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Jungle · Normal DraftMatchup guidePatch 16.20.1

Vi vs Vex

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

ViVSVex

Matchup guide

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

VS
Role
Selected laneJungle

Choose two champions from the list.

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 Vex is opposite you?

Pre-game kit comparison
Kit comparison

Respect the opponent's reliable threat

Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.

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.

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

Vex

  1. P
    Doom 'n Gloom

    Doom '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.

  2. Q
    Mistral Bolt

    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 1200
  3. W
    Personal Space

    Personal 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 475
  4. E
    Looming Darkness

    Looming 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 800
  5. R
    Shadow Surge

    Shadow 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 2000/2500/3000

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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