Meta, tier list & top-player builds from the China server · live
蔚 · 皮城执法官 Fighter S
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 22 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Vi: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Vi players, captured in-game.
📖 How to play ViCounted on 22 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
22 of the top 28 players have a public match history; the others keep theirs private.
























































































The toughest lane matchups for Vi on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Rammus counters Vi: Punches versus armor: your R reaches him, and then you are stuck hugging a taunting cactus.
How to play Vi into Rammus: R the CARRIES beyond the ball: he cannot protect two targets. Your W shreds armor: if you must, take the long trades.
→ RammusWhy Warwick counters Vi: Sustain wins his long duels, your shielded burst wins the short ones. And your R interrupts him point-and-click.
How to play Vi into Warwick: INSTANT R on his R: it cancels it mid-flight. Trade with the charged Q and leave before his third bite.
→ WarwickWhy Lee Sin counters Vi: Fists versus kicks in the river: he is more technical early, you carry guaranteed delivery from 5.
How to play Vi into Lee Sin: Respect the first scuttles. From 5 your R catches him mid-flourish: punish every adventurous Q.
→ Lee SinWhy Kindred counters Vi: Her kiting frustrates your fists, but your R has GPS: you always catch her. Then, however, comes her zone.
How to play Vi into Kindred: R her the MOMENT her R is spent elsewhere. Charged Q for the follow-up: two seconds is all you need.
→ KindredWhy Kha'Zix counters Vi: The naturally isolated bug against your guided fist: you always find him, but on his turf it hurts.
How to play Vi into Kha'Zix: R when his leap is SPENT. Never chase him into his bushes below 60%: prey that chases is his favorite dish.
→ Kha'ZixThe champions Vi works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Your page says an unsupported ultimate trades your life for a single kill: Stand United (R) is that support, landing where you are with a shield a moment after Cease and Desist (R). Shadow Dash (E) takes whoever is finishing you off.
All of your damage is single-target, so you can win your duel and still lose the teamfight: Unstoppable Force (R) is the area damage you do not have. While he knocks the group up, you take their carry from the other side with Cease and Desist (R).
Reaching the backline is the easy part, surviving what comes after is not: Vanguard's Edge (R) plants a wall of blades between you and their front line, so it does not turn around to save her. You get time for all three Denting Blows (P) hits.
Brittle from Bellows Breath (W) stretches the Cease and Desist (R) knock-up by 30% and adds max-health damage: half a second more on a carry means three Denting Blows (P) hits instead of two, which is 20% of her armor gone.
Command: Protect (E) sticks the ball onto you before the dive: a shield, armor and magic resist, but above all the ball rides into their backline with Cease and Desist (R), which nothing can stop. Then Command: Shockwave (R) fires from in there.
Cease and Desist (R) is a knock-up that cannot be dodged or interrupted, and that is exactly what he needs: Last Breath (R) fires onto the carry you just ripped out of their front line. He does sit below a 49% win rate in China.
After Cease and Desist (R) you are alone in the middle of them, and Blast Shield (W) covers the first hit, not the next three: he can teleport in with Hero's Entrance (R). And Justice Punch (E) knocks up whoever was about to peel your prey away.
The best ultimate you cast is the one spent before the fight begins, on a support wandering off alone: Destiny (R) shows you where he is. And Pick a Card (W) on the Gold Card adds 1.25 seconds of lockdown to whoever you marked.
You drag the carry out, she keeps her there: Ring of Frost (W) roots and Frozen Tomb (R) stuns, while Denting Blows (P) strips 20% of her armor for everyone arriving next. And Glacial Path (E) brings her in with you, not behind you.
Vault Breaker (Q) telegraphs itself and slows you while it charges, so against a careful opponent it never lands: with Frost Shot (P) slowing on every hit, it always does. And Enchanted Crystal Arrow (R) hands you a target already frozen for 3.5 seconds.
Denting Blows (P) strips 20% armor from the target you are holding down: the fourth Whisper (P) shot, a guaranteed crit, lands on a carry with nothing left to soak it. And Deadly Flourish (W) roots her the moment you touch her.
The Double Up (Q) bounce maxes out Love Tap (P): the target takes 6% more damage, and all of yours is aimed at that one target. Make It Rain (E) slows the ground, so a fully charged Vault Breaker (Q) does not miss.
Wild Rush (E) carries her onto the target you just ripped out of their line, and every takedown refreshes it: two divers on the same carry. Blade Whirl (W) meanwhile deletes the projectiles that punish you the instant you land.
Your only area damage is the small knock-aside on your ultimate: The Quickness (R) charms an entire group and Grand Entrance (W) knocks it up a moment earlier. And Battle Dance (E) is the one thing that reaches you inside their backline, with a shield.
Blast Shield (W) absorbs damage, not crowd control, and your page says one hard CC chain erases the whole all-in before you land a hit. Black Shield (E) covers exactly that, and Dark Binding (Q) roots for two seconds whoever you just keep hitting.
After Cease and Desist (R) you are inside their team with no way out if Vault Breaker (Q) is already spent: the Dark Passage (W) lantern is that way out. And Flay (E) holds the target still while you finish the three hits.
Three autos back to back is what Denting Blows (P) asks of you anyway, and they double as three Concussive Blows (P) marks: one hit from him makes the fourth and the target is stunned. Glacial Fissure (R) then knocks up the line answering you.
Your typical mistake is trading your life for one kill: Chronoshift (R) takes the price off that dive. And two Time Bomb (Q) casts on the same target stun it for 1.2 seconds, which is enough to fully charge Vault Breaker (Q).
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | S | 49.86% | 4.89% | 3.34% | #6 / 40 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | S | 49.82% | 5.02% | 3.66% | #6 / 40 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | S | 49.95% | 5.17% | 5.54% | #4 / 42 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | S+ | 49.64% | 5.87% | 10.35% | #2 / 41 |
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.
Skill order: Q > E > W (max R at every chance)
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.
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.