Every figure shows its source. Where a source is missing, the number is a placeholder — and it is never written as fact.

By GamGem ResearchLast updated 20 Aug 2026 · 00:00

Vi

the Piltover Enforcer

FighterAssassin

League of LegendsPatch 26.16JungleRanked Solo/DuoEmerald+NA53,283 gamesSample data

Role snapshot (Jungle)

BTier
50.4%
Win Rate
10.4%
Pick Rate
0.9%
Ban Rate

53,283

Games

High

Confidence

Matchup map (Jungle) — level 1–18

40%60%
≥ 60%
55 – 60%
50 – 55%
45 – 50%
40 – 45%
< 40%

Conditional build matrix

vs AP Burstvs AD Assassinsvs Tanksvs Sustain
Mythic / Core
Core 2
Core 3
Boots
Situational

Popular build

24,510 games

50.8%Win Rate

FlashIgnite

Reliable build

17,583 games

49.5%Win Rate

FlashTeleport

High observed win rate

6,394 games

52.9%Win Rate

FlashExhaust

Runes

Primary: Sorcery

  • Arcane Comet
  • Nimbus Cloak
  • Celerity
  • Scorch

Secondary: Precision

  • Absorb Life
  • Legend: Haste

Shards

+9 Adaptive Force

+9 Adaptive Force

+10-180 Health (based on level)

Skill order

Skill order
Q123456789101112131415161718
W123456789101112131415161718
E123456789101112131415161718
R123456789101112131415161718

Ability details

  • Blast Shield

    Vi charges a shield over time. The shield can be activated by hitting an enemy with an ability.

    Passive — never cast

  • Vault Breaker

    Vi charges her gauntlets and unleashes a vault shattering punch, carrying her forward. Enemies she hits are knocked back and receive a stack of Denting Blows.

    Cost 50/60/70/80/90 ManaCooldown 12/10.5/9/7.5/6sRange 250

  • Denting Blows

    Vi's punches break her opponent's Armor, dealing bonus damage and granting her Attack Speed.

    Cost 0 ManaCooldown 0sRange 750

  • Relentless Force

    Vi's next attack blasts through her target, dealing damage to enemies behind it.

    Cost 26/32/38/44/50 ManaCooldown 1sRange 400

  • Cease and Desist

    Vi runs down an enemy, knocking aside anyone in the way. When she reaches her target she knocks it into the air, jumps after it, and slams it back into the ground.

    Cost 100 ManaCooldown 140/115/90sRange 800

Scaling — level 1–18

ViJungle average

Win Rate

1918

Damage / Min

1918

Gold / Min

1918

Counter plan — how to beat Vi

  • Avoid extended fightsits sustain grows with every trade it survives

  • Deny the resetit wants a kill to come back out; a warded exit removes it

  • Punish the cooldownVi is exposed while its rotation is down

  • Ward the flankvision is what turns its best opening into a worse one

  • Respect the spikeRiot rates the kit 4/10, so a practised player gets more out of it than the average

ARAM performance

S
53.2%
Win Rate
0.8%
3.9%
Pick Rate
3.8%
6.8%
Ban Rate
1.4%
Damage dealt
95.3%
Damage taken
103.8%
Healing
105.2%
Shielding
108.9%
Ability Haste
+13

Best ARAM build

Patch timeline

We hold the rates, not the balance log. What actually changed each patch is in Riot’s own notes.

  1. 26.16Live now-0.6
  2. 26.14Sample win rate across this patch+0.9
  3. 26.11Sample win rate across this patch+0.2
  4. 26.08Sample win rate across this patch-0.5
  5. 26.05Sample win rate across this patch+0.6

Share cheat sheet

Methodology

Data window
512,340 games on patch 26.16, Ranked Solo/Duo, NA. Last refreshed 20 Aug 2026.
Rank aggregation
Emerald+ and above, pooled. Splitting further leaves samples too small to separate a real effect from noise.
Role assignment
A champion is filed under the lanes it actually plays, not the one class it belongs to — which is why several appear in two.
Counters
A matchup, not a tier gap: how this champion does into that one specifically, over that pairing’s own games.
Minimum sample
The confidence indicator beside every rate is driven by how much of the window this champion appears in. A low reading means read the figure loosely, not that it is wrong.
Why a build is not a cause
The best-scoring build is the one the best-placed players happened to take. Correlation is what a rate can show; it is not evidence that buying those items caused the wins.
Where the numbers come from
Names, classes, lanes, abilities, items and runes are Riot Data Dragon. Win, pick and ban rates are derived samples — Riot publishes none of them, and nothing on this page presents one as measured.