How to play Vi — Wild Rift guide, combos & tips
Vi is an all-in fighter in Wild Rift built around one terrifying threat: a point-and-click ultimate that lets her cut straight through a fight to grab whoever she's marked. Every point of her kit is physical, single-target damage — stacking auto-attacks that shred armor (Denting Blows), a heavy empowered swing (Relentless Force), and a self-shield (Blast Shield) that keeps her standing through the trade. Pick her when you want to hunt down one specific enemy carry every single fight instead of spreading damage across the whole team.
Strengths
- Cease and Desist is unstoppable and point-and-click, so kiting, dashes, and most crowd control can't stop her from reaching her marked target — one of the best answers to a slippery backline carry.
- Denting Blows and Relentless Force both reward sticking on target: three autos shred 20% armor and add bonus physical damage, while E adds another 30 physical damage in a line, so her extended trades and duels scale hard.
- Blast Shield builds passively off any attack or ability that connects, so by the time she commits she often already has a real shield plus a 47% movement speed burst at max stacks to dive in or bail out.
- Her kit is mechanically simple — engage, land autos in order, disengage — which makes her a strong pick even for players still learning fighter fundamentals, without sacrificing late-game impact.
Weaknesses
- Vault Breaker telegraphs the engage while charging and slows her by 15%, so sharper opponents just walk away or punish the wind-up before she releases it.
- Outside R's minor knock-aside, all of her damage is single-target — she has no real AoE, so she can win her duel and still lose the wider teamfight around her.
- Without Q or R up she has no gap-closer at all, and a single hard CC chain on her erases the entire all-in before she lands a hit.
- Reaching the backline with R is the easy part; surviving what happens after is not — an unsupported ultimate often trades her life for one kill instead of swinging the fight.
Combos
- R → AA → AA → AA → E: Mark and knock up the priority target with Cease and Desist, land three autos to trigger Denting Blows' armor shred and bonus damage, then empower a hit with Relentless Force before they can peel.
- Full-charge Q → AA → AA → E: When R is down or out of range, dash in with a maxed Vault Breaker instead, chain autos toward the Denting Blows proc, and finish with Relentless Force to seal the trade.
- W → R → AA → AA → AA: Pop Blast Shield right before committing so the shield is already active when the enemy team retaliates, then follow with the standard ult-into-autos chain.
Skill order: Q > E > W (max R at every chance)
Early game
Look for trades where you can land all three hits of Denting Blows in one exchange — the armor shred alone usually decides who wins the follow-up. Use a partial-charge Vault Breaker to punish overextensions or reposition safely rather than committing a full-charge dash early, since a whiffed one leaves you slowed and exposed. Farm and skirmish patiently until level 5: Cease and Desist is your first real power spike, turning any isolated enemy into a kill threat.
Mid & late game — teamfighting
From the mid game on, your job is to flank, not to walk in with the front line, and delete the enemy's biggest threat with Cease and Desist. Time the engage for when a support wanders off or right after the enemy frontline commits, chain autos and Relentless Force into Denting Blows' shred for the burst, and let Blast Shield's absorb and speed burst carry you through the retaliation. Items like Blade of The Ruined King and Death's Dance reinforce this exact playstyle — sustained damage and survivability through the dive. If the target dies or escapes, disengage with Vault Breaker rather than overstaying in a fight you can't swing alone.
Pro tips
- Hold Q to near-full charge before committing whenever it's safe to do so — the extra distance is often the difference between reaching the enemy carry and dashing into their tank instead.
- Time Relentless Force to land after you're already past the front line — it hits everyone behind your primary target, so a good angle turns one swing into free damage on multiple squishies.
- Use R proactively on a wandering support or mage before the fight even starts, not just as a reactive execute — a free, guaranteed pick often decides the teamfight before it begins.