Arrr, VRC.LOL

Jungle · Normal DraftMatchup chartPatch 16.20.1

Vi vs Master Yi

Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.

ViVSMaster Yi

Matchup chart

Pick th' matchup

Scan th' horizon every champion, choose th' assigned role, then open th' exact queue chart.

VS
Role
Picked courseJungle

Pick two champions from th' list.

Arrr, role fit

JungleVi

Vi has an established clear th' deck and sea chart course that can function without course income while contesting camps and prizes.

Arrr, primary role
Review patch be unknownRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
— Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, normal Draft · Jungle

Arrr, fighter jungle baseline

Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Arrr, primary role
S
Draft / Ranked opening · separate from gear 1

Gustwalker Hatchling

450 doubloons

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

1
First aboard gear

Sundered Sky

3,100 doubloons

Adds hull, attack damage, haste and a durable first aboard-hit proc fer Vi's initial commitment.

2
Boots

Plated Steelcaps

1,200 doubloons

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

3
Arrr, armour shred

Black Cleaver

3,000 doubloons

Adds hull, haste and armour reduction fer Vi and her physical-damage teammates.

4
Arrr, fight sustain

Guardian Angel

3,200 doubloons

Adds a revive fer a decisive engage after th' fighting core be shipshape.

5
Safe harbour

Death's Dance

3,300 doubloons

Adds armour and delayed physical-damage protection agin' attack-damage threats.

6
Low-hull safe harbour

Sterak's Gage

3,200 doubloons

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

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, too much healingChempunk Chainsword adds anti-heal without abandoning attack damage and hull.Spy full course

Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

  1. First aboard gearSundered Sky
  2. BootsPlated Steelcaps
  3. Chempunk Chainsword
  4. Arrr, fight sustainGuardian Angel
  5. Safe harbourDeath's Dance
  6. Low-hull safe harbourSterak's Gage
AlternativeArrr, sustained magic damageKaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.Spy full course

Arrr, best when: Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

  1. First aboard gearSundered Sky
  2. BootsPlated Steelcaps
  3. Arrr, armour shredBlack Cleaver
  4. Kaenic Rookern
  5. Safe harbourDeath's Dance
  6. Low-hull safe harbourSterak's Gage

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, too much healingChempunk Chainsword adds anti-heal without abandoning attack damage and hull.Spy full course

Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

  1. First aboard gearSundered Sky
  2. BootsPlated Steelcaps
  3. Chempunk Chainsword
  4. Arrr, fight sustainGuardian Angel
  5. Safe harbourDeath's Dance
  6. Low-hull safe harbourSterak's Gage
AlternativeArrr, sustained magic damageKaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.Spy full course

Arrr, best when: Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

  1. First aboard gearSundered Sky
  2. BootsPlated Steelcaps
  3. Arrr, armour shredBlack Cleaver
  4. Kaenic Rookern
  5. Safe harbourDeath's Dance
  6. Low-hull safe harbourSterak's Gage

Arrr, runes and summoner spells

Arrr, runes and summoner spellsViJungle

Th' assassin chart focuses one reachable target after clearing. Smite stays available fer camps and prizes; th' second spell reflects th' champion's normal access pattern.

Normal Draft, matey
Arrr, primary tree

Domination

ElectrocuteSudden ImpactGrisly MementosRelentless Hunter
Arrr, secondary tree

Precision

TriumphCoup de Grace
Arrr, summoner spells
FlashSmite
Arrr, keep Smite

Smite be part o' Jungle companion progression and prize security. Th' movement or combat spell beside it be th' adjustable slot.

Change th' movement spell

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

Arrr, matchup notes

What changes when Master Yi is opposite you?

Pre-battle kit comparison
Arrr, reviewed interaction

Arrr, direct lockdown

Vi can hold targeted control fer Yi after Alpha Strike resolves.

Arrr, all-round

Th' kit can contribute through course, first aboard prizes and later grouped fights without relying on one narrow power window.

Yer course

Use th' course ye prepared

Treat Vex as one part o' th' sea chart state. Their Jungler, nigh th' ship waves and which teammates can move determine whether th' same trade or rotation be seaworthy.

Trick reminders

Vi reminders

  • A fully charged Vault Breaker will deal double damage. It's great fer catching and finishing off fleeing enemies.
  • Relentless Force does full damage to anyone caught in th' shockwave. Use it on minions in course to hit enemies hiding astern o' them.
  • Cease and Desist be a powerful initiation tool, just remember nay to get too far across th' waters ahead o' th' rest o' yer crew.
Trick reminders

Against Master Yi

  • Meditate be an effective method o' healing damage over time, but Master Yi be susceptible to coordinated crew ganks early in th' battle.
  • If Master Yi tries to farm wit' Alpha Strike, hit him a few times so he has to use mana wit' Meditate to heal.
  • Although Master Yi cannae be slowed while using Highlander, other disables can stop him in his tracks.

Arrr, static alternatives

Compare th' problem afore changing th' course

These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, too much healing

Chempunk Chainsword

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

Arrr, sustained magic damage

Kaenic Rookern

Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

Trick reference

Arrr, compare both kits

Trick reference Data Dragon 16.20.1

Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1

Vi

  1. P
    Blast ShieldEnglish

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

  2. Q
    Vault BreakerEnglish

    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 ye charge this ability, arr! Check the current tooltip; that listed number ain't its full reach.

    Wait fer reload (s) 12/10.5/9/7.5/6 · Cost 50/60/70/80/90 · Charted reach (units) 250
  3. W
    Denting BlowsEnglish

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

    Charted reach (units) 750
  4. E
    Relentless ForceEnglish

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

    Cost 26/32/38/44/50 · Charted reach (units) 400
  5. R
    Cease and DesistEnglish

    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.

    Wait fer reload (s) 140/115/90 · Cost 100 · Charted reach (units) 800

Master Yi

  1. P
    Double StrikeEnglish

    Every few consecutive basic attack, Master Yi strikes twice.

  2. Q
    Alpha StrikeEnglish

    Master Yi teleports across the battlefield with blinding speed, dealing physical damage to multiple units in his path, while simultaneously becoming untargetable. Alpha Strike can critically strike and deals bonus physical damage to monsters. Basic attacks reduce Alpha Strike's cooldown.

    Wait fer reload (s) 20/19.5/19/18.5/18 · Cost 50/55/60/65/70 · Charted reach (units) 600
  3. W
    MeditateEnglish

    Master Yi rejuvenates his body by focus of mind, restoring Health and taking reduced damage for a short time. In addition, Master Yi will gain stacks of Double Strike and pause the remaining duration on Wuju Style and Highlander for each second he channels.

    Wait fer reload (s) 10 · Cost 40 · Charted reach (units) 20
  4. E
    Wuju StyleEnglish

    Grants bonus true damage on basic attacks.

    Wait fer reload (s) 14 · Charted reach (units) 20
  5. R
    HighlanderEnglish

    Master Yi moves with unparalleled agility, temporarily increasing his Move Speed and Attack Speed as well as making him immune to all slowing effects. While active, Champion kills or assists extend Highlander's duration. Passively reduces cooldown for his other abilities on a kill or assist.

    Wait fer reload (s) 85 · Cost 100

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Keep th' clear th' deck moving and choose high-ship's intelligence plays

1
Pathing

Track opposing camps and course states instead o' forcing th' first aboard visible target.

2
Sea chart play

Trade sides o' th' sea chart when contesting would require weaker lanes to move first aboard.

3
Fights

Save fit fer th' captain's eye control fer th' foe who threatens yer carries or prize access.

Pings, movement and prizes

Vi Jungle sea chart course

Link each clear th' deck to th' next aboard informed decision. Pings should tell lanes where ye be pathing and whether th' crew be contesting or trading an prize.

Ahead

Arrr, turn tempo into controlled territory

Ping
Use On Me Way afore entering a course, Assist Me afore an prize and Peril when nigh th' ship lanes cannae move to an invade.
Course or gank
Gank when th' course has reach, damage and a seaworthy exit. Do nay wait beside a protected target while camps and th' next aboard prize disappear.
Prize
Establish vision wit' th' nearest taking th' victory course, keep Smite available and avoid chasing astern from th' prize after gaining control.
Even

Pick th' play wit' th' clearest ship's intelligence

Ping
Use On Me Way early enough fer th' course to prepare, Assist Me only when nigh th' ship lanes can move, and Retreat when th' contest has already become late.
Course or gank
Prefer a course wit' crowd control, damaged foes or a favourable wave. A visible foe be nay automatically a usable gank.
Prize
Inspect Mid and Bot priority afore Dragon, or Mid and Top afore Herald. Set a seaworthy entrance afore beginning th' prize.
Behind

Trade th' sea chart instead o' forcing recovery

Ping
Ping Retreat from lost contests, Peril on likely invades and On Me Way when covering a vulnerable course or remaining camp.
Course or gank
Counter-gank or lend a hand only when crewmates can survive until arrival. Repeated low-chance ganks deepen th' camp and level deficit.
Prize
If entry be unsafe, trade fer camps, a wave, vision or th' opposite prize. Keep Smite and crowd control fer a contest th' crew can actually reach.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Afore th' course

    Decide which camps lead toward th' prize and ping th' nigh th' ship lanes afore they spend th' wave or recall timing.

  2. 2
    Inspect priority

    Confirm which nigh th' ship lanes can move first aboard. Do nay convert an isolated prize marker into a forced fight.

  3. 3
    Arrr, control entry

    Move wit' a teammate, sweep one entrance and keep Smite available afore committing damage to th' prize.

  4. 4
    Arrr, finish or turn

    Call whether th' crew be finishing, fighting or leaving. Mixed decisions be more booty perilous than either clear th' deck choice.

Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.

Arrr, keep preparing

Use th' champion chart or choose another foe

Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.

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