WR:Vi




Vi is a champion in Wild Rift.

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Abilities[edit | edit source]





Not Blocked

See Notes





- Minimum Physical Damage:►
- 60 / 95 / 130 / 165 (+ 80% bonus AD)
- ◄Maximum Physical Damage:
- 120 / 190 / 260 / 330 (+ 160% bonus AD)

Blocked

Disabled

Interrupted

Interrupted
- Vault Breaker's dash range extends up to 50 units when going through a wall.
- The knockback direction will be toward Vi's facing direction regardless of where she hit the target.
- If
Flash is used to override the dash, the dash will still affect champions upon arrival.
- As
Flash updates Vi's facing direction, affected champions will be knocked back in the direction the spell was cast in.
- As
- Struck targets (including those that block Vault Breaker with a
spell shield) are briefly immune to being affected again by Vault Breaker from this player for ~1.25 seconds.



- Physical Damage:
- 20 / 45 / 70 / 95 (+ 15% AD) (+ 70% AP)


See Notes

Blocked

Blocked







- Physical Damage:
- 150 / 300 / 450 (+ 140% bonus AD)

Blocked

Disabled

Not Interrupted
- Vi will track the target if they change locations.
- She will stop dashing if the target is too far away or moves beyond 1500 units.
- Vi will land to the opposite side of the target after a delay of grabbing them.
- Secondary targets will be affected as soon as they come into contact with Vi, and cannot be affected by this again for ~4 seconds.
- The
airborne debuff cannot be overridden.
- The dash will not end prematurely if Vi
blinks.
- The
displacement immunity lasts until the ability fully ends.
- The dash speed increases with time travelled.
- If the target becomes
untargetable,
dies, or is too far away or no longer in
sight during the cast time, this ability will cancel but does not go on
cooldown nor pay its cost (if applicable).
- If the target becomes untargetable during the dash, Vi ends the dash prematurely and moves towards the target briefly, ignoring any movement commands. If Vi enters grabbing range, she will apply the
airborne effect but not dealing any damage.
- If Vi enters
resurrection during the cast time, she will still dash and apply the airborne effect to the target upon entering grabbing range though not dealing any damage.
- Cease and Desist will cancel and go on full cooldown if Vi is affected by
Fear Beyond Death's recast during the cast time.
Displacement immunity will not resist the application of the
stun.
Patch history[edit | edit source]
- For the expanded patch notes, see here.
Denting Blows
- Health ratio increased from 4.3% – 8.5% (based on level) target's maximum health to 4.8% – 9% (based on level).
Vault Breaker
- Base damage increased from 55 / 90 / 125 / 160 to 60 / 95 / 130 / 165.
- Stats
- Base armor increased from 40 to 46.
- Base health increased from 650 to 690.
- Health growth increased from 105 to 112.
- Magic resistance growth increased from 1.6 to 2.
Denting Blows
- Health ratio increased from 4.2% – 7% (based on level) target's maximum health to 4.3% – 8.5% (based on level).
Vault Breaker
- Cooldown reduced from 10 / 9 / 8 / 7 seconds to 9 / 8 / 7 / 6.
Relentless Force
- Base damage increased from 10 / 35 / 60 / 85 to 20 / 45 / 70 / 95.
Denting Blows
- Bugfix: Fixed a bug where a stack did not inflict on the follow-up attack after
Relentless Force.
- Bugfix: Fixed a bug where a stack did not inflict on the follow-up attack after
- Stats
- Base armor increased from 34 to 40.
Blast Shield
- Cooldown reduced from 12 / 11 / 10 / 9 seconds to 10 / 9 / 8 / 7.
Relentless Force
- Bonus attack range increased from 50 to 75.
- Stats
- Base armor increased from 30 to 34.
Cease and Desist
- Cooldown reduced from 80 / 65 / 50 seconds to 70 / 60 / 50.
- Stats
- Base movement speed increased from 340 to 350.
Vault Breaker
- Cooldown reduced from 12 / 11 / 10 / 9 seconds to 10 / 9 / 8 / 7.
Cease and Desist
- Cooldown reduced from 95 / 75 / 55 seconds to 80 / 65 / 50.
- Stats
- Base attack damage increased from 58 to 64.
Relentless Force
: Renamed from Excessive Force to Relentless Force.
Cease and Desist
: Renamed from Assault and Battery to Cease and Desist.
- Stats
- Base armor reduced from 35 to 30.
Assault and Battery
- Cooldown increased from 85 / 65 / 45 seconds to 95 / 75 / 55.
- Stats
- Base mana regeneration reduced from 18 to 15.
Assault and Battery
- Mana cost reduced from 100 / 125 / 150 to 100 at all ranks.
See also[edit | edit source]


Divers are the more mobile portion of the Fighter class. Divers excel at singling out high-priority targets to blitz toward, immediately forcing those targets (and their teammates) to deal with the diver’s presence. Divers are not as durable as the tanks or juggernauts of the world, but Divers can take their fair share of punishment while bringing enough damage to be a real kill threat if left unchecked.
- Examples


Having to farm resources across the map, a Jungle champion needs to be efficient in clearing monsters and timing ambushes against the enemy lanes.
Suitable champions include Divers,
Assassins,
Skirmishers, and
Vanguards.


Mana (also known as MP) is a stat that is the resource of many champions necessary to cast most of their abilities. Mana can be restored via mana regeneration and some abilities, items, runes, and buffs.
Mana is represented in-game by the blue bar within the HUD, indicating the champion's current mana and maximum mana. Current mana is reduced by expenditure through paying an ability's mana cost.


Melee champions have a basic attack range usually within 200 units. A melee attack does not use a projectile to deal damage, therefore not subject to effects that mitigate projectiles, like
Wind Wall. Some champions can shift between a ranged and melee form, and certain items/runes differ for melee characters.

The Attack speed ratio (AS ratio) adjusts the effectiveness of bonus AS from all sources. It is usually equal to the unit's base AS (level 1 with no bonuses), but tuning to a higher or lower relative value translates to more or less bonus AS received compared to other units with the same base AS.
(All values in decimal form)
The ingame stats HUD displays the AS ratio instead of base AS to communicate this comparative effectiveness. The Wiki opts to always list both stats and show the AS ratio as "N/A" if the two are equal.


Within a drafted team, the Support position is one of two champions pushing into the Dragon lane. Securing the Dragon lane will allow access to the Dragon, an objective that can influence the rest of the game. However, the Support may not be able to grow at the same rate of other positions due to a lack of income, and will instead prefer efficiency to their power.
Suitable champions include Catchers,
Enchanters,
Vanguards
Wardens.



Most on-hit effects deal proc damage or
default damage (aka splash damage), which are non-reactive (i.e. the effects themselves don't trigger other effects).






Proc damage does not interact with most other effects, such as Luden's Companion or
Arcane Comet. The main exception is:
Omnivamp and
Physical vamp (where applicable) heal for a percentage of damage dealt.
Effects triggered by damage subtypes will still occur in spite of proc damage's non-reactive nature (e.g. Black Cleaver on instances of
Physical damage and
Morellonomicon on instances of
Magic damage).


- Applies:
- Mitigated by:
Damage shields
Invulnerability
- Damage reduction
Armor
Physical shields
Death's Dance




Effects that block damage will only block instances that are blockable. Note that these are specified in the ability details on the Wiki.
Basic attacks and abilities that apply on-hit effects are always blocked, unless otherwise stated.
This effect is exclusive to Shen's
Spirit's Refuge and is similar though mechanically different to
Dodge.




Effects that dodge damage will only dodge instances that are dodgeable. Note that these are specified in the ability details on the Wiki.
Basic attacks and abilities that apply on-hit effects are always dodged, unless otherwise stated.
This effect is exclusive to Jax's
Counter Strike and
Nilah's
Jubilant Veil.





charged channel: The player must keep the hotkey held down to charge and release to end. Unlike normal channels, the caster is still able to move freely and cast movement abilities, unless otherwise stated.
movement channel: A type of channel which also involves the caster moving from their position, usually in the form of dash or
blink.
Ground and
root, which both disable movement effects, can also interrupt them.



Interrupt is a quality of crowd control that interrupts an in-progress effect, preventing its completion or causing the effect to go off at an interrupted state.
The following crowd control effects interrupt channeled and charged abilities (unless otherwise noted by the ability):
Airborne
Forced action (
Charm,
Flee,
Taunt)
Silence (
Disrupt,
Polymorph)
Sleep
Stasis
Stun (
Suspension)
Suppression
The following crowd control effects interrupt dashes:
Basic attack windups are interrupted by all forms of crowd control that inhibit attacking. Ground and
Root only interrupt channeled and charged movement abilities.




The target is forcefully displaced, either upward (knockup) or across a distance (
knockback), during which they lose control of their movement, attacks, abilities, and items.
Interrupts: | Interrupts attack windups and ![]() ![]() |
---|


Champions are the player-controlled characters in League of Legends. Each champion possesses unique abilities and attributes.


The target is forcefully displaced, either upward (knockup) or across a distance (
knockback), during which they lose control of their movement, attacks, abilities, and items.
Interrupts: | Interrupts attack windups and ![]() ![]() |
---|


Monsters are neutral units in League of Legends. Unlike minions, monsters do not fight for either team, and will only do so if aggroed (provoked) – with the exception of the
Rift Scuttler, which simply runs away when attacked.


Area damage is the damage type dealt by most area of effect abilities, as well as a select few basic attacks, items and runes. Area damage is not exclusive to being applied by purely physical,
magic or
true damage, and instead can be dealt by any of the three damage sub-types.
- Spell vamp heals with one-third effectiveness.
- Many items effects are triggered whenever you deal an instance of area damage (i.e. ability effects).
- For example:
Rylai's Crystal Scepter,
Liandry's Torment and
Luden's Companion.
- Compared to single target spell damage, area damage does not trigger
Muramana.
- For example:
Arcane Comet's current cooldown is reduced by 10% whenever you deal an instance of area damage to a champion.
- Area damage is reduced by 25% versus
Jax's
Counter Strike.
- Many champion summoned units such as
Elise's
Spiderlings,
Yorick's
Mist Walkers, and
Naafiri's
Dune Hounds take reduced damage from area damage.
Effects triggered by damage subtypes will occur (i.e. physical,
magic or
true).


The shielding can vary per case with other included mechanisms such as on-hit effects and subsequent targeting
(e.g. Bouncing,
Tethers).


Edge range is calculated from the edge of a source unit's hitbox to the edge of a target unit's hitbox.
- Edge range is mostly used for basic attacks; skill shots; and point-blank areas of effect (including auras).
- These become more effective against large champions, as the source gains more reach against them. This may be favorable or unfavorable: durable champions tend to be larger and thus easier to hit, and frail champions tend to be smaller and more difficult to hit.






If the attack does not lockout other abilities, they may be used normally, and the basic attack will hit during the ability cast.






Many effects are triggered whenever you deal an instance of spell damage. For example:
Rylai's Crystal Scepter,
Liandry's Torment and
Luden's Echo.
Omnivamp and
Physical vamp (where applicable) heal for a percentage of damage dealt.
Arcane Comet's current cooldown is reduced by 20% per instance of spell damage you deal to a champion.
Effects triggered by damage sub-types will occur (e.g. Black Cleaver on instances of
Physical damage and
Morellonomicon on instances of
Magic damage).


Area damage is the damage type dealt by most area of effect abilities, as well as a select few basic attacks, items and runes. Area damage is not exclusive to being applied by purely physical,
magic or
true damage, and instead can be dealt by any of the three damage sub-types.
- Spell vamp heals with one-third effectiveness.
- Many items effects are triggered whenever you deal an instance of area damage (i.e. ability effects).
- For example:
Rylai's Crystal Scepter,
Liandry's Torment and
Luden's Echo.
- Compared to single target spell damage, area damage does not trigger
Muramana.
- For example:
Arcane Comet's current cooldown is reduced by 10% whenever you deal an instance of area damage to a champion.
- Area damage is reduced by 25% versus
Counter Strike.
- Many champion summoned units such as
Elise's
Spiderlings,
Yorick's
Mist Walkers, and
Naafiri's
Dune Hounds take reduced damage from area damage.
Effects triggered by damage subtypes will occur (i.e. physical,
magic or
true).


Centered range is calculated from the center of a source unit's hitbox to the center of a target unit's hitbox.
- Centered range is used for most unit-targeted abilities.
- It is less effective and may seem to have diminished reach against large units.


Champions are the player-controlled characters in League of Legends: Wild Rift. Each champion possesses unique abilities and attributes.


A unit that is displacement immune is immune to all Airborne effects in addition to the following effects:
- Crowd control
- Champion abilities


True Sight reveals units through Fog of War, brush, and
stealth. It does not bypass
nearsight effects.






Many effects are triggered whenever you deal an instance of spell damage. For example:
Rylai's Crystal Scepter,
Liandry's Torment and
Luden's Companion.
Omnivamp and
Physical vamp (where applicable) heal for a percentage of damage dealt.
Arcane Comet's current cooldown is reduced by 20% per instance of spell damage you deal to a champion.
Effects triggered by damage sub-types will occur (e.g. Black Cleaver on instances of
Physical damage and
Morellonomicon on instances of
Magic damage).


A blink refers to a form of movement whereby a unit displaces from point A to B without traversing the space between.


Becoming untargetable will interrupt acqusition. This also causes non-champions to lose aggro. Many untargetabilities additionally destroy all incoming unit-targeted
projectiles.



On player death, they can view the death recap and the shop to purchase items, and some item actives can be used while dead.



Sight can also refer to an effect that makes a unit visible regardless of the fog of war or brush, allowing them to be targeted.
Standard sight cannot see
stealthed units, but
True Sight can.
Nearsight is a
crowd control debuff that inhibits sight; allied vision is lost in addition to a reduced sight radius.
Obscured vision is similar to sight in a way that it can observe units, but does not render units targetable, rather it exposes their position and informs of their presence.
Unobstructed vision is a form of sight that allows a unit to be able to see their full vision radius, ignoring any obstructions that would otherwise restrict visibility.
- All effects that use
unit-targeting require sight of the target. Delayed unit-targeted attacks and spells can cancel if sight of the selected target is suddenly lost.



Resurrection sources have a hierarchy, and will trigger in the following order:
Resurrection will always take precedence over

