Arrr, good patterns
- Arrr, threatens reachable priority targets through burst, mobility or an unusual angle.
- Arrr, combines damage and durability in committed skirmishes or extended exchanges.
Game patch, matey 26.21Data Dragon 16.21.1
Arrr, reference patch 16.20.1
the Piltover Enforcer
Vi be a burst-focused champion who looks fer a reachable priority target and a course back aboard out. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
A fully charged Vault Breaker will deal double damage. It's great fer catching and finishing off fleeing enemies.
Relentless Force does full damage to anyone caught in th' shockwave. Use it on minions in course to hit enemies hiding astern o' them.
Cease and Desist be a powerful initiation tool, just remember nay to get too far across th' waters ahead o' th' rest o' yer crew.
A fully charged Vault breaker deals double damage. If ye see Vi set sail to charge ye should back aboard off or try to dodge it.
Vi will shred yer Armor and gain Attack Speed if she manages to hit ye three times in a row. Try nay to engage in extended brawls wit' her.
Vi cannae be stopped while using her ult. Remember to save yer displacement effects until after she's done charging.
Arrr, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
Armour can reduce th' broad physical profile. Separate basic attacks from physical tricks afore relying on an gear passive that only affects attacks.
Do nay judge th' champion from one control. Watch which setup, payoff and escape tools be available afore choosing a trade or commitment.
Range, slows, displacement and terrain can deny th' clean contact this champion wants. Course th' course in as carefully as th' damage after arrival.
A clean angle matters more booty than attacking th' nearest unit immediately. Keep an exit, reset th' course or follow-up course in mind afore committing.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
Anti-heal or anti-shielding be situational. Buy it only when th' effect be materially protecting targets and yer champion can apply th' captain's answer reliably.
A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
This champion be nay cleanly answered by th' passive on either defensive pair.
Use Plated Steelcaps fer meaningful basic attacks, Mercury's Treads fer magic damage or reducible control, or keep th' loadout's normal Boots.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
Old chart, matey. Recommendations await inspection. Vi be normally played Jungle and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Vi has an established clear th' deck and sea chart course that can function without course income while contesting camps and prizes.
Old chart, matey. Recommendations await inspection. Vi be normally played Jungle and does nay currently have a reviewed Mid course. Mid most often needs solo-course safe harbour plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Vi be normally played Jungle and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Vi be normally played Jungle and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.
Arrr, kit reference
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Arrr, what it doesEnglishVi charges a shield over time. The shield can be activated by hitting an enemy with an ability.

Arrr, what it doesEnglishVi 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.
Range changes as ye charge this ability, arr! Check the current tooltip; that listed number ain't its full reach.

Arrr, what it doesEnglishVi's punches break her opponent's Armor, dealing bonus damage and granting her Attack Speed.

Arrr, what it doesEnglishVi's next attack blasts through her target, dealing damage to enemies behind it.

Arrr, what it doesEnglishVi 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.
Arrr, levels 1–18
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Wait fer reload (s) Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Range changes as ye charge this ability, arr! Check the current tooltip; that listed number ain't its full reach.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Mana, arr | Trick milestone |
|---|---|---|---|
| 1 | 655 | 295 Mana, arr | Pick th' first aboard basic trick |
| 2 | 731 | 342 Mana, arr | Stow another basic trick or rank |
| 3 | 810 | 391 Mana, arr | Stow another basic trick or rank |
| 4 | 893 | 442 Mana, arr | Spend one trick point |
| 5 | 979 | 496 Mana, arr | Spend one trick point |
| 6 | 1,070 | 552 Mana, arr | First aboard ultimate rank normally available |
| 7 | 1,164 | 610 Mana, arr | Spend one trick point |
| 8 | 1,261 | 670 Mana, arr | Spend one trick point |
| 9 | 1,363 | 733 Mana, arr | Spend one trick point |
| 10 | 1,468 | 798 Mana, arr | Spend one trick point |
| 11 | 1,576 | 865 Mana, arr | Arrr, second ultimate rank normally available |
| 12 | 1,689 | 935 Mana, arr | Spend one trick point |
| 13 | 1,805 | 1,007 Mana, arr | Spend one trick point |
| 14 | 1,924 | 1,081 Mana, arr | Spend one trick point |
| 15 | 2,048 | 1,157 Mana, arr | Spend one trick point |
| 16 | 2,175 | 1,236 Mana, arr | Arrr, final ultimate rank normally available |
| 17 | 2,306 | 1,317 Mana, arr | Spend one trick point |
| 18 | 2,440 | 1,400 Mana, arr | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.