Vayne Build Guide by ridikzz
Not Updated For Current Season
Not Updated For Current Season
Vayne is a ruthless killer in every sense of the word. I always go bottom lane when using Vayne along with the support that was chosen. Vayne can scale up very quickly if you play smart in the beginning of the match. Last hitting is a must so that they cant push but you also don't push too far. You want to get as much gold as possible as fast a you can get it as with any carry. While getting minion kills try your best to poke at the enemy with your tumble and lower their hp. If you see an opportunity to get a kill try to tumble into position to condemn them into a wall for an easy secure kill. The rest is easy after this.
Greater Seal of Vitality
Greater Quintessence of Attack Damage x3- These boost your initial AD at the start of the game. Helps get an advantage toward the enemy by boosting your damage at level 1. Helps with getting kills early on before any AD items are purchased.
Greater Mark of Attack Damage x9- Another initial AD boost at level 1. Used the same as the Quintessences.
Greater Seal of Vitality x5- These help so called "squishy" champs have a little more hp coming up through the game. AD carries like Vayne generally don't have a lot of hp so a little help from runes never hurts. Increases sustainability throughout early game.
Greater Seal of Scaling Mana Regeneration x4- These help with mana regen early game. It doesn't seem like much but it really does help. Vayne's tumble is a very low mana cost so if you are only poking, you basically don't lose mana because of these.
Greater Glyph of Scaling Cooldown Reduction x9- These are pretty much self explanatory. They reduce the cooldown rate on your abilities and make it easier to engage in combat and sustain combat.
The masteries I run on Vayne are your normal AD carry masteries with the extra 9 points changed a little bit than most people. The first 21 points go straight down the offense tree and take the attack damage path. This helps with the AD that Vayne will put out and also gives a little life steal early game and a little extra damage. The additional 9 points that you will have left over are used in the defense tree. 2 go in each of the defenses (magic resist and armor) then the rest go into the hp per level and the flat hp boost. This extra hp helps a lot early game and make Vayne a little less "squishy" and make getting into fights a bit more encouraged.
Flash- This is a must have if you want to be a good player. Flash is useful to both get kills or get away from a death. Used to flash of of harms way over walls or into cover. In my opinion anyone who doesn't run this spell are noobs and need to learn more advanced techniques.
Heal- I run this spell because as an AD carry in ranked games it's more efficient for the carry to run heal. This will help out a ton early game, especially if the enemy doesn't realize you have this spell or doesn't think about it. Lure them in with low hp then heal and kill them when they think they have the jump on you. Also can be used to save a teammate from dying and giving the other team extra gold.
Exhaust or Ignite- These spells are fine to run as well although not as highly recommended for ranked matches. Exhaust is great for slowing an enemy champ for the kill and also reducing their damage output significantly. Ignite is also great to get the last hit on them before they get out of range with little to no hp left. Great for pissing people off when they think they got away.
I recommend that you get Boots of Speed and 3 Health Potion to start as I get with any champ no matter what I am playing. After you have been in the lane a while last hitting minions for the money and maybe get a kill or 2 you should have enough to go straight for the B. F. Sword. This will boost your damage significantly and getting kills should be much easier. Now finish your Berserker's Greaves for the attack speed. I like to build my The Bloodthirster and Phantom Dancer at the same time that way i benefit from both extra AD and extra attack speed at the same time instead of building one complete item and then start the other. It always seems to work better for me that way. After building a Zeal complete the The Bloodthirster and then finish the Phantom Dancer. At this point in your build your only problem should be that you just want to kill them in 3 hits or less. That is what the Infinity Edge was made for. Once you have The Bloodthirster, Phantom Dancer, and the Infinity Edge the game is pretty much over. You will crit almost every hit and you should 3 hit most "squishys". The Frozen Mallet is nice both for its 700 hp bonus and the slow effect. Once you get the slow effect plus your other items....... well lets just say you will start to see some rage quitters.
The last item in your build if you should make it this far into the game is your choice. I usually make my decision based upon the other team. If they have AD carries that are fed and hurt then get a Thornmail. For heavy AP teams build a Force of Nature. If you need the best of both worlds and like to piss people off then build a Guardian Angel. This last item is completely preference based and changes for each game.
Pros / Cons
Massive damage output from early to late game
Extra hp compared to other AD carries
Quicker scaling early game
Great lane sustainability
Easy to get kills
If caught off-guard by a tanky DPS = Dead
Vayne has the ability to be an auto-click to win champ but can also be played skillfully to be a monster. Vayne's ability Condemn stuns the enemy if shot into a wall. This makes Vayne very dangerous if fighting in the jungle. The easiest way to jump someone and kill them before they know what happens is a deadly combo. Use Final Hour to increase your damage and also make you stealth out after using Tumble. Use this stealth time to move beside the unsuspecting enemy and shoot them into the wall. Now use maybe one more tumble to secure the kill and then tumble out of the combat zone to safety. Nice easy kill and very skillful.
Many people don't utilize Vayne's stun capabilities to their full potential. Not only will it make killing champs easier but can also be used to escape if need be. Another nice trick is when champs are turret hugging. Your Condemn shot can knock them into the turret and stun the champ. This makes killing a low hp turret hugger really easy by stunning them in front of the turret to assure that the turret can't attack you for long.
Tumble is also a very effective dodge technique as well as an offensive ability. You can use the tumble to dodge many champs skill shots. Nidalee's spear is a great example of a skill shot you don't want to get hit by. Time the Tumble right and the spear will barely even graze your shadow. Another useful one to dodge is Blitz grab. Always good to dodge that one and with Tumble it's simple.
When it comes to team fights Vayne can be very useful or just plain terrible. Vayne is squishy as are all AD carries. You can't just go running up into the enemy team and expect to walk out like nothing happened. You have to stay in the back and do the damage while the enemy team is focused on your tank. You can also come up behind the team fight and pick off their healer or carry before they realize you are there and then pick off the enemy champs one by one. Vayne is a very good chaser with her passive so don't worry about being in the back of the pack because you will catch up fast.