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Recommended Items
Runes: Standard
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Chilling Smite
Flash
Items
Ability Order Standard
Blast Shield (PASSIVE)
Vi Passive Ability
Threats & Synergies
Graves
Very overloaded champion. During fights and skirmishes, he ruins your game. His W makes the game unplayable. Try to gank before his full clear.
Caitlyn
Cupcake buff
Caitlyn
Cupcake buff
Champion Build Guide
- Good at taking objectives - Build is versatile depending on the team comps - Great lockdown after 6 - Can assume the role of carry - Very fun and satisfying combos |
- Very slow clearspeed - Very weak before 1st item - Easily invaded early - Very reliant on hitting Q - Outpaced by meta junglers - Easily outplayed in higher elo - Low ultimate damage |
First Clear | ||
Red Buff Start: Red Buff > Raptors > Gromp > Gank or invade enemy red buff. The purpose of this path is to get to level 3 as fast as possible and force a gank or invade. If on blue side of the map, I will almost always try to invade the enemy red buff after level 3. | ||
Blue Buff Start: Blue Buff > Gromp > Wolves > Gank OR Raptors > Red > Crab > Gank. This start is generally less aggressive, but also allows for a faster full clear if you choose that path. You should ALWAYS start Blue > Gromp > Wolves, but can vary the clear afterwards. Sometimes you can go directly to red and then gank or proceed with a full clear. | ||
Early Game (Levels 1-6) | ||
Your primary objective here is to apply pressure and gank a few times early while still efficently farming to 6. Vi is particularly vulnerable while clearing her jungle at early levels so be sure to keep an eye on the enemy jungler and get some early control wards to guard your jungle. You will generally want to avoid contact with most meta junglers. I would recommend going with a level 3 rush into gank/invade if you can. Vi has a slow 1st clear so if you go for a full clear, the enemy jungle would have likely already been able to impact lanes. If you do a 3 camp clear, you can either respond to an enemy level 3 gank, or gank before they finish their full clear. You can also look to solo dragon after 1st back. | ||
Mid Game (Levels 6-14) | ||
This is Vi's greatest powerspike and is when you should be looking to apply heavy pressure on the map by engaging fights. When you hit 6, you should look to gank immediately. ALWAYS remember to play to your win condition. ![]() | ||
Late Game (Levels 14-18) | ||
While Vi is still very strong in the late game, it can become tricky here. Your purpose in the late game heavily changes depending on what the enemy team drafts. If the enemy team has lots of CC, it will be much harder to engage fights by diving the enemy backline. I prefer to try to make picks at this stage of the game which lead to objectives. If you must fight, focus on disrupting the enemy backline if possible If your team has superior teamfight, look to play very similarly to how you played mid game. If your team has horrible teamfight and the enemy team drafted an LCK comp, your best bet is to splitpush and make picks when possible. |
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I prefer to take ![]() ![]() ![]() ![]() ![]() ![]() |
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Keystone Runes | ||
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This is the best rune for Vi. It provides decent damage and great sustain for teamfights later in the game. DO NOT be fooled by thinking it doesn't proc often or by seeing a low healing number. This doesn't account for the damage it has provided via the AD. This rune is especially great with the 12.10 patch which extended most fights. If you were to see Vi in professional play, I guarantee this is the rune you would see. | ||
This is my personal favorite rune for Vi. It makes you a 1v1 machine and also is very strong for all ins. The only reason I don't use this as the primary rune for the guide is because ![]() | ||
This rune has felt very underwhelming since patch 12.10. This rune is designed for bursting people as fast as possible which is much less viable now. If you liked this rune before, I would play around with ![]() |
This rune can also be a good option for Vi if you are looking to be more of an ult bot. The tank stats will make you tankier for skirmishes, but you will also have to rely on them more for damage. I would rush ![]() ![]() | [/tr]
Minor Runes | ||
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This is the best rune to take in this row. The heal on kill can save you many times. | ||
This is the best rune to take in this row. The attack speed helps get you through early game. | ||
This is the best option 90% of the time in this row. Extra damage to low health enemies is the most consistent. | ||
Free boots is excellent on junglers and the extra movement speed is a plus as well. | ||
This is a good choice for junglers. It allows you to smite more often which guarantees you will have upgraded smite for the 1st ![]() | ||
This should be the only consideration in this row. It got nerfed in 12.14, but I still think it's a decent option. | ||
This is the main reason you take resolve second. Take this against teams with heavy CC. It got nerfed in 12.14, but I still believe it to be a strong rune. | ||
This rune is amazing. It helps you snowball the game a tad better and helps a ton during fights late game. | ||
Obvious choice for being a jungler. This will give you an extra boost in speed for ganking lanes and also helps during objective fights. | ||
This is the only rune you should take in this row. The lethality has obvious synnergy with ![]() | ||
If you took red tree, you are going to be making more plays around the map. Movement speed helps tremendously for this. |
Stats
Middle Row: Adaptive force every game. No question.
Bottom Row: I normally took armor, but have been taking scaling HP as of lately. The breakeven point is around level 5 which isn't a problem in the jungle. I still think it's a good idea to take armor against aggressive early game junglers or if you see yourself fighthing a ton.
READ FOR PATCH 12.13: Divine sunderer is being changed this patch to focus less on tank shreding and more on sustain. This should still be Vi's best mythic item. Vi's kit has decent tank shred built in so I don't see the loss of this being much of a problem. It's annoying that the item is gaining base AD ratios since Vi has pretty low base AD. The extra sustain will be nice to have.
Standard Core | ||
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This is hands down Vi's best mythic. The ![]() ![]() | ||
I prefer to take defensive boots with this path. I recommend taking ![]() ![]() | ||
This is the best second item for the bruiser build. It gives you everything you want to do damage, sustain, and make plays. Keep in mind that you can only dive if you are fed enough to kill the enemy carry. This item feels very underwhelming if you aren't able to get the heal and reset. | ||
Optional Damage Items | ||
Since patch 12.3, this is now Vi's best magic resist item. All stats are welcome and the omnivamp on the shield is a very nice addition. I would take this item if you need MR on the standard build. | ||
This is a fantastic item to build on Vi while going into the late game. If you plan to build this item in the late game, feel free to build ![]() ![]() | ||
This is a fantastic option as a second item and is a great source of grevious wounds. The stats are very efficient for the amount of gold you pay. | ||
Aim to build this as a 3rd or 4th item if your team is all AD or if the enemy is stacking armor. This is an excellent late game choice after the 12.10 changes. | ||
This is a great MR option if most of the enemeys magic damage is in tanks and you don't need the health that
![]() | ||
This item can also be a great late game purchase when going the standard build. I would build this if you find yourself needing to be the primary damage threat for your team or end up split pushing more often. | ||
Optional Tank Items | ||
This is the best armor tank item for Vi. Make sure to use the active before the enemy combos as the damage reduction helps a ton. | ||
This is the best MR tank item for Vi. The passive works great with ![]() | ||
This item can replace ![]() ![]() ![]() ![]() | ||
This item can be built if againt extreme AP teams with champions such as ![]() | ||
This is mathematically the best armor item in the game right now. Fantastic choice if you don't need health. | ||
Other Items |
Since 12.10, I have removed all Lethality builds from the guide. I have tried them all and no longer think they are viable. If you need to play a high damage carry style, aim for DPS now and not burst. ![]() | |
This item has a high winrate, but I personally do not like it. I feel like I lack damage and sustain when taking this item. The ![]() ![]() ![]() ![]() ![]() ![]() | ||
I have taken this item a few times since the 12.10 changes and have actually been surprised. The build path is fantastic since it has 50 AD in components and helps a little bit with clearspeed. 1v1 and all in damage is considerably worse than ![]() ![]() ![]() ![]() | ||
No. Vi's kit is not set up to be a tank. The only reason you see this item is pro play is because pro junglers play with VERY little gold income. Their sole purpose is to push R on the enemy carry and have the rest of the team immediately follow up. This level of coordination is nearly impossible in SoloQ. I even think that it isn't optimal for pro play. She also requires lots of AD in order to do any meaningful amount of damage. If you need to be tankier, just build ![]() ![]() ![]() |
Main Engage Combo


This is Vi's primary combo. You will ALWAYS use this when engaging.


Fast Ult Combo



This combo is used if you know you will kill the target or if you need to provide the maximum possible lockdown for your team to follow up. I would not recommend using this combo in normal situations since it puts both of your gap closers on cooldown. It's easy for enemies to escape after this if they survive.
Full Combo





This is the main combo that you should be using when engaging 1v1s and skirmishes. The purpose of this is to save





Q Flash



This is Vi's most reliable gank combo. It allows you to cover a very large distance and is often necessary to pull off early ganks.
Flash Q



This is a more advanced version of the Q Flash combo. This combo is much harder for the enemy to outplay since its a lot faster and is harder to predict. This combo is a lot harder to pull off than Q Flash. I would recommend using Q Flash most of the time. This should only be used if you are trying to lock an enemy down without giving them time to outplay

Ult Flash


The purpose of this combo is to CC people who are outside of the main path of your ult. Before your ult lands, flash at a nearby enemy to reposition yourself and CC them as well. Vi will keep dashing towards the original target, just at a different trajectory.
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