range.
- On the other hand, being able to trigger your passive several times adds up to a lot of additional health in extended fights, so it's important to manage your cooldowns so that you don't sit on an available shield and little HP because every spell is on cooldown.
- Vault Breaker and Excessive Force have short albeit non-negligible wind-downs. You can chase and get hits in better by animation cancelling those: as soon as the damage is done, issue a move command toward/ahead of your target, depending on the situation, then right-click them to attack again.
- Like Maokai's Twisted Advance, your ultimate Assault and Battery will follow your target through Flash. Keep this in mind when initiating on an enemy, especially if you're building squishy.
- Once you have some damage and levels in Q or E, you can easily farm a whole wave or bunch of minions by charging your Q through all of them then turning round and using E on the tail minion to hit them all.
Jungling Vi
There are two main approaches to jungling Vi: the tanky one, and the damage one. The tanky one plays for the dps on Denting Blows and being able to initiate more reliably, with a smoother powercurve, while the damage one focuses on burst, crushing people in early skirmishes and snowballing the game, with a steeper transition into the lategame.
Runes:
+ Show Spoiler +
ArPen marks, armour seals, MR/level glyphs, AD quints is the default/standard set.
You can swap out glyphs (CDR, flat MR, some kind of mix) and somewhat quintessences (using AD marks with MS or Lifesteal quints for example) depending on preferences. However, your focus will usually be on early ganks/skirmishes and bursting people down, so ArPen/AD provides you with higher champion-damage at the expense of a bit of jungling speed.
You can swap out glyphs (CDR, flat MR, some kind of mix) and somewhat quintessences (using AD marks with MS or Lifesteal quints for example) depending on preferences. However, your focus will usually be on early ganks/skirmishes and bursting people down, so ArPen/AD provides you with higher champion-damage at the expense of a bit of jungling speed.
Masteries:
+ Show Spoiler +
Vi used to be especially versatile, but the nerfs to offensive tree's earlier tiers and the monsters made tougher means that in season 4 her clear speed takes a heavy hit if she doesn't run 21 offense.
Obviously these points aren't set in stone, although 21-9-0 is advised.
Expose Weakness works both for your own damage and your allies', making it a good choice as a ganking jungler too.
Obviously these points aren't set in stone, although 21-9-0 is advised.
Expose Weakness works both for your own damage and your allies', making it a good choice as a ganking jungler too.
Summoner spells:
![[image loading]](http://images3.wikia.nocookie.net/__cb20111115121118/leagueoflegends/images/thumb/7/74/Flash.png/20px-Flash.png)
![[image loading]](http://images1.wikia.nocookie.net/__cb20111115121117/leagueoflegends/images/thumb/0/05/Smite.png/20px-Smite.png)
+ Show Spoiler +
Smite is obvious since you're jungling, and I favour Flash. While you have a wall-jumping ability in Vault Breaker (and Assault and Battery in some way), Flash gives you added safety, and also allows you to cover an terrifying amount of ground when combined with Vault Breaker (either during the charge or the dash), and even possibly with Assault and Battery (be mindful not to initiate that way however as your team won't be able to follow you!).
Skill order:
+ Show Spoiler +
W at level 1, one point in each ability by level 3, then R > Q > W > E
At level 1 W is the best clearing skill no matter how much help you get, however it doesn't trigger your passive nor provides much help in level 1 fights. In the latter case Q gives you cc and some burst, however it's by far the worst ability to start with so you should ask for significant help on your starting buff if you end up taking it.
Q clears faster and is more mana-efficient as long as you use it fully charged on each camp, it provides the most burst for your ganks, and the CD reduction is key to your mobility and impact over the map.
W should be maxed second because it provides more damage on champions per level than E by the time you reach level 8 (no matter how many charges of E you use), and it's always better on large monsters like dragon and buffs.
At level 1 W is the best clearing skill no matter how much help you get, however it doesn't trigger your passive nor provides much help in level 1 fights. In the latter case Q gives you cc and some burst, however it's by far the worst ability to start with so you should ask for significant help on your starting buff if you end up taking it.
Q clears faster and is more mana-efficient as long as you use it fully charged on each camp, it provides the most burst for your ganks, and the CD reduction is key to your mobility and impact over the map.
W should be maxed second because it provides more damage on champions per level than E by the time you reach level 8 (no matter how many charges of E you use), and it's always better on large monsters like dragon and buffs.
Routes:
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You can start either blue or red buff, however assuming a standard setup (offlaner top, duo lane bot) you will probably want to start in the bottom side of your jungle so you're near top to gank it early on.
Most junglers do it so it will let you ward it for your laner or countergank if needed (Vi is rather fast as long as you get decent help on your first buff), and because of your kit you're likely going to focus on midlane later on, not to mention the opportunity to take the dragon after a successful bot gank. On the other hand if you're seen top it may gift said dragon to the enemy team, because of this you want to ideally put your offlaner ahead during the early game, when it's less risky for you to be there.
Avoid level 2 ganks: Vi can do it, but she gets much more (in terms of burst and clearing) from having her 3 basic abilities leveled, and you'd be better off jungling somebody like Pantheon, Jarvan IV, Xin Zhao or Lee Sin if this is your plan anyway.
Most junglers do it so it will let you ward it for your laner or countergank if needed (Vi is rather fast as long as you get decent help on your first buff), and because of your kit you're likely going to focus on midlane later on, not to mention the opportunity to take the dragon after a successful bot gank. On the other hand if you're seen top it may gift said dragon to the enemy team, because of this you want to ideally put your offlaner ahead during the early game, when it's less risky for you to be there.
Avoid level 2 ganks: Vi can do it, but she gets much more (in terms of burst and clearing) from having her 3 basic abilities leveled, and you'd be better off jungling somebody like Pantheon, Jarvan IV, Xin Zhao or Lee Sin if this is your plan anyway.
Items:
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Reasoning when building Vi:
+ Show Spoiler [Vi's role] +
Starting items:
![[image loading]](http://images4.wikia.nocookie.net/__cb20130319090443/leagueoflegends/images/thumb/a/a2/Hunter%27s_Machete_item.png/32px-Hunter%27s_Machete_item.png)
x5 or ![[image loading]](http://img1.wikia.nocookie.net/__cb20130319090302/leagueoflegends/images/thumb/3/3f/Doran%27s_Blade_item.png/32px-Doran%27s_Blade_item.png)
![[image loading]](http://img2.wikia.nocookie.net/__cb20140115130243/leagueoflegends/images/thumb/1/13/Health_Potion_item.png/32px-Health_Potion_item.png)
+ Show Spoiler [Details and Machete plan] +
First recall/early game core:
![[image loading]](http://images4.wikia.nocookie.net/__cb20091016144102/leagueoflegends/images/thumb/e/ec/Boots_of_Speed.gif/32px-Boots_of_Speed.gif)
=>
(
or
) + ![[image loading]](http://images1.wikia.nocookie.net/__cb20091124223148/leagueoflegends/images/thumb/1/1b/Sight_Ward.gif/32px-Sight_Ward.gif)
+ Show Spoiler [Reasoning] +
"Look at these huge Power Fists! ... but what about my feet?"
vs
vs ![[image loading]](http://img3.wikia.nocookie.net/__cb20130319091031/leagueoflegends/images/thumb/3/35/Ninja_Tabi_item.png/32px-Ninja_Tabi_item.png)
+ Show Spoiler [Reasoning : which and when?] +
"I'm fed! What do I do of all this money?" vs "Standard game so far."
vs
vs
vs
and/or
...
+ Show Spoiler [Reasoning when fed] +
(
)
or
=> ![[image loading]](http://img2.wikia.nocookie.net/__cb20130319091251/leagueoflegends/images/thumb/0/08/Randuin%27s_Omen_item.png/32px-Randuin%27s_Omen_item.png)
![[image loading]](http://img1.wikia.nocookie.net/__cb20130319090152/leagueoflegends/images/thumb/0/03/Banshee%27s_Veil_item.png/32px-Banshee%27s_Veil_item.png)
+ Show Spoiler [Reasoning for a typical game] +
"Where have I seen this one before... ?" or "Will you look at the time! It's already full-build o'clock!"
![[image loading]](http://img2.wikia.nocookie.net/__cb20130319090432/leagueoflegends/images/thumb/4/4d/Hexdrinker_item.png/32px-Hexdrinker_item.png)
![[image loading]](http://img3.wikia.nocookie.net/__cb20130319091526/leagueoflegends/images/thumb/6/6f/Spirit_Visage_item.png/32px-Spirit_Visage_item.png)
![[image loading]](http://images3.wikia.nocookie.net/__cb20091014184028/leagueoflegends/images/thumb/a/ae/The_Black_Cleaver.gif/32px-The_Black_Cleaver.gif)
![[image loading]](http://img2.wikia.nocookie.net/__cb20130731234542/leagueoflegends/images/thumb/4/4f/Thornmail_item.png/32px-Thornmail_item.png)
![[image loading]](http://img3.wikia.nocookie.net/__cb20130319090547/leagueoflegends/images/thumb/b/ba/Last_Whisper_item.png/32px-Last_Whisper_item.png)
![[image loading]](http://img3.wikia.nocookie.net/__cb20130319090622/leagueoflegends/images/thumb/5/56/Locket_of_the_Iron_Solari_item.png/32px-Locket_of_the_Iron_Solari_item.png)
+ Show Spoiler [Reasoning for rounding-up or situation…] +
+ Show Spoiler [Vi's role] +
The way Vi's kit works, she's better at skirmishes and picking people off than straight-up teamfighting, so it's important for her to have presence and to put pressure on the map in the early game. While she clears the jungle fast, she's not as effective as a Shyvana farming items then coming out of the jungle and crushing teamfights, and your itemisation should reflect this.
Vi has good base damage and average ratios on her burst abilities (Q and R), and decent base damage with a good ratio on her dps ability (W).
What this means is that while she burst hard early on, Vi isn't an assassin (also she doesn't have any escape): even when building glass cannon, her damage will fall off at some point (around level 11-13, E being a 1-point wonder), so while you want to build as much damage as possible early on to make your ganks and picks more potent, you have to transition to a tankier build afterwards.
In teamfights, your job'll often be to initiate, and lock down a target for your team to eliminate. After that, you'll often be in the middle of the enemy team, so you need to be tanky enough to survive retaliation.
You can try to zone squishies with your damage or peel for your carries with Denting Blows' armour reduction. Managing Q's and your passive's cooldowns is important to let you switch targets, stay alive/bait, intercept people with the knock-back or quickly burst them with a quick Q-autoattack-E combo. You will deal less damage than your carries even on your initiation so you'll be more dps-oriented.
Of course you need to take your team into account too: if your offlaner is Shen or Shyvana, you'll probably have to build more damage than if your solo laners were LeBlanc+Kha'Zix. Similarly, it's easier to delay defensive itemisation against Tristana than Jinx.
The early-midgame is where you'll have the most wiggle room for your itemisation, depending on if you want to build tanky right away, if you're snowballing or behind, etc.
Vi has good base damage and average ratios on her burst abilities (Q and R), and decent base damage with a good ratio on her dps ability (W).
What this means is that while she burst hard early on, Vi isn't an assassin (also she doesn't have any escape): even when building glass cannon, her damage will fall off at some point (around level 11-13, E being a 1-point wonder), so while you want to build as much damage as possible early on to make your ganks and picks more potent, you have to transition to a tankier build afterwards.
In teamfights, your job'll often be to initiate, and lock down a target for your team to eliminate. After that, you'll often be in the middle of the enemy team, so you need to be tanky enough to survive retaliation.
You can try to zone squishies with your damage or peel for your carries with Denting Blows' armour reduction. Managing Q's and your passive's cooldowns is important to let you switch targets, stay alive/bait, intercept people with the knock-back or quickly burst them with a quick Q-autoattack-E combo. You will deal less damage than your carries even on your initiation so you'll be more dps-oriented.
Of course you need to take your team into account too: if your offlaner is Shen or Shyvana, you'll probably have to build more damage than if your solo laners were LeBlanc+Kha'Zix. Similarly, it's easier to delay defensive itemisation against Tristana than Jinx.
The early-midgame is where you'll have the most wiggle room for your itemisation, depending on if you want to build tanky right away, if you're snowballing or behind, etc.
Starting items:
![[image loading]](http://images4.wikia.nocookie.net/__cb20130319090443/leagueoflegends/images/thumb/a/a2/Hunter%27s_Machete_item.png/32px-Hunter%27s_Machete_item.png)
![[image loading]](http://img2.wikia.nocookie.net/__cb20140115130243/leagueoflegends/images/thumb/1/13/Health_Potion_item.png/32px-Health_Potion_item.png)
![[image loading]](http://img1.wikia.nocookie.net/__cb20130319090302/leagueoflegends/images/thumb/3/3f/Doran%27s_Blade_item.png/32px-Doran%27s_Blade_item.png)
![[image loading]](http://img2.wikia.nocookie.net/__cb20140115130243/leagueoflegends/images/thumb/1/13/Health_Potion_item.png/32px-Health_Potion_item.png)
+ Show Spoiler [Details and Machete plan] +
Standard. With the stronger monsters in season 4's jungle you're going to need these potions anyway.
Starting Doran's Blade requires you to use Lifesteal quintessences to make up for your lack of potions. This is a fighting start: you want to play aggressively and capitalise during your early ganks or by dueling the enemy jungler. If you plan on playing passively or just playing it safe, stick to Machete.
You shouldn't ever want to upgrade Machete to Madred's: despite technically autoattacking a lot, most of Vi's damage comes from her charged Q, W, and E AoE, which don't apply Madred's passive. Spirit Stone also provides way better sustain through its Butcher passive.
Your long term objective should thus be either Spirit of the Ancient Golem or Spirit of the Elder Lizard.
Starting Doran's Blade requires you to use Lifesteal quintessences to make up for your lack of potions. This is a fighting start: you want to play aggressively and capitalise during your early ganks or by dueling the enemy jungler. If you plan on playing passively or just playing it safe, stick to Machete.
You shouldn't ever want to upgrade Machete to Madred's: despite technically autoattacking a lot, most of Vi's damage comes from her charged Q, W, and E AoE, which don't apply Madred's passive. Spirit Stone also provides way better sustain through its Butcher passive.
Your long term objective should thus be either Spirit of the Ancient Golem or Spirit of the Elder Lizard.
First recall/early game core:
![[image loading]](http://images4.wikia.nocookie.net/__cb20091016144102/leagueoflegends/images/thumb/e/ec/Boots_of_Speed.gif/32px-Boots_of_Speed.gif)
![[image loading]](http://images3.wikia.nocookie.net/__cb20130319091525/leagueoflegends/images/thumb/3/31/Spirit_Stone_item.png/32px-Spirit_Stone_item.png)
![[image loading]](http://images4.wikia.nocookie.net/__cb20091016144102/leagueoflegends/images/thumb/e/ec/Boots_of_Speed.gif/32px-Boots_of_Speed.gif)
![[image loading]](http://images3.wikia.nocookie.net/__cb20121116055934/leagueoflegends/images/thumb/2/20/Spirit_of_the_Elder_Lizard.gif/32px-Spirit_of_the_Elder_Lizard.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20130319091514/leagueoflegends/images/thumb/9/93/Spirit_of_the_Ancient_Golem_item.png/32px-Spirit_of_the_Ancient_Golem_item.png)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091124223148/leagueoflegends/images/thumb/1/1b/Sight_Ward.gif/32px-Sight_Ward.gif)
+ Show Spoiler [Reasoning] +
You want Spirit Stone first since the Butcher passive will do more for you than long swords in terms of damage and the health/mana sustain is big, especially for Vi who burns a lot spamming Q at each camp, while early boots let you stick to enemy champions since your only other tool is a gap closer.
Spirit of the Elder Lizard should be your standard buy: unless you fall really behind you can afford to buy damage at this point and your role will be to kill things, not tank them. Between your ult, Q, and your allies' damage you're likely to take little yourself during a successful gank.
If the teams' composition or the state of the game requires it, however, Spirit of the Ancient Golem is perfectly viable. You'll be able to dive more easily and you still get CDR.
And remember: wards win games! Even with the trinkets, vision is still limited, so being able to monitor the enemy jungler, the drake, or buffs, you can set up ambushes and counterganks, which Vi excels at.
Spirit of the Elder Lizard should be your standard buy: unless you fall really behind you can afford to buy damage at this point and your role will be to kill things, not tank them. Between your ult, Q, and your allies' damage you're likely to take little yourself during a successful gank.
If the teams' composition or the state of the game requires it, however, Spirit of the Ancient Golem is perfectly viable. You'll be able to dive more easily and you still get CDR.
And remember: wards win games! Even with the trinkets, vision is still limited, so being able to monitor the enemy jungler, the drake, or buffs, you can set up ambushes and counterganks, which Vi excels at.
"Look at these huge Power Fists! ... but what about my feet?"
![[image loading]](http://img3.wikia.nocookie.net/__cb20130319090211/leagueoflegends/images/thumb/9/90/Boots_of_Mobility_item.png/32px-Boots_of_Mobility_item.png)
![[image loading]](http://img3.wikia.nocookie.net/__cb20130319090758/leagueoflegends/images/thumb/9/96/Mercury%27s_Treads_item.png/32px-Mercury%27s_Treads_item.png)
![[image loading]](http://img3.wikia.nocookie.net/__cb20130319091031/leagueoflegends/images/thumb/3/35/Ninja_Tabi_item.png/32px-Ninja_Tabi_item.png)
+ Show Spoiler [Reasoning : which and when?] +
Mobis used to be the boots of choice for a number of Vi players, but with the 4.3 patch they've been changed so that while cheaper, their in-combat MS bonus is now 25 (like boots 1) instead of 45 (like any other boots 2). Vi already has trouble sticking to her targets, now buying Mobis is paying a lot juste to be able to more easily get in range than basic boots.
I personally heavily dislike it and would rather rely on positioning to reach my targets, and have more defenses and in-combat mobility. If you think you can make the faster roaming worth it, though, more power to you.
Tabi tend to be my boots of choice because they're cheaper, provide tankiness during tower dives, and since the SV nerfs and Banshee coming back as the jungler's premium MR item I can usually withstand the magic burst when initiating, thus making armour more interesting to reduce the sustained damage coming up.
On top of that, since Assault and Battery makes Vi immune to cc (on paper) and she's usually initiating, Tenacity isn't always needed.
But sometimes it is, though. Mercs are the most expensive boots and half of it is the tenacity itself, so if you don't need the MS right now but have to deal with a fed magic damage champion you'll usually sit on a NMM or Negatron cloak over completing mercs. If you're facing a team with more pick potential than yours, or if your fights last long/require chasing/disengaging, Tenacity's value is increased.
When to upgrade boots?
It depends. You obviously want Mobis asap, and they'll often be purchased right after your Spirit item. Mercs and Tabi, on the other hand, are way more situational, especially Mercs. It's often worth it to buy at least a big component of your next item (or the item itself if it's mid-range like Hexdrinker) because they'll be more cost-effective in raw stats and your Q and R should ensure that the additional MS isn't your priority as long as you only gank and ambush over full-blown teamfights.
I personally heavily dislike it and would rather rely on positioning to reach my targets, and have more defenses and in-combat mobility. If you think you can make the faster roaming worth it, though, more power to you.
Tabi tend to be my boots of choice because they're cheaper, provide tankiness during tower dives, and since the SV nerfs and Banshee coming back as the jungler's premium MR item I can usually withstand the magic burst when initiating, thus making armour more interesting to reduce the sustained damage coming up.
On top of that, since Assault and Battery makes Vi immune to cc (on paper) and she's usually initiating, Tenacity isn't always needed.
But sometimes it is, though. Mercs are the most expensive boots and half of it is the tenacity itself, so if you don't need the MS right now but have to deal with a fed magic damage champion you'll usually sit on a NMM or Negatron cloak over completing mercs. If you're facing a team with more pick potential than yours, or if your fights last long/require chasing/disengaging, Tenacity's value is increased.
When to upgrade boots?
It depends. You obviously want Mobis asap, and they'll often be purchased right after your Spirit item. Mercs and Tabi, on the other hand, are way more situational, especially Mercs. It's often worth it to buy at least a big component of your next item (or the item itself if it's mid-range like Hexdrinker) because they'll be more cost-effective in raw stats and your Q and R should ensure that the additional MS isn't your priority as long as you only gank and ambush over full-blown teamfights.
"I'm fed! What do I do of all this money?" vs "Standard game so far."
![[image loading]](http://images3.wikia.nocookie.net/__cb20091014184028/leagueoflegends/images/thumb/a/ae/The_Black_Cleaver.gif/32px-The_Black_Cleaver.gif)
![[image loading]](http://images3.wikia.nocookie.net/__cb20091014184244/leagueoflegends/images/thumb/6/65/Trinity_Force.gif/32px-Trinity_Force.gif)
![[image loading]](http://img3.wikia.nocookie.net/__cb20130319090444/leagueoflegends/images/thumb/c/c4/Iceborn_Gauntlet_item.png/32px-Iceborn_Gauntlet_item.png)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091204161314/leagueoflegends/images/thumb/0/0e/The_Brutalizer.gif/32px-The_Brutalizer.gif)
![[image loading]](http://img2.wikia.nocookie.net/__cb20130319090432/leagueoflegends/images/thumb/4/4d/Hexdrinker_item.png/32px-Hexdrinker_item.png)
+ Show Spoiler [Reasoning when fed] +
Black Cleaver: it's actually not a very good item early on, because as mentioned Vi's damage is frontloaded burst. By the time you'll have stacked it, your target should be dead or pretty low, making little use of the gold dumped into its passive.
It's a very good damage item for Vi, but early on it doesn't bring much that a way cheaper Brutaliser doesn't. If you're set on it, though, you can complete it now then switch to defenses. Combined with Denting Blows it'll let you chew through tanky opponents (for example a Sunfire Renekton).
Triforce: not my fed item of choice either. Triforce is very powerful and well-rounded, Spellblade improving your burst and dps, Rage + the %MS granting you some much needed stickiness to enemies. Going for solo kills becomes a possibility, and your high damage output wrecks people in fights.
However, Triforce won't scale as well (nor help the rest of your team as much) as Black Cleaver in the late game, and its cost means that unless you're so ahead you could build anything and win, the window between you completing Triforce and your opponents completing the own big ticket item won't be that large. You'll have to leverage your dominating item timing or give the enemy an opportunity to catch up. On top of that, you're still pretty squishy for someone who just spent 3700 gold.
Iceborn Gauntlet: a combo of burst, stickiness and tankyness. You actually pay a lot for the mana and AP, and HP is generally better than resistances, especially on your first defensive item, making this choice rarely optimal and unpopular. Sometimes, especially in extended fights, it's just what you need, though: CDR and mana to let you use Q more often to catch up to people or burst them, Spellblade for burst+stickiness (and letting your team catch up if they're dispersed), and more defenses than BC or Triforce.
Brutaliser and/or Hexdrinker then stick to your usual gameplan: my personal favourite. Brutaliser gives you AD, CDR and ArPen, everything you could wish more in the early game: burst harder, get your ultimate back up sooner for more ganks, and hit generally harder... for very cheap. It'll help your damage stay relevant for most of the game, and later on its Black Cleaver upgrade provides nice team utility while improving your damage once your dps becomes more important than your burst.
Depending on the enemy [fed] champions and how fed you are, buying a Hexdrinker on top/instead of the Brutaliser can give you strong magic defenses for cheap, while still providing as much AD as the Brutaliser. It won't scale too well, but since you're fed, your goal is to snowball and make that irrelevant, right? That, or you just want to survive the enemy Ziggs even more fed than you...
Focusing on cheap, cost-effective items before moving on to defensive itemisation is also less "all-in" than other choices, in that if the enemy team stages a comeback you won't be late on your tankiness, letting you brawl in teamfights without fear of getting exploded.
It's a very good damage item for Vi, but early on it doesn't bring much that a way cheaper Brutaliser doesn't. If you're set on it, though, you can complete it now then switch to defenses. Combined with Denting Blows it'll let you chew through tanky opponents (for example a Sunfire Renekton).
Triforce: not my fed item of choice either. Triforce is very powerful and well-rounded, Spellblade improving your burst and dps, Rage + the %MS granting you some much needed stickiness to enemies. Going for solo kills becomes a possibility, and your high damage output wrecks people in fights.
However, Triforce won't scale as well (nor help the rest of your team as much) as Black Cleaver in the late game, and its cost means that unless you're so ahead you could build anything and win, the window between you completing Triforce and your opponents completing the own big ticket item won't be that large. You'll have to leverage your dominating item timing or give the enemy an opportunity to catch up. On top of that, you're still pretty squishy for someone who just spent 3700 gold.
Iceborn Gauntlet: a combo of burst, stickiness and tankyness. You actually pay a lot for the mana and AP, and HP is generally better than resistances, especially on your first defensive item, making this choice rarely optimal and unpopular. Sometimes, especially in extended fights, it's just what you need, though: CDR and mana to let you use Q more often to catch up to people or burst them, Spellblade for burst+stickiness (and letting your team catch up if they're dispersed), and more defenses than BC or Triforce.
Brutaliser and/or Hexdrinker then stick to your usual gameplan: my personal favourite. Brutaliser gives you AD, CDR and ArPen, everything you could wish more in the early game: burst harder, get your ultimate back up sooner for more ganks, and hit generally harder... for very cheap. It'll help your damage stay relevant for most of the game, and later on its Black Cleaver upgrade provides nice team utility while improving your damage once your dps becomes more important than your burst.
Depending on the enemy [fed] champions and how fed you are, buying a Hexdrinker on top/instead of the Brutaliser can give you strong magic defenses for cheap, while still providing as much AD as the Brutaliser. It won't scale too well, but since you're fed, your goal is to snowball and make that irrelevant, right? That, or you just want to survive the enemy Ziggs even more fed than you...
Focusing on cheap, cost-effective items before moving on to defensive itemisation is also less "all-in" than other choices, in that if the enemy team stages a comeback you won't be late on your tankiness, letting you brawl in teamfights without fear of getting exploded.
(
![[image loading]](http://images1.wikia.nocookie.net/__cb20091204161314/leagueoflegends/images/thumb/0/0e/The_Brutalizer.gif/32px-The_Brutalizer.gif)
![[image loading]](http://img1.wikia.nocookie.net/__cb20130319090342/leagueoflegends/images/thumb/6/68/Giant%27s_Belt_item.png/32px-Giant%27s_Belt_item.png)
![[image loading]](http://img2.wikia.nocookie.net/__cb20130710070306/leagueoflegends/images/thumb/f/fa/Spectre%27s_Cowl.png/32px-Spectre%27s_Cowl.png)
![[image loading]](http://img2.wikia.nocookie.net/__cb20130319091251/leagueoflegends/images/thumb/0/08/Randuin%27s_Omen_item.png/32px-Randuin%27s_Omen_item.png)
![[image loading]](http://img1.wikia.nocookie.net/__cb20130319090152/leagueoflegends/images/thumb/0/03/Banshee%27s_Veil_item.png/32px-Banshee%27s_Veil_item.png)
+ Show Spoiler [Reasoning for a typical game] +
Brutaliser is obviously optional and depends on how offensive you want to play. I'd advise giving it a try and switching to a more defensive style if it doesn't work out for you (note that your damage output if going Golem spirit and skipping Brutaliser will fall off quite early).
Your first defensive purchases should include HP since it's cheaper than resistances and protects against all 3 types of damage, hence Belt or Cowl depending on what you're up against. Make sure to tailor your build ot the situation: if you're building Cowl and already plan on getting Mercs, you're going to be very low on armour so Warden's Mail'll have to be boought before Belt (or even before completing Banshee).
These two items provide a good mix of HP, resistances and utility, while having an incremental build path that helps complete them even on a low income. Being a diver, Vi makes a good Randuin's user since she should be able to hit several people with the active everytime she ults in. It can also be used defensively since she lacks an escape.
Your first defensive purchases should include HP since it's cheaper than resistances and protects against all 3 types of damage, hence Belt or Cowl depending on what you're up against. Make sure to tailor your build ot the situation: if you're building Cowl and already plan on getting Mercs, you're going to be very low on armour so Warden's Mail'll have to be boought before Belt (or even before completing Banshee).
These two items provide a good mix of HP, resistances and utility, while having an incremental build path that helps complete them even on a low income. Being a diver, Vi makes a good Randuin's user since she should be able to hit several people with the active everytime she ults in. It can also be used defensively since she lacks an escape.
"Where have I seen this one before... ?" or "Will you look at the time! It's already full-build o'clock!"
![[image loading]](http://img2.wikia.nocookie.net/__cb20130319090432/leagueoflegends/images/thumb/4/4d/Hexdrinker_item.png/32px-Hexdrinker_item.png)
![[image loading]](http://img3.wikia.nocookie.net/__cb20130319091526/leagueoflegends/images/thumb/6/6f/Spirit_Visage_item.png/32px-Spirit_Visage_item.png)
![[image loading]](http://images3.wikia.nocookie.net/__cb20091014184028/leagueoflegends/images/thumb/a/ae/The_Black_Cleaver.gif/32px-The_Black_Cleaver.gif)
![[image loading]](http://img2.wikia.nocookie.net/__cb20130731234542/leagueoflegends/images/thumb/4/4f/Thornmail_item.png/32px-Thornmail_item.png)
![[image loading]](http://img3.wikia.nocookie.net/__cb20130319090547/leagueoflegends/images/thumb/b/ba/Last_Whisper_item.png/32px-Last_Whisper_item.png)
![[image loading]](http://img3.wikia.nocookie.net/__cb20130319090622/leagueoflegends/images/thumb/5/56/Locket_of_the_Iron_Solari_item.png/32px-Locket_of_the_Iron_Solari_item.png)
+ Show Spoiler [Reasoning for rounding-up or situation…] +
Spirit Visage can be bought in place of Banshee's Veil. However, with the CDR nerf it's generally not worth, especially since you shouldn't really build lifesteal on jungle Vi to use its passive.
Hexdrinker/Malmortius is an early-game oriented MR buy, either to protect yourself from magic damage if ahead and likely to be focused in fights, or to survive a fed enemy magic damage source. If you find yourself needing MR in the mid or late game, Negatron-based items will generally be better because they'll be more slot-effective. In the same way, if you need damage other items will be more effective.
Well-rounded items are better in the early game, while specialised (but more slot-effective) items are stronger later on.
Black Cleaver, already mentioned earlier provides utility to the team through its passive, once your burst has fallen off, but also some survivability for you and helps not waste your Brutaliser slot. Since your role is less pure damage and more initiation/zoning as the game goes on, BC is a good one-off damage item in your overall tanky build.
Last Whisper is another damage item along with Black Cleaver, but more selfish since it's ArPen and not armour reduction. Unless your team composition lets you get away with 2 offensive items, you'll likely build it instead of BC, in which case you're relying on yourself to deal damage rather than your team. if their overall damage output is low and you need to pick up the slack it can be a good idea to add another threat to your team. BC's still the better choice most of the time.
Thornmail is a good choice to compliment your damage and help you live longer against autoattacking or heavily physical teams. Since you're diving, people will be forced to deal with you and thornmail punishes them for it. It can also help you duel autoattacking carries when your burst isn't enough anymore, or add damage to bruisers like Renekton who in the late game can't rely solely on their spells anymore.
Locket is a situational purchase against double AP team, providing your team with the aura and a shield. Because of the way it works and per-level stat gains, you want it early rather than buying it as your 5th or 6th item (on top of that it has a cheap build-up but requires several slots). It can help round up your CDR and provide team utility if your carries need more survivability later on, though.
Didn't make the cut:
- Blade of the Ruined King. Sure, it synergises well with Denting Blows, but it requires you to stick to your target and autoattack, something Vi isn't good at by herself (after her initiation, she's rather easily kited), and it's expensive with an awkward build-up for junglers. Even if you end up fed, banking on raw AD (for burst) is better early on considering Vi's kit. She doesn't benefit that much from lifesteal since most of her damage comes from Q and W anyway.
- Sunfire Cape. You don't need it to push, it's not that slot-effective later on, and you don't care about a dps aura early when you're all about burst. Randuin's is superior in every way.
- Tiamat/Ravenous Hydra: expensive raw AD when you're coming from the jungle. Their active doesn't trigger Denting Blows so it doesn't help your damage that much either.
- Ghostblade is a nice ball of stats and could arguably help you stick to your target, but once again there are stronger burst-oriented itemisation early on and it's not that slot-effective later.
Hexdrinker/Malmortius is an early-game oriented MR buy, either to protect yourself from magic damage if ahead and likely to be focused in fights, or to survive a fed enemy magic damage source. If you find yourself needing MR in the mid or late game, Negatron-based items will generally be better because they'll be more slot-effective. In the same way, if you need damage other items will be more effective.
Well-rounded items are better in the early game, while specialised (but more slot-effective) items are stronger later on.
Black Cleaver, already mentioned earlier provides utility to the team through its passive, once your burst has fallen off, but also some survivability for you and helps not waste your Brutaliser slot. Since your role is less pure damage and more initiation/zoning as the game goes on, BC is a good one-off damage item in your overall tanky build.
Last Whisper is another damage item along with Black Cleaver, but more selfish since it's ArPen and not armour reduction. Unless your team composition lets you get away with 2 offensive items, you'll likely build it instead of BC, in which case you're relying on yourself to deal damage rather than your team. if their overall damage output is low and you need to pick up the slack it can be a good idea to add another threat to your team. BC's still the better choice most of the time.
Thornmail is a good choice to compliment your damage and help you live longer against autoattacking or heavily physical teams. Since you're diving, people will be forced to deal with you and thornmail punishes them for it. It can also help you duel autoattacking carries when your burst isn't enough anymore, or add damage to bruisers like Renekton who in the late game can't rely solely on their spells anymore.
Locket is a situational purchase against double AP team, providing your team with the aura and a shield. Because of the way it works and per-level stat gains, you want it early rather than buying it as your 5th or 6th item (on top of that it has a cheap build-up but requires several slots). It can help round up your CDR and provide team utility if your carries need more survivability later on, though.
Didn't make the cut:
- Blade of the Ruined King. Sure, it synergises well with Denting Blows, but it requires you to stick to your target and autoattack, something Vi isn't good at by herself (after her initiation, she's rather easily kited), and it's expensive with an awkward build-up for junglers. Even if you end up fed, banking on raw AD (for burst) is better early on considering Vi's kit. She doesn't benefit that much from lifesteal since most of her damage comes from Q and W anyway.
- Sunfire Cape. You don't need it to push, it's not that slot-effective later on, and you don't care about a dps aura early when you're all about burst. Randuin's is superior in every way.
- Tiamat/Ravenous Hydra: expensive raw AD when you're coming from the jungle. Their active doesn't trigger Denting Blows so it doesn't help your damage that much either.
- Ghostblade is a nice ball of stats and could arguably help you stick to your target, but once again there are stronger burst-oriented itemisation early on and it's not that slot-effective later.
Playstyle:
+ Show Spoiler +
Vi has extremely safe and fast jungle clears, thanks to her passive and AoE letting her flatten camps without losing HP: you can move fast across the jungle charging Q to jump walls and cluster monsters, then autoE the big one AoE them down. Only her mana limits her, which is less of a problem with blue buff then spirit stone.
When ganking, red buff is pretty important to you as it lets you walk up behind people, auto them then use a charged Q (or ult, post-6) to catch up if they flash or dash away. Good positioning, avoiding wards or having your laner bait the fight is thus pretty important.
Avoid opening a gank with Q or R as much as you can (though R is more reliable).
Ganking ranged champions, especially mid lane is harder because you can't really get behind them and if you charge Q while chasing they'll often just reach their tower. In those cases, and particularly if your laner has burst and/or cc, you can charge Q in the brush/while coming for behind and try to initiate with it. The knock-back allows for easy cc follow-up, and both burst combined should be enough to drop most squishies from full.
You can come and gank people from behind a bit like Alistar, especially mid, your passive will absorb the tower shot and the knock-back will hopefully carry you out of range.
It's also very easy to burn a flash just by walking into mid, charging Q, and releasing it at the enemy laner. Make sure to abuse the timing window you created. Obviously, champions like Talon, Katarina, Kassadin, Syndra, etc. are especially difficult to gank (even post-6 you can ult but your laner may not be able to follow from that distance if they blink).
You can easily counterjungle by fighting most junglers, however be wary of your Q being on cooldown or bodyblocked (see general tips) as you're still squishy with your passive down early on, and it has a long cooldown. A "weakness" of her strong clears is that she can easily kill all little monsters with incidental AoE, so while she can easily steal a full camp, it ironically takes longer to let a little monster behind to waste the enemy jungler's exp and time.
The build in this guide focuses on early CDR and maxing Q. Once you have SotEL+Kindlegem/Locket or SotAG+Brutalizer, you have a sub-10s non-targeted dash/knock-back (level 7+) thanks to 20% CDR. At this point you should look for an opportunity to make plays every time your ult is up, which should be every 100s to every minute (depending on level and if you have blue buff or not). Your post-6 ganks are almost as strong as Malphite's or Warwick's, play as such.
With Vi's potential for long range initiations and tower-diving (ult -> Q to knock-back into your allies, and the passive to survive), and Denting Blows' %HP damage shredding the dragon, it's a good idea to focus your early presence on your solo lanes to put them ahead, then focus on bot everytime your ult is up and/or dragon is available.
Later, when initiating teamfights, remember to assess threats and positioning before you choose which target to ult, and when to go in (keeping track of flashes is harder but useful). Sometimes it can be more important to use it to protect a fed ally from a diver than to initiate on an opponent. Vi's kit is more suited to early/mid game skirmishes and pick-offs, but she's versatile enough that you shouldn't let yourself be constricted.
Once you're level 9, Q is maxed with a 5-6s cooldown depending on CDR. Don't hesitate to use positioning, your passive and Locket shield to walk away after initiating, wait for Q to come back up, and cut off an escape route, intercept a threat on your backline or simply punch a face in with a QautoE combo. Vi is no Kassadin or Jayce, but as long as you manage your Qs well enough (be wary or ranged roots and stuns that can interrupt the charge and put the spell on cooldown, time your casts right) you can rely on them and your passive to cover for your teammates (Q a chaser for the knock-back, run away and Q to safety 5s later).
When ganking, red buff is pretty important to you as it lets you walk up behind people, auto them then use a charged Q (or ult, post-6) to catch up if they flash or dash away. Good positioning, avoiding wards or having your laner bait the fight is thus pretty important.
Avoid opening a gank with Q or R as much as you can (though R is more reliable).
Ganking ranged champions, especially mid lane is harder because you can't really get behind them and if you charge Q while chasing they'll often just reach their tower. In those cases, and particularly if your laner has burst and/or cc, you can charge Q in the brush/while coming for behind and try to initiate with it. The knock-back allows for easy cc follow-up, and both burst combined should be enough to drop most squishies from full.
You can come and gank people from behind a bit like Alistar, especially mid, your passive will absorb the tower shot and the knock-back will hopefully carry you out of range.
It's also very easy to burn a flash just by walking into mid, charging Q, and releasing it at the enemy laner. Make sure to abuse the timing window you created. Obviously, champions like Talon, Katarina, Kassadin, Syndra, etc. are especially difficult to gank (even post-6 you can ult but your laner may not be able to follow from that distance if they blink).
You can easily counterjungle by fighting most junglers, however be wary of your Q being on cooldown or bodyblocked (see general tips) as you're still squishy with your passive down early on, and it has a long cooldown. A "weakness" of her strong clears is that she can easily kill all little monsters with incidental AoE, so while she can easily steal a full camp, it ironically takes longer to let a little monster behind to waste the enemy jungler's exp and time.
The build in this guide focuses on early CDR and maxing Q. Once you have SotEL+Kindlegem/Locket or SotAG+Brutalizer, you have a sub-10s non-targeted dash/knock-back (level 7+) thanks to 20% CDR. At this point you should look for an opportunity to make plays every time your ult is up, which should be every 100s to every minute (depending on level and if you have blue buff or not). Your post-6 ganks are almost as strong as Malphite's or Warwick's, play as such.
With Vi's potential for long range initiations and tower-diving (ult -> Q to knock-back into your allies, and the passive to survive), and Denting Blows' %HP damage shredding the dragon, it's a good idea to focus your early presence on your solo lanes to put them ahead, then focus on bot everytime your ult is up and/or dragon is available.
Later, when initiating teamfights, remember to assess threats and positioning before you choose which target to ult, and when to go in (keeping track of flashes is harder but useful). Sometimes it can be more important to use it to protect a fed ally from a diver than to initiate on an opponent. Vi's kit is more suited to early/mid game skirmishes and pick-offs, but she's versatile enough that you shouldn't let yourself be constricted.
Once you're level 9, Q is maxed with a 5-6s cooldown depending on CDR. Don't hesitate to use positioning, your passive and Locket shield to walk away after initiating, wait for Q to come back up, and cut off an escape route, intercept a threat on your backline or simply punch a face in with a QautoE combo. Vi is no Kassadin or Jayce, but as long as you manage your Qs well enough (be wary or ranged roots and stuns that can interrupt the charge and put the spell on cooldown, time your casts right) you can rely on them and your passive to cover for your teammates (Q a chaser for the knock-back, run away and Q to safety 5s later).
Wall-jumping:
One of the benefits of maxing Q is a shorter cooldown that allows you to use it to dash over a wall and have it ready to gank in the next 10 seconds. You can avoid riverside bush/tribrush wards, wards at your wraiths/in the J brush, or escape the enemy collapsing on you near their buff by dashing over the dragon's or baron's pit (depending on your side), but the length of Vault Breaker's charge allows some other nifty tricks.
+ Show Spoiler +
- Vault Breaker's max range is barely 45 less range Jarvan's EQ combo, allowing you to move between the river bush and near top's (blue side) or bot's (purple side) tribrush without being seen by wards in the river. You can use this when purple side to gank their pushing bottom lane, or to flank the purple bot tower unsuspected if they warded the drake, but not the river bush.
- If you don't like wasting time, you can save a seconds and look cool by charging Vault Breaker outside of the wolf camp, and dash through the wall while hitting the wolves at the same time.
- When chasing somebody all the way to blue top's/purple's bot inner tower, you can cross the large wall between the alley and the tower with a fully charged Vault Breaker. It's doable with other abilities (like Flash) but it can be hard to pull off, while Vault Breaker has the range to do it 100% reliably.
Note that the picture shows where you land when touching the wall and charging fully, so you'll still probably need Flash or your ult to catch your almost dead prey, as you're likely to be the one tanking the tower when you do this.
Laning Vi
Disclaimer: this section was never really relevant, and hasn't been updated anyway. It is left as is for reference, but if you lane Vi you'd do better to tell us about it so we can fill this section.
In lane, Vi will get to farm more, so she doesn't have to choose between damage and tankiness as much, and her item timing will be less critical to her, especially early on. This allows her to be played as a tanky diver, relying on Denting Blows more because she'll have more levels than a jungling Vi, and more gold to be able to afford those items that make Denting Blows such an awesome dps tool.
Runes:
+ Show Spoiler +
Marks: AD (recommended), ArPen
Seals: Armour (recommended), scaling HP.
Glyphs: scaling MR (recommended), flat MR, CDR (if you value it)
Quints: AD (recommended), ArPen*, MS
* only if you have ArPen marks too: AD marks+ArPen quints is better than the other way round
Seals: Armour (recommended), scaling HP.
Glyphs: scaling MR (recommended), flat MR, CDR (if you value it)
Quints: AD (recommended), ArPen*, MS
* only if you have ArPen marks too: AD marks+ArPen quints is better than the other way round
Masteries:
+ Show Spoiler +
21-9-0 (move the point from Destruction in the offensive tree wherever your want, and adapt the tier2 defensive tree points to your lane opponent) is the best, and most common, choice.
9-21-0* and 16-13-1* (including its variations) are of course viable too.
* The tree is bugged, move the points from Relentless into Unyielding. Of course adapt the 2nd tier to your lane opponent. You can drop a point of Alacrity for Summoner's Wrath when you go for 9 in offense.
9-21-0* and 16-13-1* (including its variations) are of course viable too.
* The tree is bugged, move the points from Relentless into Unyielding. Of course adapt the 2nd tier to your lane opponent. You can drop a point of Alacrity for Summoner's Wrath when you go for 9 in offense.
Summoner spells:
Escape:
![[image loading]](http://images3.wikia.nocookie.net/__cb20111115121118/leagueoflegends/images/thumb/7/74/Flash.png/20px-Flash.png)
Others:
![[image loading]](http://images3.wikia.nocookie.net/__cb20111115121118/leagueoflegends/images/thumb/4/4a/Exhaust.png/20px-Exhaust.png)
![[image loading]](http://images4.wikia.nocookie.net/__cb20111115121117/leagueoflegends/images/thumb/f/f4/Ignite.png/20px-Ignite.png)
![[image loading]](http://images2.wikia.nocookie.net/__cb20111115121117/leagueoflegends/images/thumb/6/6e/Heal.png/20px-Heal.png)
![[image loading]](http://images4.wikia.nocookie.net/__cb20120706184711/leagueoflegends/images/thumb/c/cc/Barrier.png/20px-Barrier.png)
+ Show Spoiler +
Heal and Barrier can be useful for baits on top of her passive, and to make her deceptively dangerous even at low health, but I don't believe they are better than Ignite or Exhaust. Ignite gives you better kill potential, and is always useful against sustain champs in teamfights. Exhaust, especially with the mastery to reduce the target's armour, makes it easier for you to land your Q and more importantly more attacks (and thus more Denting Blows procs) while chasing. It's also better to reduce an opponent's damage output during teamfights later in the game, especially as said fights will get more and more drawn-out and rely on your dps rather than your burst.
Skill order:
+ Show Spoiler +
E(WQ)(QW)E into R>E>Q>W
Maxing Q first is a waste, as you need to charge it to make this choice worth, and such a big tell will allow your opponent to get out of range or dodge it most of the time. This is even truer mid where you don't have bushes to conceal the charge.
On the other hand, maxing E allows you to harass and trade more often, and to push easily without having to burn your mobility spell for it. The cooldown is more important than the damage here. You still want Q maxed early-ish for the CDR so you max it second, but don't hesitate to put more than one point in W early on to compensate for its low level 1 value.
You can also experiment with only putting 3-4 points in E before switching to Q and W, to benefit from the reduced reload time while getting to level your mobility and dps spells earlier (especially as they gain a lot per level).
Maxing Q first is a waste, as you need to charge it to make this choice worth, and such a big tell will allow your opponent to get out of range or dodge it most of the time. This is even truer mid where you don't have bushes to conceal the charge.
On the other hand, maxing E allows you to harass and trade more often, and to push easily without having to burn your mobility spell for it. The cooldown is more important than the damage here. You still want Q maxed early-ish for the CDR so you max it second, but don't hesitate to put more than one point in W early on to compensate for its low level 1 value.
You can also experiment with only putting 3-4 points in E before switching to Q and W, to benefit from the reduced reload time while getting to level your mobility and dps spells earlier (especially as they gain a lot per level).
Items:
+ Show Spoiler +
Starting: + Show Spoiler [Items and reasonings] +![[image loading]](http://images4.wikia.nocookie.net/__cb20091016144102/leagueoflegends/images/thumb/e/ec/Boots_of_Speed.gif/32px-Boots_of_Speed.gif)
x3
The once-standard opening. Unless there are match-ups where you absolutely need the movespeed, you should avoid it.
x3
x2
The super-safe, full consumables opening. This is mostly a surviving opening, where you want to farm as much as possible and abuse those potions to never be forced out of lane. You dump a lot of gold into temporary power, so the pressure is on you to outsustain/outscale/outfarm your opponent to make up for it. It also allows to combat the harass from lane bullies like Elise.
![[image loading]](http://images2.wikia.nocookie.net/__cb20091016143921/leagueoflegends/images/thumb/4/46/Cloth_Armor.gif/32px-Cloth_Armor.gif)
x5 (or ![[image loading]](http://images1.wikia.nocookie.net/__cb20091124223148/leagueoflegends/images/thumb/1/1b/Sight_Ward.gif/32px-Sight_Ward.gif)
x3 (wait at fountain for the 3rd)
A safer opening giving a bunch of armour against early aggressors and some sustain. You should look at being the aggressor in lane as Vi, though, so planning to play on the defensive can be a bad thing.
![[image loading]](http://images4.wikia.nocookie.net/__cb20110408185440/leagueoflegends/images/thumb/b/ba/Doran%27s_Blade.gif/32px-Doran%27s_Blade.gif)
A super-aggressive opening that makes use or your good trading power to threaten the opponent. You can only sustain when hitting stuff though, so against ranged harassers it can be a very tough opener (unless you manage to catch them and force an unfavourable trade or straight-up all-in to push them out of lane).
![[image loading]](http://images2.wikia.nocookie.net/__cb20121116055933/leagueoflegends/images/thumb/4/40/Crystalline_Flask.gif/32px-Crystalline_Flask.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091124223148/leagueoflegends/images/thumb/1/1b/Sight_Ward.gif/32px-Sight_Ward.gif)
x2
Less sustain at first, but more bang for your buck once you've backed once or twice, since you'll end up selling it. It also provides you with mana sustain, even though Vi's costs aren't too prohibitive.
Your new best friend:
+ Show Spoiler [Explanation] +
Core: tier2![[image loading]](http://images4.wikia.nocookie.net/__cb20091016144102/leagueoflegends/images/thumb/e/ec/Boots_of_Speed.gif/32px-Boots_of_Speed.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014183551/leagueoflegends/images/thumb/7/70/Phage.gif/32px-Phage.gif)
![[image loading]](http://images4.wikia.nocookie.net/__cb20091014184314/leagueoflegends/images/thumb/2/29/Wit%27s_End.gif/32px-Wit%27s_End.gif)
+ Show Spoiler [Reasoning] +
Staple:![[image loading]](http://images1.wikia.nocookie.net/__cb20091014182618/leagueoflegends/images/thumb/e/ea/Frozen_Mallet.gif/32px-Frozen_Mallet.gif)
![[image loading]](http://images4.wikia.nocookie.net/__cb20120131031014/leagueoflegends/images/thumb/7/7a/Locket_of_the_Iron_Solari.gif/32px-Locket_of_the_Iron_Solari.gif)
![[image loading]](http://images3.wikia.nocookie.net/__cb20091014170037/leagueoflegends/images/thumb/b/ba/Aegis_of_the_Legion.gif/32px-Aegis_of_the_Legion.gif)
+ Show Spoiler [Reasoning] +
Luxury:![[image loading]](http://images3.wikia.nocookie.net/__cb20091014184244/leagueoflegends/images/thumb/6/65/Trinity_Force.gif/32px-Trinity_Force.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20110404102712/leagueoflegends/images/thumb/e/e0/Randuin%27s_Omen.gif/32px-Randuin%27s_Omen.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20121116060558/leagueoflegends/images/thumb/9/96/Runic_Bulwark.gif/32px-Runic_Bulwark.gif)
![[image loading]](http://images3.wikia.nocookie.net/__cb20091014184028/leagueoflegends/images/thumb/a/ae/The_Black_Cleaver.gif/32px-The_Black_Cleaver.gif)
+ Show Spoiler [Reasoning] +
Situational:![[image loading]](http://images4.wikia.nocookie.net/__cb20091014184042/leagueoflegends/images/thumb/6/62/The_Bloodthirster.gif/32px-The_Bloodthirster.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20121116060558/leagueoflegends/images/thumb/2/2b/Zephyr.gif/32px-Zephyr.gif)
![[image loading]](http://images3.wikia.nocookie.net/__cb20121020084626/leagueoflegends/images/thumb/4/46/Blade_of_the_Ruined_King.gif/32px-Blade_of_the_Ruined_King.gif)
+ Show Spoiler [Reasoning] +
Alternative build: boots,![[image loading]](http://images3.wikia.nocookie.net/__cb20121020084626/leagueoflegends/images/thumb/4/46/Blade_of_the_Ruined_King.gif/32px-Blade_of_the_Ruined_King.gif)
/
, rest tanky (see Staple and Luxury defensive items above)
+ Show Spoiler [Reasoning] +
![[image loading]](http://images4.wikia.nocookie.net/__cb20091016144102/leagueoflegends/images/thumb/e/ec/Boots_of_Speed.gif/32px-Boots_of_Speed.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091016141734/leagueoflegends/images/thumb/e/e2/Health_Potion.gif/32px-Health_Potion.gif)
The once-standard opening. Unless there are match-ups where you absolutely need the movespeed, you should avoid it.
![[image loading]](http://images1.wikia.nocookie.net/__cb20091016141734/leagueoflegends/images/thumb/e/e2/Health_Potion.gif/32px-Health_Potion.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091124223148/leagueoflegends/images/thumb/1/1b/Sight_Ward.gif/32px-Sight_Ward.gif)
The super-safe, full consumables opening. This is mostly a surviving opening, where you want to farm as much as possible and abuse those potions to never be forced out of lane. You dump a lot of gold into temporary power, so the pressure is on you to outsustain/outscale/outfarm your opponent to make up for it. It also allows to combat the harass from lane bullies like Elise.
![[image loading]](http://images2.wikia.nocookie.net/__cb20091016143921/leagueoflegends/images/thumb/4/46/Cloth_Armor.gif/32px-Cloth_Armor.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091016141734/leagueoflegends/images/thumb/e/e2/Health_Potion.gif/32px-Health_Potion.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091124223148/leagueoflegends/images/thumb/1/1b/Sight_Ward.gif/32px-Sight_Ward.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091016141734/leagueoflegends/images/thumb/e/e2/Health_Potion.gif/32px-Health_Potion.gif)
A safer opening giving a bunch of armour against early aggressors and some sustain. You should look at being the aggressor in lane as Vi, though, so planning to play on the defensive can be a bad thing.
![[image loading]](http://images4.wikia.nocookie.net/__cb20110408185440/leagueoflegends/images/thumb/b/ba/Doran%27s_Blade.gif/32px-Doran%27s_Blade.gif)
A super-aggressive opening that makes use or your good trading power to threaten the opponent. You can only sustain when hitting stuff though, so against ranged harassers it can be a very tough opener (unless you manage to catch them and force an unfavourable trade or straight-up all-in to push them out of lane).
![[image loading]](http://images2.wikia.nocookie.net/__cb20121116055933/leagueoflegends/images/thumb/4/40/Crystalline_Flask.gif/32px-Crystalline_Flask.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091124223148/leagueoflegends/images/thumb/1/1b/Sight_Ward.gif/32px-Sight_Ward.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091016141734/leagueoflegends/images/thumb/e/e2/Health_Potion.gif/32px-Health_Potion.gif)
Less sustain at first, but more bang for your buck once you've backed once or twice, since you'll end up selling it. It also provides you with mana sustain, even though Vi's costs aren't too prohibitive.
Your new best friend:
![[image loading]](http://images2.wikia.nocookie.net/__cb20091016143957/leagueoflegends/images/thumb/b/b3/Long_Sword.gif/32px-Long_Sword.gif)
Long Sword is part of the recipes for The Brutalizer, Phage, Vampiric Scepter, Bilgewater Cutlass, Last Whisper, Zephyr and potentially Hexdrinker (though you should avoid getting it if you can on Vi). Because of this, even having 2 Long Sword in your inventory doesn't tie you to any build in particular and gives you a lot of room to adapt and react to your opponent or the flow of the game.
Core: tier2
![[image loading]](http://images4.wikia.nocookie.net/__cb20091016144102/leagueoflegends/images/thumb/e/ec/Boots_of_Speed.gif/32px-Boots_of_Speed.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014183551/leagueoflegends/images/thumb/7/70/Phage.gif/32px-Phage.gif)
![[image loading]](http://images4.wikia.nocookie.net/__cb20091014184314/leagueoflegends/images/thumb/2/29/Wit%27s_End.gif/32px-Wit%27s_End.gif)
+ Show Spoiler [Reasoning] +
Boots2 should be Ninja Tabi or Mercury Treads, depending on enemy cc. Since Wit's is part of your core, Ninja Tabi let you round up your resistances nicely (unless you're up against something like Vlad or Elise obviously).
Here, we have Boots2 + Phage to stick to our opponent while Wit's End powers Denting Blows to demolish him, while we are pretty tanky ourselves.
Here, we have Boots2 + Phage to stick to our opponent while Wit's End powers Denting Blows to demolish him, while we are pretty tanky ourselves.
Staple:
![[image loading]](http://images1.wikia.nocookie.net/__cb20091014182618/leagueoflegends/images/thumb/e/ea/Frozen_Mallet.gif/32px-Frozen_Mallet.gif)
![[image loading]](http://images4.wikia.nocookie.net/__cb20120131031014/leagueoflegends/images/thumb/7/7a/Locket_of_the_Iron_Solari.gif/32px-Locket_of_the_Iron_Solari.gif)
![[image loading]](http://images3.wikia.nocookie.net/__cb20091014170037/leagueoflegends/images/thumb/b/ba/Aegis_of_the_Legion.gif/32px-Aegis_of_the_Legion.gif)
+ Show Spoiler [Reasoning] +
Now that you've got resistances, round it up with some more HP, and team utility. You've got sticking power, enough tankiness to initiate, your dps is still there and you have peeling capabilities through the sure slow from Mallet and the shield from Locket. You still remain a diver at heart, though. You can also opt for Aegis before Locket, making you very resilient and giving some additional MR in case you went for Tabi.
Luxury:
![[image loading]](http://images3.wikia.nocookie.net/__cb20091014184244/leagueoflegends/images/thumb/6/65/Trinity_Force.gif/32px-Trinity_Force.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20110404102712/leagueoflegends/images/thumb/e/e0/Randuin%27s_Omen.gif/32px-Randuin%27s_Omen.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20121116060558/leagueoflegends/images/thumb/9/96/Runic_Bulwark.gif/32px-Runic_Bulwark.gif)
![[image loading]](http://images3.wikia.nocookie.net/__cb20091014184028/leagueoflegends/images/thumb/a/ae/The_Black_Cleaver.gif/32px-The_Black_Cleaver.gif)
+ Show Spoiler [Reasoning] +
If you're getting fed, turning Phage into Trinity Force instead of Mallet sacrifices a bit of sticking power in exchange for a lot more damage and some mobility too, making you a much bigger threat. Randuin's is by far the best armour item you can get on Vi, so it's another way to make you unkillable why adding utility for the team and making profit out of your diving style. Complete Bulwark when you have the gold for it and as team compositions calls for it, as Aegis+Wit's should be enough MR for your own needs.
Finally, The Black Cleaver is always a great damage item on Vi.
Finally, The Black Cleaver is always a great damage item on Vi.
Situational:
![[image loading]](http://images4.wikia.nocookie.net/__cb20091014184042/leagueoflegends/images/thumb/6/62/The_Bloodthirster.gif/32px-The_Bloodthirster.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20121116060558/leagueoflegends/images/thumb/2/2b/Zephyr.gif/32px-Zephyr.gif)
![[image loading]](http://images3.wikia.nocookie.net/__cb20121020084626/leagueoflegends/images/thumb/4/46/Blade_of_the_Ruined_King.gif/32px-Blade_of_the_Ruined_King.gif)
+ Show Spoiler [Reasoning] +
If you get stupidly fed The Bloodthirster is still the best dunking tool midgame, but you have to get really ahead for this as it'll leave you squishy.
If you didn't build Mercs, Zephyr is a great source of Tenacity and offensive stats, including welcome %MS to help you run around and CDR to Q more often. It lacks any defensive stats apart from that Tenacity and costs 2850 gold, so as usual make sure you can survive well enough before investing in such an item.
If you don't feel like building too much offense, Blade of the Ruined King synergises particularly well with Denting Blows for massive %HP damage while still providing some AD. If you plan on building Randuin's for HP, BotRK can replace Frozen Mallet as the active provides you with sticking power (later on Randuin's active and passive will too), and lifesteal scales well with the resistances and your shield. Maybe try it against laners stacking HP, like Olaf, Shen, Xin or tank Katarina?
If you didn't build Mercs, Zephyr is a great source of Tenacity and offensive stats, including welcome %MS to help you run around and CDR to Q more often. It lacks any defensive stats apart from that Tenacity and costs 2850 gold, so as usual make sure you can survive well enough before investing in such an item.
If you don't feel like building too much offense, Blade of the Ruined King synergises particularly well with Denting Blows for massive %HP damage while still providing some AD. If you plan on building Randuin's for HP, BotRK can replace Frozen Mallet as the active provides you with sticking power (later on Randuin's active and passive will too), and lifesteal scales well with the resistances and your shield. Maybe try it against laners stacking HP, like Olaf, Shen, Xin or tank Katarina?
Alternative build: boots,
![[image loading]](http://images3.wikia.nocookie.net/__cb20121020084626/leagueoflegends/images/thumb/4/46/Blade_of_the_Ruined_King.gif/32px-Blade_of_the_Ruined_King.gif)
![[image loading]](http://images3.wikia.nocookie.net/__cb20091014184028/leagueoflegends/images/thumb/a/ae/The_Black_Cleaver.gif/32px-The_Black_Cleaver.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091014183023/leagueoflegends/images/thumb/8/80/Last_Whisper.gif/32px-Last_Whisper.gif)
+ Show Spoiler [Reasoning] +
With its rework, Blade of the Ruined King has become the ultimate item for Vi: Denting Blows synergises with AS, AD and ArPen, the former two being granted by BotRK. It in turns synergises with AS and ArPen, both of which are provided once Denting Blows triggers on a target (in the form of reduction for the armour part).
Combined with another penetration item, like Black Cleaver (utility/team utility item through its passive, HP and CDR) or Last Whisper (damage/personal strength item), Vi gets enough offensive power to cut through both armour and health stacking and rely on the full raw potential of Denting Blows. This lets her build fully tanky after this core of 2 items, possibly peppering it with some hybrid items like Wit's End or Zephyr if the game allows it. However, dumping 5.1k to 5.8k gold into a fully offensive core will result in a very different midgame from the usual tanky build, making you particularly more vulnerable to burst. Play it accordingly.
Combined with another penetration item, like Black Cleaver (utility/team utility item through its passive, HP and CDR) or Last Whisper (damage/personal strength item), Vi gets enough offensive power to cut through both armour and health stacking and rely on the full raw potential of Denting Blows. This lets her build fully tanky after this core of 2 items, possibly peppering it with some hybrid items like Wit's End or Zephyr if the game allows it. However, dumping 5.1k to 5.8k gold into a fully offensive core will result in a very different midgame from the usual tanky build, making you particularly more vulnerable to burst. Play it accordingly.
Matchups:
+ Show Spoiler +
As Vault Breaker has very obvious tells and is a skillshot, you don't have the initiating ability of other divers like Jax, Irelia or Xin when faced against ranged champions. As such, Vladimir/Kennen/Nidalee/Jayce should give you trouble, though in Kennen's case if you manage to farm well you'll be able to outpush him later on and roam.
You can't trigger your passive without hitting something, so ranged harassers like Pantheon will give you trouble early on, as will bullies like Garen (you have to prime Excessive Force before he silences you to trigger Blast Shield, so you miss the auto-reset).
Your lack of sustain should also give you trouble against the likes of Warwick and Udyr.
You can't trigger your passive without hitting something, so ranged harassers like Pantheon will give you trouble early on, as will bullies like Garen (you have to prime Excessive Force before he silences you to trigger Blast Shield, so you miss the auto-reset).
Your lack of sustain should also give you trouble against the likes of Warwick and Udyr.
Laning tips:
+ Show Spoiler +
(Those are mostly valid for top as I don't have any experience as mid lane Vi.)
- Though you can harass by using Excessive Force on a minion to hit the laner with the cone, be wary of triggering Blast Shield this way, as it'll leave you open to harass yourself.
- Use the threat of triggering Denting Blows on your opponent! If you get a stack off them with a chance autoattack or E, they shouldn't be able to stay near you under threat of a quick auto->E, and once debuffed it's even more dangerous for them to stay in range. Think Kennen managing his W stacks to zone melee opponents from last hitting in his glory days.
- Your ult isn't always the best way to start ganks. instead, if you can hold on it until your opponent flashes you can then ult him/her and use the suppression time to allow your laner to catch up too. Expending your shield "uselessly" to bait a bad trade for you can be a way to start a gank.
- Your ult is an excellent ganking/diving tool, don't be hesitant to nuke a wave down with E then roam to mid or invade the enemy with your jungler. Although no Darius, Vi is very strong in 2v2s.
- Like Wukong or Xin Zhao, you have absolutely no tool to farm from afar, as even Excessive Force needs a target in melee range to hit farther. If you fall behind to the point that your opponent can zone you, you'll have a ton of trouble getting any farm. When having trouble in lane, be particularly cautious about not letting the lane snowball against you.
+ Show Spoiler [Credits] +
Montegomery (Seuss here) for coming up with the excellent early Stinger into Zephyr idea, even though it fell off since.
SmashGizmo (Mogwai here) for leading me in the ways of the ballsy divers. He specialises in champions like Xin, Jarvan, Wukong, Vi top lane (check out his champion threads for playstyle input) and as a Rioter he amongst other things wrote the updated recommended items (so pay attention to that shit). Incidentally, he happened to give me input for top lane Vi on his stream.
Xj9 made Vi popular through his stream and came up with a jungle damage/carry build that has been heavily copied since in pub play.
Teutonica (Slayer91) and Scipeaus (Scip) whose input was used to update the item build for season 4.
SmashGizmo (Mogwai here) for leading me in the ways of the ballsy divers. He specialises in champions like Xin, Jarvan, Wukong, Vi top lane (check out his champion threads for playstyle input) and as a Rioter he amongst other things wrote the updated recommended items (so pay attention to that shit). Incidentally, he happened to give me input for top lane Vi on his stream.
Xj9 made Vi popular through his stream and came up with a jungle damage/carry build that has been heavily copied since in pub play.
Teutonica (Slayer91) and Scipeaus (Scip) whose input was used to update the item build for season 4.
Now go flip tables and dunk scrubs!