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Jungle · Normal DraftMatchup guidePatch 16.20.1

Vi vs Ekko

Build, runes, abilities and practical pre-game checks in one queue-aware reference.

ViVSEkko

Matchup guide

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Search every champion, choose the assigned role, then open the exact queue page.

VS
Role
Selected laneJungle

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Role fit

JungleVi

Vi has an established clear and map plan that can function without lane income while contesting camps and objectives.

Primary role
Review patch unknownRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
— Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Normal Draft · Jungle

Fighter jungle baseline

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Primary role
S
Draft / Ranked opening · separate from item 1

Gustwalker Hatchling

450 gold

Provides Smite progression and movement speed after the Jungle companion is fully grown.

1
First item

Sundered Sky

3,100 gold

Adds health, attack damage, haste and a durable first-hit proc for Vi's initial commitment.

2
Boots

Plated Steelcaps

1,200 gold

Reduces physical attack pressure; use Mercury's Treads when magic damage or reducible crowd control is the larger problem.

3
Armour shred

Black Cleaver

3,000 gold

Adds health, haste and armour reduction for Vi and her physical-damage teammates.

4
Fight sustain

Guardian Angel

3,200 gold

Adds a revive for a decisive engage after the fighting core is complete.

5
Safety

Death's Dance

3,300 gold

Adds armour and delayed physical-damage protection against attack-damage threats.

6
Low-health safety

Sterak's Gage

3,200 gold

Adds health and a low-health shield when mixed burst can reach Vi after she commits.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. First itemSundered Sky
  2. BootsPlated Steelcaps
  3. Chempunk Chainsword
  4. Fight sustainGuardian Angel
  5. SafetyDeath's Dance
  6. Low-health safetySterak's Gage
AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. First itemSundered Sky
  2. BootsPlated Steelcaps
  3. Armour shredBlack Cleaver
  4. Kaenic Rookern
  5. SafetyDeath's Dance
  6. Low-health safetySterak's Gage

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. First itemSundered Sky
  2. BootsPlated Steelcaps
  3. Chempunk Chainsword
  4. Fight sustainGuardian Angel
  5. SafetyDeath's Dance
  6. Low-health safetySterak's Gage
AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. First itemSundered Sky
  2. BootsPlated Steelcaps
  3. Armour shredBlack Cleaver
  4. Kaenic Rookern
  5. SafetyDeath's Dance
  6. Low-health safetySterak's Gage

Runes and summoner spells

Runes and summoner spellsViJungle

The assassin page focuses one reachable target after clearing. Smite stays available for camps and objectives; the second spell reflects the champion's normal access pattern.

Normal Draft
Primary tree

Domination

ElectrocuteSudden ImpactGrisly MementosRelentless Hunter
Secondary tree

Precision

TriumphCoup de Grace
Summoner spells
FlashSmite
Keep Smite

Smite is part of Jungle companion progression and objective security. The movement or combat spell beside it is the adjustable slot.

Change the movement spell

Ghost can fit sustained access; Flash can fit one immediate reposition. Use the champion's route and intended fights to choose.

Matchup notes

What changes when Ekko is opposite you?

Pre-game kit comparison
Strategic interaction

Hold direct lockdown

Reliable targeted control can reduce the freedom of a mobile carry after they commit.

All-round

The kit can contribute through lane, first objectives and later grouped fights without relying on one narrow power window.

Your plan

Use the route you prepared

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.

Ability reminders

Vi reminders

  • A fully charged Vault Breaker will deal double damage. It's great for catching and finishing off fleeing enemies.
  • Relentless Force does full damage to anyone caught in the shockwave. Use it on minions in lane to hit enemies hiding behind them.
  • Cease and Desist is a powerful initiation tool, just remember not to get too far ahead of the rest of your team.
Ability reminders

Against Ekko

  • Ekko is significantly weaker when his ultimate is down. Watch for the trail he leaves behind to determine if Chronobreak is available.
  • Ekko's stun zone takes 3 seconds to arm. Watch for the image he creates on cast and try to guess where the zone was placed.
  • The second hit of Timewinder does more damage than the first; try to avoid it.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Too much healing

Chempunk Chainsword

Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

Sustained magic damage

Kaenic Rookern

Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

Ability reference

Compare both kits

Ability reference Data Dragon 16.20.1

Cooldown / Cost / Range Data Dragon 16.20.1

Vi

  1. P
    Blast Shield

    Blast Shield is an automatic part of the kit involving protection or sustain. Track when its condition is active instead of treating every fight the same way.

  2. Q
    Vault Breaker

    Vault Breaker is part of Vi's Q pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

    Cooldown 12/10.5/9/7.5/6 · Cost 50/60/70/80/90 · Listed range 250
  3. W
    Denting Blows

    Denting Blows contributes basic-attack interaction and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Listed range 750
  4. E
    Relentless Force

    Relentless Force contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cost 26/32/38/44/50 · Listed range 400
  5. R
    Cease and Desist

    Cease and Desist is part of Vi's R pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

    Cooldown 140/115/90 · Cost 100 · Listed range 800

Ekko

  1. P
    Z-Drive Resonance

    Z-Drive Resonance is an automatic part of the kit involving damage. Track when its condition is active instead of treating every fight the same way.

  2. Q
    Timewinder

    Timewinder is a ranged cast involving a slowing effect and damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

    Cooldown 9/8.5/8/7.5/7 · Cost 40/50/60/70/80 · Listed range 1075
  3. W
    Parallel Convergence

    Parallel Convergence 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 22/20/18/16/14 · Cost 30/35/40/45/50 · Listed range 1600
  4. E
    Phase Dive

    Phase Dive contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 9/8.5/8/7.5/7 · Cost 40/45/50/55/60 · Listed range 325
  5. R
    Chronobreak

    Chronobreak contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 110/80/50 · Cost 100 · Listed range 850

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Keep the clear moving and choose high-information plays

1
Pathing

Track opposing camps and lane states instead of forcing the first visible target.

2
Map play

Trade sides of the map when contesting would require weaker lanes to move first.

3
Fights

Save important control for the enemy who threatens your carries or objective access.

Pings, movement and objectives

Vi Jungle map plan

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.

Ahead

Turn tempo into controlled territory

Ping
Use On My Way before entering a lane, Assist Me before an objective and Danger when nearby lanes cannot move to an invade.
Path or gank
Gank when the lane has reach, damage and a safe exit. Do not wait beside a protected target while camps and the next objective disappear.
Objective
Establish vision with the nearest winning lane, keep Smite available and avoid chasing away from the objective after gaining control.
Even

Choose the play with the clearest information

Ping
Use On My Way early enough for the lane to prepare, Assist Me only when nearby lanes can move, and Retreat when the contest has already become late.
Path or gank
Prefer a lane with crowd control, damaged opponents or a favourable wave. A visible opponent is not automatically a usable gank.
Objective
Check Mid and Bot priority before Dragon, or Mid and Top before Herald. Set a safe entrance before beginning the objective.
Behind

Trade the map instead of forcing recovery

Ping
Ping Retreat from lost contests, Danger on likely invades and On My Way when covering a vulnerable lane or remaining camp.
Path or gank
Counter-gank or help only when allies can survive until arrival. Repeated low-chance ganks deepen the camp and level deficit.
Objective
If entry is unsafe, trade for camps, a wave, vision or the opposite objective. Keep Smite and crowd control for a contest the team can actually reach.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Before the route

    Decide which camps lead toward the objective and ping the nearby lanes before they spend the wave or recall timing.

  2. 2
    Check priority

    Confirm which nearby lanes can move first. Do not convert an isolated objective marker into a forced fight.

  3. 3
    Control entry

    Move with a teammate, sweep one entrance and keep Smite available before committing damage to the objective.

  4. 4
    Finish or turn

    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

Use the champion page or choose another opponent

The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.

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