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Introduction




I have gathered all the info by playing her myself seeing videos in youtube, streams and of course observing enemy

Runes









Other choices:





When


You hit a target with a spell and gain a shield for 10% of your max HP for some seconds. To be honest, it's a nice passive but doesn't have much impact since you are not very tanky and it is on a quite high cooldown for what it does. Can make the difference between life and death in some particular situations and can help you win duels and trades, but that's about it.

First Cast: Slows your movement speed by 15% while increasing damage and dash range over 1.5 seconds.
Second Cast:




Minimum Physical Damage: 50 / 80 / 110 / 140 / 170 (+70% bonus AD)
Maximum Physical Damage: 100 / 160 / 220 / 280 / 340 (+140% bonus AD)
Range: 50 - 600
Cooldown: 19 / 16 / 13 / 10 / 7
Cost: 50 / 60 / 70 / 80 / 90 mana
First use: charge up and become a bit slower. Second use: uses spell for a charge that damages every target hit (75% minions and monsters), stops at charged range (or cap) or at impact with enemy champion. Applies

YEEEAAAHH. Your bread and butter, your little initiation tool and trade-winner. Keep in mind that this spell slows you on the first charge - so if you want to flee or chase, use the charging time wisely, e.g. by using it in a brush or flashing into sight while immediately using this spell afterwards.
You can abuse this spell to ignore unit collision with minions to escape or to close gaps.
Great for clearing waves with


Passive: Every 3rd attack on the same target deals additional physical damage equal to a percentage of the target's maximum health, reduces its armor by 20% and grants

Bonus Physical Damage: 6 / 7 / 8 / 9 / 10% of target's max health (+1% per 25 bonus AD)
Attack Speed Bonus: 30 / 35 / 40 / 45 / 50%
This spell is your one point miracle thanks to which your sustained dps goes through the roof thanks to percentage damage and incredible attack speed bonus (a reason why stacking attack speed isn't that great for Vi instead of attack damage). Increases your sustain via lifesteal hugely. This spell is also the reason you should focus high priority targets in teamfights, since it increases the AD damage of all your team mates. Another use could be the fast burst on tank, which got separated. It generally reminds me of



Active: Causes


Total Physical Damage: 5 / 20 / 35 / 50 / 65 (+115% AD) (+70% AP)
Charge Reload Time: 14 / 12.5 / 11 / 9.5 / 8 seconds
Range: 625
Cooldown: 1
Cost: 60 mana + 1 charge
Pretty straightforward spell. Use it to reset auto-attacks and stack auto-attacks faster. You also gain lifesteal for the enhanced auto-attacks. So if things look sinister, abuse this. You can also attack a lot of enemies at once in teamfights or abuse the range if someone escapes with a drop of health. Keeping one stack to trigger



While charging,

Physical Damage: 200 / 325 / 450 (+135% bonus AD)
Physical Damage to Secondary Targets: 150 / 262.5 / 375 (+105% bonus AD)
Range: 700
Cooldown: 130 / 105 / 80
Cost: 100 / 125 / 150 Mana
When I first read what it does it was like "LE WILD FREAKING OP ULTI APPEARED". It's like












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