- Tier
- T3
- Posizione
- #99
- Tasso vittoria
- 49.20%
- Tasso scelta
- 0.73%
Tahm Kench è attualmente classificato T3 nei dati ARAM Mayhem. Vedi guida campione

Vi è attualmente classificato T3 nei dati ARAM Mayhem.
Vi the Piltover Enforcer
Yes, Vi can start fights when your team is ready to hit the target she locks down. Go in when your carries are in range and the enemy has already shown their main disengage, because diving first without follow-up turns your engage into a one-way trade. If your team is poke-heavy and slow to commit, play as a counter-engage bruiser instead.
Use it when a high-value target is exposed, already damaged, or standing where your team can collapse immediately. The action is simple: mark the carry, force the fight, and make the enemy team answer your dive. The tradeoff is that you commit your body deep into their formation, so do not ult just because the button is available.
Only if the lane state gives you a clean path or your team can punish the knock-in instantly. Charging from obvious angles lets enemies sidestep, interrupt, or bait you under their whole team. A better habit is to threaten the charge, wait for movement skills, then release when the target has fewer escape options.
Play slower and treat your health bar as a team resource. Stand near your carries, threaten anyone walking forward, and engage only after the enemy spends key crowd control or misses poke. If you dive too early, your backline loses its only peel and the fight collapses behind you.
Let the tank absorb the first wave of damage, then use Vi to hit the target that oversteps during the scramble. This gives you a better angle and saves your engage tools for the real carry instead of the first body in range. The tradeoff is patience: if you wait too long, your tank may die before you create pressure.
Target champions who cannot survive your burst plus your team's follow-up, not just the squishiest name on the scoreboard. If the enemy carry has peel stacked around them, it can be better to punish the support or mage standing too far forward. Forcing a fast numbers advantage is usually stronger than diving a protected target and dying alone.
She can be good, but only if you preserve enough health to actually engage. Use side brush, minion cover, and short retreats to avoid getting chipped down before the fight starts. If you lose half your health walking up, the poke team has already won the trade before you press anything.
She is playable, but the timing gets much stricter. Wait for the enemy to spend at least one major stop tool before committing, then go in during the small window where they cannot layer control on you immediately. If you engage into five ready crowd control spells, your target may live while you disappear.
Build damage when your team already has frontline and you can reliably reach priority targets. Build bruiser when you are the main engager, the enemy has burst, or fights last long enough for you to hit more than once. Full damage has higher kill pressure, but it punishes missed engages much harder.
Vi likes augments that reward diving, sticking to targets, surviving focus, or converting a pick into a won fight. If an augment only helps poke from range or passive scaling while your team needs engage now, it may look safe but solve the wrong problem. Pick for the job your team needs: initiation, durability, or backline threat.
Use Snowball to create angles that your normal dash cannot reach safely, especially against backline champions hiding behind minions or tanks. If the mark lands and your team can follow, take it and chain your crowd control or damage into the target. If the mark lands too deep with no backup, let it expire instead of donating a death.
Plan your exit before you go in. Engage toward a target your team can reach, keep track of enemy peel, and avoid diving past every opponent unless the kill is guaranteed. If the fight turns bad, switch from chasing to disrupting the closest threat so your team can reset around your pressure.
The biggest mistake is forcing a heroic engage while your team is clearing waves, low on health, or out of range. Vi looks like she should always go forward, but bad timing makes her easy to isolate. Ping or posture first, wait for your team to step up, then commit when the damage can arrive with you.
Stop looking for deep solo dives and start punishing enemies who walk too far forward. Hold your engage for counter-initiation, protect your strongest teammate, and take smaller wins like forcing flashes, stopping a reset, or killing the first diver. The tradeoff is lower highlight potential, but it gives your team a real way back into the game.
Use your lead to control space, not to chase every low-health champion into bad terrain. Stand where the enemy carry cannot safely clear, threaten a point-click commit, and force them to give ground or fight on your terms. If you overextend past your wave and team, a winning Vi can still hand over the shutdown that delays the finish.