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Vi The Piltover Enforcer

  • Top/Jungler
  • 6300
  • 975
  • Blast Shield
  • Vault Breaker
  • Denting Blows
  • Excessive Force
  • Assault and Battery
Health Points 440
Mana 220
Damage 51
Attack Range 125
Armor 16
IP Cost 6300
Health Regen 7.5
Mana Regen 7
Attack Speed 0.643
Movement Speed 350
Magic Resistance 30

1 lvl

Bringing VIolence to the Jungle

gorillas4u Last update: May 17, 2013

Item builds

Start items

  • Health Potion

  • Hunter's Machete

Core Early Game "

  • Mercury's Treads

  • Serrated Dirk

If Aheads

  • The Black Cleaver

If Behind

  • Sunfire Cape

  • Locket of the Iron Solari

Other Defensive Options

  • Iceborn Gauntlet

  • Aegis of the Legion

  • Maw of Malmortius

  • Randuin's Omen

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Simple, Yet effective Build Options

The goal of this item set is for penetration, true damage, and CDR. In conjunction with Vi's auto Attacks, you can shred an unholy amount of armor with Black Cleaver and Denting Blows (a total of 45%) and this will affect the entire team's damage. You are stacking this for negating tank's damage. Because you also have the flat damage from BC, you will usually negate about 50% of the enemy's armor. The defensive options within this guide will allow you to use your ultimate (Assault and Battery) to dive to the back lines, and CC the enemy enough that they cannot move. With your Vault Breaker (Q) you can easily interrupt any channeled spell, as well as your Ultimate will, even if you don't target them. Thus, you counter Katarina rather well, can easily out-duel a Fiddlesticks, and prevent your ADC from being in the middle of Urgot's enemy team! When in doubt of how you are doing, build either a Locket of the Iron Solari, or if you can't remember to press it, build an Aegis of the Legion. Then figure out how your game is going. Don't rush into every game expecting to become fed and get that Freelo. Play each game accordingly

Skillorder

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Q

Vault Breaker

W

Denting Blows

E

Excessive Force

R

Assault and Battery
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Mad Skills

For this build, I use Q's low Cool-down to my advantage. Tagged along with an insane gap-closer, Vault Breaker's damage is insane. The most important part of playing Vi is learning the mechanics behind her Q. The slight knockback can allow for a full combo of your W to go off, with a strong reset with the help of your E. Then following this you can add in your ultimate and having amazing dueling potential. For the jungle, make sure you manage your passive. 10% of your HP is nothing to laugh at. This is why you take E at level one. Be sure to take a point in it around 1:15 to make sure you have enough charges for Wolves -> blue. Once you approach blue, watch the timer on your passive. This can save you a health pot that you may need later on. Try to get a smiteless blue, and take red with smite. Then gank either Mid or the appropriate side lane.

Summoner spells

Spells

  • Smite

  • Flash

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Summoner Spells

Take these. Nothing else. You need smite to secure buffs, objectives, and that difficult Siege Minion. Flash is because you are prone to kiting after your Q and R go off. Thus, you can either chase harder, or escape.

Runes

Glymph

  • x9

Mark

  • x9

Seal

  • x9

Quintessence

  • x3
  • +1.35 magic resist per level
  • +15.3% attack speed
  • +12.69 armor
  • +6.75 attack damage
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Dem runes is made for Clearin

The Glyphs and Seals are mandatory, while the Marks and Quints can be changed at will. If you would rather run either AD marks, or Armor Pen marks, they will work. For quints, the only other rune you would want to use is MS quints. Avoid all other runes.

Masteries

  • 0/1
  • 2/4
  • 0/4
  • 2/2
  • 4/4
  • 0/4
  • 0/1
  • 0/3
  • 1/1
  • 0/1
  • 0/2
  • 0/2
  • 0/3
  • 0/1
  • 0/1
  • 0/3
  • 0/4
  • 0/1

OFFENSE:

9

  • 1/1
  • 0/3
  • 4/4
  • 2/2
  • 3/3
  • 0/3
  • 2/2
  • 2/2
  • 0/2
  • 1/1
  • 0/1
  • 1/1
  • 2/3
  • 0/3
  • 1/1
  • 0/3
  • 0/1
  • 1/1
  • 1/1

DEFENSE:

21

  • 0/1
  • 0/3
  • 0/3
  • 0/1
  • 0/1
  • 0/3
  • 0/3
  • 0/2
  • 0/4
  • 0/1
  • 0/3
  • 0/1
  • 0/2
  • 0/4
  • 0/3
  • 0/1
  • 0/1
  • 0/3
  • 0/1

UTILITY:

0

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I will survive!

Basic jungle runes. If you would rather have Max HP, take the tenacity points out and put it in there. *NOTE* NEVER. EVER. EVER. TAKE THE ARMOR+MR% MASTERY. You do not receive enough MR or ARM to benefit.

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