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VI BUILD GUIDE: Ground and Pound Jungling - Vi by Chaonix

by Chaonix (last updated over a year ago)

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9
Greater Mark of Attack Damage(+8.55 attack damage)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Attack Damage( +6.75 attack damage)
View Rune Details
Summoner Spells
View Summoner Details
9
21
0
mastery 1 mastery 1 0/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
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mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Blast Shield
QVault Breaker
WDenting Blows
EExcessive Force
RAssault and battery
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 0/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Blast Shield
QVault Breaker
WDenting Blows
EExcessive Force
RAssault and battery

Champion Matchups

Introduction

Vi is a very strong melee bruiser with very fast jungle clearing potential. She has very high mobility with her Q, allowing her to fit in nicely with the current metagame.
The way she feels to me, is like a Lee Sin with less mobility, BUT she doesn't completely drop off late game. This in my opinion is where she truly shines.

Masteries

I like to run her with a 9/21/0 build. Focusing on staying strong in the jungle and allowing you to be an incredible initiator late-game.
With her godsend of an ultimate, you want to be able to focus on staying alive and keeping up the CC and damage after you have used your ult to focus a target.

I take a very standard defensive jungle build. You'll want bladed armour and similar masteries to keep your clear time up and the masteries at the bottom of the tree allow you to stay alive. Reduced slow and CC duration is exactly what is needed for a champion who's focus is going to be diving in and getting the ball rolling. Also, extra health can NEVER go wrong.

In the Offensive tree I take 4 points in attack speed - To increase your early jungle clearing with your W.
4 points for the extra AD (Again, this can never go wrong)
And the 8% extra ArPen. This stacking with your W proc and your black cleaver makes for a LOT of armour shred.

Runes

The runes I like to run are:
Marks - 9x Flat AD - This will help your early game clear time seeing as all of Vi's abilities scale so well from AD.

Seals - 9x Flat Armour - This will again help your early game jungling.

Glyphs - 9x Scaling MR - These will give you a nice chunk of MR in mid-late game.

Quints - Flat AD - same your marks, these increase your damage output.

Item Builds

Allows you to make your first clear and 1-2 ganks while remaining at high health.

Gives you extra armour, lifesteal, damage and also a built in ward for dragon control. Replace with a at late-game.

When you get this you'll have even more health, damage and a chance to slow your enemy. With the extra ATS from your W this will proc most of the time and make it very difficult for your opponent to outrun you.

Even more health, Armour penetration, and CDR. This is an incredible item for Vi. This in addition to your armour shred from your W will allow you to do damage to even tanky bruisers.

By the time you get this it will make you very durable and the 100% slow chance is incredible.

This will make you VERY powerful. The sheen proc in addition to your E will hit for a LOT of burst damage. The extra ATS and movespeed will make your W proc even faster and allow you to chase down enemies. BUT! Only get this item if you are already fed and ahead in gold. Unless you are ahead you don't want to sink the extra gold into this item in place of tanky items seeing as you will be building to be the tanky initiator.

This is a great defensive item. By now you should have a fair bit of health and armour. This will give you the required MR, a nice shield when you're taken to low health and EVEN MORE damage.

This item is great to have. Along with the extra health and Armour, the Active use on this will help you stay alive a LOT longer after you engage with your ultimate. This is generally a late-game and possibly your last buy.

This effect on this item will help you initiate against heavy CC teams. With the spell-block this could buy you the vital seconds needed to get in range of your target and Ult in into them. Either that or if you Ult in first, it will block the first big attack aimed at you after you have bullied your way into the center of the enemy team.

This item will be stronger late-game than your .

I don't feel that this item is as strong as others for Vi. You get a great chunk of health that works well with your passive, however your passive is on a relatively long cooldown.

Summoner Spells



Explanation:

Because you're a jungler. Dragon control, baron control ect...

Both an offensive and defensive spell. You can eaither flash away from a sticky situation, or maybe you want to flash to set up a kill. This + your Q + your ult wil allow you to cover some tremendous distance. Not even a Teemo or Nidalee will be escaping you.

This is also viable. It's good for chasing enemies, but generally I don't feel it's as strong as Flash seeing as your Q can often help you escape any dangerous situations.

Skills

Passive: Blast Shield
When Vi's activated abilities damage an enemy, she gains a shield equal to 10% of her maximum health for 5 seconds. Blast shield has a 18 / 13 / 8 second cooldown.


Explanation:
This passive can be very helpful for jungling and giving you that bit of extra health when going in for a gank. When jungling try and time your E to proc this every time it comes off CD.




Q: Vault Breaker
First Cast: Slows your movement speed by 15% while increasing damage and dash range over 1.5 seconds.

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.

Minimum Physical Damage: 50 / 80 / 110 / 140 / 170 (+70% bonus AD)
Maximum Physical Damage: 100 / 160 / 220 / 280 / 340 (+140% bonus AD)
Range: 50 - 600
Cooldown: 19 / 16 / 13 / 10 / 7
Cost: 50 / 60 / 70 / 80 / 90 mana


Explanation:
This ability allows you to keep up with the current high mobility metagame.
With all the leaps and wall jumps around at the moment, this allows Vi to stay a viable champion.

When ganking, open with this ability and knock the enemy back into your team. When ganking top and mid lane, come in from directly behind the enemy champion and start the charge while your out of sight. Run in and kock them back to your teammate.



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 its 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: 6 / 7 / 8 / 9 / 10% of target's max health (+1% per 25 bonus AD)
Attack Speed Bonus: 30 / 35 / 40 / 45 / 50%


Explanation:
This + 8% armour penetration from masteries + your black cleaver makes for a LOT of armour shred.
This ability is also the reason why I take ATS marks. At max rank, every 3rd hit will hit the enemy champion for a huge 10% of their health.

In jungle this ability I find is the fastest for clearing.

This ability in conjunction with a or allows you to stick to the enemy champion quickly working away at their health and armour.


E: Excessive Force
Active: Causes Vi's next basic attack to 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.

Total Physical Damage: 5 / 20 / 35 / 50 / 65 (+115% AD) (+70% AP)
Charge Reload Time: 14 / 12.5 / 11 / 9.5 / 8 seconds
Range: 625
Cooldown: 1
Cost: 60 mana + 1 charge


Explanation:
This is nice for clearing faster in jungle. It scales pretty well from your AD and if you go into a gank with 2 charges you have a lot of burst straight off the bat.
It's also fairly strong in teamfights. Try and position yourself so that the blastwave will hit as many enemy champions as possible with it's splash damage.



R: Assault and battery
Vi targets an enemy champion and chases it down, knocking it up for 1.25 seconds, dealing physical damage and applying Denting Blows.

While charging, Vi is immune to crowd control and will knock aside enemies in her way, dealing 75% damage to them.

Physical Damage: 200 / 350 / 500 (+135% bonus AD)
Physical Damage to Secondary Targets: 150 / 262.5 / 375 (+105% bonus AD)
Range: 700
Cooldown: 130 / 105 / 80
Cost: 100 / 125 / 150 Mana


Explanation:
This ultimate is incredibly powerful. The flat damage to your target will be incredibly high. If that target it is a carry, you're likely to take them down a good quarter, possibly half of their health with just this. The damage to each enemy you pass through is also fairly high, but about 35% less. Still, if your targeted AD carry is stood at the back of a big group in a teamfight, immediately you know you'll be dishing out some insane damage.

In addition to the huge damage and CC you deal, it also reduces all damage taken while being used by 75% and completely IMMUNE to all forms of CC. This is essentially a Malphite ultimate that cannot be stopped. Who's the unstoppable force now?

Use this in conjunction with your Q to cover distance to be in range of your target. You can also hide behind walls and Q through (with necessary vision) and follow with your ultimate, completely taking the enemy team unaware.




Jungling

Your jungling route should be Wolves > Blue > Wraiths > Wolves > Red. After red you can either stroll to bottom lane for a gank (provided your support has cleared wards) or if they have a strong form of CC. Eg. .

Keep an eye on each lane and assist where needed. If top is pushed, gank top. If mid is pushed, gank mid. Generally at this point in the game bottom lane will be the most difficult to gank, but you can always show some prescence and allow your carry to pick up a little more farm and force back the enemy carry.

After your first B you should have at least . Continue to clear your jungle, making sure you keep up in levels AT ALL TIMES. You don't want to be dropping behind. Assist the lanes when necessary, aside from that, push for level 6 asap.

The moment you hit 6 your ganking potential will grow tremendously. Your Q and Ult should be enough CC to secure a kill, even on tankier champs such as .

Make sure you keep control of dragon by warding it and taking it as soon as possible. Don't forget to time when it's back up again! Controlling dragon can either pull your team further ahead in gold, or be your chance to catch up to the enemy team. DON'T FORGET TO WATCH FOR SMITE-STEALS!

Alternate Build.

If you find that your team is already made up of tanky characters such as you may want to focus more on your damage output.

For this I would replace your with a and pick up a . This will allow you to much more easily 1v1 enemy champions.

With the replaced tankiness, you're not going to be the one initiating. Wait until your tank has initiated and burst down everybody you can. Imagine yourself like an Irelia or Darius instead. Inflict major pain to as many people as possible whilst staying alive yourself.

Counter-Jungling

If you find yourself against enemy junglers that can't really hold their own 1v1 in the jungle such as PUNISH THEM! Take their Wraiths or Golems if you can do so safely. Remember, your is a quick "OH SHIT!" button, so keep this ability available whilst you're in their jungle. Keeping them underleveled can affect the rest of their game greatly and makes their ganks weaker if they're going for a lane which is higher in levels.

If the enemy jungler HAS THE NERVE to counter-jungle you, don't let them get away with it! Don't be afraid to sink a little gold into a or two. If you see them entering your jungle again, ping for allies in the nearest lane to break away and come assist you in killing them. Then it's payback time. Help yourself to their jungle while they are dead >:]

Early Game

Early game you are going to want to do your usual jungling, clearing as fast as possible and keeping your HP as high as you can. Gank when necessary and keep up in levels. You're going to be wanting to have on your first B. Costing 750g if you started with Machete and 5 pots. Spend any excess gold on and maybe even a if you have the gold spare.

By level 6 you will have your and want to gank ASAP.

Mid Game

By mid game you should have at least your and .

Continue to assist your allies lanes and keep your farm up.
If your support isn't warding dragon, use your wriggles to do it.
Staying ahead in gold and just assisting your teams is key here.

When you get your and EXERT your jungle pressure! Offensively ward the enemy jungle and make it your own. Warding enemy buffs is a great way to do this. When they go to take them, kill them.

Keep up in levels and maintain control over every buff and dragon. As much as is in your power of course.

Late Game

By this point you're going to be trying to catch people out and co-ordinate ganks with your team. Again, warding is crucial. Wards = kills! and Wards = lives saved!

With your damage and ATS you are very capable of pushing out lanes and towers and escaping effectively.


By very late-game you should now be one tanky son of a b****! If you're the tankiest on your team, do not fear to initiate a team fight with your . I can't stress enough how powerful this is!

Team Fights

In team fights YOU are going to be the initiator. You're going to want to target who you'll be initiating on so that your team can make the most of your armour shred. You have 2 options as Vi. You can nuke down a weak Carry in very little time, by using your to initiate whilst knocked enemy champions out of the way, or you can focus fed champions that would pose an incredible threat to your carries, such as .

Once you have initiated, do what you can to eliminate the highest priority threat from the fight. After that, you'll be wanting to stick to the champions that are targeting your carries. Use your to help keep them off them if they are melee, or knock them into your your melee if they are ranged.

If you are being focused, pop your immediately. You have a LOT of teamfighting prescence that will be greatly missed by your team. If the enemy is focusing you down each time a fight starts and your Randuin's isn't enough to keep you alive, consider a . Staying in the fight as long as possible is your goal.

Final Comments

I will be putting in some screenshots into this guide over the next few days.
Any comments, suggestions and questions are all welcomed.

I hope this guide has helped you see the defensive and CC orientated potential, along with the powerhouse that is Vi.