
Gustwalker Hatchling
450 doubloonsProvides Smite progression and movement speed after the Jungle companion is fully grown.
Jungle · Normal DraftMatchup chartPatch 16.20.1
Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
Arrr, role fit
Vi has an established clear th' deck and sea chart course that can function without course income while contesting camps and prizes.
These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.
Arrr, normal Draft · Jungle
Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

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

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

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

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

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

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

Adds hull and a low-hull shield when mixed burst can reach Vi after she commits.
Shipshape loadout choices
Recommendations await inspection
Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.
Arrr, best when: Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.
Arrr, runes and summoner spells
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.
Smite be part o' Jungle companion progression and prize security. Th' movement or combat spell beside it be th' adjustable slot.
Ghost can fit sustained access; Flash can fit one immediate reposition. Use th' champion's course and intended fights to choose.
Arrr, matchup notes
Vi can hold targeted control fer Yi after Alpha Strike resolves.
Arrr, all-roundTh' kit can contribute through course, first aboard prizes and later grouped fights without relying on one narrow power window.
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.
Arrr, static alternatives
These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

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

Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.
Trick reference
Trick reference Data Dragon 16.20.1
Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1
Vi charges a shield over time. The shield can be activated by hitting an enemy with an ability.
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) 250Vi's punches break her opponent's Armor, dealing bonus damage and granting her Attack Speed.
Charted reach (units) 750Vi's next attack blasts through her target, dealing damage to enemies behind it.
Cost 26/32/38/44/50 · Charted reach (units) 400Vi 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) 800Every few consecutive basic attack, Master Yi strikes twice.
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) 600Master 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) 20Grants bonus true damage on basic attacks.
Wait fer reload (s) 14 · Charted reach (units) 20Master 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 100Adapt th' course
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Take efficient camps betwixt plays so a lead does nay disappear into repeated awaiting.
Use course priority afore invading or starting an prize, and leave when nigh th' ship lanes cannae move.
Enter through controlled vision and keep a course out; a taking th' victory Jungler still loses a shutdown when isolated.
Track opposing camps and course states instead o' forcing th' first aboard visible target.
Trade sides o' th' sea chart when contesting would require weaker lanes to move first aboard.
Save fit fer th' captain's eye control fer th' foe who threatens yer carries or prize access.
Course through known territory and lend a hand lanes only when th' foe be genuinely vulnerable.
Cross-sea chart rather than arriving late to a lost prize, then restore defensive vision wit' an ally.
Play 'round th' strongest teammate and make th' foe commit into yer control.
Pings, movement and prizes
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.
Pings create a shared course; they do nay replace checking waves, vision and who can move.
Decide which camps lead toward th' prize and ping th' nigh th' ship lanes afore they spend th' wave or recall timing.
Confirm which nigh th' ship lanes can move first aboard. Do nay convert an isolated prize marker into a forced fight.
Move wit' a teammate, sweep one entrance and keep Smite available afore committing damage to th' prize.
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
Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.