
Gustwalker Hatchling
450 goldProvides a Smite upgrade and movement speed after the companion is fully grown.
Jungle · SwiftplayMatchup guidePatch 16.20.1
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
Sylas has a reviewed secondary role here. It is less common than the primary roles, but it has a recognisable role-specific plan.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Swiftplay · Jungle
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Provides a Smite upgrade and movement speed after the companion is fully grown.

Adds sustained spell damage against camps, objectives and longer fights.

Adds early magic penetration against low-resistance targets.

Improves damage when opponents are already low.

Multiplies the ability power from your completed core.

Answers meaningful magic-resistance purchases later in the match.

Adds movement speed and ability haste for repeated late-game spell rotations after the core is established.
Complete build choices
Recommendation review pending
Best when: Morellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.
Best when: Zhonya's stasis can absorb a committed dive or lethal burst window.
Best when: Banshee's spell shield can protect the first important cast against you.
Runes and summoner spells
The AP Jungle page rewards completed spell-damage windows after a safe clear. Smite remains mandatory; the movement spell protects pathing and gank exits.
Smite is part of Jungle companion progression and objective security. The movement or combat spell beside it is the adjustable slot.
Ghost can fit sustained access; Flash can fit one immediate reposition. Use the champion's route and intended fights to choose.
Matchup notes
Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.
Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.
Static alternatives
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.
Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.
Zhonya's stasis can absorb a committed dive or lethal burst window.

Banshee's spell shield can protect the first important cast against you.
Ability reference
Ability reference Data Dragon 16.20.1
Cooldown / Cost / Range Data Dragon 16.20.1
Petricite Burst is an automatic part of the kit involving movement or repositioning and basic-attack interaction. Track when its condition is active instead of treating every fight the same way.
Chain Lash contributes a slowing effect and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 10/9/8/7/6 · Cost 55 · Listed range 775Kingslayer contributes protection or sustain and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 12/10.5/9/7.5/6 · Cost 50/60/70/80/90 · Listed range 400Abscond / Abduct is part of Sylas's E pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.
Cooldown 13/12/11/10/9 · Cost 65 · Listed range 400Hijack is part of Sylas's R pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.
Cooldown 80/55/30 · Cost 75 · Listed range 950Doom 'n Gloom is an automatic part of the kit involving hard crowd control and damage. Track when its condition is active instead of treating every fight the same way.
Mistral Bolt is a ranged cast involving its listed effect. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.
Cooldown 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range 1200Personal Space contributes protection or sustain and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 16/15/14/13/12 · Cost 75 · Listed range 475Looming Darkness creates setup or area pressure. Place it where the opponent must choose between entering its space, changing route or giving up the immediate contest.
Cooldown 12 · Cost 70/80/90/100/110 · Listed range 800Shadow Surge is a ranged cast involving movement or repositioning and damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.
Cooldown 140/120/100 · Cost 100 · Listed range 2000/2500/3000Adapt the plan
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Take efficient camps between plays so a lead does not disappear into repeated waiting.
Use lane priority before invading or starting an objective, and leave when nearby lanes cannot move.
Enter through controlled vision and keep a route out; a winning Jungler still loses a shutdown when isolated.
Track opposing camps and lane states instead of forcing the first visible target.
Trade sides of the map when contesting would require weaker lanes to move first.
Save important control for the enemy who threatens your carries or objective access.
Path through known territory and help lanes only when the opponent is genuinely vulnerable.
Cross-map rather than arriving late to a lost objective, then restore defensive vision with an ally.
Play around the strongest teammate and make the enemy commit into your control.
Pings, movement and objectives
Link each clear to the next informed decision. Pings should tell lanes where you are pathing and whether the team is contesting or trading an objective.
Pings create a shared plan; they do not replace checking waves, vision and who can move.
Decide which camps lead toward the objective and ping the nearby lanes before they spend the wave or recall timing.
Confirm which nearby lanes can move first. Do not convert an isolated objective marker into a forced fight.
Move with a teammate, sweep one entrance and keep Smite available before committing damage to the objective.
Call whether the team is finishing, fighting or leaving. Mixed decisions are more dangerous than either clear choice.
Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.
Keep preparing
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.