VRC.LOL

Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Vi

the Piltover Enforcer

Vi is a burst-focused champion who looks for a reachable priority target and a route back out. This overview keeps the explanation practical and leaves patch-sensitive numbers to Riot's structured data and the current in-game tooltip.

JungleMostly physical damageMelee attacks
Usual roleJungle
ClassFighter · Assassin
DifficultyMedium · 4/10
Basic attacksMeleeMelee basic attacks · 125 range.
Damage profileMostly physical damageMost normal kit pressure is physical. Armour may help, but check whether attacks or abilities are the main source.
Reference patch16.20.1

Strengths and limits

What Vi does well, and what can go wrong

These are kit-level patterns, not a promise that every lane or matchup plays the same way.

Good patterns

  • Threatens reachable priority targets through burst, mobility or an unusual angle.
  • Combines damage and durability in committed skirmishes or extended exchanges.

Limits to respect

  • A failed commitment can leave no clean exit and little value until cooldowns return.
  • Can be worn down or controlled before reaching the range where the kit is strongest.
  • Basic attacks require close access, so enemy range, slows and displacement can deny a clean trade.

Riot ally tips

Use these while learning the champion
1

A fully charged Vault Breaker will deal double damage. It's great for catching and finishing off fleeing enemies.

2

Relentless Force does full damage to anyone caught in the shockwave. Use it on minions in lane to hit enemies hiding behind them.

3

Cease and Desist is a powerful initiation tool, just remember not to get too far ahead of the rest of your team.

Riot opponent tips

What an opponent is told to watch for
1

A fully charged Vault breaker deals double damage. If you see Vi start to charge you should back off or try to dodge it.

2

Vi will shred your Armor and gain Attack Speed if she manages to hit you three times in a row. Try not to engage in extended brawls with her.

3

Vi cannot be stopped while using her ult. Remember to save your displacement effects until after she's done charging.

Source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries are independently written.

Practical champion reading

How to read Vi in a real fight

Use these patterns to ask better questions before choosing an item, target or commitment. They describe the kit, not a guaranteed result.

Damage delivery

Primarily physical pressure

Armour can reduce the broad physical profile. Separate basic attacks from physical abilities before relying on an item passive that only affects attacks.

Fight rhythm

Track the complete ability cycle

Do not judge the champion from one button. Watch which setup, payoff and escape tools are available before choosing a trade or commitment.

Range and access

Needs close access for basic attacks

Range, slows, displacement and terrain can deny the clean contact this champion wants. Plan the route in as carefully as the damage after arrival.

Typical team job

Threaten a reachable priority target

A clean angle matters more than attacking the nearest unit immediately. Keep an exit, reset or follow-up route in mind before committing.

Control check

Identify the exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement answer.

Protection and sustain

Check whether recovery changes the fight

Anti-heal or anti-shielding is situational. Buy it only when the effect is materially protecting targets and your champion can apply the answer reliably.

Resource pattern

Mana and cooldowns both matter

A spell being available does not mean the complete sequence is sustainable. Watch the resource bar as well as the setup and escape cooldowns.

Read the whole teamThe same champion can create a different problem after changing role, items or allies. Re-check the visible match before committing to a defensive answer.

Defensive item reference

What can help against Vi?

Start with the threat that is actually affecting the match. These are conditional comparisons, not an automatic counter build.

Pre-game choices
DEFENSIVE BOOTS

Neither pair is automatic

This champion is not cleanly answered by the passive on either defensive pair.

Use Plated Steelcaps for meaningful basic attacks, Mercury's Treads for magic damage or reducible control, or keep the build's normal Boots.
DisplacementShieldsHealth-scaling or true damage
PHYSICAL DEFENCE

Physical defence

Armour · health · role-appropriate defence

Armour can reduce physical damage, but Plated Steelcaps' passive is specific to attacks.

Match the item to attacks, critical strikes or ability burst rather than buying armour from the label alone.
CONTROL AND ONE KEY SPELL

Control and one key spell

Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can help against the relevant disabling effects. Airborne and displacement effects are not solved simply by stacking Tenacity.

Check the current tooltip and whether the exact effect can be shortened, removed or blocked.
REPEATED SHIELDS

Repeated shields

Serpent's Fang

Anti-shielding can matter when repeated shields are protecting important targets.

Its offensive stats do not fit every champion; another teammate may apply it more efficiently.
HEALTH-SCALING OR TRUE DAMAGE

Health-scaling or true damage

Shields · sustain · positioning · exact resistance check

Raw health or one resistance may be incomplete against percent-health, missing-health or true-damage mechanics.

Read the current ability tooltip before choosing defence; these mechanics do not all use the same counter.
Player decidesChampion identity is a starting point, not an automatic purchase. Compare the full opposing team, current item tooltips and the problem that is actually deciding fights. Never buy two completed pairs of Boots.

Normal Draft and Ranked role map

Where Vi fits on Summoner's Rift

Each lane is assessed separately. Open a role to reach its queue-specific build and matchup preparation.

TopUnestablished route

Historical reference. Recommendation review pending. Vi is normally played Jungle and does not currently have a reviewed Top route. Top usually needs independent laning, durable trading or reliable side-lane pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
MidUnestablished route

Historical reference. Recommendation review pending. Vi is normally played Jungle and does not currently have a reviewed Mid route. Mid usually needs solo-lane safety plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
BotUnestablished route

Historical reference. Recommendation review pending. Vi is normally played Jungle and does not currently have a reviewed Bot route. Bot usually needs dependable duo-lane scaling and sustained damage with shared early pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
SupportUnestablished route

Historical reference. Recommendation review pending. Vi is normally played Jungle and does not currently have a reviewed Support route. Support usually needs useful engage, peel or utility while operating on low gold income. Treat this as a deliberate experiment, not a standard recommendation.

Review this role

Kit reference

Vi abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Blast Shield

What it doesVi charges a shield over time. The shield can be activated by hitting an enemy with an ability.

Practical readBlast Shield is an automatic part of the kit involving protection or sustain. Track when its condition is active instead of treating every fight the same way.

Cast commitment

This cast has a wind-up, charge or channel. Movement, interruption or a changing target state can matter before the effect completes.

Protection

The protection or sustain is part of the cast's value. Compare its timing with incoming damage rather than reading only the offensive effect.

Q
Q ability

Vault Breaker

What it doesVi charges her gauntlets and unleashes a vault shattering punch, carrying her forward. Enemies she hits are knocked back and receive a stack of Denting Blows.

Practical readVault Breaker is part of Vi's Q pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

Cooldown12/10.5/9/7.5/6 secCost50/60/70/80/90Listed range250 units
Cast commitment

This cast has a wind-up, charge or channel. Movement, interruption or a changing target state can matter before the effect completes.

W
W ability

Denting Blows

What it doesVi's punches break her opponent's Armor, dealing bonus damage and granting her Attack Speed.

Practical readDenting Blows contributes basic-attack interaction and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Listed range750 units
E
E ability

Relentless Force

What it doesVi's next attack blasts through her target, dealing damage to enemies behind it.

Practical readRelentless Force contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cost26/32/38/44/50Listed range400 units
R
Ultimate

Cease and Desist

What it doesVi runs down an enemy, knocking aside anyone in the way. When she reaches her target she knocks it into the air, jumps after it, and slams it back into the ground.

Practical readCease and Desist is part of Vi's R pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

Cooldown140/115/90 secCost100Listed range800 units

Levels 1–18

Vi · Health / Mana · Abilities

Base values exclude items, runes, temporary buffs and mode-specific modifiers. Cooldowns are the listed base cooldown before ability haste.

Level 1655 Health295 Mana
Level 3810 Health391 Mana
Level 61,070 Health552 Mana
Level 111,576 Health865 Mana
Level 162,175 Health1,236 Mana
Level 182,440 Health1,400 Mana

Cooldown Data Dragon 16.20.1

Q
Basic abilityVault Breaker

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 112 secRank 210.5 secRank 39 secRank 47.5 secRank 56 sec
W
Basic abilityDenting Blows

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

CooldownRead current tooltip
E
Basic abilityRelentless Force

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

CooldownRead current tooltip
R
UltimateCease and Desist

First rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Rank 1140 secRank 2115 secRank 390 sec
Open every levelHealth and mana from level 1 to 18
LevelHealthManaAbility milestone
1655295 ManaChoose the first basic ability
2731342 ManaAdd another basic ability or rank
3810391 ManaAdd another basic ability or rank
4893442 ManaSpend one ability point
5979496 ManaSpend one ability point
61,070552 ManaFirst ultimate rank normally available
71,164610 ManaSpend one ability point
81,261670 ManaSpend one ability point
91,363733 ManaSpend one ability point
101,468798 ManaSpend one ability point
111,576865 ManaSecond ultimate rank normally available
121,689935 ManaSpend one ability point
131,8051,007 ManaSpend one ability point
141,9241,081 ManaSpend one ability point
152,0481,157 ManaSpend one ability point
162,1751,236 ManaFinal ultimate rank normally available
172,3061,317 ManaSpend one ability point
182,4401,400 ManaSpend one ability point
How the numbers are calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics with League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Choose the next question

Turn the profile into a pre-game plan

Choose a queue-aware build, compare a lane opponent, or return to the full champion library.

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