Vayne Build Guide by iskillzi
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Why I Made This Guide
Vayne is normally played as a high Attack Damage carry with items like The Bloodthirster and Infinity Edge however, recently I played a game and randomed as Vayne and decided I wanted to build a Teemo build, which worked quite nicely with a score 6/1/5 which is why I decided to make this guide.
The Pros And Cons Of This Build
- Can kill anyone fast
- True damage
- Can survive team fights due to the resistances
- Can go invisible
- More effective late game than Attack Damage Vayne
- Possibly more damage than a Teemo with this build
- Very slow base movement speed
- Often targeted
- Low damage until mid - late game
Please comment if you know any more Pros/Cons that I forgot!
Mastering The Masteries
is great for the 3 Attack Damage it gives early game.
is taken over
because I don't use any offensive summoner spells, however if you do use an offensive summoner spell like Ignite then you should get
is great for this Attack Speed based build.
is an amazing mastery that gives you +10% armor penetration, which is one fourth as much as Last Whisper gives.
is good for the Attack Damage it gives, because with this build you will have around a total of ~200 Attack Damage with your ultimate active so this little bit is good.
is great seeing as we build a Phantom Dancer but other than that it's useless for this build.
gives a small amount of lifesteal which actually is very useful late game.
is a nice +6 armor penetration, which is good for early game kills.
is an amazing damage boost for after the target is below 40% Health.
is used for the small, but still handy magic resist.
is great for laning phase when you're versus another Attack Damage carry.
is very useful for laning phase so you don't have to go back as often.
- Good Hands is the most important mastery for Attack Damage carries (in my opinion) because if you die in a team fight late game instead of waiting 60-70 seconds to revive you will only have to wait 54-63 seconds, which believe me MATTERS A LOT.
Reading About Runes
Greater Mark of Attack Speed
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Movement Speed
Greater Quintessence of Attack Speed
- Greater Mark of Attack Speed is the best rune for this build because of the extra attack speed, which also helps a lot early game when farming.
- Greater Seal of Armor is very useful for early game versus the enemy Attack Damage carry so you don't have to go back as often.
- Greater Glyph of Scaling Magic Resist is great for late game team fights when the Mages start to target you.
- Greater Quintessence of Movement Speed is amazing for Vayne seeing as her movement speed is so low early game.
- Greater Quintessence of Attack Speed is an alternate rune for if you simply can't afford the Movement Speed runes, these are not recommended however.
I recommend trading NONE of these items out for others because these are what makes Attack Speed Vayne so powerful.
First Build Items
Berserker's Greaves aren't needed on this build however the extra Attack Speed helps quite a bit, if you want to trade these out it should be for either Mercury's Treads (if against heavy CC team), Ninja Tabi (if against a heavy Attack Damage team), or Phantom Dancer which isn't recommended because this will lower your movement speed by a bit, however if you're doing well you can get this.
Wriggle's Lantern is my favorite early game item for any Attack Damage carry, because of the fact it makes farming, and laning a lot easier. if you were to trade this out it should be for a Frozen Mallet which is very useful in this build however not needed because of Vayne's passive.
Zeke's Herald is a great item because it gives HP, lifesteal, and attack speed, however if you were to trade it out the only item I recommend is again, Frozen Mallet I would trade Zeke's Herald rather than Wriggle's Lantern out for Frozen Mallet any day.
Second Build Items
Ionic Spark is a good item if you prefer to go full attack speed without lifesteal in your build, however this could easily be traded out for Frozen Mallet
Malady is another good item for on hit effect damage, which also reduces the targets Magic Resist which is great for Madred's Bloodrazor a great item that I wouldn't trade out if you go with this Alternate build.
Vayne gains 30 movement speed when walking towards enemy champions within a range of 2000.
Very useful for chasing down running enemies, and ganking.
Note that this ability WILL activate even if the enemy is not visible (in a bush or invisible with a skill) so it can be used for checking bushes.
Vayne rolls towards the cursor and increases damage on her next auto attack, this will not gain damage against turrets or inhibitors.
Rolls a distance of 250
A great skill for chasing enemies, running away, and just dealing the extra damage it gives.
when used with Final Hour, Vayne will go invisible for 1 second.
use this to quickly get into position for team fights.
Vayne's attacks will mark the target with a silver ring, once there are 3 silver rings total Silver Bolts will do additional damage and a % of the targets max Health Points as true damage.
This ability makes the Attack Speed build work amazingly, because of the true damage Vayne will hit up to 200 True damage on the third auto attack on the same target, with 2.0 attack speed this will give you up to 400 true damage every 3 seconds, along with Madred's Bloodrazor and Wit's End you can take out any enemy with ease.
allows Vayne to shoot a giant bolt at an enemy up to 450 distance away, and knock them back about (estimate) 450 distance, if the enemy hits a wall they will be stunned for 1.5 seconds.
Very useful for running away, or ganking to knock an enemy closer into your allies or against a wall.
late game if you stun an enemy with this ability in a 1v1 fight, you should take their full HP out within 1-3 seconds which means it's highly unlikely that you will end up dead, or with more than half HP gone.
increases Attack Damage, movement speed from Night Hunter and allows Vayne to stealth for 1 second when she uses Tumble
Great ability to team fight with (extra damage makes it easier to kill), to run away with (invisibility), and to chase with (90 movement speed increase when chasing enemies instead of 30)
How To Use Your Skills
You should always try to target the enemy carries first, you can either sneak to the side of a team fight where you can get a clear shot an the enemy carries, or use Condemn to stun the Melee carry/jungler then target them.
To do this you will want to use Final Hour and Tumble combo to find a good position to do some damage, and then start attacking. By now your cooldown for Tumble should be about 2 seconds so if you find that you went visible in a bad spot, basic attack the nearest enemy to get Tumble on cooldown again, then Condemn them either into a wall or just away from you, and then use Tumble again to get into a good position.
Early game - Lane phase
Early game be sure to protect/help your jungler, invade with your team, or help your team with other things. after the minions have spawned make your way over to your lane and FARM as much as possible, if you're a good farmer you should have at least 100 minions by the first 15-20 minutes, make sure to pay attention to map and help your team when your jungler ganks.
Mid game - Roaming/Farming Phase
Now you will want to go around and help your team to gank, and also farm as much as possible at this point all lanes are yours to farm but try to let your team mates get farm too.
After the whole early-mid farming phases are over you should have around 200-300+ minions, if you don't have this many then work on your farming ability and try to get better at it.
Late game - Team Fights/Pushing
Now all the team fights will start happening, now is CRUCIAL to position yourself correctly for team fights, normally you will want to stay behind your team, if you have a Alistar then you can stay pretty close to the action but make sure to have your reflexes ready to Flash or Tumble away when the enemies attack you, if they didn't get close to you, you've positioned yourself properly. When your team pushes, make sure to deal damage to turrets unless there are enemies there that will be able to kill you if you try.
You're the main pusher for your team don't let them down!
Thanks everyone for taking the time to read, and or test out my build!
please leave a comment, and vote to tell me how this worked out for you!