Vi: The Piltover Enforcer

Vi is a champion in League of Legends played in the Jungle, classified as a Diver (Fighter / Assassin). She uses Mana (295 – 1573.23) and deals Physical damage. Vi was released on December 19, 2012, and was last updated in patch V26.03. Store price: 675 Blue Essence / 585 RP.

📊 Base Statistics

StatisticBase ValueMax Value (lvl 18)
HP6552719.83
Mana (MP)2951573.23
Attack Damage (AD)63131.83
Armor (AR)30122.43
Magic Resist (MR)3272.31
Movement Speed (MS)340340 (fixed)
Attack Range125 (Melee)125 (fixed)
Base AS0.644
Bonus AS0 – 39.33%

💡 655 HP + 30 Base Armor — Frontline Diver Durability: Vi’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’s periodic 12% max HP shield (at 2719 HP = 326 HP shield), Vi has built-in sustain during aggressive dives that doesn’t require external items. The shield triggers on the next ability hit after the cooldown — so the standard Q → W proc → shield activates pattern means every successful combo grants free shielding mid-fight.

🛡️ Passive: Blast Shield

ParameterValue
Static Cooldown16 – 12 seconds (based on level)
TriggerVi’s next ability hit after cooldown expires
Shield Strength12% of Vi’s maximum health
Shield Duration3 seconds
Denting Blows CDR InteractionCooldown reduced by 4 seconds each time Denting Blows (W) is consumed

INNATE: Periodically, Vi’s next ability hit grants her a shield equal to 12% of her maximum health for 3 seconds. Blast Shield’s cooldown is reduced by 4 seconds each time Denting Blows is consumed

💡 Blast Shield + Denting Blows CDR Loop: 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 4–5 autos, the effective Blast Shield cooldown compresses to 8 seconds between shields (12s base − 4s from W). That’s a 326 HP shield every 8 seconds while attacking — comparable to a dedicated tank item’s sustain. The implication: Vi doesn’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.

⚡ Q: Vault Breaker

ParameterValue
Cost50 / 60 / 70 / 80 / 90 Mana
Cooldown12 / 10.5 / 9 / 7.5 / 6 seconds
Cast TimeNone
Range250 – 725 (based on channel time)
Collision Radius55
Speed1450 – 1540 (based on channel time)
Channel DurationUp to 4 seconds (optimal at 1.25s for max scaling)
Self Slow During Charge15%
Min Physical Damage40 / 60 / 80 / 100 / 120 (+ 60% bonus AD)
Max Physical Damage (full charge)Min × 2.5 (150% increase at full channel)
Knockback on Champion Hit0.75 seconds
Pull EffectNon-champions pulled toward Vi
Charge Cancelled (expired)50% mana refund, full cooldown
Charge Interrupted50% mana refund, 3-second cooldown
During DashRelentless Force and Cease and Desist can be cast

ACTIVE: Vi charges while being slowed 15% for up to 4 seconds, increasing Vault Breaker’s range (250→725), speed, and damage over the first 1.25 seconds of the channel. If the charge completes without recast: cancelled, 50% mana refund, full cooldown. If interrupted: 50% mana refund, 3-second cooldown.

RECAST: Vi dashes in the target direction, dealing physical damage to enemies within her path — increased by 0%–150% based on channel time — and pulling all non-champions toward her. She stops upon hitting an enemy champion, knocking them back over 0.75 seconds. Relentless Force and Cease and Desist can be cast during the dash.

💡 Vault Breaker Interrupted = 3-Second Cooldown: A critical distinction: if Q is interrupted by CC mid-channel, Vi only goes to a 3-second cooldown (not full cooldown) and receives 50% mana refund. This matters significantly in jungle skirmishes — if an enemy stuns Vi during Q charge, she gets Q back in 3 seconds with half mana returned. The intentional expired cancel (holding Q for 4 seconds without recast) puts Q on full cooldown with no refund benefit — never let Q expire unintentionally. Also: E (Relentless Force) and R (Cease and Desist) can be cast during the Q dash — meaning Q → R is a mid-dash R cast that arrives on the target simultaneously with or just after Q’s knockback.

🥊 W: Denting Blows

ParameterValue
TypePermanent Passive
Stack ApplicationBasic attacks and Vault Breaker (on-hit), 4 seconds duration (refreshes)
Max Stacks3
3rd Stack Bonus Physical Damage4 / 5 / 6 / 7 / 8% (+ 3.5% per 100 bonus AD) of target’s maximum health
3rd Stack Cap vs Non-Champions300 damage
3rd Stack Armor Reduction20% for 4 seconds
3rd Stack Bonus Attack Speed30 / 35 / 40 / 45 / 50% for 4 seconds (refreshes on subsequent triggers)
Blast Shield CDR−4 seconds per Denting Blows consumption

PASSIVE: Vi’s basic attacks and Vault Breaker apply a stack of Denting Blows to enemies hit for 4 seconds, refreshing on subsequent applications and stacking up to 3 times. The third stack consumes them all to deal bonus physical damage equal to 4–8% (+ 3.5% per 100 bonus AD) of the target’s maximum health and inflict 20% armor reduction for 4 seconds. After consuming Denting Blows, Vi gains bonus attack speed 30–50% for 4 seconds, refreshing on subsequent triggers.

💡 Denting Blows 20% Armor Reduction — Why This Changes Everything: 20% armor reduction is multiplicative armor stripping — not flat penetration. Against a 100 armor target: 20% reduction brings them to 80 effective armor. All of Vi’s subsequent physical damage (Q, E autos, basic attacks) deals 11% more damage against that target for 4 seconds. Against a 200 armor tank: 20% reduction = 160 armor, meaning 14% more physical damage from every source. The armor reduction benefits Vi’s entire team — any ally attacking the Denting Blows-reduced target during the 4 seconds receives the full armor reduction benefit. The Blast Shield 4s CDR per W consumption 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.

👊 E: Relentless Force

ParameterValue
Cost26 / 32 / 38 / 44 / 50 Mana + 1 Charge
Static Cooldown1 second (between charges)
Recharge12 / 11 / 10 / 9 / 8 seconds per charge
Max Charges2
Cast TimeNone
Effect Radius600
Physical Damage10 / 30 / 50 / 70 / 90 (+ 110% AD) (+ 100% AP)
Bonus Range+50 bonus range on the empowered auto
WindupUncancellable
Critical StrikeCan crit for (100% + 30%) AD bonus physical damage on primary target
Secondary TargetsSame damage, but do NOT count as critically struck
SpecialResets Vi’s basic attack timer

ACTIVE: Vi empowers her next basic attack within 6 seconds to have an uncancellable windup, gain 50 bonus range, and trigger a blast in the target’s direction dealing modified physical damage to enemies hit in a cone. 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 resets Vi’s basic attack timer

💡 E 110% AD Scaling — The Highest Single-Auto Ratio in the Game: Relentless Force’s 10/30/50/70/90 + 110% AD 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 = 420 damage minimum — plus the AoE cone hits all nearby enemies for the same amount. With crit items: (100% + 30%) × 300 = 390 bonus AD damage on the primary target. Two E charges at max rank means two consecutive 420+ damage empowered autos with attack timer resets between them — effectively two instant empowered hits in rapid succession. Combined with Denting Blows‘ 20% armor reduction active when E fires, the actual received damage is significantly higher.

🚔 R: Cease and Desist

ParameterValue
Cost100 Mana
Cooldown140 / 115 / 90 seconds
Cast Time0.25 seconds
Target Range800
Speed800
Displacement ImmunityActive during entire dash to target
Effect Radius at Target300 units (grab threshold)
Grab Duration1.05 seconds
Knockup Duration1.3 seconds
Physical Damage150 / 250 / 350 (+ 90% bonus AD)
Damage TimingAfter 0.75 seconds into grab duration
Enemies Dashed ThroughKnocked aside 350 units over 0.25 seconds, stunned 0.75 seconds

ACTIVE: Vi singles out the target enemy champion, dashing with displacement immunity toward them and revealing them. Upon approaching within 300 units of the target, she dashes through and grabs them over 1.05 seconds, knocking them up for 1.3 seconds and dealing physical damage after 0.75 seconds into the grab duration. Enemies she dashes through are knocked aside 350 units and stunned for 0.75 seconds

💡 Cease and Desist — Three Simultaneous CC Values: R provides three simultaneous CC effects: (1) 1.3-second knockup on the primary target — one of the longest single-ability knockups in the game, during which Vi delivers the full Q → Denting Blows → E combo; (2) 0.75-second stun on all champions dashed through en route to the target — frontline tanks or support champions standing between Vi and the carry receive a stun simply from being in the path; (3) displacement immunity during the entire dash — 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 — 2 E charges + 1 auto during R knockup = 3 Denting Blows stacks plus armor reduction before the target lands.

🎯 Strategies and Gameplay Tips

Early Game / Jungle Clear (Levels 1–6)

  • Q Into Camps for Blast Shield: The first ability hit after Blast Shield comes off cooldown triggers the 12% max HP shield. In jungle clearing, always have Q as the shield-triggering hit when Blast Shield is available — the charge animation during clearing telegraphs nothing to enemies but generates the shield before Vi takes the camp’s full attack rotation. At level 1 with 655 HP, the shield absorbs 78 HP of jungle damage for free — meaningful sustain through Red or Blue buff without backing.
  • Denting Blows Stack Management on Camps: W stacks on all enemies — 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 50% bonus attack speed for 4 seconds after W consume 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.
  • Level 6 All-In Gank Pattern: Vi’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: approach from brush → R onto the carry → during 1.3s knockup: Q charges (pre-emptive) → land Q on stunned target immediately after R knockup ends → E twice for W stacks → W consume for max HP damage + armor reduction. 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.

Mid Game (Levels 7–13)

  • Q → R Mid-Dash Combo: Both Relentless Force (E) and Cease and Desist (R) can be cast during the Vault Breaker dash. The advanced combo: charge Q to full → recast Q (dash begins) → activate R during the Q dash — 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’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.
  • Denting Blows Armor Reduction for Team Follow-Up: The 20% armor reduction from W’s 3rd stack lasts 4 seconds — sufficient time for Vi’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, Vi lands the 3rd Denting Blows stack first, signals the kill window to teammates who then attack the armor-reduced target. A 200-armor top laner reduced to 160 armor by Vi’s W receives 14% more physical damage from every ally source for 4 seconds — the team DPS increase from W is an invisible but significant damage multiplier in group fights.
  • Blast Shield Timing — Absorb the Burst Peak: Blast Shield triggers on the next ability hit after the cooldown ends. 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 — activate it at the moment the heaviest incoming burst is expected, 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.

Late Game (Level 14+)

  • R Target Selection — Carry Over Tank: Cease and Desist’s 800 target range and displacement immunity means Vi can reach the enemy ADC or mid laner through the entire frontline — R passes through tanks, deals 0.75-second stuns to everyone dashed through, and grabs the specific targeted champion. In late-game teamfights, always target the highest-priority carry with R, not the nearest champion. The stun to frontline tanks is a bonus side effect — the primary value is isolating and knocking up the carry for 1.3 seconds while the team collapses.
  • Full Late-Game Combo: Full combo with 300 bonus AD at R3: R (1.3s knockup) → during knockup: Q charge (0.75s charge for solid damage without full wait) → Q recast lands on knockup-recovered target → E × 2 (two 420+ damage empowered autos) → Denting Blows 3rd stack from 3 auto hits (2 E autos + 1 normal) = max HP damage + armor reduction. Total damage window: approximately 3.5 seconds. Against a 2500 HP squishy carry with 50 armor: R 350 + 270 = 620 → Q 120 + 180 = 300 → E×2 90+330 = 840 → W 8% of 2500 = 200 → total approximately 1960 physical damage before armor mitigation and Denting Blows reduction.
  • E Two-Charge Dump at Max AS: 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 two 420-damage cone blasts to all targets within 600 range in under 1 second. Against grouped enemies near the carry (clustered support + ADC), both E charges hit multiple targets for the same damage — W consume AS bonus means both charges fire before the AS duration expires. This AoE potential makes Vi’s late-game teamfight damage substantially higher than her single-target numbers suggest.

❌ Common Mistakes and How to Avoid Them

  • Letting Q Expire Without Recast: Vault Breaker expired (no recast after 4 seconds) → full cooldown with no mana refund advantage over the interrupt case. Always recast Q once committed to charging, even at minimum charge range if necessary. A minimum-range Q at 250 units is significantly less useful than a charged Q, but it’s vastly better than wasting 12 seconds of cooldown and mana. If the target moves out of range during charge, redirect the dash direction rather than holding for a miss — 250-unit range is enough to close to melee range and begin Denting Blows stacking.
  • Firing R Before Teammates Can Follow Up: Cease and Desist’s 1.3-second knockup is a setup tool for the team, not exclusively for Vi’s personal damage. Communicate R timing before firing or wait for allies to be in follow-up range. An R fired on the enemy ADC when Vi’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 coordinated team engage forces a 5v4 for 1.3 seconds — R as a solo engage makes Vi a distraction without kill contribution.
  • Building 3 W Stacks on the Wrong Target: W stacks reset when Vi attacks a new target (stacks remain on the original target, not restarting — but Vi must return to the original target to trigger). In teamfights, commit to one target for 3 consecutive auto hits before switching. Against an assassin who dives Vi during a fight, don’t switch autos to the assassin — finish the 3rd W stack on the original target first (1–2 hits away typically), trigger the max HP burst, then redirect. Switching at 2 stacks means starting over on the assassin with no W trigger.
  • Missing R Into Frontline Instead of Carry: R’s displacement immunity provides safety during the approach, but the initial 0.25-second cast time and 800-unit speed travel mean it’s not truly instant at 800 range — 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. Target R directly onto the enemy ADC or mage at 800 range (approximately one full screen width) rather than the tank at 200 range. Tanks dashed through receive 0.75-second stun regardless.
  • Wasting E Charges on Clearing: E has 2 charges with an 8-second recharge. Spending both E charges on jungle clearing before a fight leaves Vi without her highest damage empowered autos for the gank or objective contest. Save at least 1 E charge before approaching a fight — the 420+ damage empowered auto is worth significantly more in combat than the equivalent auto against a jungle camp.

⚙️ Recommended Build and Itemization

Core Items

  • Trinity Force: Ability haste for shorter Q cooldown (6 seconds max rank base → 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’s passive also helps Vi close gaps between Q and auto-attack range.
  • Sterak’s Gage: Bonus HP amplifies Blast Shield’s 12% max HP value — Sterak’s Lifeline shield + Blast Shield during the same dive creates layered burst absorption. Sterak’s bonus base AD from HP stacking feeds into E’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.
  • Black Cleaver: Armor reduction stacking synergizes directly with Denting Blows‘ 20% armor reduction — Black Cleaver stacks (6% per hit up to 30%) applied on top of W’s 20% reduction creates 50% total armor reduction against the target. Combined magic/physical armor shred for the team. Ability haste for Q cycling and HP for Blast Shield.

Situational Items

  • Dead Man’s Plate: 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 — synergizes with Q dash ending in empowered attack.
  • Wit’s End: Magic resist + bonus AS for faster Denting Blows cycling + on-hit magic damage that benefits from W’s armor reduction window. Against AP-heavy teams, Wit’s End provides both personal survivability and converts the 50% AS from W consume into additional on-hit magic damage ticks.
  • Ravenous Hydra: AoE on-hit damage that fires during Vi’s cone-blast E and normal attacks — 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’s have been consumed.

⚔️ Counter Picks & Matchups

✅ Vi Counters

1. Amumu

Amumu’s Bandage Toss (Q) is a slow-moving projectile that Vi can dodge with Vault Breaker’s dash reactively. Tantrum (E) is point-blank AoE — Vi can Vault Breaker away from melee range to reset Denting Blows stacking outside Tantrum range. Most critically, Amumu’s low mobility means he cannot avoid Vi’s Cease and Desist R without Flash, and after R, Vi stacks Denting Blows through his armor — the 20% armor reduction converts Amumu’s armor investment into a reduced barrier. Vi’s 12% max HP shield and W max HP damage compete favorably against Amumu’s HP-stacking defensive profile.

2. Warwick

Warwick’s Infinite Duress (R) suppression is the primary threat — but Vi’s R displacement immunity doesn’t help against suppression (not a displacement). However, Vi outpaces Warwick in sustained DPS: Denting Blows max HP damage and armor reduction, combined with E’s 110% AD cone, overwhelms Warwick’s Blood Hunt healing when Vi maintains 3-stack W cycles. Q knockback interrupts Warwick’s Jaws of the Beast (W) bite grab at close range. Vi’s burst potential via full Q charge into R during the Warwick approach gap determines whether she wins before suppression activates.

3. Hecarim

Hecarim’s Devastating Charge (E) provides approach speed, but Vault Breaker at full charge covers 725 range — extending beyond Hecarim’s initial engagement range and delivering knockback before his E collision stun. W’s 20% armor reduction strips Hecarim’s armor investment during Rampage (Q) trading windows. Cease and Desist’s displacement immunity prevents Hecarim’s Onslaught of Shadows (R) knockback from interrupting Vi’s approach. Denting Blows‘ max HP damage scales against Hecarim’s high HP builds without diminishing returns.

❌ Vi is Countered By

1. Lee Sin

Lee Sin’s Dragon’s Rage (R) knockback applies during Vi’s Cease and Desist approach — if Lee Sin fires Dragon’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’s timing. Safeguard’s shield during Vi’s Q charge reduces the burst window. Lee Sin’s early-game mobility and dueling capability in 1v1 jungle scenarios consistently outpaces Vi before Denting Blows scaling becomes dominant.

2. Trundle

Subjugate (R) steals Vi’s armor and MR — 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’s path during Vault Breaker approach — the pillar creates terrain Vi must navigate around, adding distance to Q’s effective travel requirement. Chomp (Q) reduces Vi’s AD, reducing E’s 110% AD scaling and Denting Blows‘ bonus AD contribution.

3. Rammus

Powerball (Q) and Spiked Shell (W) convert armor into damage, meaning Vi’s Denting Blows 20% armor reduction makes Rammus deal less damage back through the Spiked Shell reflection — counterproductive to Vi’s own tankiness strategy. Puncturing Taunt (E) taunts Vi into attacking Rammus (high armor), wasting Vi’s E charges and Denting Blows stacks on an armored target while the taunt prevents targeting the carry. Rammus’s extreme armor (200+) combined with W’s damage reflection makes Vi a tool for damaging herself. Null-zone creates floor damage during prolonged Vi engages.

FAQ

Q: Why does Denting Blows reduce Blast Shield’s cooldown?

A: The Blast Shield −4 seconds per Denting Blows consumption is Vi’s sustain loop — 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 8 seconds between shields. 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.

Q: Can Q be cast during R, or only R during Q?

A: The ability interaction is specifically: Relentless Force (E) and Cease and Desist (R) can be cast during Vault Breaker (Q) dash. The reverse — casting Q during R — is not specified as valid. The mid-Q-dash R cast is the primary combo interaction because R’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.

Q: How does the Q interrupt vs. expire cooldown difference matter in practice?

A: Q interrupted by CC: 3-second cooldown + 50% mana refund. Q expired (4-second channel without recast): full cooldown + no mana advantage. Against champions who CC Vi mid-Q channel (stuns, knockups), the 3-second cooldown means Q returns in the same fight window — Vi can charge Q again immediately after CC ends. This makes Vi less punished by CC mid-Q-charge than opponents expect. 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).

Q: What is the correct ability leveling order?

A: Max E (Relentless Force) first — the 110% AD ratio scales highest with AD items, and the recharge reduction (12s → 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 Q (Vault Breaker) second for shorter cooldown (12s → 6s) and increased base damage. Max W (Denting Blows) last — 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.

Q: Is Vi viable in roles other than jungle?A: Vi can be played Top lane as an off-meta option against specific matchups (immobile tanks who Denting Blows punishes hard — Malphite, Cho’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 Support 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.

Champions

Hodnocení čtenářů

Zatím bez hodnocení
Ohodnoťte tento obsah:

Vaše emailová adresa nebude zveřejněna.