// Recommended builds

The best trait and item combination at every level, 2 stars, by effective health.

Level 6Spirit VisageGargoyle StoneplateWarmog's Armor27,105effective health
CalculatorFind the comp
Level 7Gargoyle StoneplateWarmog's ArmorDragon's Claw36,141effective health
Juggernaut 6Primal 2Turtle blessing
CalculatorFind the comp
Level 8Gargoyle StoneplateWarmog's ArmorDragon's Claw36,141effective health
Juggernaut 6Primal 2Turtle blessing
CalculatorFind the comp
Level 9Gargoyle StoneplateWarmog's ArmorDragon's Claw36,141effective health
Juggernaut 6Primal 2Turtle blessing
CalculatorFind the comp
Level 10Gargoyle StoneplateWarmog's ArmorDragon's Claw36,141effective health
Juggernaut 6Primal 2Turtle blessing
CalculatorFind the comp

Every level and star level below

// Top items

What each item adds on its own, in effective health, with no other item.

Gargoyle Stoneplate+3,828
Warmog's Armor+3,277
Sterak's Gage+3,156
Spirit Visage+3,046
Bloodthirster+2,818
Crownguard+2,796
Protector's Vow+2,721
Adaptive Helm+2,501
Steadfast Heart+1,524
Dragon's Claw+1,415
Evenshroud+1,339
Bramble Vest+1,243

Builds by level

Every combination of Vi's own traits that a comp of the chosen level can reach, ranked by the effective health of its best defensive build under the chosen incoming damage stream (half physical, half magic). Numbers open the Tank Calculator with the same inputs. Levels 4 to 7 only use champions you can find at that level: up to 2-costs at level 4, 3-costs at levels 5 and 6, 4-costs at level 7.

Level
Stars
Damage per second
Debuffs on the tank
/ 20
#TraitsBest buildEffective health · no itemsEffective health · with buildDeathOpen
Juggernaut 6Primal 2Turtle blessingGargoyle StoneplateWarmog's ArmorDragon's Claw10,30936,141survives the roundCalculatorFind the comp
Juggernaut 6Gargoyle StoneplateWarmog's ArmorDragon's Claw9,38732,742survives the roundCalculatorFind the comp
Juggernaut 4Primal 2Turtle blessingGargoyle StoneplateWarmog's ArmorSpirit Visage8,29529,969survives the roundCalculatorFind the comp
Juggernaut 4Spirit VisageGargoyle StoneplateWarmog's Armor7,68327,105survives the roundCalculatorFind the comp
Juggernaut 2Primal 2Turtle blessingWarmog's ArmorDragon's ClawSteadfast Heart5,74226,325survives the roundCalculatorFind the comp
Juggernaut 2Gargoyle StoneplateWarmog's ArmorSpirit Visage5,37024,128survives the roundCalculatorFind the comp
Primal 2Turtle blessingGargoyle StoneplateWarmog's ArmorDragon's Claw4,41022,715survives the roundCalculatorFind the comp
No traitsGargoyle StoneplateWarmog's ArmorDragon's Claw4,29120,721survives the roundCalculatorFind the comp

// Cast timeline

3.00 smana lock per cast
0.77 scast window2.23 slocked while the effect runs

From the mana bar filling until mana can come in again. No mana comes in during this time. The mana lock lasts the 3.00 s the effect runs. Attacks continue.

0 / 60mana at start / to cast
+5mana per attack
0.75attacks per second
0.25 sattack delay: from the start of an attack until it hits
0.29 safter the hit until it can cast or attack again
0.0 s0.75 attacks/s0/60
  • attack animation
  • attack lands
  • attack recovery
  • cast window (mana locked)
  • mana locked (no mana while the effect runs)

First cast at 15.20 s with 0.75 attacks per second. Items, traits and damage taken change the mana pace; the cast, effect and channel windows do not.

Step by step, in words
  1. Mana reaches 60/60: the cast starts and the mana lock goes on (no mana from attacks, ticks or damage taken).
  2. 0.00 to 0.77 s: cast window. The unit plays its cast animation and its return to idle; it cannot auto attack.
  3. 0.77 to 3.00 s: the ability's effect keeps the mana lock on. Attacks land, no mana comes in.
  4. 0.77 s: unlock. Mana starts again (overflow kept) and a fresh attack starts from zero; it lands at 1.01 s at base attack speed (the attack delay is 19% of the attack animation).
  5. Attack loop: the attack lands at 19% of the attack animation (mana granted) and unlocks at 40%; a cast that becomes possible at the landing starts at that unlock point, cutting the rest of the attack.
  6. Mana gain: 5 per attack; combat starts at 0/60.
  7. Overflow is banked: mana past 60 from attacks or regen is kept through the cast (58/60 plus 5 casts and comes back with 3). Same rule for every champion; only the amounts differ by role.

// Itemized Roles

Main TankSolidWarmog's ArmorGargoyle StoneplateSpirit Visage

3-cost AD Tank (game role tag). Tanks take the frontline item set. Mana lock 3.00 s per cast; tanks fill mainly from damage taken (1% of pre-mitigation and 3% of pre-shield damage per hit, capped at 50), so the lock length matters more than item mana. The classic main tank trio: a huge Health pool, resists that grow as more enemies focus the tank, and healing amplification to stay standing longest.

Main Tank picks can also serve as a Support Tank, holding debuff auras on the carry's side of the board.