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Vayne Build Guide by McDonaldsSuck

The Challenging Vayne-Train (AD Carry Build) v2

The Challenging Vayne-Train (AD Carry Build) v2

Updated on November 6, 2012
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25
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League of Legends Build Guide Author McDonaldsSuck Build Guide By McDonaldsSuck 25 3 106,927 Views 38 Comments
25 3 106,927 Views 38 Comments League of Legends Build Guide Author McDonaldsSuck Vayne Build Guide By McDonaldsSuck Updated on November 6, 2012
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Spells:

LoL Summoner Spell: Heal

Heal

LoL Summoner Spell: Flash

Flash

Introduction




Vayne - The Night Hunter


Hello everyone and welcome to my second build which is about Vayne - The Night Hunter. I like Vayne because she's the probably the most dangerous champion in the the late game. Therefore you can stay and farm and get your items, your tanks engage ans then you roll in and wreck face. That's why she's called 'The Vayne-Train', because she'll run you over in the late game.

She may not be my favorite AD Carry, but she's definetely in my top 3 list! I'd say that Vayne is an AD Carry with an gigantic skillcap meaning that more experienced players can take her to the next level while low level players sill can play her and do good.

Vayne is that type of character snowballs very very hard. Which means that if she gets fed, she's that type of champion that can affect the whole outcome of the entire match.

I hope you like my guide and read the most part of it at least. I put a decent amount of work and time into this guide and I would really appreciate if you voted and if you voted I'd be even glader if you gave me a comment with your 2 cents about it. But the most important thing is that if you're planning on downvoting then I demand a comment on why. Thanks, and without further ado I present to you my dear readers my guide.
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Pros / Cons



Pros


+ One of the best late game AD carries in the whole League
+ % of HP as True Damage
+ Awesome dueling capabilities
+ Knockback/Stun
+ Great harass with Tumble
+ Great chasing capabilities with Night Hunter and Final Hour
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Cons


- Really squishy champion (will die quickly if focused)
- Can't do anything without good items.
- Only Single target CC
- High mana costs and small mana pool.
- A bit to short range to fight Caitlyn early on
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Masteries














SPAACE

Tier 1

  • 2/3 Brute Force - Extra attack damage means more damage means easier to farm and get kills, so generally a very good option especially for the early game.

  • 2/2 Butcher - Increasing your damage done to minions can help your minion farming even further, this is a great thing to get if you decide to start with Boots. Can be switched out for Summoner's Wrath if you run Exhaust instead of Heal.
    ~~~~*~~~~

    Tier 2

  • 4/4 Alacrity - A small amount of attack speed, this isn't very good for early game since you should be waiting for the minions to get low on HP and not just auto-attack, but we really need the mastery that branches out of it. So even if you don't find this mastery very good then still fill it in so we can get Weapon Expertise .
    ~~~~*~~~~

    Tier 3

  • 4/4 Deadliness - Attack damage that scales into late game, 0,5 per level, same here not to significant but you can put those put wherever you want for example in Havoc or Butcher

  • 1/1 Weapon Expertise - This is a goodie, a must have. It penetrates 10% of your opponents armor, so if your foe has 100 armor you will deal as much damage if he would have gotten 90 armor, great, huh?
    ~~~~*~~~~

    Tier 4

  • 1/1 Lethality - Extra critical damage is great as well, this can be the difference in scoring a kill or not, note that this is extra damage on your critical hits and do not benefit non-critical strike attacks.

  • 3/3 Vampirism - Great with extra lifesteal now that the 3 major lifesteal item have been nerfed, it grants a little bit more survivability early game but you can place these points anywhere else also 3% isn't the whole world but a bit nifty.
    ~~~~*~~~~

    Tier 5

  • 3/3 Sunder - Extra armor penetration is great and has great synergy with greater quintessence of desolation, and Weapon Expertise .
    ~~~~*~~~~

    Tier 6

  • 1/1 Executioner - Great for finishing low heal targets, works great together with Silver Bolts and Lethality .


DEFENSE


Summoner's Resolve - Take this if you're using Heal so you can improve it, but otherwise if you're running Exhaust/ Ignite then get a point in Resistance .

Hardiness - Your going to be in the bottom lane, versus an AD carry and they use AD to damage people, so get some armor to take some less damage when they harass you, good synergy with Greater Seal of Armor.

Durability - Not the best mastery but scaling HP per level is pretty good I think, and we get this so we can branch it into the next mastery point.

Veteran's Scars - Extra HP is great and can sometimes mean the difference in surviving or not, a reasonable amount as well, not to small but it could have been a bit larger health bonus, at least what I think.


SPAACE

Tier 1

  • 1/1 Summoner's Insight - This is great for reducing the cooldown of Flash, which can save your life if you have it 15 second earlier.

  • 3/3 Expanded Mind - I chose mana/level over 10% less time spent dead because you shouldn't die and I find that extra mana a bit more viable.
    ~~~~*~~~~

    Tier 2

  • 1/4 Swiftness - I just get this because there is no other thing to take.

  • 3/3 Meditation - Increases your mana regeneration by just a little bit, it might be the difference in living or dying if you have enough mana for Condemn.
    ~~~~*~~~~

    Tier 3

  • 1/1 Runic Affinity - One of the best masteries in my opinion, increases buff duration is great, maybe that can mean the difference of getting a kill or not, if you still have that redbuff.
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Runes



Runes

Sorcery
Phase Rush
M
A
R
K
S
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  • Greater mark of desolation: Awesome marks throughout the game! 17 Armor penetration is a lot on the early levels, especially if you opponent hasn't runed armor.
  • Greater Mark of Attack Damage: The marks I currently use, great early game damage and great for lasthitting/harass, but get easily countered by getting a little bit of armor.
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Runes

Sorcery
Phase Rush
S
E
A
L
S
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  • Greater Seal of Scaling Mana Regeneration/ greater seal of replenishment: Find yourself out of mana when you want to cast that killing blow with your Tumble? Then pick these Seals.
  • Greater Seal of Armor: Great seals for the bottom-lane, or any lane except mid i guess. Armor is great, you need it to survive longer in any battle, my favorite seals.
  • greater seal of vitality: I haven't got these runes my self but some people like these runes and the stats they give are not to shabby, a great choice if you feel to squishy.
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E
A
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Runes

Sorcery
Phase Rush
G
L
Y
P
H
S
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G
L
Y
P
H
S

Runes

Precision
Fleet Footwork
Q
U
I
N
T
S
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  • Greater Quintessence of Health: I used to run these runes but I changed my mind, damage/sustain is better than flat health i think, but still a really good choice if you are aggressive very early on in the game when a couple of 100 HP can save you.
  • Greater Quintessence of Attack Damage: Decent quints, great for the early game harassing/lasthitting but losses it's damage fairly early on in the game.
  • greater quintessence of desolation: Good quints, good early/mid game power but it's not that significant bonus.
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Summoner Spells



Recommended Summoner Spells

Flash - Teleports your champion toward your cursor's location.
The ultimate "get away free card" that you can use just about every fourth minute to save your life, catch up, position in a team fight or just dodge a skill like Enchanted Crystal Arrow. This is one of the used summoner spells if not the most popular spell. Because it can be used both defensively and offensively.

Exhaust - Exhausts target champion, reducing their Movement Speed by 40%, attack damage dealt by 70%, and ability and item damage dealt by 35% for 2.5 seconds.
My absolute favorite summoner spell besides Flash, just cause of it's ability to use in so many different ways, it can be used to shut down the opposing teams AD Carry or to get an advantage when running, 1vs1-ing or just when you want an advantage in your battle.

Heal - Restores 145-570 Health to your champion and 50% of that to nearby allies.
This spell can be used to save teammates, bait people to towerdive you at low level, survive spells like Requiem and such. I like this spell as it benefits your teammates aswell, it's can be used both defensively and offensively, this spell works great in 1vs1s or 1vs2s. But remeber to use it early in the fight if you know that your opponent(s) has an Ignite.


Viable Summoner Spells

Ignite - Ignites target enemy unit, dealing 70-410 true damage over 5 seconds and reduces healing effects on the target for the duration.
Another great spell, however not my favorite on an AD champion. Good for taking down those armor/magic resist stacking ***** tanks, since it deals true damage it ignores all armor and magic resist. If you use this in a 1vs1 the opponent won't notice it and well probably don't care to lose 300 hp without knowing it.

Ghost - Your champion ignores unit collision and has 27% increased Movement Speed for 10 seconds.
My favorite spell on the low levels, tho I think that it's not as viable anymore as I thought before. Tho it can be used to comlement Vayne's slow base movement speed, but after you get your Tier 2 boots and Zeal you should have enough movement speed to keep up with your team or roam across the map. I myself just think that Flash is a whole lot better. Ghost on the other hand is good when you're far from your base and in a lane, but Flash is better in the jungle.


McDonaldsSuck Recommends:
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Beginner:

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Mediocre:

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Expert:

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Skill Set





Night Hunter (Innate) Vayne ruthlessly hunts evil-doers. She gains 30 Movement Speed when moving towards an enemy champion.

This is what makes Vayne such an great chaser, but note that it doesn't grant you a movement speed bonus when you are running away from an enemy. This makes up for her slow base movement speed early on. This is a decent passive ability but it becomes so much stronger together with Final Hour.


Tumble (Q) Vayne tumbles, maneuvering to carefully place her next shot. She rolls toward the cursor and her next attack deals 30/35/40/45/50% bonus damage.

A great spell that synergizes very well with the third attack of Silver Bolts. It deals heavy damage and is a great "poke-ability" and great for harassing during laning phase. Tumble applies on hit effects such as Life-Steal, Sheen and Black Cleaver because it's an ability that gives extra damage to your next basic attack, so treat it that way.

I max Tumble third because I find Condemn much better.

Tips & Tricks


Silver Bolts (W) Vayne tips her bolts with a rare metal, toxic to evil things. The third consecutive attack or ability against the same target will deal 20/30/40/50/60 additional damage plus 4/5/6/7/8% of the target's maximum health as bonus true damage. (Max damage vs. monsters is capped at 200)

An awesome ability that work great together with Black Cleaver. I max Silver Bolts last. After Condemn, Final Hour and Tumble. This is because Silver Bolts doesn't deal damage until late game.
Tips & Tricks
  • If you're harassing your opponent in the laning phase then try get all three hits of Silver Bolts even if it costs you a Tumble. The third hit should be guaranteed because of Night Hunter.

  • Just because Silver Bolts deals % of HP as true damage it doesn't give you a reason to focus tanks, tho it makes killing tanks and high hp targets so much easier.

  • Silver Bolts, Final Hour and Black Cleaver makes Baron Nashor a breeze.


Condemn (E) Vayne draws a heavy crossbow from her back, and fires a huge bolt at her target, dealing 45/80/115/150/185 (+0.5 per bonus attack damage) physical damage and knocking them back. If they collide with terrain, they are impaled, dealing 45/80/115/150/185 (+0.5 per bonus attack damage) bonus damage and stunning them for 1.5 seconds

A skill with a high skillcap, it can be used as a simple single-target knockback. Or as an awesome long duration stun that will cost enemies lives at the later stages of the game. I love this spell because you can ult and roll in with Tumble for invisibility and then stun your opponent to the wall.

I max Condemn second because of the double damage if you knock someone back. I max it before your Silver Bolts and Tumble, but after Final Hour.

Tips & Tricks
  • Condemn can be used as an anti-initiate against champions like Morgana. So if she jumps your team with Soul Shackles just Condemn her away and she wasted her ultimate, that's when your tank sould initiate.

  • If you land a succsessful Condemn you should keep autoattacking to trigger Silver Bolts at least 1 time, the more you hit your foe every time you trade hits, the more passive and afraid of you he'll get.

  • If an enemy tries to poke you at your tower on the low levels and they are standing pretty close to your turret, don't dought to Tumble and Condemn him into the wall/turret.


Final Hour (R) Readying herself for an epic confrontation, Vayne gains 25/40/55 increased attack damage, 1 second stealth during Tumble, and triple the bonus movement speed from Night Hunter lasting 8/10/12 seconds.

A great ultimate on a short cooldown so you don't have to wait for it in between teamfights. Extra movement speed when chasing someone, extra attack damage and invisibility while Tumbleing.

You max Final Hour before all the other abilities because it's your ultimate, before Tumble, Silver Bolts and Condemn.
Tips & Tricks
  • Activate Final Hour when you are getting towerdived and wait for them to get close to you, then Condemn them into the wall and watch them die by the turret. If they're still not dead then you just use summoner Heal and autoattack them and keep using Tumble to stay out of their attack range.

  • Final Hour increases your movement speed when your chasing someone even more than Night Hunter, keep that in mind when you're chasing someone.

  • Also Final Hour works great when you're trying to quickly push a turret or when you're doing dragon/baron since it increases your attack damage pretty significantly.
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Skill Sequence - Explained



Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


> > >

  • (Q): I max Tumble second because I think Condemn has better, I take it at level 3, 8, 10, 12 and 13. You can change this for Condemn if you rather like.

  • (W): I max Silver Bolts last because it doesn't start to deal much damage until mid/late game.

  • (E): I max Condemn first because of it's amazing damage if you manage to stun someone to the wall.
  • (R): Of course I max Final Hour first because it's her ultimate. Which you get at level 6, 11 and 16.
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Core Build



Standard AD Carry Vayne




~~ I. Wriggle's Lantern ~~
30 Armor, 23 Attack Damage, 12 Life Steal. UNIQUE Passive: 20% chance on attack to deal 425 magic damage to a minion/monster. UNIQUE Active: Places a sight ward with 600 cast range. 3 minute cooldown. Probably the one of the most cost-efficient item early game, mostly used by solotoppers / junglers. Helps Dragon & farming very much. Just don't autoattack too much, so you don't get ganked.

~~ II. Berserker's Greaves ~~
25 Attack Speed. UNIQUE Passive: Enhanced Movement 2. The best boots for any AD Carry early game. I usually change these for Mercury's Treads late game. Attack Speed for greater damage output and for more ease when lasthitting. The movement is decent and it's good for getting around the map. I will make a whole chapter about which boots to take.

~~ III. The Black Cleaver ~~
55 Attack Damage, 30 Attack Speed. UNIQUE Passive: Physical attacks reduce your target's Armor by 15 for 5 seconds, (maximum 3 stacks). This item works great with the last hit of Silver Bolts, it does even more damage if you're running Armor Penetration runes. This item is an item I only get with Vayne, I might get it with Ezreal but no one else.

~~ IV. Infinity Edge ~~
80 Attack Damage, 25 Critical Strike Chance. UNIQUE Passive: +50% Critical Strike Damage. A standard core item on almost every AD Carry just because of it's synergy with another great AC Carry core item, the Phantom Dancer. These items together deals a ton of damage but has no lifesteal. That's why these 2 items + Bloodthirster becomes great for any AD Carry.

~~ V. Phantom Dancer ~~
55% Attack Speed, 30% Critical Strike Chance, 15% Movement Speed. Probably the most known item in the game, works great with other damage items like Infinity Edge that together makes up for an awesome damage output. The extra movement speed is great for Vayne since her base movement speed is terrible. An overall good item for any Atk Speed/AD champion.


Versus AD & AP Heavy Team-Ups




~~ I. Wriggle's Lantern ~~
30 Armor, 23 Attack Damage, 12 Life Steal. UNIQUE Passive: 20% chance on attack to deal 425 magic damage to a minion/monster. UNIQUE Active: Places a sight ward with 600 cast range. 3 minute cooldown. Probably the one of the most cost-efficient item early game, mostly used by solotoppers / junglers. Helps Dragon & farming very much. Just don't autoattack too much, so you don't get ganked.

~~ II. Berserker's Greaves ~~
25 Attack Speed. UNIQUE Passive: Enhanced Movement 2. The best boots for any AD Carry early game. I usually change these for Mercury's Treads late game. Attack Speed for greater damage output and for more ease when lasthitting. The movement is decent and it's good for getting around the map. I will make a whole chapter about which boots to take.

~~ III. Infinity Edge ~~
80 Attack Damage, 25 Critical Strike Chance. UNIQUE Passive: +50% Critical Strike Damage. A standard core item on almost every AD Carry just because of it's synergy with another great AC Carry core item, the Phantom Dancer. These items together deals a ton of damage but has no lifesteal. That's why these 2 items + Bloodthirster becomes great for any AD Carry.

~~ IV. Phantom Dancer ~~
55% Attack Speed, 30% Critical Strike Chance, 15% Movement Speed. Probably the most known item in the game, works great with other damage items like Infinity Edge that together makes up for an awesome damage output. The extra movement speed is great for Vayne since her base movement speed is terrible. An overall good item for any Atk Speed/AD champion.
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Situational Items



Armor Items




~~ I. Wriggle's Lantern ~~
30 Armor, 23 Attack Damage, 12 Life Steal. UNIQUE Passive: 20% chance on attack to deal 425 magic damage to a minion/monster. UNIQUE Active: Places a sight ward with 600 cast range. 3 minute cooldown. Probably the one of the most cost-efficient item early game, mostly used by solotoppers / junglers. Helps Dragon & farming very much. Just don't autoattack too much, so you don't get ganked.

~~ II. Randuin's Omen ~~
75 Armor, 350 Health, 25 Health Regeneration. UNIQUE Passive: 5% Cooldown Reduction and 20% chance on being hit to slow the attacker's movement and attack speed by 35% for 3 seconds. UNIQUE Active: Slows movement speeds and attack speeds of surrounding units by 35% for 2 seconds + 0.5 seconds for each 100 Armor and Magic Resist. 60 second cooldown. Not to common, but it does the job.

~~ III. Guardian Angel ~~
68 Armor, 38 Magic Resistance. UNIQUE Passive: Revives your Champion upon death, restoring 750 Health and 375 Mana. This effect can only occur once every 5 minutes. A fairly standard item for a AD Carry, works great, all-round protection. If you die and you're full build and waste it's passive, then you can re-buy the item.

~~ IV. Madred's Bloodrazor ~~
25 Armor, 40 Attack Damage, 40 Attack Speed. UNIQUE Passive: On hit, deals bonus Magic Damage equal to 4% of the target's maximum health, (max. 120 versus monsters). An awesome hp/tank shredding item that works great with Vayne's massive attack speed that we built up with a Phantom Dancer.


Attack Damage Items




~~ I. Infinity Edge ~~
80 Attack Damage, 25 Critical Strike Chance. UNIQUE Passive: +50% Critical Strike Damage. A standard core item on almost every AD Carry just because of it's synergy with another great AC Carry core item, the Phantom Dancer. These items together deals a ton of damage but has no lifesteal. That's why these 2 items + Bloodthirster becomes great for any AD Carry.

~~ II. Wriggle's Lantern ~~
30 Armor, 23 Attack Damage, 12 Life Steal. UNIQUE Passive: 20% chance on attack to deal 425 magic damage to a minion/monster. UNIQUE Active: Places a sight ward with 600 cast range. 3 minute cooldown. Probably the one of the most cost-efficient item early game, mostly used by solotoppers / junglers. Helps Dragon & farming very much. Just don't autoattack too much, so you don't get ganked.

~~ III. Last Whisper ~~
40 Attack Damage. UNIQUE Passive: +40% Armor Penetration. A really good item when the enemy has got many champions above/around 100 armor. When the eneimes have about 50-80 armor, then Black Cleaver is a much better for armor penetration.

~~ IV. Madred's Bloodrazor ~~
25 Armor, 40 Attack Damage, 40 Attack Speed. UNIQUE Passive: On hit, deals bonus Magic Damage equal to 4% of the target's maximum health, (max. 120 versus monsters). An awesome hp/tank shredding item that works great with Vayne's massive attack speed that we built up with a Phantom Dancer.

~~ V. Maw of Malmortius ~~
55 Attack Damage, 36 Magic Resistance. UNIQUE Passive: +1 Attack Damage for every 2.5% health missing. If you would take magic damage which would leave you at less than 30% of your maximum health, you gain a shield which absorbs 400 magic damage for 5 seconds. 60 second cooldown. This is a new item that I really fell in love with, it's good on certain offtanks but when you look at the specs you don't need a genius to find out that this item works great for AD Carries as well.


~~ VI. The Black Cleaver ~~
55 Attack Damage, 30 Attack Speed. UNIQUE Passive: Physical attacks reduce your target's Armor by 15 for 5 seconds, (maximum 3 stacks). This item works great with the last hit of Silver Bolts, it does even more damage if you're running Armor Penetration runes. This item is an item I only get with Vayne, I might get it with Ezreal but no one else.

~~ VII. The Bloodthirster ~~
60 Attack Damage, 12 Life Steal. Passive: Gain an additional 1 Physical Damage and 0.2% Lifesteal per kill. Maximum of +40 Damage and 8% Lifesteal. Bonuses are halved upon death. A great item for any AD Carry thanks to it's massive AD and Lifesteal. Many like to see the recent change of Bloodthirster as a nerf, but I think it's a buff/change, because now you only loose half of the stacks when you die.


Attack Speed Items




~~ I. Madred's Bloodrazor ~~
25 Armor, 40 Attack Damage, 40 Attack Speed. UNIQUE Passive: On hit, deals bonus Magic Damage equal to 4% of the target's maximum health, (max. 120 versus monsters). An awesome hp/tank shredding item that works great with Vayne's massive attack speed that we built up with a Phantom Dancer.

~~ II. Phantom Dancer ~~
55% Attack Speed, 30% Critical Strike Chance, 15% Movement Speed. Probably the most known item in the game, works great with other damage items like Infinity Edge that together makes up for an awesome damage output. The extra movement speed is great for Vayne since her base movement speed is terrible. An overall good item for any Atk Speed/AD champion.

~~ III. The Black Cleaver ~~
55 Attack Damage, 30 Attack Speed. UNIQUE Passive: Physical attacks reduce your target's Armor by 15 for 5 seconds, (maximum 3 stacks). This item works great with the last hit of Silver Bolts, it does even more damage if you're running Armor Penetration runes. This item is an item I only get with Vayne, I might get it with Ezreal but no one else.


Health Items




~~ I. Banshee's Veil ~~
375 Health, 50 Magic Resistance, 375 Mana. UNIQUE Passive: Blocks one negative spell every 45 seconds. A very good defensive item, that has MR, HP and MP. A very powerful combination of defensive stats for any champion. Also it has a spell shield every 45 seconds, which is nice. But you cannot rely on it.

~~ II. Frozen Mallet ~~
20 Attack Damage, 700 Health. UNIQUE Passive: Physical attacks reduce your target's Movement Speed by 40% for 2.5 seconds. (30% for ranged attacks). A great HP item if your team have enough damage and missing a little in tankiness. This also provides a 30% slow on every basic attack and still a little bit of AD. A overall great item.

~~ III. Randuin's Omen ~~
75 Armor, 350 Health, 25 Health Regeneration. UNIQUE Passive: 5% Cooldown Reduction and 20% chance on being hit to slow the attacker's movement and attack speed by 35% for 3 seconds. UNIQUE Active: Slows movement speeds and attack speeds of surrounding units by 35% for 2 seconds + 0.5 seconds for each 100 Armor and Magic Resist. 60 second cooldown. Not to common, but it does the job.

~~ IV. Warmog's Armor ~~
920 Health, 30 Health Regeneration. Passive: Permanently gain 3.5 health and 0.10 health regen per 5 sec per minion kill. Champion kills and assists grant 35 health and 1 health Regen per 5 sec. Bonuses cap at +350 health, and +10 health Regen per 5. A very comming item for tanks and brushiers. More HP than Frozen Mallet but much less utility.


Life-Steal Items




~~ I. Executioner's Calling ~~
15 Critical Strike Chance, 18 Life Steal. UNIQUE Passive: On hit, you cause 4 damage per second for 8 seconds. UNIQUE Active: Inflicts target enemy champion with Grievous Wound, causing 50% reduced healing and regeneration for 8 seconds. 20 second cooldown. Good if you're up to a Soraka, Fiddlesticks or Dr. Mundo.

~~ II. Doran's Blade ~~
10 Attack Damage, 80 Health, 3% Life Steal. A very, very good item for any AD champion. It's like a Wriggle's Lantern: Good, cheap and cost-efficient. These can be stacked for more Life-steal, damage or HP depending on what you need at the moment. Start with this if you have a sustain support like Soraka or Taric.

~~ III. The Bloodthirster ~~
60 Attack Damage, 12 Life Steal. Passive: Gain an additional 1 Physical Damage and 0.2% Lifesteal per kill. Maximum of +40 Damage and 8% Lifesteal. Bonuses are halved upon death. A great item for any AD Carry thanks to it's massive AD and Lifesteal. Many like to see the recent change of Bloodthirster as a nerf, but I think it's a buff/change, because now you only loose half of the stacks when you die.

~~ IV. Wriggle's Lantern ~~
30 Armor, 23 Attack Damage, 12% Life Steal. UNIQUE Passive: 20% chance on attack to deal 425 magic damage to a minion/monster. UNIQUE Active: Places a sight ward with 600 cast range. 3 minute cooldown. Probably the one of the most cost-efficient item early game, mostly used by solotoppers / junglers. Helps Dragon & farming very much. Just don't autoattack too much, so you don't get ganked.



Magic Resist Items




~~ I. Banshee's Veil ~~
375 Health, 50 Magic Resistance, 375 Mana. UNIQUE Passive: Blocks one negative spell every 45 seconds. A very good defensive item, that has MR, HP and MP. A very powerful combination of defensive stats for any champion. Also it has a spell shield every 45 seconds, which is nice. But you cannot rely on it.

~~ II. Maw of Malmortius ~~
55 Attack Damage, 36 Magic Resistance. UNIQUE Passive: +1 Attack Damage for every 2.5% health missing. If you would take magic damage which would leave you at less than 30% of your maximum health, you gain a shield which absorbs 400 magic damage for 5 seconds. 60 second cooldown. This is a new item that I really fell in love with, it's good on certain offtanks but when you look at the specs you don't need a genius to find out that this item works great for AD Carries as well.

~~ II. Quicksilver Sash ~~
56 Magic Resistance. UNIQUE Active: Removes all debuffs from your champion. 90 second cooldown. My favorite defensive item, basically Cleanse in an item. But on a much shorter cooldown. This item removes all suppresses, stuns, snared and what not. But remember that it removes Ignite and Children of the Grave also. Remember that, it might save your life.
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Starting Items





ace This starting set of items gives early lane sustain, but you have to sacrifice lifesteal, damage and health for this sustainability. This is what I get when I don't have a support and need some quick health regeneration, can be used even when you have a support but it will make lasthitting a little bit harder and you will be doing less damage in the early fights against the other AD Carry/Support.

When you buy boots there's 125 G left, for those G:s you should get potions, preferably 3 health potions if you're up against a lane with great damage early on, if you wish to harass your opponent more then they harass you then I would suggest 2 Health potions and 1 Mana Potion.
ace


ace Probably the most common starting item for any AD Carry in the game. However it has some few setbacks that makes you think if it's really worth to start with. To start with, it's only health, not health regeneration, which means when the health is "killed" it takes a very long time to regenerate it back. This item gives a small amount of lifesteal but it's such a small stat that you probably won't notice it too much.

Doran's items are generally very cost-efficient and provide great stats if you look what the price label they're on, the Doran's items only major con is that you cannot build the. Any further into anything else, if you're doing bad and cannot farm up to a B. F. Sword just yet, then get a couple of Doran's.
ace


Summary:


These are my two different items I get when I start.

I usually go with a Doran's Blade if I have a support that babysits me.

If I've got a normal duo lane or the enemy has a lot of skillshots then i go for Boots + 3 Potions.
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Choice of Boots





ace Mostly used by junglers/solotoppers/tanks in general, but work's great on high priority damage targets as well. Just because if you get stunned/snared/silenced you can get out more quickly to deal the damage that you're supposed to be doing and you get good protection against AP mages early game, I typically don't get these until late game when the teamfights start rolling in, but if you're constantly getting focused by CC or meeting a team with several hard CC's per champion then by all means get these boots. ace


ace I typically start with these boots if I go AD, they are the second cheapest boots and are very cost-efficient. It gives decent movement speed to get around and a pretty large amount of attack speed. Great for any fight, or farming if 2 creeps have little HP. Overall a solid choice. I switch these boots for Mercury's Treads when there's a lot of teamfights going on so if I get stunned/snared/silenced I can quickly get back into the fight. ace
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Vayne's Enemies



Coming Soon.
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Gameplay



Early Game


Now you should be heading to bottom lane (or if you have a jungler that's getting ganked, go help him out.), hopefully with a support like Soraka or Janna. Early game you should really only be focusing on lasthitting and keeping your lane freezed (keeping the minion-wave just a little bit on your side, not to close to you tower though, so the tower doesn't eat up your minions.) This makes ganking your lane so much harder for the enemy jungler. You should really not push your lane and destroy the turret in the early game, like many others think.

My personal goals for farming is
  • 75 Farms - 10:00
  • 100 Farms - 15:00
  • 150 Farms - 20:00
  • 200 Farms - 30:00 (Now you should head up to fight teamfights and dragon, therefore you will most often lose some farms).
After that it just depends on how the game goes.


Mid Game


Keep farming and help out your team with Dragon and maybe even Baron. Ask your jungler for Red Buff, which is extremely powerful on AD Carries. Push ur turret/lane and go gank the other lanes. Don't push the waves to hard without wards when there are several enemies missing. Focus on getting you Infinity Edge and start working on your Phantom Dancer, try to finish it before late game. At the later stage of mid game you should group up with ur team and stay that way so you don't get ganked.


Late Game


Group up with your team and get ready for a lot of teamfights and Baron Nashor. Buy Wards and ward the map for better vision, get pink ward at Baron Nashor. The most important thing as an AD Carry is to do the thing your team benefits the most from. So if you see that your team is losing a major teamfight, then back to defend creepwaves and such. You should have the highest damage output in your entire team and therefore your positioning is crucial. Remember to focus their highest damage threat that is available for you to reach, so even if you see their AD Carry in the back you shouldn't run over to kill him, because you will most probably die before you can kill him. So what I'm saying is that you should focus the closest high damage threat. This can be hard and will require some practice, but keep practicing and you will get it, that I can promise!


This is not complete yet and more information will be added from time to time.
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Change Log



I Live in Sweden [Timezone = GMT +1:00]
From Oldest to Newest.

2012/04/11
- Uploaded to MobaFire. Still doing the final things, checking grammar fixing colours and other small things.
2012/04/15
- 4 hectic days with recoding, and re-writing. Completely new items chapters.
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Summary



As a summary I'd like to thank the MobaFire community and all of my friends who supported me into making the build, and I strongly like anyone that votes/comments this build, both negatively or positively, as long as it's in a constructive meaning.

And my biggest thanks goes to JhoiJhoi who taught me everything I know about making guides and I learned it all from reading her guide Making a Guide. If you are new into making guides and would like to make your own, I REALLY recommend you to check this out. Also, JhoiJhoi, I borrowed your line dividers, and here is my thank you on that one as well.

Another person I'd like to thanks is MissMaw, because of the beautiful banners & signatures she made for me! Check her shop (free) out at this link: MissMaw's Signature Shop
Thanks!

Also tell me if you find any grammar-fails or a misspelling, and also feel free to send in your own match history with Vayne, just upload the image to TinyPic or something similar.

//McDonaldsSuck out.
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Match History



Coming shortly, when I remember it :D
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League of Legends Champions:

Teamfight Tactics Guide