pretty obvious allround stuff. You are melee so you want mobility and sustain. You can shield some poke off with
so you won't need
If troublesome AD monsters bother you early (
and the likes) or enemy team got a fed carry early.
Most cases. Being melee and benefitting from constant attacks due to
makes tenacity very important for Vi.
Second one if you can't constantly attack enemies due to CC and/or movement and teleporting spells.
If Vi had been released already, you could argue that this item was build for her. Stacking armor penetration with
, cooldown reduction, a chunk of attack damage, some durability directly contributing to
. Awesome. Every stat increases the damage of all your sources severely, it also adds some defense and the costs are mediocre for that huge package. Should be your #1 item in most games.
You will auto-attack alot due to
and BT gives you around 100 AD, which is great for every skill and every auto-attack you apply on your foes. The sustain helps you past your initiation on enemies and can help you win duels/trades.
However, getting this right after
will make you squishy as hell and enemies will try to save every tiny bit of CC for you exclusively. It may be enough to get
and take some hybrid/defensive item first and finish this later or when you are fed extremely early.
I believe this item is great for VI. The active helps you engage on a single target even easier, your
increases your damage and lifesteal by a huge margin.
could be enough for early/mid game to enable kills for you, so you can proceed to more durability. BotrK is great for short, intense fights, but since the % damage depends on your targets current health, the use decreases over the course of a brawl. The active contributes to fast kills in a limited time frame as well.
adds a lot of early survival and a decent chunk of damage. Upgrading is expensive and may pay off later rather than earlier. Combined with some lifesteal and
this item can frustrate enemy mages pretty hard. Increases your damage (especially in long fights) hugely and gives a bit MR. Perfect vs. bursty AP assassins. Should be picked up if you don't go for
The other MR - AD item. Especially useful against suppression and other CC, makes you an undesirable target in some cases. Adds much MR and AD as well. This item can be useful if you want to pick up
early and finish it in late game. 120-150 MR should be worthwile getting if the enemy got a strong mage or another AP character. This item is too expensive if you don't need the active. Better get
in that case.
Usually you shouldn't need this. But if 2 or more enemies start stacking 150+ armor, you should consider picking this up as well. Another reason for this could be a fed but tanky bruiser, especially someone like
and stuff. However, the impact of this item is not that great for Vi as for other AD champions since you have
provides more overall useful stats that also have a large impact early on.
Adds some CC, some durability, an sheen procc which VI doesn't use that much and some damage, crit and attack speed. Triforce is decent on Vi, but it's not that great. It can be a nice addition later on (maybe finish it from an early
) - the slow and movement speed as well as the damage stats are nice for Vi but TF is always an expensive choice. Keep that in mind. Her kit doesn't emphasize on the sheen procc that well - cooldowns are comparably high (to abuse the 2s window) and a lot of damage comes from spells anyway. Might be worthwile getting nonetheless since you have
which also increases the sheen damage.
Neat if you need the tenacity. Gives you an overall benefitting package though you won't need the extra attack speed THAT much, because of
- can be nice to start heavy though. I consider this item in the middle between recommendable and just medium.
Currently, I am not that huge of a fan of that item, to be honest. Most importantly, this items gives you cooldown reduction and mana. The AP increases
a bit. It does add some CC, true. However, it's expensive and does not add that much which contributes to your skillset. Almost everything on this item is just "ok" for Vi, there is nothing you couldn't purchase with more effect on the same purpose.
Since you will probably run along with your team in teamfights most of the time. Neat item for overall durability. Get this if your team lacks tankyness and they won't need your full damage potential. This item is great for 2 reasons: it increases your overall tankyness early by building up the components and it increases your entire team's defense (especially great for your squishy carries). Well, that may be common sense. But if you are struggling to survive, you can as well relieve your support a bit and increase your overall teamfighting performance.
To increase your overall defense, when you build a more offensive build. Let's you charge in and take out 1-2 enemies, often without dying (either for the lack of focus on you or because of the revive). Use it careful though. This item has been nerfed and provides less defense now - it's just mediocre in terms of mitigation, just a neat overall package to put on an offensive build.
Awesome combined with
. Your survivability versus auto-attackers but also melees in general should increase severely. If used right after your engage, you can disable the whole enemy team on your own for some seconds. This also decreases their damage on active. Perfect for your team and perfect for you facing auto-attackers and AD enemies in general.
Works nicely with your passive. The slow keeps you on your prey, applying
way more easy and putting enemies you choose to attack in a painful spot, especially when your team is right behind you. An
might help you getting early kills in lane and while ganking.
In case you need HP and more CC, this should be useful.
Against burst monsters with high cooldowns. Usually not that great, but adds 100 virtual HP via passive every 8 (or less) seconds. Take it against bursty and CD-reliant enemies or for flat true damage. Avoid it when facing
In case you need an overall-defense package and tenacity. It's an "okay" item, a bit of sustain, a bit of armor, a chunk of HP. I am not that fond of this item either. There are alternatives that offer more for the same price, if not less.
Considering your final build:
Think about your role first. (Tanky initiator needed? Carry-bully needed? Just a 2nd Tank/bruiser needed?)
Think about your enemy setup and feed. (CC? AP or AD? Who got most items and what?)
Think about your approach in teamfights and who is going to fight you.