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Jungle · Normal DraftMatchup guidePatch 16.20.1

Vi vs Vayne

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

ViVSVayne

Matchup guide

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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 Vayne 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 Vayne

  • Vayne is fragile - turn the pressure up on her and she will be forced to play cautiously.
  • Deny Vayne the opportunity to pin you against walls.

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 (s) / Cost / Listed range (units) Data Dragon 16.20.1

Vi

  1. P
    Blast Shield

    Vi charges a shield over time. The shield can be activated by hitting an enemy with an ability.

  2. Q
    Vault Breaker

    Vi charges her gauntlets and unleashes a vault shattering punch, carrying her forward. Enemies she hits are knocked back and receive a stack of Denting Blows.

    Range changes as this ability charges. Check the current ability tooltip; the listed value is not its full range.

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

    Vi's punches break her opponent's Armor, dealing bonus damage and granting her Attack Speed.

    Listed range (units) 750
  4. E
    Relentless Force

    Vi's next attack blasts through her target, dealing damage to enemies behind it.

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

    Vi runs down an enemy, knocking aside anyone in the way. When she reaches her target she knocks it into the air, jumps after it, and slams it back into the ground.

    Cooldown (s) 140/115/90 · Cost 100 · Listed range (units) 800

Vayne

  1. P
    Night Hunter

    Vayne ruthlessly hunts evil-doers, gaining Move Speed when moving toward nearby enemy champions.

  2. Q
    Tumble

    Vayne tumbles, maneuvering to carefully place her next shot. Her next attack deals bonus damage.

    Cooldown (s) 6/5/4/3/2 · Cost 30 · Listed range (units) 300
  3. W
    Silver Bolts

    Vayne tips her bolts with a rare metal, toxic to evil things. The third consecutive attack or ability against the same target deals a percentage of the target's max health as bonus true damage.

    Listed range (units) 750
  4. E
    Condemn

    Vayne draws a heavy crossbow from her back, and fires a huge bolt at her target, knocking them back and dealing damage. If they collide with terrain, they are impaled, dealing bonus damage and stunning them.

    Cooldown (s) 20/18/16/14/12 · Cost 90 · Listed range (units) 550
  5. R
    Final Hour

    Readying herself for an epic confrontation, Vayne gains increased Attack Damage, Invisibility during Tumble, reduced Tumble cooldown, and more bonus Move Speed from Night Hunter

    Cooldown (s) 100/85/70 · Cost 80

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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