
the Piltover Enforcer
Vi
Roles and difficulty from the global official site, lane from the China-server official site
Latest Meta Stats
Popular Vi builds in game
Taken from the in-game loadout screen as of 2026-08-26. The pick count and win rate are shown exactly as the game reports them.
Self-healing plus enemy attack-speed reduction
- Trinity Force
- Sundered Sky
- Radiant Virtue
- Force of Nature
- Armored Advance
- Frozen Heart
When the enemy's main damage output comes from basic attacks
Sundered Sky's Lightshield Strike turns your first attack on an enemy champion into a Critical Strike (6s cooldown per target), dealing 160% damage and healing you for 125% of base AD plus 6% of missing HP. Frozen Heart applies Chill whenever basic-attack or magic damage is dealt or taken, and four stacks cut enemy attack speed by 36%. The build totals +70 Attack Damage and +70 Ability Haste. After a dive you keep trading while restoring your own HP.
Thicker against both physical and magic damage
- Trinity Force
- Armored Advance
- Radiant Virtue
- Force of Nature
- Randuin's Omen
- Amaranth's Twinguard
When enemy damage is split between physical and magic sources
Randuin's Omen's Resilience makes critical strikes deal 30% less physical damage to you. Amaranth's Twinguard gains a stack of Endurance every second you are in combat with enemy champions; at five stacks it raises your AR and MR by 30% each and grants 20% Tenacity until that fight ends. Totals reach +210 Armor and +120 Magic Resistance. Short skirmishes end before the stacks cap out, so the payoff comes in drawn-out fights.
The commentary is AI-written. It is cross-checked against this site’s item data and the official lane assignments before publishing.
Skill Order (Lv 1 - 15)
Max Skill 1, your main damage source, first, giving you both mobility and burst.
Vi Skills

Denting Blows
Deals 300 max damage vs. monsters.

Vault Breaker
Release: Dashes forward, dealing 60–120 physical damage (60 + 80% bonus AD to 120 + 160% bonus AD) and applying Denting Blows to enemies hit. Colliding with an enemy champion stops the punch and knocks them back.
Deals 75% damage to minions and monsters.
Overcharging cancels the cast, refunding 50% of the cooldown and 50% of the mana cost.
| Details | LVL 1 | LVL 2 | LVL 3 | LVL 4 |
|---|---|---|---|---|
| Cooldown | 9 | 8 | 7 | 6 |
| Cost | 50 | 60 | 70 | 80 |
| Base Damage | 60 | 95 | 130 | 165 |
| Max. Damage | 120 | 190 | 260 | 330 |

Blast Shield
Active: Generates a shield that absorbs 60 damage for 3 seconds. Each stack consumed adds 11 (1.5% max HP) to the shield. At max stacks also grants a burst of 47% Movement Speed.
Blast Shield stacks fall off one at a time and a max of 1 stack is added per attack or ability.
| Details | LVL 1 | LVL 2 | LVL 3 | LVL 4 |
|---|---|---|---|---|
| Cooldown | 10 | 9 | 8 | 7 |
| Cost | 30 | 20 | 10 | 0 |
| Shield | 60 | 85 | 110 | 135 |
| Maximum Health | 1.5% | 2% | 2.5% | 3% |

Relentless Force
Vi stores a new charge every 11 seconds and can hold 2 charges at once.
| Details | LVL 1 | LVL 2 | LVL 3 | LVL 4 |
|---|---|---|---|---|
| Cost | 20 | 30 | 40 | 50 |
| Base Damage | 20 | 45 | 70 | 95 |
| Charge Time | 11 | 10 | 9 | 8 |

Cease and Desist
Vi Reveals her target and cannot be stopped while chasing it down. Enemies in the way are knocked aside and take 75% of the damage.
| Details | LVL 1 | LVL 2 | LVL 3 |
|---|---|---|---|
| Cooldown | 60 | 55 | 50 |
| Base Damage | 150 | 300 | 450 |
Base Stats
League of Legends: Wild Rift (China) official champion library (patch 7.2, as of 2026-08-25)
The site's latest patch is 7.2d, but these figures come from 7.2. The 8 champions adjusted since then — Yone, Jinx, Leona, Rumble, Nasus, Ryze, Jayce, Nidalee — no longer match the live game.
A three-step guide set by the official champion library. For difficulty, a higher number means harder to play.
Critical damage is 175% for every champion. These figures exclude items and runes.
Vi Strengths
- ✓A targeted engage Ult that does not miss
- ✓Steady durability from Skill 2 shields
- ✓Tank shredding via percent damage and armor reduction
Vi Weaknesses
- ×Hard to escape once you dive deep into the enemy team
- ×Missing the key Skill 1 cuts both damage and mobility
- ×Weak to CC chains; easily locked down and killed
Early Game
Use your Skill 2 shield and high skill damage to clear the jungle quickly from the start. If a charged Skill 1 lands, the gank very likely succeeds. Once you force an enemy Flash, come back soon for a repeat gank and take the kill.
Mid Game
Vi's biggest weapon is the targeted engage from Ult. Catch enemies who step too far forward during vision fights before objectives, or start skirmishes together with your most fed teammate. The aim is to control the mid-game map.
Late Game
Diving in alone carelessly in the late game gets you focused and killed instantly. Engage only when your damage dealers are close enough to follow and the enemy shows an opening.
Teamfights
Vi's teamfight job is simple. Dive the most fed, most dangerous enemy carry with Ult and let your team focus them down. After the engage, use Skill 2 shields to survive as long as you can and disrupt the enemy formation from the inside.
⚠️ Common Mistakes
Missing a fully charged Skill 1 (Vault Breaker) and getting isolated
Vi's Skill 1 is a strong engage. But charging it fully from far away and missing leaves you stranded in the enemy team to be beaten down. On ganks, do not force a long-range punch; walk up or apply the Red Buff slow first, then land it. From Lv5 on, make Ult into a point-blank Skill 1 your standard guaranteed combo.
Vi Combos
Basic Engage
Knock them back with Skill 1, then proc the passive fast using autos and the reset from Skill 3.
Lockdown Combo
Lock a single target with Ult, then chain CC with Skill 1.
Vi Patch History
No changes to Vi between patch 6.3 and 7.2d.





