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All Guides Vi Guides [6.9] Vi - Power Punch Your Way To Higher Elo [Season 6]
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2 years ago
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Vi Statistics for MultiverseJack

Author's performance with Vi compared to the ranked average.

Value
Average
Games Played
212
7
Win %
52
44
Kills
7.3
6.1
Assists
7.9
7.7
Deaths
5.0
6.6
KA:D Ratio
3.0
2.1
Gold Earned
12.2K
11.5K
Creep Score
47.9
55.5
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Standard for VI in the Jungle.


Flash - Makes you less predictable when trying to escape and chase. Also allows for your Flash + Q combo, or Q + Flash, depending on which way you want to do it.

Smite - You''re in the jungle, it is required for smiting objectives for your team, such as Baron/Dragon/Rift Herald or even stealing the enemy objectives from time to time.

New Runes Back to Top

Masteries Back to Top

FEROCITY TREE - This is the most optional tree to get the keystone in for Vi, it provides you high amounts of damage whilst also being able to get extra tankyness from the resolve tree.
  • Fury - 4% attack speed, this gives Vi a faster clear along with her runes. If you don't take the attack speed quints then this helps you and if you did take them then it synergies even more so.
  • Double Edged Sword - Vi is a melee champion, the increased 3% damage is huge on such a tanky and damage dealing champion. The tradeoff of taking 1.5% extra is perfectly acceptable since you build tank stats later on in the game anyway.  If you're less comfortable with Vi you can take Feast for the instant 20 health as this will proc on every single camp whilst clearing until later on where you clear the jungle incredibly fast. Although I would highly recommend the lifesteal/spellvamp.
  • Vampirism - Provides Vi with some early lifesteal, allows you to sustain that little bit extra in your jungle and take less damage. It also allows you to take from health back whilst doing your combo and ganking lanes, although be wary that 2% is not that much but it does considerably help when clearing the jungle on top of the machete lifesteal. 
  • Oppressor - Dealing increased damage to anyone without any trade off is completely perfect for Vi, this mastery makes your Q and R naturally deal more damage. As well as being an having more damage when the enemy is slowed via red buff, which you will have the majority of the time as a jungler.
  • Battering Blows - 7% armour penetration is a must on Vi, the AD you do build shreds through people with armour penetration, even the 7% armour penetration is very noticeable for the damage dealt to a champion if you just try running a normal game and change it to magic penetration.
  • Fervor of Battle - This mastery is amazing on Vi, it means your auto landed on champions can do up to 80 extra damage at max stacks. Early on this mastery is also beneficial since you will mostly always have it on max stacks due to autoing and casting spells on your camps - REMEMBER your W proc counts as 2 stacks, so you stack it to max very quickly during fights when using your combo.


CUNNUNG TREE - Provides some burst and extra damage to Vi's combo, as well as increases her already fast clearing speed.
  • Savagery - Giving you +5 damage to monsters in the jungle vastly increasing your clearing speed with Vi as this damage quickly mounts up with your Attack Speed boost and large amount of auto attacks in the jungle.
  • Runic Affinity - This increases your buff duration for longer, this also increases the duration of other buffs such as the krug buff/gromp buff, which is useful in increasing your clear speeds and making sure in the early game you don't lose much health at all.
  • Merciless - 5% increased damage to targets below 40% Health is the most useful from the 2 options. The mana regen won't really help all that much since you're going to be having blue buff in the early game and you gain high amounts of mana regen just from walking around in the jungle/river from your smite item. The extra 5% damage helps on Vi since you already do quite a lot of damage so the extra % could just be the amount required to finish off a target at times and stop them getting away with a slither of health left.
  • Precision - Vi scales incredibly well with armour penetration and this flat amount helps you considerably with your damage output, generally the targets you're going to be aiming for already have low armour so the extra armour penetration greatly increases your damage towards them - also having a build in armour shred to then penetrating their armour is a huge bonus.
  • Thunderlord's Decree - This keystone is the definitive best on Vi. You can instantly proc is from your regular combo of Q auto E when ganking and does a great deal of damage in fights. It provides the little bit of extra damage required to usually finish off a squishy when otherwise they would be incredibly low but not die. In my opinion, you should always be taking this on Vi.


RESOLVE TREE - This tree provides some extra tankiness for Vi. You're a tanky champion which can still burst out squishy targets. The resolve masteries give you more tankiness and utility.

  • Unyielding - This synergises very well with your extra resistances which you purchase throughout the game. It also gives you bonus armour and magic resistance from your runes as this counts toward bonus resistance.
  • Tough Skin - This is required in the jungle, 2 damage from champion basic attacks and monsters doesn't seem like much but throughout the game this adds up. Over your first entire clear this will save you around 200 HP in blocked damage.
  • Veteran Scar's/Runic Armour - This is down to preference, since you have a % MAX HP shield you can go for runic armour to synergies into a much larger shield. However, I believe that veteran scar's is superior since it increases your max HP which in turn also increases the shield value, whilst also increasing your total HP since you don't have the constant shield so the extra health late and early game is quite useful.
  • Insight - Summoner spell reduction is quite handy on Vi, especially for your flash - you can flash Q much more often and secure entire screen length kills. It also makes for the most unexpected ganks by charging up your Q and then flashing to them and colliding with a fully charged Q for over 30% of their HP with the rest of your combo still left. You could also go perseverance but I believe that the more flash availablity is just a better choice. REMEMBER IT ALSO AFFECTS YOUR SMITE RECHARGE TIME SO YOU HAVE SMITE UP MORE OFTEN TO

Other possible options you may want to try/test out.

Stormraider's surge - Since you deal such a high amount of burst on Vi, you can quite easily proc this against squishy champions, which usually are your targets. This proc of the mastery makes it incredibly easy to chase onto them with auto's and more W procs after your combo is finished.
Deathfire Torch - This mastery is a "meh" for jungler but it's quite strong late game, although on Vi you don't really build a lot of extra AD for it to be considered a useful mastery. In the current meta to it's mostly about the early game and even fervour does scale quite nicely into late.




Abilities Back to Top

W
E
Q
Q
Q
R
Q
W
Q
W
R
W
W
E
E
R
E
E
Passive
Q
3
4
5
7
9
W
1
8
10
12
13
E
2
14
15
17
18
R
6
11
16

Starting W (viW.png) - This gives you % MAX HP damage (capped against monsters) to begin jungling. From tests I've run you can start E instanstly which will give you 2 E charges by the time the camps spawn, however, not levelling an ability could save your life for the last second Q level up to dodge an invade. W, in my experiences, is just generally better - it gives a nice attack speed buff and then the proc damage. Both of which are helping you to clear much quicker.


E 2nd (viE.png) - This gives you an auto reset at level 2. Increasing your clearing and also gives you access to your passive since you must "land" the ability for the shield to be activated. W DOES NOT PROC YOUR SHIELD

Q 3rd (viQ.png) and then maxing Q - This gives you all 3 of your abilities at level 3, you can even gank if a lane if really overextended since the damage it deals early when fully charge is quite absurd.
Maxing your Q is the best option as it gives you higher mobility and sets up for insanely strong ganks/damage base on a much lower cooldown by maxing it first. If you Q Auto E into a camp you can almost clear the entire camp when you have some extra AD.

Maxing W 2nd (viW.png) - By the time you're putting more points into your W, you're teamfighting/grouping up. This gives you a higher attack speed buff to land more autos to then further proc your W in prolonged fights/duels as well as a higher damage output against all targets.

Maxing E Next (viE.png) - Your E doesn't really serve as much your W and is therefore maxed last. I have seen some Vi's maxing E 2nd for the higher base damage but, to be honest, the higher % proc on W it more worth it and the base damage increase on your E is negligible since the bonus AD ratio on it is extremely high.

R (Ultimate) (viR.png) - This is Vi's best ability, most likely why this is her ultimate, this locks down any target with just a point and click ability. Along with this it's also accompanied by a high bonus AD ratio, as well as being a knockup. Once you hit level 6 be very sure to be checking for lanes which you can gank, whenever you ult somebody it usually (95%) of the time ends with the enemy dying.

A tip for clearing the jungle, once you have all 3 abilities, is to Q through the entire camp and then auto E one after another. This deals a huge amount of damage to the jungle camp monsters and usually ends up clearing all the small jungle camp monsters, leaving you with just the large monster.


Items Back to Top

Starting Items

    Your smite choices
    Warding trinket is essential as a jungler. If you decide to go trackers knife then swap out your trinket for sweeper. If you go sweeper with stalkers then you only provide 1 pink ward for you team.

Core Items

    Core - Gives great damage, as well as some tankyness from Black Cleaver HP. Go straight to black cleaver from warrior, if snowballing.
    Boots - Very important
    Example of a final build - extremely late into the game, selling warrior for Sterak's and boots for trinity force.

Situational Items

    Armour options
    Magic Resist Options
    See notes on these items
    Some more damage and tank stats

SMITES 3706.png

I would recommend going for stalkers smite every single game as Vi. It increases your ganking potential as well as chase. If you R a carry then Q smite auto E them, it's just too much CC for them to handle and completely negates the chances of them escaping. Hi's high AD ratios make it way more beneficial to go warrior than cinderhulk/devourer. The amount of pressure and raw damage you put out after finishing warrior is quite insane, especially how early you can finish it with one kill from a successful gank. Black cleaver just synergies incredibly well with vi, it goes really nicely with your w passive proc - it is also cheaper than trinity force, plus it helps out any other physical damage dealers on your team, as well as increasing your own damage to.
You can also go trackers if you feel that you don't require the stalkers slow to pull off successful ganks and provide vision for your team.

Skirmishers Sabre 3715.png - This smite is also very good, it gives you basically an exhaust for incredible duelling potential with the 20% damage reduction, which is pretty insane early on in the game and even scales into the late game.The true damage damage over time (DOT) it provides also does a deceptive amount of damage and you can end up easily killing someone at over 200-300 HP left with red buff and the challenging smite DOT ticking on them after they flash away. Leading to some pretty tilted carries, if they aren't already tilted hard from you playing Vi against them.

CORE 1400.png

Warrior 1400.png- This enchantment for your smite is, hands down, the best for Vi. Go for this over Cinderhulk/Devourer, it provides much more early game presence in skirmishes and early teamfights. As well as more burst for Vi as the AD works incredibly well with your high ratio abilities. From a successful gank you can purchase warrior really early, this gives you an insane powerspike very early on which helps you get ahead even further.

Black Cleaver 3071.png- This item is incredible on Vi, it's cheaper than Trinity Force, and also works very nicely against squishies, as well as, tanks. With your W passive proc and the passive from Black Cleaver you can help your team output more damage against higher armour targets and it also helps you do more damage to them as well. 
YOU CAN GO FOR TRINITY FORCE IF YOU'RE SNOWBALLING HARD


BOOTS CHOICE 1001.png


Boots of speed 1001.png- I would recommend to pick these up reasonably early. The movement can help secure kills in ganks and decreasing your down time - allowing you to get more pressure on the map and carry harder. You can get them first back if you wish or after you've upgraded your smite, it depends on what you deem as necessary.

Ninja Tabi 3047.png- Pick these up if they have a heavily AD/auto attack reliant team, the passive on the boots for reducing auto attack damage is incredibly effective and will win you so many skirmishes and fights due to the reduction, keeping you alive a huge amount.

Mercury Treads 3111.png- Pick these up if they have quite a heavy CC team. Like Twisted Fate mid, Morgana Support, Fiddlesticks Jungle. The tenacity (Hard CC duration reduction) can save you a million times over or just be enough to secure a kill in a 1v1 duel. In teamfights, it also reduces your down time of dealing no damage which is essential on such a high damage tank, allowing you to peel for your carries quicker or get rid of theirs.




ARMOUR OPTIONS 3742.png

Dead Man's Plate 3742.png- In my opinion, this item is THE best armour option for Vi. It gives you more damage from the passive, be it only slightly more but even so, the extra movement speed also increasing your chase potential/escape potential. Furthermore, it also helps you land Qs much easier as you have more movement speed whilst moving towards the target.
Moreover, the slow it provides from the passive also increases Vi's CC and catch potential. If you Q into a squishy and Auto then smite them, they WILL NOT get away, as long as they have no escapes, this amount of slow and huge time it gives you to place damage on them is just too much for any squishy carry to deal with.

Randuin's Omen 3143.png- Can be a very good choice for when your team doesn't have the best follow up for you. You can ult in for the engage or Q, then use the active for the slow which allows your team to catch up. The passive for reducing the critical strike damage is also very useful, due to the readily available amount of critical strike chance that is currently in the game for ADCs, making it a very efficient item to purchase.


MAGIC RESIST OPTIONS 3102.png

Banshee's Veil 3102.png- Makes you completely unstoppable, you can soak some CC abillities as you engage and then along with your ultimate, which makes you immune to CC, gaurantees your engage for your team. The magic resist and health is also provides is a great bonus for Vi, makes you survive longer and therefore output more damage due to more W passive procs. Get this item when you're being heavily focussed with hard CC.

Maw Of Malmortius 3156.png- Recommended to pick up if you're not being focussed with hard CC and already have a good engage or you're doing nicely but also want some extra damage, it provides you with resistance and AD. It also technically provides you with temporary health due to the passive shield, however, this is not permanent health and will only last a couple of seconds. Nevertheless, this shield can save you/win a fight if they think they've got you and a 500 magic damage soaking shield procs.
The passive also gives you a higher duel potential due to the lifesteal and increased attack speed until out of combat, which can increase your DPS (Damage Per Second) within a fight immensely, the lifesteal keeping you alive just those extra seconds longer.

Spirit Visage 3065.png- This is somewhat similiar to Banshee's Veil in terms of raw statistics, however, the CDR is incredibly useful on Vi. Having 40% CDR makes your ultimate available every single fight (48 seconds, max rank/Your Q at 4.8 to, max rank) which also increases your catch ability on the enemy team. Unfortunately the passive increased healing does somewhat go to waste on Vi as you have no in built lifesteal or healing abillity.

EXTRAS   3078.png

Trinity Force 3078.png- This item is good on Vi, don't get me wrong, but I don't believe it should be rushed unless you're doing very well and snowballing quite hard. The spell blade proc works very nicely with your burst combo and procing on your E, however, against heavily armoured targets the damage is somewhat redundant - this is why I prefer Black Cleaver, as you can still burst squishes very fast due to the raw AD/armour shred and also peel for your teamates and allow them to deal more damage.
If you really do like this item on Vi then you can get it. The only time I will get it is when very late game is reached you can sell boots (you can replace tenacity from mercs with an elixir), trinity force offers % movement speed so you don't lose out too much on it but it also offers more raw stats than boots offer - Health, Mana, AD, Mana, Crit and CDR. Which boots do not offer. 

Youmuu's Ghostblade 3142.png- If you're snowballing and do not like going Black Cleaver/Trinity force then Ghostblade is also another very strong item. Vi scales incredibly well with the flat armour penentration, especially on squishy targets due to your insanely high AD ratio and burst combo. The active movement speed bonus also helps you land Qs much easier and increases your chase/escape potential. Attack speed also being another positive for Vi in closer duels since you will achieve more W passive procs. If you really like this item on Vi you can sell your smite item late and purchase Ghostblade.

Blade Of The Ruined King 3153.png - This item, like Ghostblade, can work if you're snowballing. It gives you the added "stickyness" to your enemy with the active but also synergies really strongly with your W. The low amount of AD that it provides doesn't help as much in terms of raw damage as Black Cleaver would but the passive % current health damage really helps you shred into tanks and squishes alike. I would stay Vi is more of an AD caster than auto based champion so BORK doesn't help her too much, but if you wish to play her like one and build BORK then you can definitely make it work.
 
Sterak's Gage  3053.png - This item increases your tankyness, as well as, damage. It also synergies incredibly well with the Trinity Force if you do decide to purchase it. If you do love the item combo you can, very later on in the game, sell boots for Trinity Force and then sell Warrior Enchantment for Sterak's Gage. The passive for this item makes you incredibly hard to kill with the huge shield it will give you due to the mass amount of health you purchase along with resistances.


Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Amumu
    Medium
  • Diana
    Easy
  • Dr. Mundo
    Hard
  • Elise
    Medium
  • Evelynn
    Easy
  • Fiddlesticks
    Medium
  • Gragas
    Hard
  • Hecarim
    Easy
  • Kha'Zix
    Medium
  • Kindred
    Medium
  • Lee Sin
    Hard
  • Master Yi
    Easy
  • Nidalee
    Medium
  • Nocturne
    Medium
  • Nunu
    Hard
  • Pantheon
    Hard
  • Rek'Sai
    Medium
  • Rengar
    Medium
  • Shaco
    Hard
  • Shyvana
    Medium
  • Xin Zhao
    Medium

VS

Amumu

Medium

Amumu can stop your Q damage, as the interaction makes it so that he stuns you but your damage doesn't go through.

He also is "tankier" than you if he's going to go down that route/ somewhat deals more damage in prolonged engagements due to his W passive with % max hp damage every second.

Early on, Amumu is incredibly weak - he takes a lot of damage in the jungle during his first clears and also have mana issues. You can easily catch him out with little to no mana in the jungle and at around 40%+ HP, if you're invading him early when you're ahead/ confident you can win the fight.

VS

Diana

Easy

Early on she can be somewhat of a nuisance but as the game progresses you just complete survive any damage that she has and thus out duel her with your damage and % max HP W damage. She also isn't going to build much armour, apart from Zhonya's so you find her incredibly squishy and easy to kill.


If you dodge her Q dianaQ.png then she has to either wait (which will probably get her killed in a duel) or just use her ult for the damage output on you (which will most likely get her killed to if you have some magic resist).

VS

Dr. Mundo

Hard

He has incredibly quick clears - DO NOT UNDERESTIMATE MUNDO!

His damage is also something to be very careful of as it is % on the cleaver. The sheer tankiness he also builds is just insane. You can fight him but ONLY if you're ahead by a considerable amount.

Try to let your team know to get grievous wounds applying items against him or else he can become an unkillable God.

You offer more to your team than he does in fights though, you can peel much better and allow your team to output more damage through Black Cleaver and your W. Nevertheless, he is incredibly tanky and can still run through your team to your backline carries incredibly easy and chunk them very low or even kill them in some cases.

VS

Elise

Medium

Elise is a God/Tier 1 Jungler.

She hardly takes much damage at all through the use of her spiderlings and also has some sustain whilst in spider form. DO NOT INVADE HER - She can just E eliseE.png you and then burst you down early on with her % current/missing HP damage. Later on in the game she isn't too much of a problem unless she ahead as even though you're a tank she can still hurt you a good amount, however, it's not as much due to your resistances and amount of HP you have built throughout the game.

REMEMBER - SHE CAN DODGE YOUR ULT WITH HER E (SPIDER FORM) AS THIS RAPPELS HER AND CANCELS THE CHANNEL. IF YOU MUST USE IT, DONT USE IT WHEN SHE HAS RAPPEL AVAILABLE TO HER.

VS

Evelynn

Easy

Her early game is very weak and you'll often see Evelynn's die to their own jungle pretty often. (Dependant on your elo)


She isn't played that much at all but when she is just make sure to ward your jungle entrance (one side of it) with a pink ward. Eve is a very good counter jungler rather than jungler herself, as she can sneak into your jungler, past wards, and kill you whilst you're low. 
Be aware as well that she can easily gank your laners but you can usually win the 2v2 if you do get a good countergank - mostly due to a surprise element but also because of her squishy nature and inherent ability to run out of mana very quickly.

In the later stages of the game, she won't be a problem. You out damage her and she won't be able to damage you due to your tankiness.

VS

Fiddlesticks

Medium

Early on he can be very annoying. He can invade you on your buff(s) early on due to the fact that he takes ABSOLUTELY 0 DAMAGE in the jungle. His W drain.png Drain stops this.


If you do get into a fight/skirmish with him, remember to save your Q or R for his W Drain. Any form of hard CC will stop it and then he no longer has any damage on you and you will win the fight. He is squishy once he doesn't have his drain up as he isn't healing back the damage faster than you deal it.

VS

Gragas

Hard

Not really played at all that much currently, you both kind of provide the same job to the team.

If he builds sightstone with cinderhulk then it will be incredibly hard to gank as everything will just be warded, like your buffs/camps and the gank routes. This will make it incredibly difficult to try and snowball your team/yourself.

I would not recommend invading him due to his tankiness, this means that you're going to be fighting him longer than you would with a squishy jungler so this, therefore, gives his team more of a time to collapse onto you.

If you do catch him with a fully charged Q viQ.png then you will most likely win the fight early on.

VS

Hecarim

Easy

You can out damage him early on and he will run low on mana very quickly within his jungle - you do have the possibility of invading him however it can be risky (as are all invades) but more so since you can easily waste your time due to his movement speed boost and how easy it is for him to escape you early on.


Late game, you should have no problem - you can match his mobility with your smite, Q, Dead Man's and R. You can also easily kill him in a duel since you out damage him, if he tries to ult away then you just press R to follow him.

VS

Kha'Zix

Medium

This one depends on the Kha'Zix player.


If they're a good Kha'Zix then they can outplay your abilities, i.e your Q with his R invisibility khazixR.png .

If you fight him early on, then he can kill you due to the increased isolation damage he gets. Later on, however, this is negligible since you have the resistance and HP to withstand him. But you can kill him due to his squishy bug nature.

I would recommend being careful and warding around your buffs early on to avoid the cheese invade from him. If you do catch him off guard with a fully charged Q, then you will have the chance to win the fight.

VS

Kindred

Medium

I haven't really had an problems against Kindred.


You do have the annoyance of being kited once she gets some attack speed, but you can counter this with Omen/Q/R to catch her.

If she uses her ulti during a fight with you kindredR.png, then you can angle your Q (requires practice/timing) to knock her out of the circle but you're still in it - thus, making you invincible and she won't be and she will be vulnerable to dying, whereas you're not.

She could possibly cheese invade you at your buff since she doesn't take much damage early on in her jungler due to sustain from W kindredW.png passive. Just make sure to ward against her, but otherwise she shouldn't be too much of a problem as the game progresses. She falls off late game whereas you don't as hard as she does. 

VS

Lee Sin

Hard

This is also dependant on the Lee Sin player, but the higher you go in elo then the better the Lee Sin's you will jungle against and the difference is very noticeable.


He has an incredibly strong early game so he can easily invade you whilst you're doing a buff/camp - make sure to ward up your jungle to avoid this or smite wolves if you're scared of the invade/just want to know if he does.

YOU CAN WIN A FIGHT AGAINST HIM IF YOU DODGE HIS Q blindmonkqone.png AND LAND YOURS AT A DECENT CHARGE viQ.png.

Lee Sin also has very potent ganks and can easily snowball his laners. He will most likely get mobility boots and be everywhere on the map, which is frustrating. 
His mobility when you do get close to killing him can also be annoying, as he he can Q  blindmonkqone.pngto camps to escape and ward jump blindmonkwone.png over walls.

He has to go tanky or else he falls off meaning that he doesn't deal that much damage to you in the later stages of the game but you can easily kill him if you can catch him out. You will outscale him.

VS

Master Yi

Easy

He doesn't have the best ganks and only provides damage and no CC to his team. 


Early on, if you do end up fighting him (which I would not recommend) save your Q viQ.png for when he uses meditate meditate.png since it will CC him out of it and stop his "cheese" heal.
In teamfights, you will provide the hard CC required to stop him cutting through your team if he has become quite fed. With your R viR.png you can easily lock him down and kill him since he is very squishy.

Like you, he is also weak early on. I would not invade him though since he is a great duelist, only invade if you have him spotted with low HP doing a camp/buff.

GENERALLY MASTER YI WILL THRIVE AGAINST TEAMS WITH NO HARD CC TO STOP HIM - YOU PROVIDE 2 HARD CC'S FOR YOUR TEAM.

VS

Nidalee

Medium

This is dependant on the skill of the Nidalee player. Can be incredibly hard against a one trick Nidalee.


Nidalee has insane mobility and clear speed, against a good Nidalee one trick/main you will notice how they can seem to be everywhere and deal insane amounts of damage through landing spears and cougar combo's. She can easily gank if she lands a spear onto your laner but if she misses and still goes in then this can make for an easy counter gank.

Be careful of walking into bushes because of her W bushwhack.png, this will mark you and if she is nearby and it's early on within the game then she can probably kill you with her early damage.

Later on, her damage falls off against you and Banshee's Veil 3102.png can severely reduce her damage output/cheesy max range spear damage. If you fight her 1v1 later on then you will win, she is very squishy even with a "Rod Of Ages" and "Zhonya" since she has a little amount of resistance against you.

You will outscale her and provide more than she can in teamfights, she can really only try to poke you down with spears/assassinate a carry - you can easily stop this if you're reactive onto her actions and have her focussed down, easily making the fight a very easy 5v4.


VS

Nocturne

Medium

Nocturne is quite a strong duelist and he also has a reasonable amount of tankiness later on.


You MUST be careful of his spell shield nocturneshroudofdarkness.png, he can use it to block your R/Q damage which is huge in a close duel!

TIP - WITH STALKERS SMITE, YOU CAN SMITE HIS SPELL SHIELD WHEN YOU SEE HIM ACTIVATE IT TO AVOID HAVING TO USE AN ABILITY OR WAIT FOR IT TO RUN OUT. BE WARY THAT HE GAINS ATTACK SPEED FROM HIS SHIELD ABSORBING SOMETHING.

If you can outplay his spell shield then you can do perfectly fine against Nocturne. You have to be careful and mostly peel against him for your carries as he will dive into your back line squishes with his R nocturneparanoia.png, but for Vi he is easily "peelable".

VS

Nunu

Hard

Nunu is the most annoying jungler to play against.


He will just counter jungle you and heavily ward so that you can't gank. Even if you can then you're playing on such a low economy that they aren't that effective. He can cheese you out of buffs with his Q consume.png, acting as a second smite, or even camps if he's feeling reasonably more cheesy than usual.

If he does come into your jungle whilst you're clearing then he will most likely just snowball you to death iceblast.png or use it to push you off a camp/buff then steal it.

Make sure to keep dragon warded often as he can do it pretty early, you can catch him trying to do it solo and get a free kill out of it/ take it for yourself depending on how much he's done to it.

It's pretty hard to steal away/secure objectives from Nunu with his Q + Smite combo so don't be disheartened if he steals them away from you. At level 18 he does 2,000 true damage to them, which you just cannot match.

You offer more than him in teamfights, in terms of damage - however, indirectly he will Blood Boil bloodboil.png his ADC, giving them increased attack speed and movement speed but you can easily dive into them and kill them with your R viR.png.
Overall, his R absolutezero.png won't reach maximum damage in a fight as he will be CC'd before this happens and it is more of a zoning tool than damage output ability. The only other damaging ability is his E iceblast.png, which he will most likely use to slow/reduce attack speed/damage your ADC.

VS

Pantheon

Hard

Early, he will win you in a fight. He can block your auto damage/E viE.png and indirectly block your W passive stack viW.png. His early game is just insane and his ganks are decent with his W pantheon_leapbash.png

DO NOT FIGHT HIM EARLY.

During the later stages of the game, you will win. He falls off pretty hard and must build off tank - he won't be able to get you low enough to make use of his crit passive on E pantheon_heartseeker.png and you will just soak his damage like water to a sponge. The blocking of your Auto's/E doesn't matter either since you will almost kill him through Q and R alone.

He will just try to snowball his lanes with mobility boots and end the game early, before he falls off hard late game.

BE CAREFUL SMITING AGAINST PANTHEON WHEN HE R'S pantheon_grandskyfall_jump.png INTO OBJECTIVES - HIS R DAMAGE DOES 400/700/1000, THIS IS WITHOUT HIS SMITE AND Q pantheon_throw.png WHICH HE WILL MOST LIKELY GET OFF. DO NOT UNDERESTIMATE HIS STEAL POTENTIAL.

VS

Rek'Sai

Medium

Her clears are pretty fast early and she has some insane mobility with tunnels. Be wary of her counter jungling you as she can easily do it by using her tunnel into the camp/buff then also using it as an escape - she also has the tremorsense whilst burrowed to notice you coming before you know she is there.


Her duelling potential is reasonably strong with her knockup, however, this is very predictable as she must be directly underneath you. 
She only serves as a knockup bot and ward placer later on, she does have some damage from warrior/cinderhulk and Black Cleaver + Titanic Hydra depending on the build that she will go. You offer more CC than she does with your Q/R and more burst damage, however, Rek'Sai's sustained damage is very high and make sure your carries are wary of it.

IN A 1v1 AGAINST HER BE CAUTIOUS OF HER E reksaiE.png DAMAGE AT MAX FURY, AS THIS IS TRUE DAMAGE AND WILL CUT THROUGH AND ARMOUR THAT YOU HAVE BUILT.

VS

Rengar

Medium

Rengar is very weak early on but scales incredibly hard. Being a former Rengar main, I tend to play him still from time to time, you can invade him early but only if you notice he is on 0-2 ferocity stacks. If he's on 3 then he can instantly get to 5 with all 3 ability uses and land an incredibly damaging 5 stack Q rengarQ.png. You can also fight him by catching him with a fully charged Q viQ.png as this will chunk him heavily as he is very squishy through all stages of the game.


You will not be targeted by Rengar much with his R rengarR.png, he will mostly be going for your carries to one shot them. Which you can easily peel against with a well timed Q and/or R. He will target you if you're very low and trying to run away and he is sure he can kill you, although this depends on the extend of the Rengar players damage, as you can turn fights around with your passive shield vipassive.png (Around 200-500 damage soaking depending on the stage of the game) and burst combo.

BE VERY WARY IF HE SNOWBALLS - HE WILL BE ABLE TO KILL YOU UNTIL YOU GET TANKY AND IF HE SNOWBALLS EARLY THIS WILL BE DIFFICULT. THINK ABOUT GOING FOR WARRIOR TO DEAD MAN'S IF THIS HAPPENS.

VS

Shaco

Hard

Shaco's very first clear is insanely fast. He will be able to clear his first buff (usually red) and then invade you whilst you're tanking your buff, as you'll be level 2 and around about 40%-50% HP. With ignite he will be able to easily kill you.


A suggestion is to early invade him with your team as this will disrupt his W  jackinthebox.png box's and stop the insane speed of his early clear and thus stop his invade against you. Another strategy is to start onto your buff and then go to a camp that is a bit further away, such as going from Blue to then doing wolves. 

SHACO IS A COUNTER JUNGLER AND HIS REGULAR CLEARS APART FROM HIS FIRST ARE NOT THAT GOOD.

The only time he will be a threat to you is in the early game when he invades you. Later on, he will not be able to burst you and you can out damage him. You can also easily peel him off your carries later on with just a simple Q viQ.png and your team can burst him as he is incredibly squishy.

VS

Shyvana

Medium

Her early game is weak and a fully charged Q viQ.png catching her out will be able to win you the fight against her, she has no CC to use against you so you can get free damage on her with a fast Q Auto E combo and rapid R to Q.


Be careful about dueling her though, she is incredibly strong with her mass amounts of attack speed and E shyvanafireball.png which does % max HP as magic damage. Alongside Blade of The Ruined King/Devourer this will completely rip through your health bar.

REMEMBER TO TAKE SCUTTLE CRAB AS THIS WILL SLOW DOWN HER DEVOURER STACKING. ALSO HER CLEARS ARE IMMENSELY FAST.

VS

Xin Zhao

Medium

Xin Zhao has a very strong early duel potential with his Q/W xenzhaocombotarget.png/xenzhaobattlecry.png, as this gives him a knockup and increased attack speed at just level 2/3. I would highly recommend to not fight him early on as he will out duel you, it is was he is supposed to do. He falls off pretty hard later on and you will provide more utility for your team, as well as damage and peel.  


Be wary of him diving into your ADC/Mid with E xenzhaosweep.png and then using his R xenzhaoparry.png to knock everyone back to try and secure a clean kill onto them. This should be simple to solve if you can R viR.png him as it puts your straight back onto him and also negates his damage/allows your team time to get back into position.

Ward your jungle entrances to avoid any cheesy invade he may try to pull off.

Combos With Vi Back to Top

Q + FLASH / FLASH + Q


 1 - Q (Charge up) viQ.png +  4.png + Release Q  viQ.png      OR  2 -   Q (Charge up) viQ.png + Release Q  viQ.png+  4.png

This combo is quite common on Vi but also incredibly effective. It allows you to pull of incredibly long 

lane ganks and land kills from an entire screen away. The alternative (2) is almost impossible to dodge 

when done correctly, it acts somewhat in the same way as Lee Sin's R then Flash, making it very 

unpredictable and hard to see coming.

I would recommend doing the first technique until you get the hang of Vi and practice her a lot more, if 

you mess up the (2) then this can leave you totally flash less with a wasted ability, whereas, the (1) combo 

is much easier to aim and land.
You can use this combo to engage fights or join an already existing engagement.



STANDARD CLEAR/GANK COMBO (BEFORE 6)


Q (fully charged) viQ.png + Auto (viW.png ) + E  viE.png

When clearing the jungle with this combo, be sure to make sure that you're hitting the entire camp with 

your Q - this means the full damage is dealt to the entire camp and then the E conic splash and actually 

kill the small jungler mosnters instantly.
For ganking be very sure of using the E as an Auto Attack Reset, if you just Q then E you're missing out on 

some instant damage from the proc of your W passive, which in a gank can be the difference between a 

kill and them escaping and you getting nothing from it.


GANK COMBO WITH R AVAILABLE


viQ.png+ Auto (viW.png) + E viE.png + R viR.png + Smite 11.png

viQ.png + 4.png + R viR.png + Smite 11.png

viR.png + Q viQ.png + Auto (viW.png) + E viE.png + Smite 11.png

You have multiple choices as to which one to use, remember that you should probably save your ultimate 

for when the enemy flashes away and also when you're smiting them wait until you've landed with your 

ultimate - if you smite them mid air then the slow will be gone by the time you land.

When ganking with Vi you can walk into lane and just R them first and then follow their escape with your Q 

or you can Q into lane and try land it onto an over extending opponent - if they then flash your Q you can 

just R them and they now have no escape, coupled with your smite slow allowing your laner to catch up 

to them.

BE CAUTIOUS OF SMITING A MINION WITH STALKERS INSTEAD OF THE ENEMY LANER


SUPER ENGAGE COMBO


viQ.png + 4.png + R viR.png

This combo can be used to engage a fight (not highly recommended if your team has bad follow up) on an 

unsuspecting out of position carry. Or you can use this combo to get into a fight that has already begun 

and you need to be there as soon as possible.
If you can then try to actaully land your Q, instead of just using it for the mobility to engage. Your Q is an 

insanely damaging ability and can totally destroy a squishy carry if you land it along with your R.


REMEMBER THAT THIS COMBO WILL PLACE YOU AN ENTIRE SCREEN AND A HALF AWAY FROM WHERE YOU 
WERE - RANDUIN'S OMEN ACTIVE CAN HELP YOUR TEAM FOLLOW UP IF YOU MUST USE THIS TO ENGAGE.


LOCK DOWN COMBO


viR.png + Q viQ.png+ Auto (viW.png) + E viE.png + Smite 11.png

This combo will lock down a carry for more than 2 seconds, it signals to your team "KILL THIS CHAMPION" 

and can be used to eliminate even the most fed of targets when done correctly. Remember that you must 

instantly Q into the target after landing with R, as this stops them being able to escape and allows the 

Auto to E reset very easily, if you have purchased Dead Man's Plate then this combo will double slow the 

target for a large amount and pretty much reduces the chances of a carry to 0.

Ganking As Vi Back to Top

Ganking With Vi, you can gank from level 3, once you have access to all 3 of your abilities - as you will have Q by this time which is your primary gank tool. 


When ganking as Vi, you can either let your laner use their CC on the enemy to allow for a fully charged Q viQ.pngstraight into them which will completely destroy them as not many champions can survive a full combo from Vi started with a Max power Q viQ.png  along with another champion also throwing abilities into them or you can lead the gank with your Q, which will require more experience for Vi but is also great for learning in SoloQ as your team are not to be relied upon. 

When leading the gank with Q make sure you place the Q arrow just in front of them, so much so, that if they continue to walk forward it will hit them but also just enough so that it will still collide with them if they try to juke and stop moving, this will work easily as the ability itself makes you travel quickly. 

When you're level 6 your ganks become extremely powerful and just having your R viR.png used in a gank can usually result in a kill to then taking a tower or dragon.  Soon as you hit 6 been on the look out for lanes to gank and be sure to be using the lock down combo or flash Q R combo. (See combo section for details)

REMEMBER THAT YOUR Q  viQ.png CAN GET YOU OVER WALLS SO YOU CAN THINK OF VERY CREATIVE GANKS ROUTES TO DODGE WARDS WITH THIS ABILITY.

Tips/Tricks And Notes Back to Top

PUSHING WAVES AS VI


Vi has some extremely fast pushing power, this can be used after a successful gank or to just clear a 

wave to soak some XP/Gold.

To do this extremely quickly
Q (fully charge it) viQ.png + Aim it from the melee minions to the caster minions + Auto + E viE.png

Doing the Q through the entire wave will either kill the caster minions/place them on extremely low HP. 

Also going through the melee minions will place them extremely low - The Auto E reset with clear the 

entire wave from the conic E splash - your E splash should hit the entire wave as your Q will line things up 

behind you.

VI'S Q AND E INTERACTION


A worthy interaction to note is that whatever you charge through your Q with will be placed in-line behind you (apart from champions of course), this will set it up perfectly for your E conic splash damage to affect whatever you just Q'd. This is what makes Vi's jungle clear incredibly quick along with an effective minion wave pusher.

Q AND WALLS


Vi's Q range is 725, at full charge. This is almost 2 flashes in distance.
You can just a fully/mostly charged Q to get over walls in Summoner's Rift and make for some very 
sneaky ganks by dodging wards. 

Your Q will go over virtually every single wall in Summoner's Rift. 

Tip - Buy a pink ward at around level 5/6 and if you have some extra AD from items you can Q from 
behind Dragon pit from blue side and place the pink in the pit to make sure that there are no wards and 
just solo sneak a dragon. By Q'ing over the wall you will avoid any wards that they have in front of/around 
the pit and any of the wards within it will be spotted by your pink, which you can clear.

SMITING SPELL SHIELDS


Against targets such as Sivir/Nocturne who have a available spell shield for one of their abilites, you can smite the shield to negate the effect of having to wait it out/waste an ability for it. This works very nicely against Sivir in ganks as you can R her and then wait for the spell shield and quickly smite it to get the full use of the knockup/damage on your R.
This can also come in handy when in a skirmish/1v1 duel against a Nocturne as he can spell shield your R/Q/E damage, but if you smite if then you can win the duel against him reasonably easy.

BE CAREFUL WHEN SMITING NOCTURNE'S SHIELD IN A CLOSE DUEL AS IT WILL GIVE HIM INCREASED ATTACK SPEED


USING YOUR R TO AVOID CC


Your R makes you immune to CC during the channel of the ability, this means that, for example if a Twisted Fate were to throw his gold card at you and as the ability is in the air (as you cannot dodge it) you can R him, this will make the stun hit you but take no effect as you will not be susceptible to CC as you press R, this means you get some free damage against him and he wasted his stun which is now on cooldown against you.

Using this can save you in many situations and even win teamfights, if you can time dodging a crucial CC.

Another example is Nocturne's fear - when he tethers you after a 2 second delay he will fear you and allow him to get some free damage off on you without any retaliation. If you R him right as the fear will go off then he has wasted an ability for no CC at all and you can freely use your damage against him.

REMEMBER THIS WORKS BEST FOR CC THAT IS POINT/CLICK OR HAS A DELAY TO IT

About Me Back to Top

I'm currently (as of typing this) at Platinum 2 79LP. The LolKing note will change as I climb/fall.


Over my time I have attained over 150 games on Vi and have climbed from Bronze IV (Start of Season 5) to where finished Platinum 3 100LP (End of Season 5) using mostly Vi and an assortment of other junglers.

^ Click

Feel free to ask me anything about jungling/Vi if you wish.

I will be reading/responding to any comments/questions you have on this guide and all feedback will be much appreciated.

Here is my op.gg for anybody who is interested in statistics/win rates.


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