6th Items (not always built last)
Not Updated For Current Season
Hello everybody! Welcome to my Season 6 Vayne guide. I have been playing Sweet Lady Vayne since about the time Lucian came about and even though I am not a pro player at all I feel I can offer some insight into the champion I have devoted hundreds of games into that even an advanced player would take notice to- certainly helpful for somebody new to her. I am publishing this early just sharing my thoughts on the new masteries available and next will move on to items. Enjoy!
+ : Must Have
^ : Strongly Recommended
- : Neutral Towards, or Not Tested Enough of Yet
v : Strongly Unrecommended
x : No Way Jose
My general Vayne philosophy revolves around focusing on what helps her mediocre at best laning phase. She more or less should be inherently great already later in the game so runes or masteries that scale or serve a champion later on are to be passed up by any and everything that can boost her immediately into action. Hence the point in Bandit. Please read on and feel free to leave feedback.
Vayne, or Vizzy as I affectionately like to call her is an attack damage carry marksman that is extremely unique from any other champion in that category. She relies almost entirely on her auto-attacking and is not at all forgiving to being played with bad positioning or facerolling of her abilities. Although extermely gratifying when you can pull her off, Vizzers is not a champion you can just pick up and do great with if you are accomplished with another ADC, like Miss Fortune or Ashe are.
Much practice and study are a requirement to become a competent Vayne player, so if you are not up to that there are many other very decent champions you should defer to... but if you decide to do that you will being missing out on an extremely fun and rewarding champion with a replay value that simply never runs out!
+ Battering Blows +
+ 1.4 / 2.8 / 4.2 / 5.6 / 7 % Armor Penetration s is
+ THIS IS THE EASIEST DECISION YOU HAVE TO MAKE. ARMOR PEN OVER MAGIC PEN. IT CAN'T BE SIMPLER +
- Expose Weakness -
Tier 2 Offense mastery with 1 rank.
Your damaging abilities debuff enemies for 3 seconds, increasing the damage they take from allied champions by 1%.
- This is actually a very strong mastery for late game. If you expect to play a losing lane phase and intend to bloom at game's end it is a very excellent choice that your team would thank you for if they did ever know. More realistically, you are going to endure the usual enjoyable if excrutiating typical Vayne lane phase that you still want to win, or at least not lose super hard. In which case Feast is smarter because although it does practically nothing for you in the late game teamfight which this will, it does help you with sustain instead of making your probably impotent support do like +0.17 more damage with thier ****py skill shots. If teamed with an Anivia, Brand, Vel-Koz or Annie it could be a clever pick for sure though. -
^ Feast ^
Killing a unit restores 20 Health (20 second cooldown). S6 0
^ MMMMMM… FEASTS. FREE POTS THAT DON'T STOP! THIS ROCKS JUST SIMPLY BECAUSE IT CONTENDS WITH DOUBLE-EDGED SWUCK. 20 LIFE BACK EVERY 20 SECONDS IS CERTAINLY HELPFUL. THE BOTTOM LINE IS THAT IT BEATS TAKING 1.5% EXTRA DAMAGE FROM EVERYTHING WHEN I CANNOT ACCURATELY PREDICT EXACTLY HOW MUCH I WILL BE TAKING THAT GAME ^
+ + + Fervor of Battle + + +
Your basic attacks and spells grant you a stack of Fervor for 5 seconds (max 10 stacks). Each stack of Fervor adds 1-8 bonus physical damage to your basic attacks against champions, based on your level. S6 0
+ + + Do not knock this until you try this. It's beyond amazing on Vayne. When preseason first came about like most people I was gaga over Warlord's Bloodlust- and for good reason. Since the nerf however I began to notice that it doesn't actually help your early game so much as far as farming goes. It was certainly good for all-ins but was no longer a lane sustain/ waveclear helper as it only procs on champion targets now. This prompted me to give Fervor a serious tryout and wow, my scores have been noticeably higher since. At level 18 this will give you +80 AD when fully stacked. If you pack a Runaan like I have been you will get up there quickly. Because it works on any target it is the best early game choice for Vayne. Also it always works unlike Bloodlust which has a cooldown timer. It's just hand's down the best thing to get. At this time, I have checked out every other guide and have seen no one recommends it. Soon they will. + + +
+ Fury +
+ 0.8 / 1.6 / 2.4 / 3.2 / 4 % Attack Speed S6 0
+ ANOTHER VERY EASY DECISION SINCE ITS TIER 1 RIVAL ONLY INCREASES YOUR CONDEMN SPELL, WHICH IS NOT PERFORMED FOR ITS DAMAGE ANYWAY. ATTACK SPEED INSTEADS BOLSTERS YOUR PASSIVE W WHICH HELPS IMMENSELY FOR FARMING. YOUR TEAM WILL BE FURIOUS IF YOU DO NOT PICK THIS RAWRRR! +
+ Merciless +
Deal 1 / 2 / 3 / 4 / 5 % increased damage to champions below 40% Health.
+ YES SIR. 5% IS A POWERFUL IF NOT ALWAYS NOTICABLE INCREASE TO BE DEALING TO YOUR MORE THAN HALVED VICTIMS. WHILE MEDITATION WOULD MEAN MORE MANA TO PLAY WITH, YOU ARE GOING TO WANT TO GO WITH SOMETHING THAT DIRECTLY LEADS TO A KILL, AND MANAGE BY SPENDING MANA WISELY RATHER THAN DEPENDING ON IT TO RESTORE. SIMPLY PUT, IF YOU DO NOT GET THIS YOU WILL HAVE MORE FOES THAT ESCAPING WITH THAT INFURIATING SLIVER OF LIFE LEFT IN THEM. +
+ Savagery +
Basic attacks and single target spells deal 1 / 2 / 3 / 4 / 5 bonus damage to minions and monsters. S6 0
+ EASILY BEATS OUT WANDERER SINCE THE KEYWORDS TO THAT ARE 'OUT OF COMBAT' FOR MOVEMENT BUFF. LAST HITTING IS SO IMPORTANT TO VAYNE. MAKE IT PART OF THE FUN TO TRY FOR 5/6 MINION KILLS PER WAVE WHILST NOT TAKING SO MANY HITS FROM OPPONENTS. ALWAYS ALWAYS ALWAYS GET THAT CANNON MINION!!!! ITS WORTH SPENDINF A TUMBLE ON FOR A SURE LAST HIT. IF YOU HAVE TO CONDEMN IT IMMEDIATELY IF IT SURVIVES THAT BY A HAIR +
+ Vampirism +
+ 0.4 / 0.8 / 1.2 / 1.6 / 2.0 % Life Steal and Spell Vamp S6 0
+ SINCE NATURAL TALENT FAILS YOU IN THREE WAYS (1. It scales 2. low ceiling of 10 AD 3. Wasted AP) THE 2% LIFESTEAL IS A NO-BRAINER. THIS IS ONE OF THE THREE BUILT-IN SUSTAINS FOUND IN THE FEROCITY TREE AND I WOULD GO SO FAR AS TO SAY IT IS INTEGRAL TO A STRONG GAME. IT EVEN REAPS YOU A BIT OF LIFE FROM CONDEMN FROM THE SPELLVAMP! +
^ Bandit ^
Gain 1 gold for each nearby minion killed by allied champions. Gain an additional 3 gold (or 10 if you're melee) when hitting an enemy champion with an attack or spell (Cannot occur more than once every 5 seconds). S6 0
^ BANDIT IS A TIER 4 MASTERY OF THE CUNNING TREE THAT I RECOMMEND OVER DEADLY GAME. BEFORE YOU DOWNVOTE AND EXIT MY GUIDE HEAR ME OUT. IT'S REALLY ONLY TWO WORDS- EARLY GAME. WHEN I PLACE MYSELF IN THE BOT LANE MY GOAL IS TO FARM MY BUTT OFF AND RECALL AS LATE AS I CAN TO PURCHASE THE ITEMS THAT ARE GOING TO GET ME GREAT. I POKE THE ENEMIES WITH AUTO ATTACKS CONSISTENTLY ANYWAY SINCE, UM, I'M VAYNE AND THAT'S ABOUT ALL I CAN DO. KILLING THE OPPONENT IS A SECONDARY GOAL TO ME HERE. EVEN IF THAT COMES UP DO YOU REALIZE HOW LITTLE D-GAME RESTORES YOU? IF WHEN THE FIGHT CONCLUDES YOU HAVE 1000 HEALTH YOU RESTORE A SCANT 100 HEALTH AND MANA. IF YOU ARE GANKED AND KILL THIER ADC THAT WILL LIKELY NOT SAVE YOU FROM THE JUNGLER. KEEP IN MIND THAT TOWERS ARE DYING OUT QUICKLY THESE DAYS AND YOU MIGHT FIND YOURSELF IN THE MIDDLE WITH A HOGGY YASUO THAT SWEEPS UP ALL THE BADDIES THERE. THIS MASTERY WILL AT LEAST GRANT YOU SOMETHING FOR THEM. I ESTIMATE PER GAME IT WILL GRANT YOU 300-600 GOLD, BRINGING YOU BETTER WEAPONS FASTER. ANYWAY, IT'S REALLY UP TO YOU. BANDIT > LANE PHASE. D-GAME > MID/LATE GAME. BANDIT > OFFENSE. D-GAME > DEFENSE. ^
^ Bounty Hunter ^
You deal 1% increased damage for each unique enemy champion you kill. S6 0
^ B-HUNTER COMPETES WITH OPPRESSION IN YOUR FEROCITY TREE AND IS A BETTER CHOICE IN MY OPINION FOR THE AVERAGE GAME. AS VAYNE YOU SHOULD NOT PLAY ONE GAME WHERE YOU CANNOT KILL AT LEAST 4/5 OF THEM, GRANTING YOU 4% DAMAGE INCREASE. ONE CAN ARGUE THAT OPPRESSION HELPS MORE EARLY GAME AS A WALLBANGED OPPONENT WOULD HAVE A SIGNIFICANT HIGHER CHANCE OF BEING KILLED, ESPECIALLY IF YOU HIT YOUR ULT BUUUUUT.... IT'S AN EXCEPTION TO THE RULE OF TUNING YOUR VAYNE FOR EARLY GAME WHEN YOU TAKE INTO ACCOUNT A VERY REALISTIC 5% INCREASED DAMAGE TO BE WORKING WITH DURING THE GAME'S LATER MOMENTS. SEE OPPRESSION FOR MORE INFORMATION ^
^ Secret Stash ^
Your potions, flasks and elixirs last 10% longer. Additionally, your potions are replaced with biscuits that restore 20 Health and 10 Mana instantly upon consumption.
^ THIS COMPETES WITH RUNIC AFFINITY IN THE CUNNING TREE SO AS YOU CAN NEXT GET MERCILESS AND BANDIT/ D-GAME. I FEEL ITS THE BETTER CHOICE AS IT AIDS YOUR EARLY GAME BETTER WHERE VAYNE CAN OFTEN BE MAROONED IN THE BOT LANE FALLING SHORT OF LIFE AND MANA. I RECCOMEND NOT STUFFING YOURSELF ON BISCUITS ASAP: SAVE THEM FOR WHEN YOU ARE ACTUALLY LOW. EVEN AT MID LIFE YOU CAN EASILY ENOUGH LIFESTEAL YOUR WAY BACK TO FULL HEALTH WITH A LITTLE CAUTION. HOWEVER, IF YOU ARE ABOUT TO ALL-IN, PORK OUT. ALSO, EVEN THOUGH THE COSTLY 500 G ELIXER OF WRAITH KIND OF SUCKS NOW SINCE IT DOESN’T REPEAT ANYMORE YOU SIMPLY CANNOT OVERLOOK IT AS A PANIC BUTTON IN SITUATIONS SUCH AS YOUR BASE IS BEING SIEGED/ YOU HAD JUST DIED/ YOU ONLY HAVE 673 GOLD TO SPEAK OF. UNLESS THAT SAME GOLD COULD GO TO TOPPING OF AN INFINITY EDGE OR SOMETHING, THAT IS THE TIME TO POUND A ‘LIX. THIS WILL MAKE THE BUZZ LAST A LITTLE LONGER ^
- Dangerous Game -
Champion kills and assists restore 5% of your missing Health and Mana. S6 0
- THE STAPLE THAT CONSERVATIVE VAYNE PLAYERS I AM CERTAIN WILL GO WITH. IF IT IS ENGRAINED IN YOUR PLAYING STYLE AND YOU WOULD BE THROWN OFF YOUR GAME NOT HAVING IT, THEN BY ALL MEANS STICK WITH IT. JUST KEEP IN MIND THAT IF YOU WENT BANDIT YOUR POKES WOULD BE REWARDING YOU EXTRA GOLD ALL GAME... BOTH ARE HELPFUL. –
- Explorer -
+12 Movement Speed in Brush and River S6 0
- EVEN IF YOU WENT THIS TREE I DONT THINK THIS WOULD BE GREAT FOR VAYNE SINCE SNEAKING AROUND THE BUSHES WOULDNT HELP LAND A GOOD CONDEMN MUCH FROM THAT ANGLE IN BOTTOM LANE. HOWEVER YOU COULD GET A SWEEPER TRINKET ALONG WITH THIS AND TRY TO ZONE THEM OUT BY FEAR FROM CS'ING, I GUESS. IT WOULD ADD TO OUR MAP PRESENCE AS WELL OF CHASE/RETREAT EFFECTIVENESS WHEN WE ARE FIGHTING OVER THE DRAGON AS WELL. ITS ALTERNATIVE, TOUGH SKIN PETERS OUT IN USEFULNESS FAIRLY SOON INTO THE GAME. AS OF YET, UNTESTED. -
- Oppressor -
You deal 2.5% increased damage to targets with impaired movement (slows, stuns, taunts, etc.). S6 0
- VAYNE'S CAPABILITY TO MAKE AN ENEMY ELIGIBLE FOR THE EXTRA DAMAGE HERE ARE:
1. YOU HAVE CONDEMNED THEM TO A WALL
2. THEY ARE HIT BY YOUR BORK ACTIVE
3. CREST OF CINDERS IS ACTIVE ON YOU
OPRESSOR/ BOUNTY HUNTER IS SOMETHING YOU SHOULD CONSIDER TOGGLING AFTER TEAM COMPOSITION IS COMPLETE: THERE ARE SCENARIOS WHERE IT CAN BE VERY PRODUCTIVE FOR YOUR DAMAGE OUTPUT AND OTHER TIMES THAT IT'S NOT. THIS IS VERY DEPENDENT ON YOUR TEAM'S CROWD CONTROL CAPABILITIES HERE ARE TWO EXAMPLES FOR YOUR CONSIDERATION...
TopL: Wukong, Aatrox, Poppy, Garen TopL:
MidL: LeBlanc, Akali MidL: Anivia, Ekko,
Jung: Rek'Sai, Yi, Evelynn, Shyvana Jung: Nunu, Malphite
Supp: Sona, Bard, Janna Supp: Nami, Lux, Morgana
(sorry, still compiling list)
IN THE FIRST EXAMPLE IT WOULD BE FOOLISH TO INVEST IN OPPRESSOR VS BOUNTY HUNTER SINCE YOUR TEAM IS NOT CONSISTENTLY GOING TO BE DISABLING ENEMIES FOR THE 2.5% INCREASE TO TAKE PLACE.
HOWEVER IF YOUR TEAM LOOKS MORE LIKE THE COLLECTION ON THE LEFT YOU WOULD BE CORRECT TO TOGGLE YOUR MASTERY SELECTION TO IT BECAUSE YOU CAN EXPECT STEADY HELP PROCCING THE EXTRA DAMAGE. BASE YOUR DECISION MOSTLY ON YOUR SUPPORT AND JUNGLER.
- Recovery -
+ 0.4 / 0.8 / 1.2 / 1.6 / 2 Health Regen per 5 seconds S6 0
- I DO NOT RECOMMEND THE RESOLVE TREE FOR VAYNE BECAUSE THE CUNNING TREE IS SO MUCH BETTER FOR HER. HOWEVER IF YOU ARE STUCK IN YOUR WAYS LIVING IN THE PAST THAT IS SOON TO BE SEASON 5, THIS IS THE TIER 1 MASTERY I WOULD SUGGEST ON. -
- Runic Affinity -
Buffs granted by jungle monsters last 15% longer, including Epic Monsters. S6 0
- THIS SHARES WITH SECRET STASH THE DISTINCTION OF BEING PERHAPS THE HARDEST CALL BETWEEN MASTERY SELECTIONS. THIS IS GOOD MID TO LATE GAME AS THOSE RED AND BLUE AURAS DO HELP US SIGNIFICANTLY. DON’T UNDERESTIMATE THEM: THE SLOW AND DOT FROM A RED ARE VERY NOTICABLE AND THE FREEDOM TO USE YOUR CONDEMNS AND TUMBLES WITHOUT CARE FOR MANA ALONGSIDE 20ish SECONDS OFF FINAL HOUR CD THE BLUE ONE GIVES IS VERY NICE. NOT TO MENTION THE FACT YOU OFTEN JUST HAVE TO BE VAYNE AND KILL TO RECIEVE THEM! -
v Insight v
Your summoner spells have a 15% reduced cooldown. S6 0
v BELIEVE YOU ME, AS A VAYNE WHO RUNS FLASH + GHOST I WOULD LOVE THIS DEARLY. BUT IT'S UNFORTUNATELY IN THE WRONG TREE. HOWEVER IF YOU ARE RUNNING THIS TREE I WOULD RECOMMEND THIS AND DISTORTION ENCHANTMENT: IT LOPS A STARTLING AMOUNT OFF THE TWO MENTIONED ESCAPES AS WELL AS INCREASING THEIR ESCAPABILITY (who can laugh at a 45 sec discount to Flash???) . USED CORRECTLY, FLASH AND GHOST = KILL/ NOT DEATH. USE GHOST WHEN YOU CAN FORESEE TROUBLE COMING/ NEED A LITTLE MORE CHASE TO GET EM AND FLASH AS A PANIC BUTTON OR TO REPOSITION FOR AN ISOLATING CONDEMN v
v Runic Armor v
+ 1.6 / 3.2 / 4.8 / 6.4 / 8 % bonus to all shields and healing on you (includes lifesteal and regeneration). S6 0
v IF YOU MUST HAVE RESOLVE, YOU’LL WANT RUNIC ARMOR. IT WILL SYNERGIZE WELL WITH ALL OF VAMPIRISM, FEAST AND WARLORDS DECREE. PERHAPS THE BEST REASON TO PUT 12 POINTS INTO THAT TREE. v
v Tough Skin v
You take 2 less damage from champion and monster basic attacks. S6 0
v BETTER THAN EXPLORER IN THE EARLY GAME BUT HONESTLY MY ARGUMENT AGAINST BOTH IS THAT THE CUNNINGTREE OFFERS BETTER EARLY GAME BOOSTS. THIS MASTERY QUICKILY DISSIPATES INTO INSIGNIFICANCE WHEN ENEMIES GET TO LEVEL 10 OR SO. v
v Wanderer v
+ 0.6 / 1.2 / 1.8 / 2.4 / 3 % Movement Speed out of combat S6 0
v COMPETING WITH SAVAGERY I FEEL THAT WANDERER LOSES OUT PRETTY HARD. ALMOST TO THE POINT WHERE I SHOULD RATE IT “X” INSTEAD OF “V” BUT I GIVE IT THAT NOD FOR THE SIMPLE FACT THAT MOVEMENT SPEED IS A GREAT THING FOR VAYNE. WOULD IT NOT BE LIMITED TO OUT OF COMBAT I WOULD EVEN RATE THE TWO MORE OR LESS EVENLY APLICABLE. HOWEVER THE FACT IS ONE HELPS THE EARLY GAME MORE THAN THE OTHER AND THIS ISN’T THAT ONE. v
v WARLORD's BLOODLUST v
Critical strikes heal you for 15% of the damage dealt and grant you 20% increased attack speed for 4 seconds (2 second cooldown). S6 1
v (the following entry is from my original publishing before the 'giant nerf' and more importantly before I discovered Fervor of Battle): "VAYNE MAINS REJOICE. SUSTAIN + ATTACK SPEED ON CRITS. INSANITY. SO FAR I HAVE FOUND THAT THIS KEYSTONE ALONG WITH THE NOW 10% CRIT STRIKE GLOVE ACTS AS A PERFECTLY FINE ALTERNATIVE TO DORAN AS YOU WILL BE SUSTAINED JUST FINE BY THIS, VAMP'S 2% LIFESTEAL AND THE FEAST'S 20 HEALTH'S. IF IT WEREN'T FOR ITS ACTIVE, I MIGHT CONSIDER THAT THE FEROCITY TREE HAS RENDERED BORK OBSOLETE! ZEAL IS NOW A MUST HAVE FOR FIRST BACK, FOOTWEAR IS OPTIONAL. LET'S ALL TRY TO ENJOY THIS RIDICULOUSLY BROKEN KEYSTONE MASTERY BEFORE ITS GIANT NERFxD" Fervor of Battle is better. period. v
x x x x x x x Double Edged Sword x x x x x x x
Melee: Deal an additional 3% damage, but receive an additional 1.5% damage.
Ranged: Deal an additional 2% damage, but receive an additional 2% damage.
x x x x x x x NO, NO, NO, AND MORE NO. IF YOU ARE A PRO PLAYER AND WANT TO JOIN A NOOBLY GAME FOR SOME CRUEL THRILLS THAN BY ALL MEANS YES BUT FOR PLAYING ON YOUR OWN DIFFICULTY LEVEL CAN BE SEEN AS A WASTED POINT AT THE VERY LEAST SINCE YOU *ARE* GOING TO TAKE DAMAGE. FEAST ACTUALLY HELPS THIS. xxxxxxxxxxxXXXXXXXXXXXXXXXXX
x Sorcery x
+ 0.4 / 0.8 / 1.2 / 1.6 / 2 % Increased Damage from Abilities S6 2
x CONDEMN CAN DO 2% MORE DAMAGE? TELL ME THAT WORKS ON BOTH ITS DAMAGES! IT DOES, BUT GUESS WHAT- CONDEMN DOES DIDDILY DAMAGE. VERY NOT FOR VAYNE. x
x Stormraider's Surge x
Dealing 30% of a champion's maximum Health within 2 seconds grants you 35% Movement Speed for 3 seconds (10 second cooldown). S6 0
x EVEN WHILE VAYNE IS CERTAINLY CAPABLE OF THAT DAMAGE IN A COUPLE SECONDS TO SQUISHIES THE FACT THAT YOU RECIEVE ONLY THREE SECONDS OF BOOST ISNT GOING TO HELP YOU MUCH WITH THE 10 SECOND COOLDOWN- SHE WOULDNT BE ABLE TO PROC IT AGAINST THE TANKY BASTARD CHASING YOU DOWN EITHER x
x Strength of the Ages x
Large monsters and siege minions that you or nearby allies kill grant you 20 and 10 permanent Health respectively (300 max). After reaching the max bonus further siege minion kills restore 100 Health. S6 0
x THIS WOULD BE COUNTERPRODUCTIVE FOR AN ADC TO INVEST INTO. x
x Swiftness x
+ 3 / 6 / 9 / 12 / 15 % Tenacity and Slow Resist S6 0
x A DIFFICULT DECISION BETWEEN THIS AND LEGENDARY GUARDIAN; A DIFFICULT DECISION FOR SOMEONE ELSE, SINCE YOU HAVE ABSOLUTELY NO BUSINESS INVESTING MORE THAN 12 POINTS INTO THE RESOLVE TREE, IF ANY AT ALL. x
x Intelligence x
Your Cooldown Reduction cap is increased by 1 / 2 / 3 / 4 / 5 % and you gain 1 / 2 / 3 / 4 / 5% Cooldown Reduction. S6 0
x WHILE CD IS ACTUALLY A SURPRISINGLY WELCOME ATTRIBUTE WHENEVER YOU CAN GET IT FOR VAYNE, THE FACT THAT NONE OF THE KEYSTONES THAT WOULD MOTIVATE YOU TO TAKE THIS MASTERY ARE VERY GOOD AT ALL DENOTES YOU STAY AWAY x
x Legendary Guardian x
+ 0.6 / 1.2 / 1.8 / 2.4 / 3 Armor and Magic Resist for each nearby enemy champion S6 0
x THIS WOULD GIVE +6 ARMOR/RES WHILE LANING, +9 SHOULD THE JG STOP BY, AND UP TO x A DIFFICULT DECISION BETWEEN THIS AND SWIFTNESS; A DIFFICULT DECISION FOR SOMEONE ELSE, SINCE YOU HAVE ABSOLUTELY NO BUSINESS INVESTING MORE THAN 12 POINTS INTO THE RESOLVE TREE, IF ANY AT ALL. x
x Meditation x
Once every 5 seconds, regenerate 0.3 / 0.6 / 0.9 / 1.2 / 1.5 % of your missing Mana. S6 0
x WHILE MANA REGEN IS A NICE COMMODITY YOU WANT TO BE ABLE TO KILL ALREADY DAMAGED TARGETS MUCH MORE. ALSO YOUR MANA POOL ISN'T VAST. EASY NO. x
x Natural Talent x
+ 2 / 4 / 6 / 8 / 10 Attack Damage and 3 / 6 / 9 / 12 / 15 Ability Power at level 18. S6 0
x SCALING IS UNWISE FOR VAYNE. SHE IS MORE THAN CAPABLE AT HIGHER LEVELS, INSPITE OF THIS SUFFERING AT THE START. LET VAMPIRISM DRAIN THE POINTS THAT WOULD GO DOWN THE DRAIN INTO THIS ONE. x
x Deathfire Touch x
Your damaging abilities cause enemy champions to take 6 + 50% of your Bonus Attack Damage and 20% of your Ability Power in magic damage over 3 seconds (area of effect and damage over time abilities apply half of this damage over 1.5 seconds instead).
x SEE: Sorcery x
x Unyielding x
+ 1.2 / 2.4 / 3.6 / 4.8 / 6 % bonus Armor and Magic Resist S6 0
x RECOVERY IS BETTER EARLY GAME. THE ONLY WAY I COULD SEE THIS AS AN OPTION IS IF GALIO WERE YOUR SUPPORT AND YOU INTEND TO BUY A GUARDIAN ANGEL, WHICH DUE TO THE SNAPPY GAMES WE’RE PLAYING LIKELY WILL NOT OCCUR. x
x Thunderlord's Decree x
Your third attack or spell on an enemy champion shocks the area around them, dealing 10 damage per level plus 20% of your bonus Attack Damage and 10% of your Ability Power as magic damage to enemies in the area (30 second cooldown). S6 0
x YEAH, UM, NO. MAKE IT 10 SECOND COOLDOWN AND MAYBE WE CAN TALK x
x Veteran's Scars x
+ 0.8 / 1.6 / 2.4 / 3.2 / 4 % total Health S6 0
x SHOULD YOU GO THE WAY OF THE RESOLVE TREE (which I do not recommend) I WOULD STRONGLY ADVISE TAKING RUNIC ARMOR OVER THIS DINOSAUR, OVERATED MASTERY. VAYNE STARTS THE GAME AT BEST WITH AROUND 750 LIFE. VETERAN’S WILL BESTOW YOU A WHOPPING TWENTY HEALTH TO WORK WITH FOR YOUR STARTING GAME. FAST FORWARD TO THE LATE GAME WHERE SHE’S AT BEST WITH COMMENDABLE ITEMS AROUND 2000, YOU ARE RECIPIENT OF AN EXTRA EIGHTY. GUESS WHAT. THAT ISN’T VERY MUCH. ALTERNATIVELY YOU CAN STRENGTHEN YOUR SUSTAIN WITH A LINEAR AMMOUNT OF HEALTH VERSUS SUCH FIXED COUNTS AND ON TOP OF THAT MAKE BETTER GAINS FROM A SUPPORT- EVEN IF YOUR SUPPORT DOESN’T HAVE ONE I WOULD STILL TAKE THIS EASILY. x
x Perseverance x
+50% Health Regen, increased to 200% when below 20% Health S6 0
x I WOULD REALLY LIKE TO SEE THEM REPLACE RECOVERY WITH THIS AND REPLACE THIS HIGHER TIER SPOT WITH SOMETHING LESS REDUNDANT. AS TO VAYNE, THIS IS NOT A GOOD CHOICE AS +50% REGEN ISN’T MUCH AND THE 200% THAT IS IS LOST ALMOST IMMEDIATELY AS YOU START LIFESTEALING MINIONS/ MONSTERS WHICH IS WHAT YOU DO IF YOU GET THAT LOW IF NOT RECALLING x
x Piercing Thoughts x
+ 1.4 / 2.8 / 4.2 / 5.6 / 7 % Magic Penetration S6 0
x IF IT’S SNOWDOWN SHOWDOWN AND YOU ARE TRYING TO HANDICAP YOURSELF SO AS TO HELP EVEN A MATCH BETWEEN YOURSELF AND YOUR 8 YEAR OLD NEICE, YOU CAN OPT FOR THIS. JUST GIVE HER A SECOND OR TWO TO RUN AFTER YOU HEXTECH REVOLVER HER *** TO BE NICE. x
x Precision x
Gain 0.6 / 1.2 / 1.8 / 2.4 / 3.0 (+ 0.06 / 0.12 / 0.18 / 0.24 / 0.3 per level) Armor and Magic Penetration. S6 0
x CAN YOU GUESS THE TWO REASONS THIS MASTERY IS OUT OF THE QUESTION? x
x Windspeaker's Blessing x
Your heals and shields are 10% stronger. Additionally, your shields and heals increase your target's resistances by 15% for 3 seconds when used on an ally other than yourself.
x COULD NOT BE MORE USELESS ON VAYNE, BUT IF YOU MUST GET MAKE SURE TO HAVE SCALING AP MARKS AND SPELL VAMP QUINTS SINCE U ARE ON YOUR WAY TO BAD QUALITY STARTS x
x Grasp of the Undying x
Every 4 seconds in combat your next attack against an enemy champion steals life equal to 3% of your maximum Health (halved for ranged champions). S6 0
x JUST NO. NUF SAID x
I really am enjoying the new cast of items Riot has laid out. Where before I felt forced to start every game out BoRK > IE > PD when I played Vayne, now it feels so much more open to the situation I am in. Honestly, my toolbox spans up to 15 different items that I might choose from each game. This is awesome since it adds diversity to each game and honestly, you really can't go wrong with these items.
Remember that items are never going define or win you a game: they only hedge your bets on accomplishing what your strategy and mechanical skill must achieve. That being said it is still very important to be able to know when every item in your arsenal should be equipped, postponed, and even traded in. Admittedly, I am still learning this, but I will share with you what I believe to know.
500 gold and you are tempted to hawk it for an infinity edge just ask yourself if you could maybe kill off some wolves and port back instead. It's understandable to want to sell our Doran for that powerspike but consider being patient.
Zeal is still an insane item at 1300 gold. It bestows on you three amazing things in movement speed, attack speed, and that one of five attacks should do double the damage to your targets
rapidfire cannon This is at the moment my favorite multiplier mostly because of it's 8% movement speed increase that lets me forgo boots. However good it is for all-ins remember that it lacks the versatility of other attack speed/ critical strike items.
Shiv is probably your best all-around multiplier you will want to take. It gives Vayne an attack that will hit multiple units at a decent rate. Such waveclear means more gold and more lane pressure.
The poorest multiplier for waveclearing, it redeems itself in dueling and poking tremendously. The 12% increase to move speed is calculated after your Night Hunter chase bonus is added making you so very hard to escape. Also to catch! Tag a pursuer to receive an outstanding 12% less damage from them.
People avoid this like plague but it's actually a very formidable item on Vayne. If you do purchase it I highly recommend that you exploit it with every item you buy next.. which since nearly everything is included for that, isn't too hard to do.
1. It has the best waveclear of any multiplier which means you can consider it a gold item if you buy it first. It also means you will push towards their tower much faster.
2. It increases your chance to 90% of proccing a Warlord critical for sustain when you strike three targets, albeit 2 out of 3 times it will be a small health return, it will make it more constant health in the long run.
3. It is the most syner-rific item gold can buy. BoRK, IE, RFC, Frozen Mallet, BC, Furor Enchantment, Red Brambleback Aura, to name a few are applied to its mini shots
4. Psycological edge. It throws some players off their game a little when they see a Vayne come down their lane blasting madly. Of course, it also draws attention to you even more and pro players know that your investment into it means you are sacrificing the dueling power you could have gotten in a Rapidfire or Dancer.
5. It's fun as hell. Do you play games to have fun or is winning the only thing? I think that everybody in the latter column should treat themselves to at least one game out of ten with a Runuun Hurricane. You may be surprised how it can be the best of both worlds...
If you really want to see some insane overdrive to what is mentioned above you can try this out as well. Now your three hits will grant you +60 movement speed when all three fires connect. Since this is a fixed boost with the Furor multiplier it is +81.6. The maximum, should all three shots drop their targets, can gain you +122.4 just on the two items' synergy alone! These bursts of speed last only 2 seconds but that's a powerful reposition tool. Also, it's a psychological edge as if you can utilize it effectively will throw off whatever notion your opponent has come to expect from fighting Vayne.
Although Trinity is a stronger option vs. a single target (kite city.) should you go Phage, The Black Cleaver does synergize in its scraping of targets armor with a hurricane. I'd only go so far to recommend this if both your team is very AD oriented and their armors are up.
Another two-pronged synergy, Blade of the Ruined King will be giving your little arrows the same extra physical damage it does on your primary shot as well as siphoning some additional life from the targets.
crest of cinder Flame Throwa' Vayne! This combination I threw in for fun because IT IS FUN. Spread fire all over and laugh manically.
After one shot at an opponent champion this synergy rewards you in that you will take from them 24% less damage upfront. That's not worth overlooking against bursty foes. With one more lifesteal item in your arsenal I feel you could overcome the 12% that you'll be bleeding in next five seconds.
Psychhhh.. thrown in in case Constantine III, author of my favorite Vayne guide happens to stumble across my page
An Epik Nice Super-In-Depth Vayne Guide
Season 6 offers we Vayne players so much depth that it will be exciting to see how every guide on Mobafire progresses. Please drop by my guide again as it will be updated as well as upgraded over the next few weeks.
Any constructive criticism and advice to either my Vayne build/s or style of my page or of course any straight out errors I have listed would be greatly appreciated. Also feel free to send me an add in game and if I can find a friend on my list I can spare I will probably add you, but it would be better to just send me a message through this website first.
If anybody is looking to team up bottom lane with Vayne/ Anivia I am proficient with both and would love to have a partner to play multiple games exploiting their obvious combo >:D
Happy Night Hunting.
One tip I can give to fellow lesser Vayne players is to watch a youtube video or two of Gosu playing Vayne before you Queue up for a match: I guarantee it will increase your performance in that game by at least 3%. Although, not much of a tutorial, simply by observing the behavior he uses it helps me to position likewise and overall just get a little pumped to make likewise outplays. He is humble enough to include his mistakes in videos so you can learn from that part as well.
Tipz n Trix
- CONDEMN + FLASH: Because of Condemn's delay and Flash's lack of you can pretty easily use the two in sequence to get off diabolical wallbangs on your opponents. PRACTICE IT IN VS. COMPUTER GAMES.
- CONDEMN + FLASH DURING SIEGE: If you are getting sieged by damaged opponents you might consider
In the right player's hands tumble is actually a very broken spell. The logic behind it is "I dodge/avoid/advance/retreat and damage more my next attack" which means that if say you compared it to Fortune's Make it Rain in a 1v1 you find yourself in with her, you won't have its upside of its possible damage, but if you were to immediately tumble out of it and fire on her, you have effectively trumped her in that moment of a trade - at a substantially lower mana and cooldown cost.
Tumble is arguably the most difficult to use effectively element in Vayne's arsenal, passing up Final Hour keeping in mind that you should be using dozens of them inbetween the time that you use that (not to mention it IS the difficult part to use during that spell). Rarely can it be spammed or used in a standard way. Also it can not be used too sparingly.
1. The most important thing about tumble is thinking one move ahead:
- could a skill shot be coming my way soon?
- is one probably not and I can use the tumble to better position myself?
2. Learn to auto attack > tumble. there is a way to do this where you will be getting something like 65% more efficiency out of your damage output and ideally you will be only repositioning in this manner.
3. Be very wary of using tumble as a gap-closer. Smart opponents will portrait green traffic lights to pounce on you in the 2-6 seconds that you are bereft of your dodge. However there are many times where using tumble that way is the best move.
For the beginner Vayne I would simply advise NOT to use it as a gap-closer ANY time that you are extending towards more than one opponent.
- How extended am I from my team that would increase the chance of them retaliating on me?
- Are they retreating for real from me or just backing up waiting on a nasty spell to cooldown?
- Are they squishy or will I be sticking my neck out for something difficult to kill?
- Do I have at least one summoner spell/ Condemn up should this go wrong?
- Am I fed?
4. Tumble can definitely be seen as very similar to Sivir's spell shield in the case that you can use it to 'milk' certain spells from certain champions controlled by less intelligent players. There is a risk to this and it's inevitable that your opponent will perform those abilities different- but that is a success on it's own by forcing your opponent out of their preferred pattern of playing and having to adapt around you.
- Don't do this if your internet has been acting up...
- Best performed while autoattacking. Worst during moments you have just ordered to move towards them as it requires you to move your mouse another direction first (that minute time increment actually can make the difference of being tagged or not).
- Consider not utilizing this tactic in the first few minutes of the game or at least not consistently but to lay the heat on when you are actually capable of a kill. If a Blitzcrank feels he can zone you out with Rocket Grab but suddenly at level 6 you draw them out to no effect it might throw his and his adc's confidence in a talespin long enough to secure an early kill.
- prioritize the spell(s) that you want to dodge and have an internal timer of their cooldowns.
TUMBLE TIPS & TRICKS
-Always try to tumble immediately after an auto attack is fully fired when repositioning
-Tumbling to the left or right is generally the best option when avoiding skill shots as not to waste time running back into battle or being hit anyway since its distance is so short.
-When leashing, taking objective, spicing in a couple jungle creeps on your way, and in certain trades you can utilize walls to reset your autoattack quicker. It's really not worth going out of your way to perform but if u can plant yourself by a wall amd autoattack > tumble perpendiculary (like a T, where the I is the direction you roll point blank into it as the top of the T's - is the wall) you can actually clear things even 25% faster.
-Seriously make it a point to learn to milk your opponent's spells by subjecting yourself to a prone position then immediately tumbling to safety when they start to cast. It will really affect their confidence in when and how they will fire on you.
-Tumble a travel power? Hell yes! When you leave base always tumble for that little bump towards your destination. Tumble again after that and probably once more again before considering your mana and the chance you might actually need it.
-When escaping incoming ganks you will increase your chances of squirming away by tumbling INTO the brush and if possible tumbling OUT of the brush. It may even be worth it to wait for tumble to cooldown since they could be hesitant on approaching it should you stay a beat or two.