{"id":19809,"date":"2026-02-17T22:41:53","date_gmt":"2026-02-17T22:41:53","guid":{"rendered":"https:\/\/magicstark.cz\/wiki\/vi-the-piltover-enforcer\/"},"modified":"2026-02-17T22:41:53","modified_gmt":"2026-02-17T22:41:53","slug":"vi-the-piltover-enforcer","status":"publish","type":"wiki","link":"https:\/\/magicstark.cz\/en\/wiki\/vi-the-piltover-enforcer\/","title":{"rendered":"Vi: The Piltover Enforcer"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\"><strong>Vi<\/strong> is a champion in League of Legends played in the <strong>Jungle<\/strong>, classified as a <strong>Diver (Fighter \/ Assassin)<\/strong>. She uses <strong>Mana<\/strong> (295 \u2013 1573.23) and deals <strong>Physical<\/strong> damage. Vi was released on <strong>December 19, 2012<\/strong>, and was last updated in patch <strong>V26.03<\/strong>. Store price: <strong>675 Blue Essence \/ 585 RP<\/strong>.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Vi: Champion Spotlight | Gameplay - League of Legends\" width=\"500\" height=\"281\" src=\"https:\/\/www.youtube.com\/embed\/vp3ZrRJz-ZY?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udcca Base Statistics<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Statistic<\/strong><\/td><td><strong>Base Value<\/strong><\/td><td><strong>Max Value (lvl 18)<\/strong><\/td><\/tr><tr><td>HP<\/td><td>655<\/td><td>2719.83<\/td><\/tr><tr><td>Mana (MP)<\/td><td>295<\/td><td>1573.23<\/td><\/tr><tr><td>Attack Damage (AD)<\/td><td>63<\/td><td>131.83<\/td><\/tr><tr><td>Armor (AR)<\/td><td>30<\/td><td>122.43<\/td><\/tr><tr><td>Magic Resist (MR)<\/td><td>32<\/td><td>72.31<\/td><\/tr><tr><td>Movement Speed (MS)<\/td><td>340<\/td><td>340 (fixed)<\/td><\/tr><tr><td>Attack Range<\/td><td>125 (Melee)<\/td><td>125 (fixed)<\/td><\/tr><tr><td>Base AS<\/td><td>0.644<\/td><td>\u2014<\/td><\/tr><tr><td>Bonus AS<\/td><td>0 \u2013 39.33%<\/td><td>\u2014<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 655 HP + 30 Base Armor \u2014 Frontline Diver Durability: <\/strong>Vi&#8217;s 655 base HP is among the higher HP values for jungle champions, and 30 base armor provides meaningful early physical damage mitigation for jungle clears. Combined with Blast Shield&#8217;s periodic 12% max HP shield (at 2719 HP = 326 HP shield), Vi has <strong>built-in sustain during aggressive dives<\/strong> that doesn&#8217;t require external items. The shield triggers on the next ability hit after the cooldown \u2014 so the standard Q \u2192 W proc \u2192 shield activates pattern means every successful combo grants free shielding mid-fight.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udee1\ufe0f Passive: Blast Shield<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Static Cooldown<\/td><td>16 \u2013 12 seconds (based on level)<\/td><\/tr><tr><td>Trigger<\/td><td>Vi&#8217;s next ability hit after cooldown expires<\/td><\/tr><tr><td>Shield Strength<\/td><td>12% of Vi&#8217;s maximum health<\/td><\/tr><tr><td>Shield Duration<\/td><td>3 seconds<\/td><\/tr><tr><td>Denting Blows CDR Interaction<\/td><td>Cooldown reduced by 4 seconds each time Denting Blows (W) is consumed<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>INNATE: <\/strong>Periodically, Vi&#8217;s next ability hit grants her a <strong>shield equal to 12% of her maximum health for 3 seconds<\/strong>. Blast Shield&#8217;s cooldown is <strong>reduced by 4 seconds each time Denting Blows is consumed<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 Blast Shield + Denting Blows CDR Loop: <\/strong>At level 16 (12-second base Blast Shield cooldown), each Denting Blows 3rd stack consumption reduces the next shield by 4 seconds. In a sustained fight against a single target where Vi hits 3 Denting Blows stacks every <strong>4\u20135 autos<\/strong>, the effective Blast Shield cooldown compresses to <strong>8 seconds between shields<\/strong> (12s base \u2212 4s from W). That&#8217;s a 326 HP shield every 8 seconds while attacking \u2014 comparable to a dedicated tank item&#8217;s sustain. The implication: Vi doesn&#8217;t need to avoid damage during her engages the way other jungle divers do. The shield absorbs burst windows, and continuous Denting Blows cycling regenerates it faster than most combats last.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u26a1 Q: Vault Breaker<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Cost<\/td><td>50 \/ 60 \/ 70 \/ 80 \/ 90 Mana<\/td><\/tr><tr><td>Cooldown<\/td><td>12 \/ 10.5 \/ 9 \/ 7.5 \/ 6 seconds<\/td><\/tr><tr><td>Cast Time<\/td><td>None<\/td><\/tr><tr><td>Range<\/td><td>250 \u2013 725 (based on channel time)<\/td><\/tr><tr><td>Collision Radius<\/td><td>55<\/td><\/tr><tr><td>Speed<\/td><td>1450 \u2013 1540 (based on channel time)<\/td><\/tr><tr><td>Channel Duration<\/td><td>Up to 4 seconds (optimal at 1.25s for max scaling)<\/td><\/tr><tr><td>Self Slow During Charge<\/td><td>15%<\/td><\/tr><tr><td>Min Physical Damage<\/td><td>40 \/ 60 \/ 80 \/ 100 \/ 120 (+ 60% bonus AD)<\/td><\/tr><tr><td>Max Physical Damage (full charge)<\/td><td>Min \u00d7 2.5 (150% increase at full channel)<\/td><\/tr><tr><td>Knockback on Champion Hit<\/td><td>0.75 seconds<\/td><\/tr><tr><td>Pull Effect<\/td><td>Non-champions pulled toward Vi<\/td><\/tr><tr><td>Charge Cancelled (expired)<\/td><td>50% mana refund, full cooldown<\/td><\/tr><tr><td>Charge Interrupted<\/td><td>50% mana refund, 3-second cooldown<\/td><\/tr><tr><td>During Dash<\/td><td>Relentless Force and Cease and Desist can be cast<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>ACTIVE: <\/strong>Vi charges while being <strong>slowed 15%<\/strong> for up to 4 seconds, increasing Vault Breaker&#8217;s range (250\u2192725), speed, and damage over the first <strong>1.25 seconds of the channel<\/strong>. If the charge completes without recast: cancelled, 50% mana refund, full cooldown. If interrupted: 50% mana refund, 3-second cooldown.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>RECAST: <\/strong>Vi dashes in the target direction, dealing physical damage to enemies within her path \u2014 increased by <strong>0%\u2013150% based on channel time<\/strong> \u2014 and <strong>pulling all non-champions toward her<\/strong>. She stops upon hitting an enemy champion, <strong>knocking them back over 0.75 seconds<\/strong>. Relentless Force and Cease and Desist can be cast during the dash.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 Vault Breaker Interrupted = 3-Second Cooldown: <\/strong>A critical distinction: if Q is <strong>interrupted by CC<\/strong> mid-channel, Vi only goes to a <strong>3-second cooldown<\/strong> (not full cooldown) and receives 50% mana refund. This matters significantly in jungle skirmishes \u2014 if an enemy stuns Vi during Q charge, she gets Q back in 3 seconds with half mana returned. The <strong>intentional expired cancel<\/strong> (holding Q for 4 seconds without recast) puts Q on full cooldown with no refund benefit \u2014 never let Q expire unintentionally. Also: E (Relentless Force) and R (Cease and Desist) can be cast <strong>during the Q dash<\/strong> \u2014 meaning Q \u2192 R is a mid-dash R cast that arrives on the target simultaneously with or just after Q&#8217;s knockback.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83e\udd4a W: Denting Blows<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Type<\/td><td>Permanent Passive<\/td><\/tr><tr><td>Stack Application<\/td><td>Basic attacks and Vault Breaker (on-hit), 4 seconds duration (refreshes)<\/td><\/tr><tr><td>Max Stacks<\/td><td>3<\/td><\/tr><tr><td>3rd Stack Bonus Physical Damage<\/td><td>4 \/ 5 \/ 6 \/ 7 \/ 8% (+ 3.5% per 100 bonus AD) of target&#8217;s maximum health<\/td><\/tr><tr><td>3rd Stack Cap vs Non-Champions<\/td><td>300 damage<\/td><\/tr><tr><td>3rd Stack Armor Reduction<\/td><td>20% for 4 seconds<\/td><\/tr><tr><td>3rd Stack Bonus Attack Speed<\/td><td>30 \/ 35 \/ 40 \/ 45 \/ 50% for 4 seconds (refreshes on subsequent triggers)<\/td><\/tr><tr><td>Blast Shield CDR<\/td><td>\u22124 seconds per Denting Blows consumption<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>PASSIVE: <\/strong>Vi&#8217;s basic attacks and Vault Breaker apply a stack of Denting Blows to enemies hit for <strong>4 seconds<\/strong>, refreshing on subsequent applications and stacking up to 3 times. The third stack consumes them all to deal <strong>bonus physical damage equal to 4\u20138% (+ 3.5% per 100 bonus AD) of the target&#8217;s maximum health<\/strong> and <strong>inflict 20% armor reduction for 4 seconds<\/strong>. After consuming Denting Blows, Vi gains <strong>bonus attack speed 30\u201350% for 4 seconds<\/strong>, refreshing on subsequent triggers.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 Denting Blows 20% Armor Reduction \u2014 Why This Changes Everything: <\/strong>20% armor reduction is <strong>multiplicative armor stripping<\/strong> \u2014 not flat penetration. Against a 100 armor target: 20% reduction brings them to 80 effective armor. All of Vi&#8217;s subsequent physical damage (Q, E autos, basic attacks) deals <strong>11% more damage<\/strong> against that target for 4 seconds. Against a 200 armor tank: 20% reduction = 160 armor, meaning <strong>14% more physical damage<\/strong> from every source. The armor reduction benefits Vi&#8217;s entire team \u2014 any ally attacking the Denting Blows-reduced target during the 4 seconds receives the full armor reduction benefit. The <strong>Blast Shield 4s CDR per W consumption<\/strong> means every 3-stack cycle both delivers max HP damage and compresses the next shield window, creating simultaneous offensive and defensive value from a single passive.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udc4a E: Relentless Force<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Cost<\/td><td>26 \/ 32 \/ 38 \/ 44 \/ 50 Mana + 1 Charge<\/td><\/tr><tr><td>Static Cooldown<\/td><td>1 second (between charges)<\/td><\/tr><tr><td>Recharge<\/td><td>12 \/ 11 \/ 10 \/ 9 \/ 8 seconds per charge<\/td><\/tr><tr><td>Max Charges<\/td><td>2<\/td><\/tr><tr><td>Cast Time<\/td><td>None<\/td><\/tr><tr><td>Effect Radius<\/td><td>600<\/td><\/tr><tr><td>Physical Damage<\/td><td>10 \/ 30 \/ 50 \/ 70 \/ 90 (+ 110% AD) (+ 100% AP)<\/td><\/tr><tr><td>Bonus Range<\/td><td>+50 bonus range on the empowered auto<\/td><\/tr><tr><td>Windup<\/td><td>Uncancellable<\/td><\/tr><tr><td>Critical Strike<\/td><td>Can crit for (100% + 30%) AD bonus physical damage on primary target<\/td><\/tr><tr><td>Secondary Targets<\/td><td>Same damage, but do NOT count as critically struck<\/td><\/tr><tr><td>Special<\/td><td>Resets Vi&#8217;s basic attack timer<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>ACTIVE: <\/strong>Vi empowers her next basic attack within 6 seconds to have an <strong>uncancellable windup<\/strong>, gain <strong>50 bonus range<\/strong>, and trigger a blast in the target&#8217;s direction dealing <strong>modified physical damage to enemies hit in a cone<\/strong>. Relentless Force can critically strike for (100% + 30%) AD bonus physical damage against the primary target. Secondary targets take the same damage but do not count as critically struck. Relentless Force <strong>resets Vi&#8217;s basic attack timer<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 E 110% AD Scaling \u2014 The Highest Single-Auto Ratio in the Game: <\/strong>Relentless Force&#8217;s 10\/30\/50\/70\/90 + <strong>110% AD<\/strong> damage on a single empowered auto is one of the highest AD ratios on any auto-empowerment ability in League of Legends. At 300 bonus AD (typical mid-late game), E deals: 90 + 330 = <strong>420 damage minimum<\/strong> \u2014 plus the AoE cone hits all nearby enemies for the same amount. With crit items: (100% + 30%) \u00d7 300 = 390 bonus AD damage on the primary target. Two E charges at max rank means <strong>two consecutive 420+ damage empowered autos<\/strong> with attack timer resets between them \u2014 effectively two instant empowered hits in rapid succession. Combined with Denting Blows&#8217; 20% armor reduction active when E fires, the actual received damage is significantly higher.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\ude94 R: Cease and Desist<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Cost<\/td><td>100 Mana<\/td><\/tr><tr><td>Cooldown<\/td><td>140 \/ 115 \/ 90 seconds<\/td><\/tr><tr><td>Cast Time<\/td><td>0.25 seconds<\/td><\/tr><tr><td>Target Range<\/td><td>800<\/td><\/tr><tr><td>Speed<\/td><td>800<\/td><\/tr><tr><td>Displacement Immunity<\/td><td>Active during entire dash to target<\/td><\/tr><tr><td>Effect Radius at Target<\/td><td>300 units (grab threshold)<\/td><\/tr><tr><td>Grab Duration<\/td><td>1.05 seconds<\/td><\/tr><tr><td>Knockup Duration<\/td><td>1.3 seconds<\/td><\/tr><tr><td>Physical Damage<\/td><td>150 \/ 250 \/ 350 (+ 90% bonus AD)<\/td><\/tr><tr><td>Damage Timing<\/td><td>After 0.75 seconds into grab duration<\/td><\/tr><tr><td>Enemies Dashed Through<\/td><td>Knocked aside 350 units over 0.25 seconds, stunned 0.75 seconds<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>ACTIVE: <\/strong>Vi singles out the target enemy champion, dashing with <strong>displacement immunity<\/strong> toward them and revealing them. Upon approaching within 300 units of the target, she <strong>dashes through and grabs them over 1.05 seconds<\/strong>, knocking them up for <strong>1.3 seconds<\/strong> and dealing physical damage after 0.75 seconds into the grab duration. Enemies she dashes through are <strong>knocked aside 350 units and stunned for 0.75 seconds<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 Cease and Desist \u2014 Three Simultaneous CC Values: <\/strong>R provides three simultaneous CC effects: (1) <strong>1.3-second knockup on the primary target<\/strong> \u2014 one of the longest single-ability knockups in the game, during which Vi delivers the full Q \u2192 Denting Blows \u2192 E combo; (2) <strong>0.75-second stun on all champions dashed through<\/strong> en route to the target \u2014 frontline tanks or support champions standing between Vi and the carry receive a stun simply from being in the path; (3) <strong>displacement immunity during the entire dash<\/strong> \u2014 no knockback, knockup, or pull interrupts the approach once R is active. The 1.3-second knockup is the longest window Vi has to stack Denting Blows and fire E charges \u2014 <strong>2 E charges + 1 auto during R knockup = 3 Denting Blows stacks plus armor reduction<\/strong> before the target lands.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83c\udfaf Strategies and Gameplay Tips<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Early Game \/ Jungle Clear (Levels 1\u20136)<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Q Into Camps for Blast Shield: <\/strong>The first ability hit after Blast Shield comes off cooldown triggers the 12% max HP shield. In jungle clearing, <strong>always have Q as the shield-triggering hit<\/strong> when Blast Shield is available \u2014 the charge animation during clearing telegraphs nothing to enemies but generates the shield before Vi takes the camp&#8217;s full attack rotation. At level 1 with 655 HP, the shield absorbs <strong>78 HP of jungle damage for free<\/strong> \u2014 meaningful sustain through Red or Blue buff without backing.<\/li>\n\n\n\n<li><strong>Denting Blows Stack Management on Camps: <\/strong>W stacks on all enemies \u2014 in jungle clears, Vi builds 3 stacks on large monsters (Gromp, Raptors captain, Krugs) with Q + 2 autos for the max HP burst and armor reduction. The <strong>50% bonus attack speed for 4 seconds after W consume<\/strong> dramatically speeds up clearing remaining small monsters while the attack speed buff is active. Time W consume to fire during the largest cluster of remaining enemies after the large monster dies.<\/li>\n\n\n\n<li><strong>Level 6 All-In Gank Pattern: <\/strong>Vi&#8217;s level 6 gank is among the most reliable in the jungle because R provides a guaranteed arrive-and-CC with no dodge window. The pattern: <strong>approach from brush \u2192 R onto the carry \u2192 during 1.3s knockup: Q charges (pre-emptive) \u2192 land Q on stunned target immediately after R knockup ends \u2192 E twice for W stacks \u2192 W consume for max HP damage + armor reduction<\/strong>. The entire sequence happens within 2.5 seconds, during which the target has received R knockup, Q knockback, and W max HP + armor reduction. Flash cannot escape R once cast; displacement immunity prevents any knockback during the approach.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Mid Game (Levels 7\u201313)<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Q \u2192 R Mid-Dash Combo: <\/strong>Both Relentless Force (E) and Cease and Desist (R) can be cast <strong>during the Vault Breaker dash<\/strong>. The advanced combo: charge Q to full \u2192 recast Q (dash begins) \u2192 <strong>activate R during the Q dash<\/strong> \u2014 Vi arrives at the champion contact point with Q knockback already resolved, and R has been cast mid-dash, meaning the R grab initiates immediately after Q&#8217;s knockback ends without any gap between the two CCs. This eliminates the window where the target could Flash between Q knockback and R cast, which exists if R is cast after Q resolves. Practice the mid-dash R timing in lower-stakes objectives before applying it to critical carry eliminations.<\/li>\n\n\n\n<li><strong>Denting Blows Armor Reduction for Team Follow-Up: <\/strong>The 20% armor reduction from W&#8217;s 3rd stack lasts <strong>4 seconds<\/strong> \u2014 sufficient time for Vi&#8217;s jungler ally to follow a gank, for the support to apply additional CC, or for the ADC to dump a full rotation. In coordinated ganks, <strong>Vi lands the 3rd Denting Blows stack first<\/strong>, signals the kill window to teammates who then attack the armor-reduced target. A 200-armor top laner reduced to 160 armor by Vi&#8217;s W receives 14% more physical damage from every ally source for 4 seconds \u2014 the team DPS increase from W is an invisible but significant damage multiplier in group fights.<\/li>\n\n\n\n<li><strong>Blast Shield Timing \u2014 Absorb the Burst Peak: <\/strong>Blast Shield triggers on the <strong>next ability hit after the cooldown ends<\/strong>. In an impending fight, pre-charge Q to ensure the first combat ability hit immediately generates the shield rather than waiting for a non-Q ability hit. The shield absorbs 326 HP (at 2719 max HP) for 3 seconds \u2014 <strong>activate it at the moment the heaviest incoming burst is expected<\/strong>, not reactively after taking damage. Against Zed Death Mark or Syndra burst combo, the 326 HP absorption can represent the difference between surviving the combo or not.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Late Game (Level 14+)<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>R Target Selection \u2014 Carry Over Tank: <\/strong>Cease and Desist&#8217;s 800 target range and displacement immunity means Vi can reach the enemy ADC or mid laner <strong>through the entire frontline<\/strong> \u2014 R passes through tanks, deals 0.75-second stuns to everyone dashed through, and grabs the specific targeted champion. In late-game teamfights, <strong>always target the highest-priority carry with R<\/strong>, not the nearest champion. The stun to frontline tanks is a bonus side effect \u2014 the primary value is isolating and knocking up the carry for 1.3 seconds while the team collapses.<\/li>\n\n\n\n<li><strong>Full Late-Game Combo: <\/strong>Full combo with 300 bonus AD at R3: <strong>R (1.3s knockup) \u2192 during knockup: Q charge (0.75s charge for solid damage without full wait) \u2192 Q recast lands on knockup-recovered target \u2192 E \u00d7 2 (two 420+ damage empowered autos) \u2192 Denting Blows 3rd stack from 3 auto hits (2 E autos + 1 normal) = max HP damage + armor reduction<\/strong>. Total damage window: approximately 3.5 seconds. Against a 2500 HP squishy carry with 50 armor: R 350 + 270 = 620 \u2192 Q 120 + 180 = 300 \u2192 E\u00d72 90+330 = 840 \u2192 W 8% of 2500 = 200 \u2192 total approximately <strong>1960 physical damage<\/strong> before armor mitigation and Denting Blows reduction.<\/li>\n\n\n\n<li><strong>E Two-Charge Dump at Max AS: <\/strong>With 50% bonus AS from W consume + built AS items, Vi can fire two E charges with attack timer resets in rapid succession, effectively delivering <strong>two 420-damage cone blasts to all targets within 600 range in under 1 second<\/strong>. Against grouped enemies near the carry (clustered support + ADC), both E charges hit multiple targets for the same damage \u2014 W consume AS bonus means both charges fire before the AS duration expires. This AoE potential makes Vi&#8217;s late-game teamfight damage substantially higher than her single-target numbers suggest.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u274c Common Mistakes and How to Avoid Them<\/strong><\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Letting Q Expire Without Recast: <\/strong>Vault Breaker expired (no recast after 4 seconds) \u2192 full cooldown with no mana refund advantage over the interrupt case. <strong>Always recast Q once committed to charging<\/strong>, even at minimum charge range if necessary. A minimum-range Q at 250 units is significantly less useful than a charged Q, but it&#8217;s vastly better than wasting 12 seconds of cooldown and mana. If the target moves out of range during charge, <strong>redirect the dash direction<\/strong> rather than holding for a miss \u2014 250-unit range is enough to close to melee range and begin Denting Blows stacking.<\/li>\n\n\n\n<li><strong>Firing R Before Teammates Can Follow Up: <\/strong>Cease and Desist&#8217;s 1.3-second knockup is a setup tool for the team, not exclusively for Vi&#8217;s personal damage. <strong>Communicate R timing before firing<\/strong> or wait for allies to be in follow-up range. An R fired on the enemy ADC when Vi&#8217;s team is across the map means Vi has used a 90-second cooldown to deal 350 + 270 = 620 physical damage as a 1v5 engage, likely dying before W stacks reach the damage threshold. R as a <strong>coordinated team engage<\/strong> forces a 5v4 for 1.3 seconds \u2014 R as a solo engage makes Vi a distraction without kill contribution.<\/li>\n\n\n\n<li><strong>Building 3 W Stacks on the Wrong Target: <\/strong>W stacks reset when Vi attacks a new target (stacks remain on the original target, not restarting \u2014 but Vi must return to the original target to trigger). In teamfights, <strong>commit to one target for 3 consecutive auto hits<\/strong> before switching. Against an assassin who dives Vi during a fight, don&#8217;t switch autos to the assassin \u2014 finish the 3rd W stack on the original target first (1\u20132 hits away typically), trigger the max HP burst, then redirect. Switching at 2 stacks means starting over on the assassin with no W trigger.<\/li>\n\n\n\n<li><strong>Missing R Into Frontline Instead of Carry: <\/strong>R&#8217;s displacement immunity provides safety during the approach, but the <strong>initial 0.25-second cast time and 800-unit speed travel<\/strong> mean it&#8217;s not truly instant at 800 range \u2014 the dash takes approximately 1 second. Against a team that has spread out, a misdirected R hits the closest champion (a tank) rather than the carry further back. <strong>Target R directly onto the enemy ADC or mage<\/strong> at 800 range (approximately one full screen width) rather than the tank at 200 range. Tanks dashed through receive 0.75-second stun regardless.<\/li>\n\n\n\n<li><strong>Wasting E Charges on Clearing: <\/strong>E has 2 charges with an 8-second recharge. Spending both E charges on jungle clearing before a fight <strong>leaves Vi without her highest damage empowered autos<\/strong> for the gank or objective contest. Save at least 1 E charge before approaching a fight \u2014 the 420+ damage empowered auto is worth significantly more in combat than the equivalent auto against a jungle camp.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2699\ufe0f Recommended Build and Itemization<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Core Items<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/trinity-force\/\">Trinity Force<\/a>: <\/strong>Ability haste for shorter Q cooldown (6 seconds max rank base \u2192 further reduced), attack speed for faster Denting Blows stack accumulation, bonus AD scaling W (3.5% per 100 bonus AD), and Spellblade proc on Q recast and E. The movement speed from Trinity&#8217;s passive also helps Vi close gaps between Q and auto-attack range.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/steraks-gage\/\">Sterak&#8217;s Gage<\/a>: <\/strong>Bonus HP amplifies Blast Shield&#8217;s 12% max HP value \u2014 Sterak&#8217;s Lifeline shield + Blast Shield during the same dive creates layered burst absorption. Sterak&#8217;s bonus base AD from HP stacking feeds into E&#8217;s 110% AD ratio. The Lifeline shield activates at 30% HP during combats where Blast Shield has already been consumed, providing a second defensive layer.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/black-cleaver\/\">Black Cleaver<\/a>: <\/strong>Armor reduction stacking synergizes directly with Denting Blows&#8217; 20% armor reduction \u2014 Black Cleaver stacks (6% per hit up to 30%) applied on top of W&#8217;s 20% reduction creates <strong>50% total armor reduction<\/strong> against the target. Combined magic\/physical armor shred for the team. Ability haste for Q cycling and HP for Blast Shield.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Situational Items<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/dead-mans-plate\/\">Dead Man&#8217;s Plate<\/a>: <\/strong>Movement speed on approach closes Q channel range faster, reducing the time Vi is slowed (15%) during charge. Armor for surviving AD-heavy compositions. Momentum stacks generate bonus damage on the first attack after movement \u2014 synergizes with Q dash ending in empowered attack.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/wits-end\/\">Wit&#8217;s End<\/a>: <\/strong>Magic resist + bonus AS for faster Denting Blows cycling + on-hit magic damage that benefits from W&#8217;s armor reduction window. Against AP-heavy teams, Wit&#8217;s End provides both personal survivability and converts the 50% AS from W consume into additional on-hit magic damage ticks.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/ravenous-hydra\/\">Ravenous Hydra<\/a>: <\/strong>AoE on-hit damage that fires during Vi&#8217;s cone-blast E and normal attacks \u2014 when Denting Blows procs W armor reduction, every subsequent auto fires both E cone blast AND Hydra AoE during the 4-second window. The lifesteal sustains Vi through extended teamfights where Blast Shield and Sterak&#8217;s have been consumed.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2694\ufe0f Counter Picks &amp; Matchups<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>\u2705 Vi Counters<\/strong><\/h3>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>1. <a href=\"https:\/\/magicstark.cz\/wiki\/amumu-the-sad-mummy\/\">Amumu<\/a><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Amumu&#8217;s Bandage Toss (Q) is a slow-moving projectile that Vi can dodge with Vault Breaker&#8217;s dash reactively. Tantrum (E) is point-blank AoE \u2014 Vi can Vault Breaker away from melee range to reset Denting Blows stacking outside Tantrum range. Most critically, Amumu&#8217;s <strong>low mobility means he cannot avoid Vi&#8217;s Cease and Desist R<\/strong> without Flash, and after R, Vi stacks Denting Blows through his armor \u2014 the 20% armor reduction converts Amumu&#8217;s armor investment into a reduced barrier. Vi&#8217;s 12% max HP shield and W max HP damage compete favorably against Amumu&#8217;s HP-stacking defensive profile.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>2. <a href=\"https:\/\/magicstark.cz\/wiki\/warwick-the-uncaged-wrath-of-zaun\/\">Warwick<\/a><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Warwick&#8217;s Infinite Duress (R) suppression is the primary threat \u2014 but Vi&#8217;s R displacement immunity doesn&#8217;t help against suppression (not a displacement). However, <strong>Vi outpaces Warwick in sustained DPS<\/strong>: Denting Blows max HP damage and armor reduction, combined with E&#8217;s 110% AD cone, overwhelms Warwick&#8217;s Blood Hunt healing when Vi maintains 3-stack W cycles. Q knockback interrupts Warwick&#8217;s Jaws of the Beast (W) bite grab at close range. Vi&#8217;s burst potential via full Q charge into R during the Warwick approach gap determines whether she wins before suppression activates.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>3. <a href=\"https:\/\/magicstark.cz\/wiki\/hecarim-the-shadow-of-war\/\">Hecarim<\/a><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Hecarim&#8217;s Devastating Charge (E) provides approach speed, but Vault Breaker at full charge covers <strong>725 range<\/strong> \u2014 extending beyond Hecarim&#8217;s initial engagement range and delivering knockback before his E collision stun. W&#8217;s 20% armor reduction strips Hecarim&#8217;s armor investment during Rampage (Q) trading windows. Cease and Desist&#8217;s displacement immunity prevents Hecarim&#8217;s Onslaught of Shadows (R) knockback from interrupting Vi&#8217;s approach. Denting Blows&#8217; max HP damage scales against Hecarim&#8217;s high HP builds without diminishing returns.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>\u274c Vi is Countered By<\/strong><\/h3>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>1. <a href=\"https:\/\/magicstark.cz\/wiki\/lee-sin-the-blind-monk\/\">Lee Sin<\/a><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Lee Sin&#8217;s Dragon&#8217;s Rage (R) knockback applies <strong>during Vi&#8217;s Cease and Desist approach<\/strong> \u2014 if Lee Sin fires Dragon&#8217;s Rage during the 0.25-second R cast window (before displacement immunity activates), Vi is kicked away without completing the dash. Sonic Wave \/ Resonating Strike (Q) provides Lee Sin a reactive engage that matches Vi&#8217;s timing. Safeguard&#8217;s shield during Vi&#8217;s Q charge reduces the burst window. Lee Sin&#8217;s early-game mobility and dueling capability in 1v1 jungle scenarios consistently outpaces Vi before Denting Blows scaling becomes dominant.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>2. <a href=\"https:\/\/magicstark.cz\/wiki\/trundle-the-troll-king\/\">Trundle<\/a><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Subjugate (R) <strong>steals Vi&#8217;s armor and MR<\/strong> \u2014 precisely the stats that make Vi tanky enough to survive mid-fight. Vi charges in with 122 armor and Blast Shield; R steals up to 40% of that armor over 4 seconds. Pillar of Ice displaces Vi&#8217;s path during Vault Breaker approach \u2014 the pillar creates terrain Vi must navigate around, adding distance to Q&#8217;s effective travel requirement. Chomp (Q) reduces Vi&#8217;s AD, reducing E&#8217;s 110% AD scaling and Denting Blows&#8217; bonus AD contribution.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>3. <a href=\"https:\/\/magicstark.cz\/wiki\/rammus-the-armordillo\/\">Rammus<\/a><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Powerball (Q) and Spiked Shell (W) convert armor into damage, meaning Vi&#8217;s <strong>Denting Blows 20% armor reduction makes Rammus deal less damage back<\/strong> through the Spiked Shell reflection \u2014 counterproductive to Vi&#8217;s own tankiness strategy. Puncturing Taunt (E) taunts Vi into attacking Rammus (high armor), wasting Vi&#8217;s E charges and Denting Blows stacks on an armored target while the taunt prevents targeting the carry. Rammus&#8217;s extreme armor (200+) combined with W&#8217;s damage reflection makes Vi a tool for damaging herself. Null-zone creates floor damage during prolonged Vi engages.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>FAQ<\/strong><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Q: Why does Denting Blows reduce Blast Shield&#8217;s cooldown?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">A: The Blast Shield \u22124 seconds per Denting Blows consumption is Vi&#8217;s <strong>sustain loop<\/strong> \u2014 it rewards aggressive play by shortening the shield cooldown through combat engagement. The design intent: the more actively Vi fights (stacking W), the more frequently the shield regenerates. In a sustained fight against a single target, cycling Denting Blows every ~4 autos means the 12-second base Blast Shield cooldown effectively compresses to <strong>8 seconds between shields<\/strong>. This loop makes Vi increasingly durable as a fight extends, which is intentional for a Diver whose job is extended brawling inside the enemy backline.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Q: Can Q be cast during R, or only R during Q?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">A: The ability interaction is specifically: <strong>Relentless Force (E) and Cease and Desist (R) can be cast during Vault Breaker (Q) dash<\/strong>. The reverse \u2014 casting Q during R \u2014 is not specified as valid. The mid-Q-dash R cast is the primary combo interaction because R&#8217;s displacement immunity applies during the entire R approach, meaning casting R mid-Q-dash creates a situation where the Q knockback resolves and R immunity immediately covers the subsequent travel to the target.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Q: How does the Q interrupt vs. expire cooldown difference matter in practice?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">A: <strong>Q interrupted by CC: 3-second cooldown + 50% mana refund<\/strong>. Q expired (4-second channel without recast): <strong>full cooldown + no mana advantage<\/strong>. Against champions who CC Vi mid-Q channel (stuns, knockups), the 3-second cooldown means Q returns in the same fight window \u2014 Vi can charge Q again immediately after CC ends. This makes Vi <strong>less punished by CC mid-Q-charge than opponents expect<\/strong>. They CC her to stop the Q, she gets Q back in 3 seconds, and can re-engage or retreat. The full cooldown only occurs from player error (failed Q cancellation timing).<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Q: What is the correct ability leveling order?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">A: Max <strong>E (Relentless Force) first<\/strong> \u2014 the 110% AD ratio scales highest with AD items, and the recharge reduction (12s \u2192 8s per charge) provides faster charge availability. Two E charges at 8-second recharge means one charge is ready every 8 seconds, providing consistent empowered auto bursts throughout extended fights. Max <strong>Q (Vault Breaker) second<\/strong> for shorter cooldown (12s \u2192 6s) and increased base damage. Max <strong>W (Denting Blows) last<\/strong> \u2014 the % max HP damage increases from 4% to 8% per rank, significant late-game, but the 20% armor reduction and AS bonus are constant regardless of rank. R at 6, 11, 16.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Q: Is Vi viable in roles other than jungle?<\/strong>A: Vi can be played <strong>Top lane<\/strong> as an off-meta option against specific matchups (immobile tanks who Denting Blows punishes hard \u2014 Malphite, Cho&#8217;Gath, Nasus). The absence of a reliable gap-closer in laning phase (Q is charged, not instant) makes her weak against ranged harass top laners (Quinn, Vayne Top, Jayce). Vi <strong>Support<\/strong> is theoretically functional with the R engage utility but provides no zone control or sustained peel that supports require. Jungle is the definitive optimal role because the gap between camps and fights allows Q charge time to not be telegraphed to lane opponents.<\/p>\n","protected":false},"featured_media":0,"comment_status":"open","ping_status":"closed","template":"","class_list":["post-19809","wiki","type-wiki","status-publish","hentry","wiki-category-champions-lol-en"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.6 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Vi: The Piltover Enforcer - MagicStark<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/magicstark.cz\/en\/wiki\/vi-the-piltover-enforcer\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Vi: The Piltover Enforcer - MagicStark\" \/>\n<meta property=\"og:description\" content=\"Vi is a champion in League of Legends played in the Jungle, classified as a Diver (Fighter \/ Assassin). 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