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Spells:
Heal
Flash
Ability Order
Night Hunter (PASSIVE)
Vayne Passive Ability
Introduction
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.
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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Tier 1
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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.
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Tier 1
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Runes
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A R K S |
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E A L S |
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L Y P H S |
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Runes
Q
U I N T S |
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Q
U I N T S |
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.
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.
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.
- Use Tumble to catch up or get away from enemies.
- Tumble is great for harassing your opponent in between minion waves.
- Tumble works like a Flash, use it to dodge skills like Enchanted Crystal Arrow.
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.
- 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.
- 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.
- 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.
- (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.
Standard AD Carry Vayne
Versus AD & AP Heavy Team-Ups
Armor Items
Attack Damage Items
Attack Speed Items
Health Items
Life-Steal Items
Magic Resist Items
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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. |
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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.
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 |
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).
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.
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.
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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