
Gustwalker Hatchling
450 goldProvides Smite progression and movement speed after the Jungle companion is fully grown.
Jungle · Normal DraftMatchup guidePatch 16.20.1
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
Vi has an established clear and map plan that can function without lane income while contesting camps and objectives.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Normal Draft · Jungle
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

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

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

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

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

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

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

Adds health and a low-health shield when mixed burst can reach Vi after she commits.
Complete build choices
Recommendation review pending
Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.
Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.
Runes and summoner spells
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.
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
Vi can hold targeted control for Yi after Alpha Strike resolves.
All-roundThe kit can contribute through lane, first objectives and later grouped fights without relying on one narrow power window.
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.

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

Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.
Ability reference
Ability reference Data Dragon 16.20.1
Cooldown / Cost / Range Data Dragon 16.20.1
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.
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 250Denting 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 750Relentless 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 400Cease 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 800Double Strike is an automatic part of the kit involving basic-attack interaction. Track when its condition is active instead of treating every fight the same way.
Alpha Strike contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 20/19.5/19/18.5/18 · Cost 50/55/60/65/70 · Listed range 600Meditate contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 10 · Cost 40 · Listed range 20Wuju Style contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 14 · Listed range 20Highlander contributes a slowing effect and basic-attack interaction. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 85 · Cost 100 · Listed range 1Adapt 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.