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Vi Build Guide by ItsSkoob

Jungle DOMINATE S12 SOLO QUEUE WITH VI JUNGLE | [12.1]

Jungle DOMINATE S12 SOLO QUEUE WITH VI JUNGLE | [12.1]

Updated on January 5, 2022
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League of Legends Build Guide Author ItsSkoob Build Guide By ItsSkoob 121 5 182,312 Views 1 Comments
121 5 182,312 Views 1 Comments League of Legends Build Guide Author ItsSkoob Vi Build Guide By ItsSkoob Updated on January 5, 2022
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Choose Champion Build:

  • LoL Champion: Vi
    Fighter/Bruiser
  • LoL Champion: Vi
    Assassin/One Shot
  • LoL Champion: Vi
    Full Tank

Runes: Lethal Tempo

1 2 3
Precision
Lethal Tempo
Triumph
Legend: Alacrity
Last Stand

Domination
Sudden Impact
Ravenous Hunter
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3
Normal
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Smite

Smite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

DOMINATE S12 SOLO QUEUE WITH VI JUNGLE | [12.1]

By ItsSkoob
PROS
+ Early Game Skimishing power
+ Low Pick and Ban Rate so great to main
+ Great mobility
+ Can blow enemy flash 99% of the time just by using 1 Q
+ Great CC and Lockdown
+ Great at taking objectives due to passive and W
+ Point and Click Ult, which is great for Low Elo
CONS
- Main part of Kit is landing Q
- Falls off Late Game
- Very hard to play from Behind
Which Build?

FIGHTER


I would normally go fighter when there is at least 2 fighter/tank style champs on the enemy team and your team has another tank/fighter style champ as well.

ASSASSIN


I would go assassin when you can one-shot 3 of the enemy team and your team already has a tank style champ to absorb damage

TANK


I would go tank when you would be the only one on your team absorbing damage and you have carries and dont need to deal damage but just need to be a CC chain disruptor
Fighter Runes
KEYSTONES

LETHAL TEMPO
Lethal Tempo has been my go-to keystone Since 11.23 buffs. I have been running it more than conqueror because right now there are so many team comps that have at least 2 bruiser/tank champs. You just get so much more W Denting Blows procs off which means more damage and more passive CD from the W Denting Blows procs. It just feels like the strongest Keystone right now. It also is a great keystone because you can run either style of build with this keystone, either bruiser or assassin. That will depend on the enemy team comp. Although it is definitely stronger for the fighter style and HOB is definitely stronger for the Assassin playstyle. LT is good in that you can change paths depending on game state and/or champs and it will work for either whereas the other 2 keystones ( and ) will feel underwhelming if used on the wrong playstyle.

CONQUEROR
I used to normally take Conqueror on Vi the reason is because Vi is a really strong fighter champ and your E Relentless Force is an auto attack resetter which helps you stack it insanely fast. Lately however I have been running Lethal Tempo due to the buffs I feel like LT is the stronger keystone at the moment. I would take either Divine Sunderer Build or Tri-Force build with this Keystone. None of the other Precision keystones really synergize with Vi's kit as well as the other Keystones mentioned in this guide.
MINOR RUNES

Slot 1
Triumph is kind of the go-to for most fighter champs. Thats because you get the most value of it. You never really will be healing in excess or running into mana issues. I wouldnt recommend any other option from this set.

Slot 2
I personally think that Legend: Alacrity is the best option on Vi because the extra attack speed synergizes with your W Denting Blows so well allowing you to proc it easier. If you do need some extra tenacity against CC heavy comps taking Legend: Tenacity is going to be a good option for you and is perfectly fine to take. I would stay away from Legend: Bloodline as you build healing in your items and it just doesnt give enough Life steal even when fully stacked in my opinion to make it more worth picking over the other 2.

Slot 3
This last one is really interchangeable between Coup de Grace and Last Stand. I personally run with Coup de Grace because there is so much healing and bruiser champs are more meta so I find it rare that you will ever fully one shot enemies unless you are really fed. So I find it helps you secure the kill with your second combo. But Last stand can also help if you are going to be tanking more damage, I have run both alternatively and feel I get very similar results with Vi so I would say just put which one fits your role in that specific game more. I would definitely stay away from Cut Down because you build HP items often so you will never ever proc it.
SECONDARY RUNES

DOMINATION

INSPIRATION

Slot 1
Sudden Impact is normally your go to when running Domination Secondary. The reason is Taste of Blood is not as good in the Jungle simply because you get less value out of it by not constantly trading. Cheap Shot is also not that great because even though your Q is a CC it counts more as a displacement and does not proc. Even if it did the sudden burst of lethality every time you hit a Q gives you so much increased damage.

Slot 1
Magical Footwear is the best option simply because you get free boots and this allows you to get more damage items early. The only catch with this is you need those early kills and assists to get your boots faster because you typically want to get your Tier 2 Boots Quickly. I normally will get Sheen then Get my Ionion Boots unless Im running with free boots.

Slot 2
I personally run with Ravenous Hunter just because I feel it makes me a stronger skirmisher and you have such high mobility with you Q dash over walls and across the map I dont see any use for Relentless Hunter. You dont buy too many items that Ingenious Hunter would provide a great benefit so thats not necessary and your Ult is on such a low CD mid-late game Ultimate Hunter doesnt provide as much value.

Slot 2
Cosmic Insight is a great rune for extra ability haste and summoner haste.This is in my opinion the only reason to run inspiration secondary. Ability Haste is so important to Engage fighter champs and having this extra bit helps out more than you might think.
VS
I by default run the Domination secondary just because I feel like it makes you a stronger skirmisher which is your role as Vi. As well the Sudden Impact synergy with your Q Vault Breaker helps tremendously. I would run Inspiration Secondary if you are running the Tri-force build OR will need to be doing multiple rotations of combos and the Extra CD will help. Meaning you'll be fighting tankier opponents where you can get multiple Q's off in one fight. I say run with Tri-Force because the tri-force passive gives you Ability Haste and MS so you dont need the Early Ionion boots if you rush tri-force.
Assassin Runes
KEYSTONES

HAIL OF BLADES
I personally take Hail of Blades on Vi when im running Domination as my primary keystone. The reason is because HOB allows you to proc your W Denting Blows faster and you can proc the Eclipse Shield easier. So I think it just synergizes with your Kit/Itemization more and it feels more consistent. However if you are looking for more burst/ one-shot way of playing Vi then Electrocute is the best way to go. You can easily proc it with your Q > AA > E combo and if you are ahead enough will one shot squishy champs with just that combo.

ELECTROCUTE
I personally take Hail of Blades on Vi when im running Domination as my primary keystone because I feel it is more consistent. However if you are looking for more burst/ one-shot way of playing Vi then Electrocute is the best way to go. You can easily proc it with your Q > AA > E combo and if you are ahead enough will one shot squishy champs with just that combo. Electrocute just gives you that extra bit of burst the ensures you will one shot your squishy targets.
MINOR RUNES

Slot 1
Sudden Impact is normally your go to when running the Domination tree. The reason is Taste of Blood is not as good in the Jungle simply because you get less value out of it by not constantly trading. Cheap Shot is also not that great because even though your Q is a CC it counts more as a displacement and does not proc. Even if it did the sudden burst of lethality every time you hit a Q gives you so much increased damage.

Slot 2
I default to Eyeball Collection because when fully stacked it does the same as Zombie Ward. I just feel like Eyeball is more consistent because it doesnt rely on the enemy team to have good warding practices. In High Elo I would argue Zombie ward is better because you can stack it faster as enemies know how to ward but in low elo I would default to eyeball collection.

Slot 3
I personally run with Ravenous Hunter just because I feel it makes me a stronger skirmisher and you have such high mobility with you Q dash over walls and across the map I feel you get more value than Relentless Hunter. However if you are over-killing your enemies and arent going to be getting much use out of Ravenous, relentless is still a good option. You dont buy too many items that Ingenious Hunter would provide a great benefit so thats not necessary and your Ult is on such a low CD mid-late game Ultimate Hunter doesnt provide as much value.
SECONDARY RUNES

Slot 1
Triumph is the only one you should take in this slot, You never really will be healing in excess or running into mana issues. The healing on kills will be great if you do take damage fighting your enemy and the extra gold just puts it over the top no brainer choice.

Slot 2
I default with Legend: Alacrity because I feel that, especially when running Hail of Blades you can dish out so much more damage way faster, and you shouldnt need the tenacity playing as an assassin. Nor would you need the lifesteal from bloodling.
Tank Runes
KEYSTONES

GLACIAL AUGMENT
Glacial Augment is a sleeper OP keystone since its rework. The slow and reduced damage that it gives provides so much in team fights. You can proc it easily with both your Q and Ult. I feel it scales better than Aftershock as the slow affects all nearby enemy champs making team fights difficult for the enemies.

AFTERSHOCK
Aftershock is the standard tank/CC keystone. I feel this rune is stronger early game but isnt as strong late game when the enemy will be grouped up.
MINOR RUNES

Slot 1
Both Hextech Flashtraption and Magical Footwear are viable for full tank Vi. This one is really kind of a preference in a sense as it depends on how much use you would get out of flashtraption. I personally would run with free boots because on tank vi you dont need early boots and can build into your sunfire or chemtank earlier. But if you would get more value out of having the charged flash than you can take it and it will still work perfectly fine.

Slot 1
Both Font of Life and Shield Bash are viable options. Font of life helps with team amp so if you have a good carry with you it will come more in handy but shield bash gives you a little bit better damage and skirmishing power. Demolish isnt really a good option especially for Junglers as you wont proc it as much but it could be great for a Tank lane vi.

Slot 2
Future's Market is great for tank vi because you wont be getting the kills or building damage so you wont clear as fast and wont be getting the kills so futures market helps you hit your power spikes earlier.

Slot 2
Any of the runes from this row are viable but they each have their place. Conditioning is better for scaling, second wind is good if they hav DOT champs ( ,etc), and bone plating is good for early game/burst survivability.

Slot 3
Both Cosmic Insight and Approach Velocity are viable for tank Vi. I would go cosmic if you donmt plan on building any damage items, but if you do approach is good because the glacial does proc it and helps you stick to your enemy.

Slot 3
Both of these options are good, I do however tend to lean into unflinching because you will be absorbing the CC and damage from the enemy and if you have tons of tenacity and the enemy wastes CC on you it will only help your team.
SECONDARY RUNES

DOMINATION

PRECISION

Slot 1
Sudden Impact is gonna be a default for domination secondary, even if you dont build damage items it still will only help. You primarily run domination for the Ingenious hunter rune.

Slot 1
Triumph is always the go to because of the reasons listed in the other sections. It just makes the most sense for Vi

Slot 2
I personally run with Ingenious Hunter when running turbo chemtank because when fully stacked your chemtank is on like a 15-20 second CD and that is so huge for the extra speed.

Slot 2
Similar to unflinching running Legend: Tenacity is your default option with precision secondary as you will be absorbing the CC and damage from the enemy team so having tons of tenacity and making them waste spells on you greatly helps your team in fights.
VS
I would run Domination secondary if you plan on running turbo chemtank for the ingenious hunter. That would be the only reason to run it, other than that I would stick with precision secondary because it will always provide more. The tenacity you get plus the tenacity from Sunfire scale so well.
Vi can be some what flexible when it comes to summoner spells because she doesn't really NEED Flash like other champions because her Q is on such a low CD you can normally use that. So if the matchup calls for it you can run other Summoners with your Smite

RED SMITE
Take Challenging Smite by default when running the fighter build. Especially into enemy junglers that can deal a ton burst of damage in a short amount of time. After completing the smite quest (Using Default smite 5x) when you smite a champion, you apply a damage reduction (-20%) debuff on them for 4 seconds. If you hit them with attacks or abilities during the 4 seconds, they will burn for some true damage.
Good into:

BLUE SMITE
I would take Chilling Smite when running the assassin playstyle or tank playstyle. Blue smite is great into squishy comps because you steal their movement speed and can save your Q to perform a perfect combo and 1 shot squishy champs, it also helps by slowing them and helping you and your laner stay on the enemy.

FLASH
Normally you will default to Flash unless the jungle matchup heavily calls for another summoner spell. Flash is extremely valuable on Vi as you can gap close great distances with your Flash + Q combo. The flash can also help you reposition to knock your enemy into your team, away from the turret, or just into a better position.

IGNITE
Take Ignite into jungle matchups that require healing reduction. With this summoner spell, almost no one can 1v1 you in the early game unless they play it perfectly. Always keep in mind that you are losing out on Flash when picking this up. You also have to weigh in opponents mobility with this. If taking ignite means you will get kited to easily then maybe keeping flash and picking up early healing reduction will be the better way to go. You just need to use judgement in champ select based on the enemy comp.
Good into:

PASSIVE ABILITY
Blast Shield
Vi gains a 15% max HP shield for 3 seconds after using a damaging ability.
Vi's W reduces the Cooldown by 3 seconds every time it is applied.
Proper shield management is what separates the great Vi main's from the normal ones. A great example of this is waiting to proc it against your Jungle Buff camp until the camp will hit you making your shield soak 2 hits instead of just one. Being able to do this mid fight with enemy champs will help you win so many more fights. Practice this!!!

Q
Vault Breaker
Vi charges for a maximum of 4 seconds dashing in the target direction. If you collide with a champion/ large jungle monster (excluding Dragons, Rift Heralds, and Barons) the target is knocked back and you deal damage. All other targets (minions/small monsters) are dragged towards you.
You main source of mobility. You can dash over walls or just use this to maneuver the map quicker. The lower CD per level is why you max this first.
If you hold this ability and do not recast it, the CD is refunded to 3 Seconds. So being smart with this ability will help you win more. Knowing when to cast/not cast in fights will help you come out on top more often.

W
Denting Blows
Every 3rd auto on the same target deals extra damage, shreds the targets armor by 20% and gives Vi bonus attack speed.
This is your main source of consistent damage. It allows you to be a better skirmisher. I typically always max this second but if you're going full assassin 1 shot maybe max E Second.

E
Relentless Force
Gives Vi bonus AD on her next hit and provides an AOE wave to all targets next to and behind the target hit.
With the multi-camp monsters you typically want to Q the camp to get them close to make sure your E can deal damage to the entire camp.
Max Second if you want to do more burst damage.

R
Cease and Desist
Point and Click CC that targets champion and knocks them up. Deals damage and knocks back other enemy champions hit on your way to target champion.
You become "Unstoppable" or immune to CC while targeting the enemy champ BUT you are not immune to damage. You can still die mid Ult.
Great for target selection in team fights.
You can Ult Kayn out of walls if he is running but he Can dodge your Ult with His Ult if he times it. Same with Master Yi Q.
Ability Order
Note:
You always start W Denting Blows → E Relentless Force. You always start W as you will almost always start on a buff. The bonus AD and Armor shred are the best for single target damage and give you the best DPS against the first camp. You should always start W unless you have to start Q to counter Invades/ escape from enemy cheese. You always go E second no matter what side as it allows you to auto attack reset and proc your W/Passive sooner providing a healthier clear. You will also always max Q Vault Breaker first for the CD and damage provided from maxing this.
Fighter & Tank Ability Order

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

Q

Q

Q

Q

Q

W

W

W

W

W

E

E

E

E

E

R

R

R

Assassin Ability Order

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

Q

Q

Q

Q

Q

W

W

W

W

W

E

E

E

E

E

R

R

R

Fighter Itemization
MYTHIC ITEMIZATION
Choose 1

Divine Sunderer
Divine Sunderer is the best mythic on Vi when running one of the Precision keystones. It gives you amazing dueling power and synergizes with your Q > AA > E > AA combo.
Good into:

Tri-Force
Trinity Force is a good option if you're looking for more ability haste and movement speed. This mythic is better for disruption than dueling. You can use more of an in & out play style due to the Haste and MS.
OPTIONAL ITEMS
Choose 4

Black Cleaver
Black Cleaver is a pretty standard core item for Vi. Pretty much a must buy because the passive MS and Ability haste as well as AD and HP make black cleaver a no brainer buy for most bruisers. It helps with sticking power and shredding the enemy.

Wits End
Wit's End is my go to MR item of choice. I love the attack speed and AD you get from it as well as the passive move speed. It gives way more attack speed than BoRK so I would always build this over BoRK if the enemy has 2+ sources of AP. It allows you to proc your W much faster which in turn allows you to proc your passive faster and crush enemies.

Thornmail
Thornmail is my go to for armor and healing reduction. I prefer this over Chempunk Chainsword when you are running Divine Sunderer simply because it helps your 1v1's more as you get the armor and HP and the grevious. It also helps for Enemy ADCs that can kite you. They will be hitting you before you hit them making the grevious wounds proc earlier giving you a better chance to win if you catch up to them.

Guardian Angel
Guardian Angel is an okay last item. I put it in here because a lot of people love it but I think that its not as good as most people think especially when you are the engage. If you just run in to engage and die you rely all on your team to win the fight while you come back. And sometime they will just leave you and then you die anyway and GA goes on a 5 minute CD.

Sterak's Gage
Sterak's Gage is the go to lifeline item if the enemy is mixed damage because it provides the AD, HP and a general shield rather than a MR shield. It defends against both AD and AP.

Gargoyle Stoneplate
Gargoyle Stoneplate is a great tank item to pick up on Vi if the enemy is mixed damage because it gives so much Armor, MR and Haste. The active shield can bait enemies into taking poor fights. Go this over Sterak's /Maw if you need more tankiness than damage.

Maw of Malmortius
Maw of Malmortius is the AP version of Sterak's. Instead of HP it gives MR and provides a shield that blocks only magic damage. Go this if the enemy is AP heavy.

Dead Man's plate
Dead Man's Plate is great if the enemy has high mobility and is AD heavy. The slow when you attack while fully stacked is great for sticking on enemies.

Frozen Heart
Frozen Heart is a sleeper OP item. I love this item if I need some amor and haste for cheap. You also get mana which is good for late game team fights as using your Ult + your normal combo drains over half your mana. Especially if you are using Q to get around the map. The extra mana isnt needed if you are good with mana management but will just help make sure you never run out when you need it most. One of the most cost effective items in the game. Its why you see even ADCs and Mages go this item.

Fimbulwinter
Fimbulwinter is in my opinion going to be one of the best tanky legendary to get for Vi. I have been running it pretty much every game buying it 3rd or 4th item. The shield you get repeatedly in team fights provides so much more sustain than Steraks does. The only downsides are:
1.) You lose a small bit of early game power due to having to buy tear to start stacking it
2.) You lose out on a small bit of AD from steraks

In my opinion it is way more worth it late game and in fights in general because the lacking AD is negligable when you are full build and the extra shielding helps you survive for much longer. In my opinion a definitly better option.

Spirit Visage
Spirit Visage is a great item for increased healing. I will typically take this as last item if I have a Yuumi or Soraka on my team.

Death's Dance
Death's Dance is good if you looking to pick up some armor and AD. Its great into physical damage burst: . The passive from DD breaks the damage up into smaller chunks allowing you to heal back up to negate the damage from the life steal/ healing you get from other sources.

Muramana
Muramana is a great AD item that also helps with mana management. The passive AD you get from the fully stacked tear gives you INSANE damage. I think this item is really slept on on Vi.

Force Of Nature
Force of Nature is the MR version of DMP. If you need to keep up with high mobility AP comps then go this item.
BOOTS
Choose 1

Ionion Boots of Lucidity
Ionian Boots of Lucidity are your go to boots when running Divine sunderer. Because you typically lack ability haste in your bruiser itemization these give you great Ability haste as well as Summoner haste. Meaning you will have your Smite and Flash up way more often.

Plated Steelcaps
Plated Steelcaps are a great option if you need the Armour and AA reduction. I typically would buy these or Mercury's Treads with Tri-force as you dont need the extra haste anymore as you get that in your mythic. The boots you buy will depend on the enemy team comp.

Mercury's Treads
Mercury's Treads are a great option if you need the Tenacity and/or Magic Resist. I typically would buy these or Plated Steelcaps with Tri-force as you dont need the extra haste anymore as you get that in your mythic. The boots you buy will depend on the enemy team comp.
Assassin Itemization
MYTHIC ITEMIZATION

ECLIPSE
Eclipse is in my opinion the best and only mythic for assassin Vi. It just synergizes so well with HOB and the Q > AA > E combo. You can easily proc the passive. I personally think that there isnt any other assassin mythic really synergizes with Vi's kit.
OPTIONAL ITEMS
Choose 4

Black Cleaver
Black Cleaver is good for the Armor shred but you typically are looking to one-shot enemies where you cant fully stack the passive. A good late game buy if you need some extra HP and are having trouble one-shotting consistently.

Youmuu's Ghostblade
Youmuu's Ghostblade is one of the best assassin items after the recent buffs to it. The fact you now get Ability haste as well as the passive MS and active MS make this a no brainer buy. You can get around the map so quickly and burst enemies down. I love this item. Sometimes buy it even with Divine Sunderer because its so good.

Edge of Night
Edge of Night is a great item due to the passive spell shield which can help you avoid being CC'd while you target the enemy carry. A very good option if the enemy has easy to hit CC.

The Collector
The Collector is a good option if you are ahead and can keep bursting and one-shotting the enemy. It helps you keep one-shotting and maintaining your lead. If you are behind or even I wouldnt typically go for this.

Serpent's Fang
Serpent's Fang is a great item if the enemy has a lot shields. Both from itemization as well as support shielding.

Blade of The Ruined King
Blade of the Ruined King is good for the % current hp damage as well as the MS steal for sticking to enemies. You can easily proc the BoRK passive with your eclipse shield and HOB and one shot enemies easily.

Guardian Angel
Guardian Angelis an okay last item buy. Same reasons listed above. Just be smart if you do buy this item.

Lord Dominik's Regards
Lord Dominik's Regards can work with Assassin vi as you typically aren't buying HP items so you will typically have as much HP as the enemy ADC and less than their bruiser champs meaning you can get value out of the passive. I would only go this if you are also buying The Collector otherwise the crit is wasted.

Serylda's Grudge
Serylda's Grudge is my preference over LDR as the passive slow helps you stick to enemies you dont one shot. But the Amor pen stacked with the eclipse lethality passive makes you do insane damage.

Sterak's Gage
Sterak's Gage is the go to lifeline item if the enemy is mixed damage because it provides the AD, HP and a general shield rather than a MR shield. It defends against both AD and AP.

Axiom Arc
Axiom Arc will be a great pick up for Vi. Your ult is massive in team fights and having the 25% reduced CD will be great for you. I'd get this over serpents if the enemy isnt very shield heavy.
BOOTS

Ionion Boots of Lucidity
Ionian Boots of Lucidity are the go to boots because you want to be able to use your abilities as much as possible to burst your enemies. You are playing as an assassin so you typically wont need the AD / MR defensive boots.
Tank Itemization
MYTHIC ITEMIZATION
Choose 1

Sunfire Aegis
Sunfire Aegis is the best scaling tank item especially after the buffs. It gives you an insanely fast jungle clear due to the increased passive damage to jungle monsters, the mythic passive of extra tenacity and slow resistances is great, its just a great Item. I typically will run Sunfire unless the enemy team is highly mobile and chemtank would help me close the distance.

Turbo Chemtank
Turbo Chemtank is the second tank Mythic you can run. Since its adjustment it's passive works similarly to DMP but the fully stacked auto deals insane AOE damage making you almost one shot camps. This item doesnt scale as hard or do as much damage as a fully stacked sunfire in teamfights but it definitely helps you stay on mobile team comps and it is cheaper meaning you hit a quicker powerspike.
OPTIONAL ITEMS
Choose 4

Black Cleaver
Black Cleaver is a good bruiser item, it provides tons of HP as well as AD, so if you decide you want to deal some damage you can never go wrong with this item.

Titanic Hydra
Similar to cleaver Titanic Hydra is a great offensive tank item. It scales with your HP and can dish out tons of damage. You arent really needing the AOE damage because both sunfire and chemtank provide that but the fact you get so much HP and AD make it a great offensive item.

Thornmail
Thornmail is my go to for armor and healing reduction. Similar to reasons above. You can easily proc the passive to get the 60% grevious.

Randuin's Omen
Randuin's Omen is good into enemy comps that build lots of crit damage, if the enemy has 2+ ADC style champs then this is a really strong item due to the active crit damage reduction.

Sterak's Gage
Sterak's Gage is an okay item due to it being a lifeline item, I just think there are some more gold effecient items for tank vi. Its hard to justify the cost for this item when you aren't infusing yourself with gold.

Gargoyle Stoneplate
Gargoyle Stoneplate is a great tank item to pick up on Vi if the enemy is mixed damage because it gives so much Armor, MR and Haste. The active shield can bait enemies into taking poor fights. I would typically do this as a last item thought because it is so expensive

Warmog's Armor
Warmog's Armor is a good item for stacking pure HP, if the enemy has mixed damage and you just need HP then this is a great item. The out of combat healing is also insane as you can get back to almost full HP faster than if you went back to fountain.

Dead Man's plate
Dead Man's Plate is great if the enemy has high mobility and is AD heavy. The slow when you attack while fully stacked is great for sticking on enemies.

Frozen Heart
Frozen Heart is a sleeper OP item. I love this item if I need some amor and haste for cheap. You also get mana which is good for late game team fights as using your Ult + your normal combo drains over half your mana. Especially if you are using Q to get around the map. The extra mana isnt needed if you are good with mana management but will just help make sure you never run out when you need it most. One of the most cost effective items in the game. Its why you see even ADCs and Mages go this item.

Fimbulwinter
Fimbulwinter is in my opinion going to be one of the best tanky legendary to get for Vi. I have been running it pretty much every game buying it 3rd or 4th item. The shield you get repeatedly in team fights provides so much more sustain than Steraks does. The only downsides are:
1.) You lose a small bit of early game power due to having to buy tear to start stacking it
2.) You lose out on a small bit of AD from steraks

In my opinion it is way more worth it late game and in fights in general because the lacking AD is negligable when you are full build and the extra shielding helps you survive for much longer. In my opinion a definitly better option.

Spirit Visage
Spirit Visage is a great item for increased healing. I will typically take this as last item if I have a Yuumi or Soraka on my team.

Death's Dance
Death's Dance is good if you looking to pick up some armor and AD. Its great into physical damage burst: . The passive from DD breaks the damage up into smaller chunks allowing you to heal back up to negate the damage from the life steal/ healing you get from other sources.

Anathema's Chains
Anathema's Chains is good if the enemy has a single fed member that you want to reduce the damage from them. The CD is low enough that it typically will be up every team fight. Especially if you are running ingenious hunter

Force Of Nature
Force of Nature is the MR version of DMP. If you need to keep up with high mobility AP comps then go this item.
BOOTS
Choose 1

Plated Steelcaps
Plated Steelcaps are a great option if you need the Armour and AA reduction. I typically get these when im running Sunfire because I take tenacity in my runes and sunfire gives tenacity so there is no need to run mercs.

Mercury's Treads
Mercury's Treads are a great option if you need the Tenacity and/or Magic Resist. I typically would buy these with turbo chemtank to get the extra tenacity since you are losing out on the Sunfire passive tenacity.
Vi has insane early game pressure due to her Level 2/ Level 3 threat once you have your Q. Vi's Pathing can be adapted for many different styles of play depending on Jungle matchup, team comp, and enemy team comp.

I have 2 clears I typically will stick to in S12 Pre-season because scuttle nerfs make it less valueable than a full clear.

Red Start - Red → Blue → Gromp to get quick level 3. Then depending on lane state I might go straight for a gank or reverse clear to clear the rest of the camps and get level 4.You can normally finish this round the 3:20 mark putting you 5 seconds passed scuttle spawn, so unless the enemy jungler pathed with you, you are guaranteed a scuttle. The reason I do this clear is because without Q and E Raptors and Krugs take too long to clear and just put you so far behind. So once you are level 3 you can easily take them.

Blue Start - I just full clear. You can full clear around the 3:15-3:18 mark on Vi if you leash your camps properly and using both smites. This typically ends up in you losing one of the scuttles but normally you can get a gank in while the enemy jungler is getting scuttle and will still be level 3 after(unless they also full cleared) and put yourself ahead and it wont even matter that you lost a scuttle.

Now these are 2 standard paths but you also need to keep in mind ganks/counter ganks. Lets say you are on raptors and the enemy jungler shows up after a 3 camp to gank mid. If you can get there in time stop the camp and go counter gank. More often than not you will either save your mid laner and result in no one dying or take down an enemy. Both of those situations is way more beneficial than finishing raptors.

Without getting too into Jungle coaching the point I am trying to make is Pathing is flexible, dont get it in your head that you can only do 1 or 2 paths every game.
Early Invades
Vi is really good at skirmishing level 3 and can get level 3 quickly if you do a quick Buff → Buff → Gromp. Or Full Red/Blue clear then hop over wall into enemy second buff depending on where the enemy jungle started. Doing this allows you to invade the enemy jungler at their second buff, more often than not killing them and stealing their second buff and probably a double scuttle. Some jungle matchups you arguably have to invade are:
Amumu
Evelynn
Fiddlesticks
Gragas
Ivern
Karthus
Rammus
Sejuani
Shyvana
Skarner

Some commonalities you will see with most/all of these champs are:
Weak 1v1s
Farm reliant
Slower clear
Typically full clear
Scaling Junglers

The point of the invade is to make sure they dont play the game. However you also shouldn't just blindly invade every single game you are against these matchups. You do heavily need to consider lane states and your lane matchups. If the enemy mid and Top are going to have lane prio to collapse on you 3v1 and then you put your already losing lanes even further behind and they will not be happy with you at all. So invade if the opportunity is there but don't grief just to invade.
Item Sets
Fighter Item Set
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Assassin Item Set
[{"title":"Assassin Vi","associatedMaps":[11],"associatedChampions":[254],"blocks":[{"hideIfSummonerSpell":"","items":[{"count":1,"id":"1035"},{"count":1,"id":"1039"},{"count":1,"id":"2031"},{"count":1,"id":"3340"},{"count":1,"id":"3364"}],"showIfSummonerSpell":"","type":"Start"},{"hideIfSummonerSpell":"","items":[{"count":1,"id":"1001"},{"count":1,"id":"3134"},{"count":1,"id":"2055"}],"showIfSummonerSpell":"","type":"First Back"},{"hideIfSummonerSpell":"","items":[{"count":1,"id":"3158"},{"count":1,"id":"3047"},{"count":1,"id":"3111"}],"showIfSummonerSpell":"","type":"Boots"},{"hideIfSummonerSpell":"","items":[{"count":1,"id":"6692"},{"count":1,"id":"3142"}],"showIfSummonerSpell":"","type":"Core"},{"hideIfSummonerSpell":"","items":[{"count":1,"id":"3814"},{"count":1,"id":"3036"},{"count":1,"id":"6694"},{"count":1,"id":"3071"},{"count":1,"id":"6695"},{"count":1,"id":"6676"},{"count":1,"id":"6696"},{"count":1,"id":"3053"},{"count":1,"id":"3153"},{"count":1,"id":"3026"}],"showIfSummonerSpell":"","type":"Options"}]}]
Tank Item Set
[{"title":"Tank Vi","associatedMaps":[11],"associatedChampions":[254],"blocks":[{"hideIfSummonerSpell":"","items":[{"count":1,"id":"1039"},{"count":1,"id":"1035"},{"count":1,"id":"2031"},{"count":1,"id":"3340"},{"count":1,"id":"3364"}],"showIfSummonerSpell":"","type":"Start"},{"hideIfSummonerSpell":"","items":[{"count":1,"id":"1001"},{"count":1,"id":"2055"},{"count":1,"id":"6660"}],"showIfSummonerSpell":"","type":"First Back"},{"hideIfSummonerSpell":"","items":[{"count":1,"id":"3047"},{"count":1,"id":"3111"}],"showIfSummonerSpell":"","type":"Boots"},{"hideIfSummonerSpell":"","items":[{"count":1,"id":"3068"},{"count":1,"id":"6664"}],"showIfSummonerSpell":"","type":"Mythics"},{"hideIfSummonerSpell":"","items":[{"count":1,"id":"8001"},{"count":1,"id":"3065"},{"count":1,"id":"3742"},{"count":1,"id":"4401"},{"count":1,"id":"3083"},{"count":1,"id":"3053"},{"count":1,"id":"3071"},{"count":1,"id":"3748"},{"count":1,"id":"3119"},{"count":1,"id":"3143"},{"count":1,"id":"6333"},{"count":1,"id":"3193"}],"showIfSummonerSpell":"","type":"Options"}]}]
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Teamfight Tactics Guide