S
September 2026 · Patch 7.2d
Bruiser · Jungle

Vi Wild Rift — Tier, Stats & Overview

Vi is a jungler whose kit is built for violent engages and precise picks — her ultimate Assault and Battery locks onto a specific enemy and launches her toward them…

Best build Sundered Sky Sterak's Gage Black Cleaver Death's Dance Spear of Shojin Full build →

★ Jungle Tier S September 2026 · Patch 7.2d bruiserjungleengage
DMG
UTIL
TANK
DIFF
Win 51.6% #24 · ↓6pt
Pick 9.3% #3
Ban 6.7% #33

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Win Rate (30d) 51.56%+0.71 pts
Pick Rate 9.33%
Ban Rate 6.74%
51.0%51.5%52.0%52.5%7.2c7.2d10/0825/0809/09

Vi's win rate has climbed +0.71 pts over the last 30 days, now at 51.56%. See the full Wild Rift meta trends for more biggest movers.

§ 01 — Editorial brief

Vi remains a very reliable jungler when the game is about isolating one carry rather than playing a slow front-to-back fight.

By Updated 9 Sept 2026 Patch 7.2d

Vi is a jungler whose kit is built for violent engages and precise picks — her ultimate Assault and Battery locks onto a specific enemy and launches her toward them while knocking up everything in between. Her charged Vault Breaker shatters shields and armor. Her chain CC enables persistent lock-down of a target for the full fight duration. In Wild Rift, Vi is a pick-and-engage jungler who excels at targeting the enemy carry and creating repeated pick situations through her cooldown-reducing ultimate.

Vi fits in dive compositions seeking to eliminate an enemy carry through her targeted ultimate. She benefits from allies who can follow her engage with immediate burst on the punched target. All-in or collaborative burst compositions get the maximum from her kit.

Vi is countered by CC compositions that interrupt her charge before impact or neutralize her after engagement. Disengage or dash champions reduce her ultimate effectiveness on priority targets. Grouped compositions limit her solitary picks.

With Vi, signal your ultimate to your team to coordinate burst on the target. Use your charge from lateral angles to surprise backline carries. Your passive shield is valuable — use abilities frequently to keep it active.

§ 06 — The matchup wallVi Wild Rift counters and synergies

Hard Unfav. Skill Fav. Synergy

Build enginePatch 7.2d build — computed

  1. Core 01 Sundered Sky Sundered Sky
  2. Core 02 Sterak's Gage Sterak's Gage
  3. Core 03 Black Cleaver Black Cleaver
  4. Core 04 Death's Dance Death's Dance
  5. Core 05 Spear of Shojin Spear of Shojin
  6. Boots Plated Steelcaps Plated Steelcaps
Full variants, runes & power spikes

§ 02 — Strengths & weaknesses Vi Wild Rift strengths and weaknesses

↑ Strengths
  • She punishes carries very well when they play without Stasis Enchant or use Flash too early before an objective.
  • Her level 5 turns a standard clear into the first real pick threat, especially against lanes without a reliable dash.
  • Her Trinity Force plus Sundered Sky core gives her enough damage and sustain to avoid relying only on the first burst.
  • She simplifies solo queue drafts: one priority target, one clear engage, then a fast conversion into an objective.
↓ Weaknesses
  • Avoid Vi if your team completely lacks immediate follow-up: her R isolates one target, but it does not finish the play alone against an organized team.
  • Avoid her against compositions that can absorb your entry, crowd control you after impact, then kite your team while you are overextended.
  • Avoid Vi if the only valuable target already has multiple defensive answers available: Stasis, peel, exhaust, shields, or short repositioning.
  • Avoid her when your lanes have no early priority: Vi can clear, but she needs space to enter river without being collapsed on.
02

§ 03 — Game planVi Wild Rift game plan: early, mid and late game

I Early

priority via fast clear, camera ganks on 5

Lvl. 1 → 6

priority via fast clear, camera ganks on 5.

II Mid

Spike Trinity + Sundered Sky: force picks on…

Lvl. 7 → 11

Spike Trinity + Sundered Sky: force picks on vision and links objectives.

III Late

Front-to-back: engage on isolated carry, keep…

Lvl. 12+

Front-to-back: engage on isolated carry, keep Stasis Enchant/GA to exit.

§ 07b — Advanced MechanicsVi: combos & tips Wild Rift

Basic gank combo
1 Q Q
2 AA
3 E E
4 AA
5 E E
6 AA

Charge Ability 1 whilst clearing the jungle, dash towards the target, auto-attack to stack Denting Blows, then use Ability 3 to reset auto-attacks and trigger the AoE

Full all-in combo
1 Q Q
2 AA
3 E E
4 AA
5 E E
6 AA
7 R R
8 AA

Engage, maximum DPS, ultimate as a finisher for the knock-up and lockdown

Long-range Flash combo
1 Q Q
2 Flash Flash

Charge ability 1, Flash whilst dashing to cover a long, unexpected distance — alternative:Vault Breaker (1) → Flash → Assault and Battery (Ult)for the longest possible engage

Mechanical Tips

  • Vault Breaker (1) charge: the longer you charge, the further you dash and the stronger the knockback — short charge = quick gap-closing; max charge = engage across an entire area
  • Denting Blows (passive): 3 AAs on the same target = a Denting Blows stack that reduces armour and deals bonus damage — always chain 3 AAs on the same target before switching; insert the 3 (Excessive Force = AA reset) between normal AAs
  • Excessive Force (3) resets AAs: the 3 resets the AA animation — use immediately after an AA to double DPS without delay
  • Assault and Battery (Ult): a point-and-click ultimate that targets a champion and knocks up all enemies in its path — use in teamfights to knock up multiple enemies whilst charging through the group

Common Mistakes

  • Uncharged Vault Breaker: Releasing the 1 key immediately (micro-charge) is much less powerful — charge for at least 0.5–1s to ensure a powerful engage
  • Ultimate as a sole engage: the ultimate is a finisher after Vault Breaker, not an opener — if used as an opener, enemies can react with Flash whilst the ultimate is channelling
  • Wasted Excessive Force: using ability 3 on minions whilst a champion is adjacent wastes the DPS window — save ability 3 for champions in combat

Notable Interactions

  • Assault and Battery is unstoppable whilst dashing — it cuts through Crystallise, Braum’s passive, etc.
  • With Sunfire Aegis + Thornmail, Vi becomes extremely tanky, and enemies who attack her whilst Denting Blows is active take damage in return
  • Vi synergises well with burst mages (Orianna, Lux), who benefit from the guaranteed lockdown provided by Vault Breaker + her ultimate
Go deeper Mechanics & Tips — Vi Every combo, the advanced tips, the common mistakes and the full game plan. Open the section

§ 08 — DialoguesVi Wild Rift FAQ

Q.01 Is Vi a good blind pick in jungle? +

Vi can be blind picked if your team already has enough damage or follow-up to convert her engage. She becomes riskier if you do not yet know who can play around your R, because her entry is highly committed and hard to cancel. As a blind pick, she remains solid into fragile or low-mobility drafts, but less comfortable against heavy peel, disengage, and junglers able to punish her before level 5.

Q.02 Should Vi always target the enemy carry? +

No. The carry is often the best target, but only if they can actually be converted. If the carry has Stasis, Flash, a support ready to peel, and a frontline between them and your team, your R may only isolate you. Vi should target the champion that wins the next play: sometimes the carry, sometimes the jungler before an objective, sometimes an overextended frontline your team can kill very quickly.

Q.03 What is Vi’s most important timing? +

Her level 5 is the first major turning point because it turns her ganks into much safer plays. But her strongest real cycle often comes with Trinity Force and Sundered Sky: she then has enough damage, sustain, and pressure to start a pick and remain in the fight. The right habit is linking these timings to objectives, not only isolated kills.

Q.04 Why does Vi sometimes become useless in late game? +

Vi becomes useless when she engages without a clear window. In late game, carries more often have Stasis, Guardian Angel, peel, or Flash, and one wrong target can cost Baron or Elder. She remains useful if she plays through vision, forces defensive spells before the real fight, and chooses a target her team can kill immediately. She mainly falls off when she engages automatically.

Data — Stats per levelVi Wild Rift base stats per level (1-15)

Movement speed 350Attack range 150Bonus attack speed / lvl +2.2%
Show stats per level
LvlHPADArmorMRManaHP regenRes. regen
169064463839010.515
280267.651.14043911.415.9
391471.256.24248812.416.8
41,02674.861.34453713.317.7
51,13878.466.44658614.318.6
61,2508271.54863515.219.5
71,36285.676.65068416.120.4
81,47489.281.75273317.121.3
91,58692.886.8547821822.2
101,69896.491.9568311923.1
111,810100975888019.924
121,922103.6102.16092920.824.9
132,034107.2107.26297821.825.8
142,146110.8112.3641,02722.726.7
152,258114.4117.4661,07623.727.6

Base data : wiki.leagueoflegends.com (CC BY-SA 4.0) · 2026-07-09

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