Update logDecember 19th, 2012
Added Life steal runes as an optional rune choice.
Added to her E skill description
IntroductionNOTE: This is a "Day 1" guide, A new concept created by the staff here. The purpose of the "Day 1" guide is to give you, the readers something to base your play with the champion off of in their opening days. I hope this guide serves the purpose in assisting you as you adjust to this new champion, and as time goes by, this guide will be reworked to fit higher standards, and more common ways for playing this champion. Please visit this thread and let us know what you think of the "Day 1" concept: http://www.solomid.net/forums/index.php?/topic/36338-solomidnet-day-1-guides/
Who is Vi?
Vi is the newest champion in league, She is an AA based, melee bruiser who bears some similarities to several champions in league, namely one in Particular:
Jax, the Grandmaster at Arms
That's right, She's akin to the grandmaster himself, borrowing A few of her skills from him, and putting her own touch on them by adding flavor from other champions as well. Like Jax, her dueling ability is great, making her rather difficult to deal with one on one. Her kit is very strong, and she can do rather well in lane, but this guide will focus on her jungling ability, which is very good. her clear times are strong, as are her ganks, and her ability to finish a target should the lane not be able to is insanely good.
- Very strong dueling ability
- Fast clears
- Can counter jungle effectively
- 20% armor debuff at level 1
- AS steroid
- Ability to reset her attack timer multiple times with in only a few seconds
- High survivability in jungle
- Very powerful Ult
- Overall great kit
- Not a blue buff dependent jungler
- Dueling ability is heavily reliant on AA
- Gap closer/knock has little width, thus easy to dodge
- Ultra kiteable
- Small mana pool
- Easily victimized by burst casters
- Easy to bait into a poor exchange.
- Long CD on her passive until level 11
Health 440 (85)
Health Regen 7.5 (0.9)
Mana 220 (45)
Mana regen 7.0 (0.65)
Attack Damage 55 (3.5)
Attack Speed 0.643 (2.5%)
Armor 16 (3.5)
Magic Resistance 30 (1.25)
Movement speed 350
First off, You now have the ability to take points in the CDR mastery on the offense tree. The armor penetration provided by the weapon expertise mastery has been reduced by 2%. This isn't bad, but does make it less effective. Deadliness has been improved, as it now provides more AD per level, resulting in a better end at level 18 then it previously had. Havoc also revived an upgrade, increase it's damage altering potential by .5%.
Brute force was dropped in position on the tree, and was altered in that it still provides the same amount of AD, but for only 2 points as opposed to 3. Sunder has been nerfed however. Instead of the 6 armor pen it provided, it now provides 5. like the weapon expertise mastery, it's not a very large nerf. Lastly, Executioner received a nerf and a buff at the same time. Where it used to increase damage by 6% to targets below 40% health, it now increases your damage by only 5%, but it does so against targets under 50% health.
Another great aspect is the ability to now reduce your summoner spell cool downs. Though the drop your getting from the mastermind mastery is only 1 point's worth, that still gives you a faster cool down on your smite, and whatever summoner spell you should choose to use. If you are using Flash, the cool down will be further decreased by the summoner's insight mastery.
The wanderer mastery is a rework of the season 2 mastery Swiftness. This mastery grants you an additional 2% movement speed, but only when outside of combat. this is helpful in it's ability to get you to the next camp in the jungle faster, as well as to a lane to gank. Because you are considered "in combat" when you've used an attack, or taken damage, you can use this for ganking as well until you've "entered combat".
While the previous page was dedicated to offense, and a bit of utility, this excludes the utility tree to keep some offense, but also take in some much welcome defense. It grabs the traditional summoner mastery "summoner's resolve", which grants additional gold when using smite. It takes in quite a bit of Bonus health, which helps to alleviate Vi's ability to get bursted by casters early on. This bonus health as serves a great purpose with her passive, by granting her amuch large shield at all stages of the game. In addition to that, this page grants her additional Armor which is helpful in the jungle against creeps, as well as for when she ganks a lane with an AD based target in it. The additional MR is also helpful against those burst casters early, as well as against most any magic user(though will not save you later in game, you will need item based HP and MR for that).
While weaker on the offensive side, It does give her the ability to stand up and fight harder early on, making it less risky for her to engage strong champions early on when ganking. This is the page that I would recommend to anyone new to jungling, or anyone that is not used to playing a more AD based jungler.
Greater Mark, Glyph, and Quintessence of Attack Damage.
I use 3 types of runes this one stat. This is typically the page I will use if i play top lane, and choose an AD champion, such as Riven or Jax. While it may no look it, the one AD glyph does make a difference in last hitting against creeps. Why use a page designed for improving last hitting creeps in lane? Yes, you don't really do any last hitting in the jungle as you have no creeps of your own to take aggro and deal damage for you, however, that small bit of AD can still play a difference in finishing camps. While in lane, it takes effect at particular levels for different champions(for instance, with Jax it is more prominent at every 3 levels), In the jungle, it means the difference in camps taking that extra fraction longer to kill. While it only speeds up your jungling by a small amount, that time saved will add up during the course of your jungling, especially along side her kit.
If you prefer not to, you can always trade that one AD glyph for another MR glyph, or you can add in a second AD glyph to bring the total to over 16 AD.
Greater Seal of Armor
A standard rune for improving survivability against jungle creeps early. It's also very useful for ganking AD based enemies, helping to mitigate damage received by them. Vi's starting armor is rather average, and thus not very impressive, so improving her over all physical defense is a must.
Greater Glyph of Magic Resistance
These runes are taken to help improves early survivability against magic damage based champions. Because Vi auto attack based, and has no real defensive abilities save for her passive shield, she is susceptible to being bursted down while trying to approach her enemy(thus meaning her shield has not been activated, or is currently down). Vi needs this survivability to successfully gank the lane without falling victim herself.
I already stated that you can trade the one AD glyph for 9th MR glyph, or add in a 2nd AD glyph. So i will focus on other options.
Greater Mark and/or Quintessence of Attack speed
These runes grant you additional attack speed. When combined with AD runes, they can increase the rate at which you clear camps. When using these runes, I recommend that you either use 3 of the Quints with 9 AD marks, or 6 AS marks, with 3 AD marks and 3 AD quints.
Greater Glyph of Armor
If you would rather have more armor then additional MR, you can always switch in these runes. They will work alongside your other armor based runes to improve your survivability in the jungle. They're also handy to have against a team that is more AD based(for example, the enemy team has an AD caster mid, as opposed to an AP caster).
Greater Quintessence of Life Steal
Because Vi is AA based, she can actually benefit from the increased sustain that these runes will give her. They'll give her better ground to stand on in the jungle, while also improving her dueling ability in general. They're a great choice to use for anyone just starting out in the jungle, or for those that prefer to stay healthier longer.
Smite is a very common summoner's spell taken by junglers. This spell does not harm enemy players, it's sole purpose is to aid in clearing the jungle by reducing time spent fighting one of the buff carrying creeps, and securing kills(and sometimes steals) on Dragon and Baron Nashor. This spell combined with the mastery "Summoner's Resolve", will grant you an additional 10 gold upon it's use, which is handy for a jungler. However, don't use this gold boost as an excuse to use the spell the second it comes off of cool down, as doing so results in you not having it available when you need it.
You don't want to use it the second you engage, you want to use it when you're sure that it's damage will kill the target. Smite's damage grows as you lvl up. Newer and less experienced players are often unsure of how much damage that smite actually does, so I've provided this chart in order to help those players unsure about the damage.
Flash is a great spell for chasing and escaping, providing you additional mobility that you do not normally have on your own. You can use it to "jump" over walls(not all walls, but there are many you can jump over with it), which is useful for surprise attacks, and Dragon and Baron steals, or if you're needing a quick escape. Thought Vi's Q allows her to "jump" walls as well, and at great distance's, her Q is not instant, in fact it slows her down before she releases it, making her an easy target. Flash is an instant "jump", which mean's you're not an easy target, and can also drop aggro off of minions and monsters, as well save you from some channeling skills(for instance, it can drop Skarner's grab if he attempts it at the same time that you flash).
This spell can serve other uses as well, such as correcting/changing your positioning in a team fight for example. While flash cannot deal damage, heal you, break CC, and doesn't really do much other then change where you're standing, its still a very strong spell that is truly only limited by it's very long cool down. Because of the length of its cool down, it is wise to try and use it only when you know that doing such will not be a wasted attempt(though not everyone can say any attempt will succeed or fail).
In addition to these two spells I also recommend you take into consideration, one more spell as an option:
This summoner's spell, when cast, leaves several debilitation's on the target that slows their movement speed by 40%, their Attack damage by 70%, and Ability and Item damage by 35% for 2.5 seconds. When combined with the mastery "Summoner's Wrath", the target's armor and magic resistance are reduced by 10 points. This spell is great for ganking as it helps to prevent the enemy from escaping, and weakens their ability to defend themselves as well, which in turn can save the lives of both you and your teammate[s]. Later into the game, this spell is perfect for reducing the effectiveness of the enemy carry(usually the enemy AD carry). Be careful not to use this spell fleetingly in team fights, always try to pick your target carefully.
Passive: Blast Shield
Innate: 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.
Vi's passive Grants her a shield when one of her skills strikes a target. This shield is equal to a percentage of her maximum health, and lasts for 5 seconds. In order to balance this out, her passive goes onto a cooldown when used, thus preventing her from having a constant HP shield when fighting. This increase's her dueling ability against other champions, making her harder to kill. It's also a fantastic passive for jungling(much better then Malphite's shield), as it functions as a form of sustainability, allowing her to stay in jungle much longer.
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
Her Q is a charge based gap closer, pass through, and knock back. Its a bit similar to Varus's charge skill, in that allowing it to charge to it's maximum increase's it's attack range and power. Also like varus's charge, it slows her movement while charging, and it passes through her enemies, but unlike varus's charge, when she collides with a champion, she hits them with a knock back and stops moving forward. This skill has some pretty good base damage, and some very good ad scaling.
This skill is your primary engagement skill during a gank pre level 6, thanks to its gap closing knock back, which isn't hindered by minions. It also has a fairly good range when fully charged, making the ability to engage over walls possible. The speed of the closer is fairly good as well, meaning that you can prevent the target from moving to far away to be killable. Although the range and speed of the skill are good, the width of the skill is not, meaning that it is rather easy to dodge should you not use it correctly. After level 6, whenever you have your ult available, it is best to use this after the ult.
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%
Her W Is akin to Jax's ultimate's passive. Instead of just being every third attack like jax, it's every third attack to the same target, much akin to vayne's W, however, she can stack these build ups on mulitple targets(they will reset after several seconds, instead of when switching targets). On the third attack, she does additional damage, increases her attack speed, and reduces enemy armor by 25%(at all rnkings). This is insanely powerful early on as its giving her 20% armor shred at level 1.
This skill will increase her clear times against buff monsters, as well as the smaller creeps. While the additional AS speeds up the clears of the camps over all, as does the extra damage, the armor debuff is much more useful against the large monster/buff monster then it is against the smaller monsters. This skill, plus her E, are what allow her to clear camps very quickly, which can contribute to her being an effective counter jungler.
While the additional damage and AS buff grow as this skill is ranked up, the armor reduction does not. At all ranks, this skill reduces the target's armor by 20% no matter what. At level one, this is an insane amount of armor reduction to have, and makes her a very capable top laner as well as jungler. However, because the armor debuff never grows, this skill is essentially just utility, and thus doesn't require the attention her other skills need.
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
Cost: 60 mana + 1 charge
Her E is akin to jax's W, save that she can use it twice in rapid succession without waiting several seconds. It also has a pass through effect, allowing her to hit enemies behind her target as well, making this great for killing escaping champions(by using it on a minion to hit the escapee), and for clearing minion waves and camps rather quickly. The projectile range is just beyond her her Q's max charge distance, meaning that its a decent mid range skill. However, you must strike an enemy with an auto attack to trigger the projectile. Using this skill against a turret will trigger the projectile, but the projectile will not damage the turret.
Using this skill resets her attack timer, giving her a kind of "burst" in her DPS as you can use it to attack again very quickly. The skill has a 1 second CD in between uses, allowing you to effectively get in 2 quick AA bursts, which will in turn allow you to trigger her W's activation twice in quick succession, making for some very large damage. You can also choose space out the activations more so that you can use them periodically during a fight, keeping her DPS high, and much more steady during a duel. This however wont work against a large number of targets(main ranged duelists), and more intelligent players playing bruisers will back off and try to escape if they know that they cannot win the skirmish.
Keep in mind that her E will not trigger on hit effects on any target other then her main target. This means that she can still trigger an item like frozen mallet on her intended target, but all targets caught in the blast cone behind her target will only take damage, and not receive the slow debilitation.
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)
Cooldown: 130 / 105 / 80
Cost: 100 / 125 / 150 Mana
Her ult is beyond ridiculous. When activated, she will rush after her target uncontrollably. On her way to her target, she will knock aside every enemy champion in her path, and deal damage equal to 75% of her's ult damage to them, not to mention that she is immune to ALL FORUMS OF CC DURING THIS CHARGE. Upon reaching her target, She knocks them into the air, suppressing them. Her ult has high damage, and high scaling, making it very powerful.
This skill is an initiation skill, not a finishing skill(though it can be used to finish someone off) that is particularly strong for ganking, allowing her to rapidly cut her target off when they attempt flee. The true strength of this skill in ganks lies not in it's CC, but its rapid movement and ability to ignore CC. Her target cannot stop her from catching them(aside from putting a large distance between the two of them), making her ganks very powerful, and most likely to end in a kill(on the enemy, so long as your teammate is capable, and you're not low enough to die quickly). For team fights, this skill serves as a great disruptor to the enemy team, giving your team something to take advantage of, and a great way to single out the enemy carry.
It is important however to keep in mind that this skill makes her ultra kiteable. Because it causes her to chase down her target uncontrollably, it can allow an intelligent, and quick thinking enemy, to force you into a very bad position. She can easily be drawn into turrets, or the waiting arms of the other jungler, ready to disable her once she's susceptible. While it's great for initiating team fights with, you have your team to back you up in that, where as using it to chase down an escaping enemy does not always carry the benefit of allies in tow.
Levels: 4, 8, 10, 12, 13
Taken at level 4, this skill is treated as utility at first, but will be the skill you rank second for its power. Great for ganking, jumping walls, and even disrupting enemies to give you a quick opening to abuse. More valuable then her W after her E is finished.
Levels: 1, 14, 15, 17, 18
Beacuse this skill provides a 20% Armor debuff at all ranks, 1 point taken at 1 one, and then placing this skill on the back burner to other skills is all you need. While the AS boost and Bonus damage do scale up with each ranking, this skill still remains as more or a utility skill then her other skills.
Levels: 2, 3, 5, 7, 9
Her E is the center point of her dueling ability, able to reset her attack timers, and hit multiple targets without reduction to the damage. This is the skill that needs to be maxed out first in order to shorten the CD, and further increase her dueling ability.
Levels: 6, 11, 16
As with any ult, you will generally always put points into it when it becomes available. This is not one of the few ults that you can postpone until later to finish maxing, as this skill is far to powerful to delay when it's ready. ALWAYS rank when available for ranking. I'll say again, ALWAYS rank when available for ranking.
Item BuildsYour Starting items normally, would be the 2 following choices:
- This choice improves your clearing speed by increasing the damage you deal by a percentage to monsters, as well as adding in bonus true damage against monsters.
- This option supplies you with additional defense, allowing you to take less damage. However, you do suffer a drop in clearing speed by taking this item.
Whichever option you start with is fine, but keep in mind you will usually build cloth armor into another item, while the machete you will generally sell.
On your first return trip, you will need to pick up boots to improve your movement speed. After which spend money on a long sword(if you returned with enough). The long sword purchase is to set you on the path of buying either phage, Vampiric Scepter, or Brutalizer. Which item you build into depends on your situation.
- if you find that you need the HP,and have trouble keeping up with enemies, Phage should be first.
- If you find that you need sustain, then pick up Vampiric scepter.
- If you need damage, then brutalizer is the obvious choice.
Either way, you will generally buy 3 long swords(at least) every game for these three items. If you can do so on the first back, buy 2 long swords, but only if it does not hinder your ability to pick up boots on the first trip back.
Why are these 3 items core items?
These three are core because of the powerful items they build into later on. Brutalizer you will always build into a Black cleaver. The armor penetration, cdr, health and bonus attack damage are all very useful, and too good to pass up, especially on a Bruiser like Vi. Vampiric scepter holds several build paths, 3 of which are good enough to be worthy of building(Bloodthrister, Ravenous Hydra, Hextect Gunblade). Phage builds into 2 items that work well for Vi, Frozen mallet, and trinity force, both of which are great choices.
Because of the options these 3 items represent later on, they are important enough to be counted as the core items of the build, and should generally be bought every game.
Make sure that you you do return to buy the items you need, but not so often that it causes you to lose out on experience(which in turn can cause you to lose out on gold, delaying your finalized items). Do make sure that while you are completing your core items, that you think ahead enough to decide which items you want to finish them into. Your ending item purchases should reflect not just a need to damage, or health, but what you need for that specific game.
+250 health +20 armor +20 magic resistance Unique – Legion: Nearby allied champions gain +10 armor, +15 magic resist, and +10 health regen per 5 seconds.
This item will provide you with round the board defense, increasing your health, armor, and MR, as well as buffing your teammates that are nearby as well. This item is a perfect for a brusier because of the defensive stats it provides, allowing that bruiser to have some fair protection in the mid game. However, moving into late game, this item isn't going to fair as well in it's defensive capabilities, meaning you will need to upgrade it.
+400 health +20 armor +30 magic resist Unique - Legion: Nearby allies gain 10 armor, 30 magic resist and 10 health regen.
Upgraded form Aegis, this item brings late game standing to the item. Increasing the health and MR provided, but sadly neglecting Armor. However, despite it's neglecting to improve its Armor, It is still granting a total of 400 health, 30 armor, and 60 MR to the carrier, as well as still providing stat boosts to the rest of the team, which is nothing to shabby. Pairing this with a Guardian angel will give her some great tanking ability, granting her the ability to effectively initiate, dish out large damage, and possibly escape, or at least stick around much longer to sacrifice herself while her team mops up.
+250 health +50 attack damage +10% cooldown reduction Unique passive +10 armor penetration Dealing physical damage to an enemy champion reduces their armor by 6.25% for 4 seconds. This effect stacks up to 4 times.
The new version of black cleaver is so much better then before. Dropping it's AS boost was a great idea, as it traded that out for a much better passive. While granting AD, Health, CDR, and flat armor pen, its passive allows it to shred armor even further. Before, it's passive would shred by only using auto attacks and as a flat amount instead of as a percentage. Now this Item shreds armor whenever you strike an enemy with any physical damage source, making this item great for AA based champs, and AD casters alike.
+70 Attack Damage +12% Life Steal Passive: Gains 1 stack per kill, up to a maximum of 30. Each stack grants +1 Attack Damage and +0.2% Life Steal (max: +30 Attack Damage and +6% Life Steal). Half of the current stacks are lost upon death.
It's a great choice whether you're wanting to snow ball into late game or not. It provides a great boost to not only your attack damage, but it gives a hefty amount of life steal. With it's rework, it presents a much stronger starting presence then it used to, and having that 10 bonus ad transferred to being static AD makes a large difference. It did take a a drop in over all life steal, but that doesn't mean this item is any less effective, it is still great item for high damage, and sustain.
+30 Attack Damage +30 Ability Power +30% Attack Speed +10% Critical Strike Chance +8% Movement Speed +250 Health +200 Mana UNIQUE Passive: Your basic attacks have a 25% chance to slow your target's Movement Speed by 30% for 2 seconds. UNIQUE Passive: After using an ability, your next basic attack deals bonus physical damage equal to 150% of your base Attack Damage (2 second cooldown). Does not stack with Sheen or Lich Bane.
Trinity force is a great item, which provides numerous boosts to your champion. It also comes with two passive abilities, one which provides a chance to slow the target by 25%, and another which is triggered upon use of an ability adding bonus damage to your next attack. It provides more stats than frozen mallet does over all, but it does not compare to it in bonus HP and Frozen mallet's slow effect is much, much better. Also of note is that Trinity force is much more expensive than Frozen mallet. However, Vi is capable of using every stat on this item and putting them to use in increasing her chase/escapability, and notably, her overall DPS.
+75 attack damage +15 health regeneration +10% life steal Passive: Damage dealt by this item benefits from life steal. Unique Passive - Cleave: Your attacks deal up to 60% of your Attack Damage to units around your target as physical damage, decaying down to 20% near the edge. Unique Active - Crescent: Deals up to 100% of your Attack Damage to units around you as physical damage, decaying down to 60% near the edge.(10 second cooldown)
This item is pretty fair, and brings a whole new capability to Vi's fighting ability. The AD it provides is high, which helps improve her AA strength, and the strength of her skills. It's Life steal percentage is low, but is made up for by the fact that it applies to the abilities of this item. Where this item gets it's power, is from splash damage. This allows Vi to not only clear waves and camps faster, but it allows her to put out a greater percentage of damage during team fights. Passively, it allows her to deal 60% of her attack damage to units around her target, but its active takes that 60%, increases it 100% on a decaying timer back to 60%. This active also carries a rather short CD, allowing her to use it often enough to really make a difference with it. This item though, while it has potential, should not be constituted over other damage items such Bloodthrister or BC(though it would work very well along side them).
+45 Magic Resist UNIQUE Active: Removes all debuffs from your champion (90 second cooldown)
Provides a good boost to your magic resistence, and it has an activated ability that can be priceless against specific enemy team compositions, namely those with multiple champions possessing hard crowd control effects. Upon activation, all debuffs and crowd control effects are removed. This is very handy during team fights for keeping you in a state capable of of not being melted due to slows, stuns, defensive debuffs, etc. It's relatively low price makes it affordable even if you should be having gold issues. It does build into another item, but the cost of the upgrade item is pretty steep, and you have several other options which could always prove to be better.
+55 Attack Damage +36 Magic Resist UNIQUE Passive: If you would take magic damage that would leave you at less than 30% Health, you first gain a shield that absorbs 400 magic damage for 5 seconds (60 second cooldown). UNIQUE Passive: +1 Attack Damage for every 2.5% of your Maximum Health that is missing.
This item gives you additional Attack damage, and additional magic resistance. It's first passive gives you additional attack damage for each 2.5% of health you're missing, which can possibly make a difference in a fight, the determining factor of whether you're the winner or loser. It's second passive is an improved version of it's base item hexdrinker. When your health drops below a certain point, You're granted a shield which will absorb 400 magic damage. This makes this a great item to have when facing a team heavy in AP reliant champions.
+45 attack damage +65 ability power +10% life steal +20% spell vamp Unique - Reload: Your basic attacks and single target spells against champions reduce the cooldown of this item by 3 seconds. Unique: Deals 150 + 40% of your ability power as magic damage and slows the target champion's movement speed by 40% for 2 seconds. 60 second cooldown.
This Item is a testament to the saying "Only gets better with age", as it did. A drop in price on this item not only made it better as it became more affordable, but it added a new passive effect to the item. While the stats of the item are all decent and pretty well off, making it strong in that one sense, It's passive and active abilities make it ridiculous. The active allows you to deal magic damage to a target(damage is amplified by a percentage of your AP). Now while Vi only has a single skill that uses AP, thus meaning you wont be build a large amount of it, this active is saved from its low damage in that department, but having a slow tacked on to the active, and further saved by the item's passive. The active ability's cool down is reduced by 3 seconds every time you attack and use skills, meaning that you have the ability to use the active of this item more then once during fights. As Vi is an AA based champion, capable of buffing her AS and reset her attack timer multiple times in a fight, she can actually abuse the passive of this item to have a sort of "5th" skill during fights.
+50 Armor +30 Magic Resist UNIQUE Passive: Revives your champion upon death, restoring 30% of your maximum health and mana. 5 minute cooldown.
Upon death, Guardian angel will revive you with 30% of your maximum health, thus the more health you have, the better off you can return with. This carries 2 benefits, as well as a draw back. It gives you a second chance to fight the enemy, allowing you to either reduce their numbers, or reduce their health enough for your team to finish them should you die again, or you're able to escape alive. It allows you a chance to maintain your killing streak, should you be able to stay alive and escape. It's draw back however is that competent players will wait for you to revive and then instantly kill you again. Keep that in mind when considering it's use.
+700 Health +30 Attack Damage UNIQUE Passive: Your basic attacks slow your target's Movement Speed by 40% for 1.5 seconds (30% for ranged attacks).
Frozen mallet is a great item on any Melee Bruiser. It not only gives a big boost to HP, but it gives a bit of bonus attack damage to boot. But it's true coup de grace is it's on hit effect. Whenever you strike the enemy, their movement speed is reduced by 40%. Do not asume that the slow will stack the more you hit them, it doesn't work that way. Instead, this item will keep your target within arms reach so long as you can stay on them.
+20 attack damage +50% attack speed +10% movement speed +10% cooldown reduction Unique Passive - Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 35%.
Zephyr is a poor man's trinity force, but that doesn't make a bad item in any way. It drops the passive abilities, crit, hp/mana, and AP of trinity force, in favor of a lower cost, tenacity, great AS, and CDR. Whether you judge it by the old standard of cost from season 2, or the current new standards of cost, this item is still cost efficient. It will improve your over all dueling ability by increasing your AS and giving you CDR, make chasing or escaping easier, and the tenacity helps for when your not ulting somebody.
There are really only 2 real exceptable options for Vi with boot enchantments.
Alacrity improves your movement speed, allowing you to traverse the map faster, catch fleeing targets, or escape chasing enemies. This option is great for the fact that it can turn mercury's treads or Ninja tabi into defensive versions of Boots of Swiftness.
Furor makes Vi that much harder to escape. Because she is AA based, activating this passive is very easy, and keeping it up. Allowing her to more easily catch her query to finish them is all this is true good for though. While you can trigger the passive and then turn to escape, its a decaying boost of speed that lasts only 2 seconds, thus its ability to aid you in escape is null and pointless.
Possibly my favorite build for her. While a expensive, and you most likely wont finish this in your vast majority of games, It's balance of Damage, and defensive stats make it my go to build.
Vi can clear camps very fast, even at level one. She is not a very mana dependent champion, meaning she can actually jungle effectively without blue buff. However, Blue buff allows her the ability to clear faster by allowing you to use her E constantly for extra damage. You do not have to start by going for blue buff, but it is always a wise choice to pick it up anyway, as the mana regen and CDR are still beneficial to her.
Note: The numbers on the map do not equate to the actual order of the jungle route, it is just an option, and representation of the camps.
1. Wolves: Here you'll need to have a teammate/s help you. Once they spawn(usually at about 1:40), Get the first hit in so the damage is directed at you. Your teammate/s should be focused on withering down the wolves, but not killing them. This makes it easier on you as you'll take less damage in the long run, and the wolves will drop much quicker. You should have started with your Q, so you'll be able to use that to help speed up the kills here.
2. Blue Buff Golem: Like with the wolves, you'll need a bit of assistance. One teammate should "leash" the golem for you. In other words, they'll strike it first so that it's aggro turns on them, allowing you to get in free damage before it turns it's aggression onto you(which will note take long after it begins to move). However, it's fine for them to leave after a single hit if you happen to have another teammate nearby, which is most often the case. This teammate will help damage it enough so that you can dispose of the golem after they leave while taking as little damage from it as possible.
3. Wraiths: After you finish the blue buff golem, move onto the wraith camp. This is a relatively easy to clear camp, and shouldn't take you very long to clear. You can choose to focus the smaller wraiths first, saving the large one for last, or kill the big one first, then the small ones. Either way is fine, keep in mid though that killing the large wraith will restore a bit of your health, and mana.
4. Double Golems or Back to Wolves: When you finish off the wraiths, Wolves will have respawned. Here you have the choice of returning to the wolves and killing them again, or going to the double golem camp. If you decide to head to golems, keep in mind that you're missing out on additional gold and experience by passing up wolves at this point. Because the small camps respawn every minute, if you head to golems, kill them, wraiths will respawn and you'll head back to them, then to wolves. However, if you kills wolves first, head to golems, kill them, then go back to wraiths, Wolves will have respawned again.
5. Red buff lizard: At some point, you need to stop at this camp. Having the red buff is very helpful when you go to gank lane. You should approach this camp during your first run through of the jungle only if you have smite ready for use. This is due to the fact that you want to stay in the jungle as long as possible, and if you try to kill the red buff lizard without smite, you take more damage then you should(you could possibly die to him even), and you'll end up burning through your potions. Thus it is important that you have smite available.
GankingGanking is the act of assisting another lane by putting the enemy team in that lane at a disadvantage and either forcing them to disengage and retreat, thus giving your teammate/s some relief, or killing them, thus giving everyone that was a part of the kill additional gold, and creating relief in that lane for your team. Ganking is best done when a lane is pushed in your team's direction, thus exposing the backs of the enemy. This gives you and you're teammates a better chance at scoring a kill. Ganking a lane that isn't pushed is harder to do. This is because the enemy is positioned closer to their own tower, thus giving them the ability to more easily escape the gank alive.
Ganking specifics with Vi
Vi's Q can be a great ganking initiator, but is easy to dodge due to lack of width. But before level 6(also when her ult is down), this is going to be your ganking tool, so it is important to approach the lane correctly, and have very good aim. By approaching from the rear, with her Q charging, you can hit the enemy before they have a chance to dodge properly. If they're positioning is bad, you may be able to sit in the brush, charge her Q, and then hit them from the brush itself. Also keep in mind that her Q pushes all minions aside, meaning she will travel the full distance you ended on, Or stop when she collides with your intended target. With her ult, You can simply approach from wherever, as her ult will move her very rapidly to her target. After her Ult ends, you can then use her Q for it's knock back to push them away from safety more.
Top lane provides you with the ability to gank from a bottom position. This means you will be traveling up to the lane to gank it. When ganking this lane, there is the main entrance to the lane from the river. Purple side poses another entrance that branches into their jungle and to the river. Blue side however does not posses this entrance. You can attempt to gank blue side at top by going through the jungle and then into the lane, but this exposes you to vision from their turret, as well as damage from that turret.
This lane will generally try to place a ward in the bush on the left side of the river wall, and in the bush between the entrance to the river and purple jungle. be weary of these areas, as well as further down river, being warded. You wont be able to gank from the bush on purple's side, but it is very possible to gank from the bush on the left side of the river(more so if you're on blue side and purple is pushing the lane).
Mid lane gives you the ability to come in from either the top portion or bottom portion of the map. This lane features to entry points by land on both side, and a line of brush in the north and south river that extends from wall to wall. You also need to keep in mind that one or both of these bushes could be warded, which means that you wont be able to properly gank the lane. Don't fret though, When they see you, they will generally back off and retreat to their turret while you're in the bush in order to avoid getting killed.
If the enemy stays, it could mean that they've got their jungler nearby. Take this as a warning that if you attempt to gank, you will get counter ganked. Note that the placement of the enemy ward will be in a position that they will see you even if you choose to come at them from the river entrances to their jungle, avoiding the bushes. Of course, your solo mid may also have warded these bushes, thus pretty much turning things into a stand off, or 2v2 fight will ensue.
Bottom lane is much like top lane, save for the fact that the entrances are reversed, and you enter from a top down position. Be weary though as bottom lane should normally be more difficult to gank then the other lanes. This is because the lane has 2 enemy champs in it, and one of them(the support), buys wards very often. Because of this, the river can be warded as far up as dragon, giving them a very good head start on avoiding you. However, moving in the direction of the lane can force the enemy to disengage and retreat, or the exact opposite and they'll head straight at you. It they disappear from your vision, then back off, and return to the jungle.
Early GameStarting the game
After selecting your starting items, Head on over to the wolf camp. !!!BE PREPARED FOR A LEVEL 1 INVASION!!! do not make the mistake of assuming that the enemy team will not invade. With this in mind, your teammates will generally, take positions to watch for the enemy in case they do attempt invade. Keep yourself close by to give aid in case the enemy team does attempt to invade. If no invasion occurs, you will need to return to the wolves before the spawn. Once they go down, take the first blue, and head to wraiths. You want to hit level 4 as soon as possible to improve your early ganking ability.
Keep checking the mini map every few seconds in order to get a basic detail of each lane's status. If you notice that your teammates are closer to their own turret instead of being in the center of the lane, go ahead and pan your camera over to that lane. If you see that your teammates are being pushed, then you may want to gank that lane to help give your team some relief. If there are no lanes in need of assistance, continue on your jungling route. You can still gank, but the enemy is more likely to escape, thus costing you time that could be used gaining gold and experience.
Don't return to base to soon!
Try and stay out in the jungle for as long as you can. This is so that you can A. prevent yourself from falling to far behind in levels and gold, and B. be able to help your team by ganking a lane when they need one. If you can, try to stay out in the jungle until you hit level 6. This will give you a great start on your experience. It will also allow you to have a much greater amount of gold, thus possibly giving you the ability to buy multiple items when you return to base(you may be well able to finish off a few core items). With Vi, this isn't an issue, as she has her shield to help with her survivability against camps, plus her ability to clear camps quickly allows for her take less damage then many other junglers, even with out her shield.
Creating Map Vision
Make sure that during your first return trip to base, you pick up at least one ward(one ward is better than no wards). This ward is for you to use to assist either top lane or mid lane(bottom lane's support should have things covered for their lane). Place this ward into either a position that that will serve to help both mid and top lanes, or place it at which ever lane seems to be generating the most trouble from the enemy jungler. Either way, you will either end up warding for both of these lanes, or you may not have to ward for them at all. In the event that you don't have to ward for these lanes, use the wards that you have to keep in eye out on Dragon, or for tracking the enemy jungler so you can be ready to counter jungle them at some point.
If things happen to be going badly for you this early, don't fret, this is only the early game, meaning things are still up in the air and can change in a heart beat.
Mid GameBy this point in the game, you should have your core items finished, and starting work on more advanced items. Dragon secures become more important by this point, so make sure you keep it warded and pay attention to that point of the map. If you see something going on over there, you and you're team may need to intervene as the enemy team may be trying to take dragon. The experience an gold from dragon is important, so don't let the other team have it, but do not just aimlessly walk into a fight where you are severely outnumbered unless you can pull off a successful dragon steal for sure.
The first half of the mid game is still apart of the laning phase, which is approaching it's end. So keep moving from jungle camp to jungle camp as you normally would. Remember to still keep an eye on other lanes, and apply aid when needed. By this point, wards will start to become even more valuable, so be sure to place wards at important places such as river entrances, the enemy jungle, your jungle, and Dragon and Baron. When the laning phase ends, you don't want to be running around alone to much, lest you be caught unaware and killed. Stay with, or close to teammates in case any of you come under attack so that you may provide aid to one another.
After the Laning Phase
In addition to securing dragon, you should be assisting your teammates in attempts to take down any turrets that the team is focusing on. Destroying these turrets not only offers you and your team some benefit with extra gold, but it clears a path for you're team into the enemy base. When going after the turrets, you do not need to continue on to the next one after destroying one. If you see that the enemy is building some resistance around their turret, do not dive in at the turret, and do not dive in at the enemy. Just stick with your team, and allow your team to poke at the other team.
Late GameThe laning phase is long over, and it's getting close to the time to end the game. Dragon secures are still important as they will net your team gold to finish off items they'll need for any upcoming team fights. Baron is also an aspect to consider. Yes Baron can be fought and killed during the mid game, but he becomes much more focused during late game as teams are trying to finish the game. Keep him warded and watch for the enemy team attempting to take him. Do be advised that the enemy team will be using Baron as a challenge to your team to enter into a team fight with them, or surrender Baron to them. Your team will possibly do the same as well.
During this stage of the game, there will be few to almost no small skirmishes, as most skirmishes will be team fights. Success or failure in a team fight can determine who wins the game, which is what makes these fights so important. Forcing the enemy to engage you in a team fight allows your team the opportunity to remove several threats from the game temporarily in order to make your push into their base much easier, and thus more successful.
Taking the enemy base
If your team manages to make it into the enemy base, your next target is the first inhibitor you come to. Destroying this inhibitor allows your nexus to spawn super minions, which are very useful should your team be forced out of the enemy base. If your team is not forced out of the base, you will obviously move next into destroying the turrets protecting the nexus. These turrets are positioned rather close together so fighting enemy champions under them is much more difficult as you could draw the attention of both on to you(which is even worse should you be at half or lower in health). Focus on the turrets unless the enemy begins to appear in numbers forcing you to back off. When the turrets come down, focus everything on the nexus, ignoring enemy champions. I say to ignore them because their attempts to stop you will mean nothing should you destroy their nexus, and if you managed to move your creep wave up to the nexus, they could finish it off in the event the enemy does kill you.
Defending in late game
On the other side of things, the case in which the enemy is forcing its way closer to or into your base, you'll need to defend it with all efficiency. If you posses a competent team, you should be able to successfully defend your base. Just do as you would in any team fight, and use your turrets to your advantage. If your team succeeds in defeating the invading players, now would be an intelligent time for your team to push into the enemy base. If there are enemy creeps still in your base, leaving one player behind(possibly even yourself) there to mop them up is a wise decision as it will allow your creeps to advance onward as well. Just because the enemy team is dead however does not mean you will win the game. If there are still enemy turrets present, you will have to deal with them, and you may also need to bring down the enemy inhibitor.
As the Enemy team respawns, they may do one of two things:
1. those who respawn may run forward to put up some resistance. This can be favorable to you because if your team out numbers them, you can kill them off and thus keeping your team in an advantageous state.
2. they'll stand by and wait for other members of their team to respawn, and then charge in on your team. This could be potentially bad for your team as you and your teammates very likely wont be full on health/mana, and facing down a team of players with full health/mana puts you at a disadvantage. So its wise for your team to back off at this point, you repelled them from your base and managed to push the waves to their base, which is a great victory onto itself.
Team FightsIn a team fight, the goal is obviously to win the fight by eliminating all enemy players, or enough of them that it forces the remaining players to flee in fear of giving up an ace. When engaging in a team fight it is important to know who among the enemy are the biggest threats. These are the players you need to focus and kill first. Not focusing these players(this includes your whole team) can lead to your team losing a fight. With out their biggest threats around, the enemy team will not be able to win the fight(unless some circumstance places your team at a disadvantage).
Another important aspect to remember is don't get kited away from your team. If an enemy who is nearly dead tries to escape, don't just blindly rush after them. Your team could still be facing down the other 4 enemy players, so stay with the big fight to give your team an advantage in manpower. If the player that ran off decides to come back, then feel free to end them. Only chase down a fleeing enemy if the enemy team has taken several losses, and it is assured that not only can you finish your target, but that your team is guaranteed to win the fight.
Vi's role in team fights
Vi is easy to kite, and easy to bait, and shes entirely AA based when fighting. Because of this, you really need to be on your toes, and keeping a constant eye on your health, and the CD of you E(the recharge CD to be exact). Vi is a very strong duelist one on one, but she can can get pummeled very quickly in a team fight. So the best way to approach the team fights, Is as the role of Initiator. Make sure you have your team aware, and standing by to take advantage of the initiation.
When starting an initiation, watch the enemy's movements, and watch for signs of bunching, and bad positioning. When the Enemy team has placed themselves into that bad position, its time to strike. Target one the carries by beginning your approach to the enemy team, when they begin to retreat a bit, to avoid being caught, Use her ult against them. If they play by instinct, they will try to run, and the rest of their team will move at you, however, your ult will damage and push aside all enemies that get in your path. This will lead your team into the engagement by taking advantage of the knockback. Vi, will catch her target, and deal some heavy damage to the target.
If the enemy team initiated the fight, that is fine, You can still play the initiator role. Again, using her ult, target the carry, who will usually sit as far back as they can during a fight to protect themselves while dealing their own damage. Ult onto them, hopefully, and very likely, hitting a few members of the other team. Focus that target, bring them down, then switch targets. Unless the enemy team had an initiation capable of just shutting down your whole team with ease(think Amumu + Galio + Sona), your team should be able to counter and turn the tide if they focus properly, and take advantage of Vi's very strong dueling ability.
Team fights around structures
During mid and late game, team fights will break out around turrets. The key here is not to be all gung ho. Stick with your team as they poke at the other team, all the while waiting for one of the enemy champions to make a mistake. If you find an enemy out of position, such as they moved up out of the turrets range(which is protecting them for the most part), and your team pounces on him, then you now have a fight. Here you can attempt to kite enemies out of turret range to allow you and your teammates some ease from the additional damage of the turrets. Fighting under the enemy turret may be completely unavoidable, so do not count on your enemy to follow your team out of turret range, unless they have a clear advantage. Either way, as you would with any team fight, you need to focus down on the biggest threats and kill them ASAP.
If you are on the defending side of things, you want to try and get the enemy fight you under the turret. Doing this is made easier by having a champion such as Blitzcrank for example, who can initiate the fight by simply pulling an enemy player under you tower(Nautilus works to, just not as well). If your team does not posses the means to pull an enemy player out of position, that's fine, just be ready and do not stand still as you're teammates with greater range poke at the enemy. If you find the enemy is not willing to engage under your turret, that is fine as well as an intelligent group will back off if they find the situation to be unfavorable and not correctable. When they retreat, do note follow, stay back for a moment to be sure they left and than go about what ever business you were attending to.
Team fights at Dragon and Baron
Both Dragon and Baron are located in alcoves along the river. While Dragon can be kitted out of his alcove, baron cannot. Fighting in the alcoves has it's good and bad sides of things. First being that you have no way to escape unless you have flash, or an ability to jump over walls. As Vi, you have the ability to leap/dash over the walls to safety if need be, so long as you haven't burned your Q already. The second being that you have only a small amount of space to maneuver, which gives the enemy(as well as you) an easier time landing skill shots. Another issue with team fights in these areas is that one side will almost always be out numbered, meaning your team could be placed into a situation where you have to deal with a sixth source of damage. However, these locations are perfect for forcing the enemy team into a team fight, which makes it best for your team to ignore engaging Dragon or Baron, and wait for the enemy team to make their way there to challenge you.
These two locations on the map are the exact same, just flipped from blue side bottom and purple side top.
1. This first point of entry can only be achieved by a few champions do to the larger cluster of trees.
2. Any champion can "jump" this section of the wall with the help of the flash summoner spell.
3. Like the second point, it can be traversed with flash, or with your Q.
4. This path leads in from Blue's jungle, or Purple's jungle into the river. The bush located here can serve as an ambush spot against people approaching from point 4 and point 5, or those approaching straight from mid lane.
5. Leads into the river from Purple's jungle, Blue's jungle, or mid lane. Players will generally approach the alcove from this point in a direct line, thus making it easier to ambush them from the isolated bush. Place a ward in this area often to prevent surprises.
6. This path leads to Purple's buff golem, or Blue's buff golem. A ward should be placed at this entry before attempting Dragon/Baron.
7. This is another entry point from Blue's or Purple's jungle, and from bottom/top lane itself. Minions in the lane will provide vision of anyone approaching from the lane. If the waves are pushed up, the placing a ward near the lane serves as a great warning.
Final CommentsOverall, Vi is a strong champion, whether you choose to play her in the jungle, or in a lane. I suggest you take the time to play her in both roles, and find which one suits you best.
Thank you for taking the time to read this, I hope you found it useful in some way, and best of luck to everyone when season 3 finally arrives.