Vi Wild Rift champion guide - Jungle

Jungle · Wild Rift Guide

Vi Jungle

Vi Jungle Guide

Updated for Patch 7.3E
A Tier

Vi Jungle Wild Rift overview and best build snapshot

How to play

  • Look for a clear punch angle Hold your 1st ability to charge a longer dash, then release it toward the enemy. Approach from the side so you do not run into their whole team.

  • Build your shield before taking heavy damage Attacks and abilities build stacks for your 2nd ability. Activate it when heavy damage is coming to turn those stacks into a larger shield.

  • Use your ultimate on a reachable target Lock down an enemy damage dealer when your teammates are close enough to follow.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • One of the most reliable gank threats in the jungle, with a charged knockup, a slow, and a lock-on ultimate.
  • A fast early clear gives her time to gank, contest river, or reset before slower junglers finish their route.
  • Her unstoppable single-target ultimate pulls the enemy carry out of position regardless of dashes or walls.

Weaknesses

  • Vault Breaker (1st) is usually her entry, leaving no reliable escape after she commits.
  • Cease and Desist (Ult) can carry her beyond allied follow-up and strand her inside the enemy team.
  • Strong peel protects her intended target and controls Vi at the exact point where her engage ends.
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Vi Jungle Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Vi Jungle, including items, runes, summoner spells, and skill order.

STARTING ITEM

Long Sword

Simple early attack damage. Her passive already deals a percentage of the target's max health every third hit.

BOOTS

Immortal Treads

The omnivamp pays her back through the dives her ultimate commits her to.

CORE BUILD

Trinity Force

Spellblade triggers on the empowered attack her E (3rd) gives her, which speeds up her clear. The move speed also helps her stick to whoever she charged at.

Sundered Sky

After Vault Breaker (1st) lands, Vi's first E (3rd)-enhanced attack procs the crit and heal, helping her survive the collapse that follows an ultimate engage.

Death's Dance

Spreads burst damage out over a few seconds, buying her time to finish a target her ultimate locked onto.

Guardian Angel

Revives her once after dying. Her ultimate drags her into the middle of their team by design.

Amaranth's Twinguard

Build this when you are fighting in the middle of the enemy team and need both armor and magic resist, which her ultimate commits her to.

SITUATIONAL ITEMS

Heartsteel

Stacks permanent health from trades, which suits a diver who has to survive the collapse after arriving.

Blade of the Ruined King

Percent current health damage on every attack, stacking with the max health damage her passive already applies.

Serpent's Fang

Build this when the enemy has shields that keep a locked-down carry alive through her burst.

Mortal Reminder

Build this against armor stackers or enemies who outlast a dive she cannot repeat immediately.

Armored Advance

Boot swap against heavy physical damage, when armor carries her through the collapse after her ultimate lands.

Chainlaced Crushers

Boot swap against heavy magic damage. The tenacity also keeps her charge from being cut short.

Black Cleaver

Replace Trinity Force when Vi is enabling several physical teammates against heavy Armor and values Health and team shred over Spellblade burst. Health and haste support longer fights, while repeated physical damage reduces Armor for your whole team.

Sterak's Gage

Replace Guardian Angel when Vi needs to survive the first collapse after her ultimate so she can keep attacking. Health, permanent Tenacity, and a bonus-Health Lifeline shield help you survive the return damage. Choose this or Maw of Malmortius for your Lifeline slot.

Maw of Malmortius

Replace Death's Dance when magic burst is the main danger after Vi reaches her target. Magic Resistance and a magic-damage Lifeline shield preserve offensive pressure against AP burst. Choose this or Sterak's Gage for your Lifeline slot.

Randuin's Omen

Replace Death's Dance when a fed crit carry is the target Vi must lock down and survive. Reduces physical critical-strike damage, so prioritize it against fed crit carries rather than purely on-hit damage.

Force of Nature

Replace Death's Dance when repeated magic damage follows Vi throughout the dive. Repeated champion magic damage stacks extra Magic Resistance and movement speed, making it a sustained-magic-damage answer.

Thornmail

Replace Death's Dance when physical healing threats survive Vi's engage and the team needs reliable anti-heal. Armor and Grievous Wounds answer healing physical attackers. Your own damage also applies anti-heal, so you do not need to wait for them to attack you.

RUNES

KEYSTONE

Conqueror

Her dive is an extended fight on one target, so she stacks quickly and the healing pays for arriving alone.

PRIMARY

Unshakeable

Her ultimate carries her into their team, which is when this gives the most.

Bone Plating

Her charge locks her onto one target inside their team, and this blunts everyone else's answer.

Overgrowth

Her charge locks her into the enemy team, and the health is what she absorbs their answer with.

SECONDARY

Legend: Alacrity

Attack speed builds her passive stacks faster, which is where her percent health damage comes from.

SITUATIONAL RUNES

Cut Down

Take this over Legend: Alacrity when the enemy stacks health, since her passive already scales with it.

Fleet Footwork

Take this over Conqueror when the early jungle is the problem rather than the extended fight.

Sudden Impact

Take this over Legend: Alacrity when her charge and ultimate are opening fights, since both set up the bonus true damage.

Legend: Haste

Take this over Legend: Alacrity against durable teams when repeated control matters more than extra attack speed. Shorter Vault Breaker (1st) and Excessive Force (3rd) cooldowns help Vi stay on a target and prepare another shield through ability hits.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. Flash into her charge is how she reaches someone standing behind their wave.

Smite

Smite

You are playing Jungle, you always take Smite. Monster damage upgrades from 600 to 1000 after 8 consumed Eco-system Protection stacks and to 1400 after 20 total.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    W Ability
    2nd Ability
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Vi Jungle Wild Rift matchups and counters

Wild Rift matchup guide for Vi Jungle, covering favorable lanes and difficult counters to prepare for in ranked.

Vi Jungle Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Vi Jungle, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Vi clears quickly from the opening route: Relentless Force (3rd) damages the smaller monsters together, while repeated attacks trigger Denting Blows (Passive) on the large target. Use that speed to reach a gank, river contest, or level-five timing before a slower jungler. After three camps, a charged Vault Breaker (1st) can already punish an overextended target; otherwise finish the route and preserve the tempo lead. Vi can fight for scuttle, but charging Vault Breaker (1st) in vision tells the opponent exactly how to dodge or interrupt you. Use terrain and brush to hide the wind-up, activate Blast Shield (2nd) after building stacks to absorb the return trade, and keep enough information on nearby lanes before following a missed Q (1st) into the river. Cease and Desist (Ult) later guarantees the engage; it does not make the earlier pressure irrelevant.

Mid / Late Game

Levels 9+
Vi enters the first objective fights with a reliable way to lock the enemy jungler or punish a carry who steps forward. Contesting you means fighting someone who can lock onto whoever flinches, so take those fights when your team is ahead on early skirmishes. In an even game take Herald and trade the dragon away, since your pressure converts a tower quickly, and leave soul to a comp built to hold five on fives. Between objectives, crash a wave, mark a target, and turn every cross-map gank into a numbers lead. This is also your window to invade a slower jungler, since your dueling beats most farm-and-scale picks and your ultimate locks on, so walking away is not the answer. Group before Baron and hold a flank that keeps allies within follow-up range. Use Cease and Desist (Ult) on a carry only when the path will not drag Vi through the entire enemy formation without support. If the backline is protected, use Vault Breaker (1st) and the ultimate to stop a diver or lock the nearest high-damage target. Clear vision with the team and punish an isolated face-check instead of revealing the engage from the front.

Teamfights

5v5 Combat
Your fight is decided before it starts: pick the target, then get into lock-on range of it. The best case is an ultimate onto their carry that brings you to them and knocks them up in place, where your follow-up Vault Breaker (1st) and armor shred help your team finish the target. Do not gamble on the lock when a cleaner angle is one rotation away, and never spend it on the frontline tank you were not going to kill anyway. If the enemy clusters, a charged Q (1st) into the pack still buys a knockup, and your shield keeps you alive through the dive. The whole fight comes down to picking the right person to remove and committing fully; choose well and it is four against five before anyone else uses a spell.
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