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Hello ladies and gentlemen and welcome to my first guide on Mobafire presenting Vayne! In this guide i'll all the basics about playing Vayne effectively including advanced tipr 'n tricks ,always trying to keep the guide as short as possible , so that i don't waste your time.
Anyway, Vayne is a ranged dps carry, a hypercarry sepcifically, which means that she relies on auto-attacks to hurt her enemies. Due to her skillset and her short for an ADC range Vayne]'s performance early game is relatively poor and it's worth the value playing passively and focusing on farming during the laning phase. However, Vayne odds out because of her huge late game potential since she belongs to the top tier of champions in terms of damage put during late game. This in addition to her attribute to slip from the enemie's allows her to ''carry'' games on her own. Where shall be given great attention though, is teamfighting where her short range and her squishiness make kiting and positioning a ''must'' increasing immediately the difficulty level.
In lane , Vayne can synergize not anly with babysiters( Sona and Janna) who will provide her with sustain and allow her to farm but also with tanky(not necessarily) agrresive supports which will deny the enemies' farm thanks to their poke/CC and absorb a large amount of damage( Leona, Alistar, Lulu). When it comes to late game guys like Maokai, Malphite and Galio who have the ability to keep the enemy teams busy are an awsome synergy with Vayne , since she will be able to deal damage withiut being afraid of assasins like Akali or Xin Zhao or a bruiser like Nasus. Finally, carries that can destroy Vayne's laning phaase are the ones with high early game damage output like Draven or with long-range harass abilities like Urgot or Caitlyn.
So, although if i recommned reading the whole guide, if you wanna learn just the very basics stick at the cheatsheet and the chapter you're interested in. FEEDBACK IS DESIRED!
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Ok, that's the typical offense tree, focusing on physical attack. Not much to say.. The defense tree guarantees you some sustain thanks to Durability , while Veteran's Scars and Hardiness make you slightly less squishy. Summoner's Resolve is great when going with Barrier or Cleanse(further explanation later)). invisible text
ALWAYS REMEMBER TO CHANGE YOUR MASTERIES ACCORDING TO YOUR SUMMONER SPELLS,NOT THE OPPOSITE!
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Runes
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Main Runes
The Greater Mark of Attack Damage is a typical rune for every AD champion. It increases your damage, which means easier last-hitting, while Tumble and Condemn that scale with AD, deal more damage as well.
In bot lane, where the most damage is physical, you need armor to survive. This rune provides you with a nice amount of it.
Ok, in bot lane you generally won't be hurt by much magic damage, but after level 3/4 many junglers tend to gank bot/top for kills, while in the late game you always have to face up with AP champs. That's why I prefer scaling MR than flat MR.
More AD is more than desired. The reasons are the same with the marks.
You can replace the damage quints with these.They provide you with early sustain and synergize well with Doran's Blade
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Alternatives
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They provide you with less MR but they 're great if you have to force ''mage'' supports like Zyra
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Summoner Spells
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FLASH...
Flash is a must on Vayne because she lacks a true escape mechanism. This exposes her immediately to assasins with gap-closers. Additionally, Flash can be used to chase or to reposition yourself for a better Condemn.
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...AND BARRIER
Introduced in S3 , Barrier is a great spell for every adc.It can absorb tons of damage,surprise the enemy and it's not countered by healing reduction effects. It can be used defensively or to join a fight stronger.
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...OR CLEANSE
Great vs high CC team/lanes. Note that you can always get a Quicksilver Sash
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Starting Items and Laning Phase
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Doran's Blade shall be your standard start since it provides you with everything you want:AD,HP, and some on-hit sustain. It accompanies well with lifesteal Quints and healing supports.
If you're against a skillshot lane Boots and 4x Health Potions is a viavble start due to the mobility(=helps you dodge skillshots) and the sustain it gives you.
Berserker's Greaves will guarantee you some more mobility around the map, while the bonus AS will allow you to proc Silver Bolts faster making you more effective at trades.
If it's neccessary a 2nd Doran's Blade will cover your damage sustain and tankiness you need during the laning phase.
Blade of the Ruined King gives you everything you need: nice Lifesteal , great AS and some AD. It also has an awsome passive that deals damage %H and the active which can help you chase/escape/ fight.
Fantastic AS boost thanks to it Silver Bolts will stack even faster(that's why you take it 2nd and not 3rd). The crit , the MS and the unit collision are also very nice. It synergizes well with Infinity Edge
Thanks to the awsome Infinity Edge+ Phantom Dancer combination now you have tons of AD, 55% crit chance and a passive that will hurt your target even more. With that much crit you also take full advantage of Frenzy(offense tree masteries)
Blade of the Ruined King vs. The Bloodthirster
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Blade of the Ruined King
25 AD
40 AS
15% Lifesteal
5% Health damage
active
Bloodtherister
70 base AD
12% Lifesteal
plus 30 AD
plus 6% Lifesteal
So why Blade of the Ruined King over Bloodthirster?
Because it provides a variety of stats and not just damage and lifesteal. For example, the 40% AS will help you stack Silver Bolts, while the bonus damage according to 5% of the enemy's health allows you to pick up tanky targets easier(note that health items have also become cheaper during S3 and as a sequence rushing tons of HP is really popular). Finally, the active is great both when chasing ,escaping and fighting because simply it does all: deals damage-heals-and slows .Of course, there are also some disadvantages with Blade of the Ruined King. The major one is that carries who prefer to rush Bloodthirster or Infinity Edge first will have the upper hand against in the early/mid game stages thanks to the high damage resource these items provide. Because of this,it is likely to buy a B.F. sword before upgrading your Vampiric Scepter into a Bilgewater Cutlass and finish Blade of the Ruined King.
To conclude, Blade of the Ruined King is a great item to have but if you feel scared or you 're a very beginner to adc's in general you'd better rush Bloodthirster.
Phantom dancer vs Statikk Shiv
Phantom Dancer
55% AS
30% crit chance
5% MS
Ignorance of unit collision
Statikk Shiv
40% AS
20% crit chance
AoE damage
6% MS
Which one too choose?
Although in paper they seem similar, these two items are used in different ways. Phantom Dancer is all about rushing or having rushed an Infinity Edge. This way you 'll have 55% crit chance, amazing single target damage and great chasing ability, defining as a sequence the characterism hypercarry and being a kind of assasin. On the contrary, buying Statikk Shiv means having an Avarice Blade in the early game- this may dealay your build- and in late game being more a teamfighter-lane pusher thanks to the AoE bonus damage. Statikk Shiv accompanies well with spellblade items( Trinity Force), so that you can apply the bonus damage from Statikk Shiv's passive, the bons damage from Spellblade and the third stack of Silver Bolts and maybe a Tumble. This combo is lethal but at the same time extremely tricky and hard to land 100% correctly, as it requires prefect timing.
According to what role you wanna play for your team, choose your item.
Finishing your Build
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To deal more damage to squishy and mainly to tanky targets. If you need this earlier delay your Infinity Edge.
It's time for one of your defensive items(more in the spoiler below), which if you actually need to can build earlier. If you need 2 def items you have to sacrifise your IE.
Frozen Mallet:If the game is in your favour and you don't have high defense needs. Warmog's Armor:If lots of fights happen around and you need to recover quickly or if enemy team has lots of kite. Generally, when you need sustain. Guardian Angel:This item got hardly nerfed but it's still viable. It's great that it provides you both with Armor and MP , while the passive is a reason for the enemies' not to focus you. Randuin's Omen:Against heavy AD teams, great combo with its active and the active of Blade of the Ruined King. Mercurial Scimitar:Nice against heavy CC or/and AP teams Enchantment: Furor:When you have the upper hand and you want to secure kills. Enchantment: Homeguard:When you need to play def. Enchantment: Alacrity:Ideal for beginners who need mobility in general.
I consider Iceborn Gauntlet as a below-average item for Vayne, becuase lots of money goes lost for mana/ap plus it doesn't unlock Vayne's full potential
Sword of the Divine is a viable item as well,but it snowballs too hard and this can be dangerous in close games. So use it only in games, where the team score is 20/0 or so.
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Ability Explanation
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It's not the best passive in the game, of course but it's really useful especially when chasing,thanks to the MS bonus it provides whenever an enemy champion is within your natural sight range and you ''look'' at him.
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Great for last hitting, repositioning yourself, dodging skillshots and dealing damage(of course).After having activated Final Hour, Tumbleing is followed by invisibility. It does not pass through walls.
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This ability(it's a passive one) makes Vayne special, famous etc. It deals true damage (and HP% damage),which can't be blocked by armor. So we're speaking of an extremely high damage output that allows Vayne to pick up squishy targets in zero time and tanky ones within few seconds.
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It doesn't deal as much damage as your q and your w but it's still an amazing ability. A knockback or a stun when pushing your enemies against walls. This can help you to secure kills and escape from your enemies. It might be tricky to use correctly in the beginning though.
In paper, your ulti may not look as impressive as other adc ultimates but I can promise you that if activated at the right situation/time it can be the key factor for a fight. It's great for chasing thanks to bonus on Night Hunter and for confusing your enemies due to the invisibility when Tumbleing.Finally, the extra AD is just painful..for your enemies of course.
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Skill Sequence
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That's the typical skill sequence for Vayne. Tumble has good damage and very low cooldowns. So it's logical to max it first so that you can proc it after having made 2 normal hits with Silver Bolts. Then max Silver Bolts so that you can counter the tankiness that the most of your enemies will have already started building. Condemn last because it has very high cooldown and it is only used to secure kills/escape- you need an early point,though. Against tanky adc champs like Graves or Urgot focus on maximizing Silver Bolts to ignore that tankiness due to the true damage. In lanes where you clearly have the upper hand you might also want to grab more points in Condemn. aaaaaaaaaaaaaa aaaaaaaaaaaaaa
Early-Mid Game
Said it in the beginning Vayne is not an early-game champ, but a late game one. So he rmain priority in lane shall be FARMING LIKE HELL. So that she has enough gold and xp to carry the game. But the point is:''How shall i farm''. The answer is LAST HITTING, which means to wait till the creep needs one shot to die. This way you won't push your lane-something that could expose you to ganks.Another major thing is being able to avoid being harassed. Skillshots can be dodged by Tumbleing at the right time or be staying behind your minions. Generally, you should be at a safe distance but at the same time you must be capeable to last hit/join a mini-fight. When it comes to lane trades wait for your support to dive in first, absorb some damage and at the same time deal a bit as well.Then position yourself correctly and try to stun enemies with Condemn. However it's better to avoid many early game trades except if you find your opponents constantly out of position. Finally, don't forget to have a look at the map and try to save Flash for escaping from sticky situations. aaaaaaaa
VIDEO ON HOW TO LAST HIT AND THE PROOF ABOUT LAST HITTING
THE VIDEO
Thanks to freemmogamer for the awsome video.
THE PROOF
What does this picture illustrate?
It's a gragas standing exactly in the middle of the lane, in the orange bow, which is the riskyzone. Being there can be harmfull and harmless, as it mainly has to do with the jungler and your enemies in the lane. If you're after the red line though , in the danger zone you're officially exposed to ganks and there's also a liitle chance of escaping in a 2v2 bot lane fight. Where you generally want to be is behind the green line in the safe zone. The only chance you die there is an Ace in the Hole, long-range gap closers and then only if you're low hp. To manage to stay there the best and plausibly only way is last hitting.
HARASSING WITH AUTO ATTACKS-INFO ON TRADING
Two ways to successfully harass with auto attack/ Tumble: HARASSING WITH AUTO ATTACKS
If the bush is not warded(or the support is not there) you can attack the enemy and move quickly into the bush. Then go out of the bush attack the enemy and again into the bush. Don't attack from inside the bush because the enemy will be able to attack you aswell. You can use Tumble too reposition yourself correctly.
The enemy is about to last hit a minion.Attack him and go away. If he chose to attack you, then he probably lost a minion. If not, then you won the mini-trade. Don't do that against champs like Caitlyn who can attack both you and the minion with abilities.
TRADING
During laning phase you'll definately find yourself in small(or sometimes bigger)fights. These fights are called trades and the proccess,''trading'', is plausibly the most important aspect- after farming during laning phase.So here are some things you must have in mind when trading:
Attack range and ability range: The longer the range, the more difficult for one to return/dodge damage.
Items, stats and level advantages: If one has better stats due to more effective runes, bigger items or higher level he will have the upper hand in a trade.At levels 1-2, 2-3 and 5-6 there is also an extra abiility as well.
General Support Matchups: Healing support wins poke support and loses from killing support. Poke support wins killing support and loses from healing support. Killing support wins healing support and loses from poke support
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Late game
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By now you will be able to kill (almost) anybody ,so you can push lanes or roam around the map looking for kills(if you're really fed).YOU SHOULD ALWAYS BE IN THE TEAMFIGHTS, though. You're not the typical teamfight adc with high AoE damage like MF but your ability to reposition yourself quickly with tumble and at the same time to deal damage might turn a fight.
TEAMFIGHTS
What to do in teamfights:
Stay at the back and wait for your tank to initiate. If you find somebody copletely out of position and you're able to kill him quickly then you can attack him, but always guarantee your safety.
In general, you should focus their carries. Don't force yourself to reach them through traffic though because you 'll die.
Take advantage of any gaps/mistakes that lead you to the enemy squishies. Killing these guys is easy peasy.
Won the fight? Nice, now push or tae baron.
Lost the fight? Maybe lost the game as well.
Positioning for adcs
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Summary
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I 'll finish with these words. Vayne can be really dominant in the right hands and become the x-factor in every game.I hope that after reading this guide the right hands will be your hands as well. aaaaaaaaaaaa
Special Thanks
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to MissMaw for making the first sig of the guide and the advertising sig of the guide.
to jhoijhoi for the first line divider of the guide.
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