Vayne Build Guide by Nickling
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Introduction to the Night Hunter
Hi, I'm Nickling and this is my Vayne build, and this is my first guide. Want to learn to be a night hunter? Well you've come to the right place. Let me introduce you to Vayne, the assassin and ranged AD carry. She excels at insta gibbing squishy targets, and shredding tanks with her % health true damage. She has good harass in lane, and during late game (assuming you have farmed enough), you destroy everyone. She uses her specialized skill to hunt her enemies. Firstly, let me give a HUGE thank you to jhoijhoi for her guide to making a guide, and for her dividers.
Let us hunt those who have fallen to darkness - Vayne
Pros and Cons
In my Rune Explanation I will give you roughly the amount you get from nine of that rune. If you are under level 20 I suggest you wait until you are past level 20 to buy runes.
Greater Mark of Desolation: 15 Armour pen. You may prefer these, but I prefer having some flat AD for easy last hitting in the lane. You can use this if you have a sustain support and can start with Doran's Blade. However if you are good at last hitting, take these.
Greater Mark of Attack Damage: 9 AD. Makes for easier last hitting, can be used with sustain support (in which you start with Doran's Blade) and non sustain support (in which you start with Boots of Speed). More CS (creep score/minions slain) means more money, which means you can usually get your first BF sword after 50-75 CS.
Greater Mark of Attack Speed: 15% Attack Speed. Some people love this, but personally flat AD or armour pen. runes are much more effective. This is only worth 420 gold: a Dagger, and you build a good amount of attack speed from your items. But, in the end it comes down to personal preference, and if you can still CS well without AD.
Greater Seal of Armor: 13 Armour. This will help you win early damage trades. This can often lead to you surviving first blood, or getting first blood. This will also make sure you take less damage from minion aggro when you are trying to kill/trade with the other AD carry/support.
Greater Seal of Replenishment: 4 Mana regen/5, or 0.8 mana regen per second. I will only suggest this for you IF you are bad at last hitting, and you often spam Tumble to last hit. If you find yourself often using condemn during laning (without Soraka), then you can also run this, so you can spam.
Greater Seal of Attack Speed: 7% Attack Speed. Yet again, it comes down to personal preference, this helps a bit when there are several low health minions and you need to kill them all, though the other seals are far more effective.
Greater Glyph of Scaling Magic Resist
Greater Glyph of Mana Regeneration
Greater Glyph of Attack Speed
Greater Glyph of Scaling Magic Resist: 24 Magic Resist at level 18. I suggest these runes because (depending how fed the enemy AP cary is) late game, AP carries such as Malzalhar and Brand do sh*t loads of damage, and that is also my reasoning behind Banshee's Veil. This will help you in team fights if their AP carry tries to focus you.
Greater Glyph of Replenishment: 3 Mana regen/5, or 0.6 mana regen per second. If you do not like the extra magic resist and you do not have mana regen glyphs, you can run these, for the same reason as the mana regen seals. But do note that these give less mana regen than the seals.
Greater Glyph of Attack Speed: 6% Attack speed. If you do not want magic resist or mana regen, then you can use these runes. This only is 1% short of the 7% attack speed that the seals give. If you plan to run mana regen and attack speed, I suggest you use 9 greater seal of replenishment and 9 Greater Glyph of Attack Speed.
Greater Quintessence of Attack Damage
Greater Quintessence of Lethality
Greater Quintessence of Health Regeneration
Greater Quintessence of Movement Speed
Greater Quintessence of Attack Damage: 7 AD. When use in conjunction with Greater Mark of Attack Damage makes devastating AD early game, for easy last hitting, even at the tower. I use these Quintessences because it helps me CS well, as well as Condemn hits for more damage. I figured that early game AD carries and supports do not carry that much armour, making it easy for you to Tumble>auto attack and deal at least 60 damage at level 1.
Greater Quintessence of Desolation: 10 Armour pen. Not much to explain, ignores 10 armour of your target. If you use this with greater mark of desolation and Sunder you will essentially deal true damage for the first few levels. This also affects your Condemn damage.
Greater Quintessence of Vigor: 8 Health regen/5, or 1.6 health regen per second. I highly recommend the armour pen. or AD runes, but these runes are especially good with a non sustain support, or if you take high harass. This helps your laning drastically but becomes essentially useless afterwards. This will help you keep you in lane until you are ready to go back and shop.
Greater Quintessence of Movement Speed: 4.5% Movement speed. If you start with Doran's Blade you will have 313.5 movement speed, if you start with Boots of Speed you will have 350 movement speed, and when you have Berserker's Greaves you will have 386. I find that these are good because Vayne only has Tumble to run away, and she is tied for lowest base movement speed (300). You can use these to take advantage of your enemy's position and position a Condemn.
These are the masteries I use:
Summoner's Wrath : If you decide you want exhaust, take this. If not, place it in Butcher
Brute Force : Essential, you're AD.
Alacrity : Needed for next level.
Weapon Expertise : Good when you don't have Last Whisper, but doesn't stack with it additively.
Deadliness : AD, you need it.
Lethality : Makes 260% Critical damage with Infinity Edge.
Vampirism : Good for sustain in lane if you don't have lifesteal, if you don't want this, put the points in
Havoc or Butcher .
Sunder : You need armour pen.
Executioner : Really good for finishing. Best in the offense tree.
Summoner's Resolve : You might want this if you decide you want heal or cleanse.
Resistance , Hardiness : You want this so you can win your damage exchange in lane.
Vigor : Helps you stay in lane longer, if you don't want this, you can put these points into flat health
( Durability and Veteran's Scars ).
Summoner Spells Explanation
Slows movement speed by 40% and reduces auto attack damage by 70% and ability/item damage by 35%.
Exhaust is a good spell to run on an AD carry, you can chase well, take people out of team fights, and escape. This is best used on the other AD carry, because it reduces a large amount of AD damage, but only reduces AP damage by 35%.
Instantly upon being cast, warps the player's champion toward his/her cursor.
Nerfed recently, but is still a good all around spell. Flash to escape, flash to engage (you shouldn't be doing that), flash to chase. Hint: Do not instantly flash the first chance you get while escaping, they can still catch up to you. Wait until you come across a wall, and flash over it.
Removes all stuns, slows, taunts, fears, snares, silences, blinds and immobilizers and lowers the duration of new ones applied by 65% for 3 seconds.
Buffed recently, removes all debuffs, including summoner spells. HOWEVER, cleanse doesn't remove knock ups, or suppression from Malzahar, Skarner, Warwick and I think Urgot as well. But otherwise, good escaping from (literally) sticky situations, for example: Rammus Puncturing Taunt, Galio's Idol of Durand. You can replace exhaust for this, so you can Cleanse and Flash out of most situations.
Heal heals oneself for 140 + 25x level and every allied unit for half the amount.
Slightly buffed recently, this is pretty good for heal baiting, or healing everyone in a team fight, and this is especially good when you don't have a sustain support. I suggest using exhaust heal for the heal bait , or take Heal and Flash, to survive DoTs, or just simply to live longer.
Other Notable Summoner Spells
Ghost: You can swap Flash out for this, if you prefer the movement speed.
Ignite: You can swap Exhaust out for this if you hate letting people get away with 100 health, or stopping Dr. Mundo from healing his entire health. If you feel aggressive, you can go Exhaust Ignite, but you will have no summoner spell escapes.
This is what makes Vayne a hunter. This allows her to chase effectively, engage well, and harass well in the lane. I have read on the LoL Wiki here that this has a range of 2000. NOTE that this only works when you are moving towards them, and they have to be in sight, not in a brush, etc. You will be able to see the purple circle under Vayne when you are walking towards enemies.
Vayne quickly rolls toward the cursor and enhances her next autoattack within 6 seconds to deal a percentage of her attack damage as bonus physical damage. This enhanced attack will not proc against structures.
This is her bread and butter. Tumble a short distance, then you get more damage on your next auto attack. This is based on % of your AD, so this will be a greater value late game. This is good for repositioning for condemn, or if you need to Final Hour and Tumble away. This is also good for last hitting under the tower if you don't have AD runes. For maximum harass in lane, try: auto attacking> Tumble>auto attack>auto attack or Condemn this will deal 100+ damage with your Silver Bolts. Also note that Tumble resets your attack timer. We max this second, because the leveling is not very strong, only 5% more per level, and Condemn simply does more damage early game. Note that you can also buy a Trinity Force so the 150% of base AD will proc for a nuke on Tumble. DO NOT FORGET you can NOT Tumble through walls, but you can Tumble through Anivia's Crystallize, as well as Jarvan IV's Cataclysm. However, do not overestimate Vayne's mobility, she only has Tumble to get away, and that has at least a 8 second cool down if you do not shoot something. We get one point in this at level one for easy harass/last hitting, or to reposition yourself.
Vayne's consecutive attacks and spell hits on a target will mark them with a silver ring. The third consecutive attack or spell hits against the same target will consume the rings, dealing true damage plus a percentage of the target's maximum health as additional true damage. Damage against monsters is capped at 200. The rings on a target are lost after 3 seconds of not attacking them or upon attacking a different target.
This is the reason Vayne is a monster late game, and why she is focused all the time. This essentially scales with attack speed. This deals % health and a base damage of true damage. This will melt all the hp tanks such as Dr. Mundo, Volibear, Cho'Gath, etc. Wee max this last because the % damage is negligible early game when your attack speed is relatively low. Late game, champions tend to have a lot of health and you will end up with a lot of attack speed. We get a point in this at level 4 for a bit of extra damage.
Vayne fires a huge bolt at her target, dealing physical damage and knocking them back. If they collide with terrain after being knocked back, they are dealt the same amount of physical damage again and are stunned for 1.5 seconds. This ability also applies one ring of Silver Bolts.
This is is Vayne's one and only cc. This also deals the most burst damage early game (assuming you land the pin). This is to be used when escaping, or to pin an enemy to the wall.
Above you can see the walls in which we can Condemn.
Ask your support to place wards (depending how pushed you are) in the green circles in the bush, so if they go in the bush you can Condemn and try for a kill. We max this first because of the utility, and early game burst damage for easier laning kills.
Vayne increases her combat skills and improves her abilities for a few seconds. For the duration, Vayne is granted bonus attack damage and the bonus movement speed from Night Hunter is tripled. Additionally, she will stealth for 1 second after using Tumble.
This is what makes Vayne an exceptional chaser and an excellent AD carry. Increases AD, and gives you 90 bonus movement speed (a 60 bonus from 30) if chasing, and a stealth buff to Tumble. Always use this in team fights, it increases your overall damage output, and you can also re position yourself while you are stealthed for the Condemn. You can also use this if you want to clear dragon/Baron faster, or take down a tower, etc. Do not be afraid to use this, because it has a very short cooldown. However try not to engage a team fight until your Final Hour is up, because it has a big impact on team fighting. We put points into this whenever we can.
HOWEVER, if you are new to Vayne, I suggest you start maxing Tumble before Condemn.
This is a good starting item, 100 health, 10 attack damage, and 3% lifesteal. The life steal is negligible, but the early 100 health is good for early durability. The 10 AD helps last hit; gives 2 extra damage on level 1 Tumble and 5 or 10 extra damage on Condemn. However, you should only choose this if you have a sustain support such as Sona and Alistar. If you find yourself struggling early game, pick one or two of these up for cheap durability and damage. Remember: this only sells for 238 gold, try not to pick up too many of these.
Boots and 3 Pots
This is the other viable starting item(s), giving 35 movement speed (around the speed of your passive) and giving good sustain with pots. This is optimal if you have a non sustain support or tank, because it keeps you in the lane as long as possible. The movement speed is also good when you are laning against a skill shot based champion such as Ezreal, or if they have a high mobility jungler such as Shaco or Rammus. If you are doing badly, you can still stack a Doran's Blade or two, for the extra lifesteal.
The Black Cleaver
This is one of Vayne's main items, because she usually hits targets three times for Silver Bolts trigger. This means each consequent hit deals more damage (-15 each hit). This gives her AD, and attack speed, which she lacks most early game. Note that the fourth hit on your enemy will deal more damage, not the third, as the debuff is applied after the auto attack damage is applied. If you are doing exceptionally well, you can get Infinity Edge instead, and get Phantom Dancer before getting The Black Cleaver, however I suggest you get this item first for the cheap 30% attack speed. For the Last Whisper vs The Black Cleaver argument, click here.
This is an essential item to this build. It gives critical strike chance, lots of attack speed, and 15% movement speed. Let's do the math. 300 base movement speed+ Berserker's Greaves(which gives 70 MS)+30 MS from Night Hunter=400 MS. 400x1.15=460 move speed when walking (Usain Bolt speed) towards an enemy champion. The 30% Crit chance is essential for when you have your Infinity Edge, and the 55% attack speed greatly helps you proc Silver Bolts more often. This should be your second item, but late game, if you are maxed on items, you can replace boots with another Phantom Dancer for extra stats.
This is one of the best items in the game in terms of AD carries, and is equivalent to a Rabadon's Deathcap for AP carries. This gives you a bonus 50% damage on critical strikes (base crit damage is 200%), meaning: if you crit with 200 AD, you will deal 500 damage before damage mitigation. This stacks with Lethality , so you do 260% damage on crits. You should try to build the b.f sword before the Pickaxe or Cloak of Agility. This is your main item and this is what makes AD carries so strong.
This is your main lifesteal source, remember to farm up so you can have full stacks of lifesteal and AD before a team fight, that 40 AD will make a difference. If you are struggling early game you can replace The Black Cleaver for this, and get The Black Cleaver later on in the game. Also remember if you take The Black Cleaver or Infinity Edge first, get a Vampiric Scepter for early game lifesteal. You can also ask your support to get zeke's hereald if you need lifesteal.
In my opinion, this is one of the best defensive items late game, it could block a critical spell, such as Malphite's Unstoppable Force. It gives magic resist and a bit more health, for when that Malzahar is owning your entire team. However there are a few alternatives I will list in the chapter below. The spell shield passive is the biggest part of the item. If the enemy AP is owning, get the Negatron Cloak first, otherwise, you can choose to get a Catalyst of Aeons first.
NO, NOT GUARDIAN ANGLE, THAT WOULD BE 90 DEGREES. *Bad joke is bad*
Ok, basically, if the other team has a lot of AD damage, and a fair amount of AP damage, get this. You get a free +1 shroom every 4 minutes. What to replace: Banshee's Veil. Make sure you check the scores and see who is fed (AP or AD). If you are desperate for durability you can keep both but you will have to swap out an offensive item.
This is a cheap and good item. A free Cleanse, with a shorter cooldown. Get this if the enemy has more than one hard CC (crowd control) such as: a long stun, or a suppression. If the enemy has a Skarner, Malzahar or Warwick. What to replace: Banshee's Veil. This item is relatively cheap and gives a decent amount of magic resist. Good when the enemy team has more than one AP damage.
This is a good item when the enemy has a Rammus, as this deals on hit magic damage, and gives you magic resist against that Thornmail that Rammus might get. What to replace: Any item! This gives attack speed and magic resist, so don't be afraid to sell one of your items for this!
This item is highly situational, as this is quite expensive and does not give much AD to you, as you don't have much health. Buy this, if you want more crit, and if the enemy team has more than 3 AD. What to replace: Banshee's Veil. At level 18, without health items you have 1853 health. This means Atma's Impaler will give 45 armour, 18% crit and 1853*0.02=37 AD.
This item is extremely good when paired with Silver Bolts. Assuming if they have 30 MR, which is 23% magic damage mitigation, you will do approximately 3% of their health per hit. In three hits, you will do 6%+(4/5/6/7/8%) of their health. Note that the third hit (which procs Silver Bolts) does not proc Madred's Bloodrazor. This is a good item when your enemies are building health tanks and no damage mitigation. What to replace: Any of your offensive items. What to replace is up to you, however, you may want to keep The Bloodthirster for lifesteal purposes.
This item provides decent stats, and gives a fair bit of lifesteal. The passive definitely comes in handy when you are farming, and helps you build up your next item. This is situational because you should be able to farm without the need for a lucky proc, and your support should be warding anyway. However if their AD is doing well try getting this for the bonus armour. You can replace The Bloodthirster for this if you need armour/if you do not have enough money.
This is a really good item on Vayne, but is fairly expensive and hard to farm up. This provides health, attack speed and crit, and the two passives, along with a couple other stats. The Sheen passive of Trinity Force is very important and deals a huge nuke when you Tumble>auto attack. What to replace: Anything you want, you can replace Berserker's Greaves later on in the game. The slow passive is pretty good, giving you have a few seconds to catch up/escape.
Sword of the Occult
Personally, I never trust snowball items. Only get this if you are extremely fed, or if you are in a bot game. But as Vayne, it's easy to ks with Tumble. However, it's easy for you to be two shotted and lose your stacks.
Thanks to jhoijhoi again for the warding map.
Yellow: Vital to protect the jungler on your team
Blue: For protection depending on which lane you're on
Red: To guard Dragon and Baron
Orange: In order to Counter-Jungle
Wards are very important throughout the entire game. Remind your support to ward all the time. Especially past 20 minutes, Dragon and Baron should be warded. You can use a Vision Ward or Oracle's Elixir to clear wards before doing Dragon and Baron.
Neutral Jungle Monsters
spawns at 15 minutes, and respawns every 7 minutes. It will take a few (if not, all of you) of you to take Baron Nashor. You will need someone to tank Baron for you, because Baron reduces attack damage on each hit. Remember that Baron attacks the closest champion attacking it. If you see bubbles on the ground below you, move and dodge the knock up. The Baron buff grants 40 AP, 40 AD and health/mana regen. You only get the buff if you are alive when your team gets Baron. Baron grants 300 team gold on death (and bonus 25 gold if you last hit it).
Dragon spawns at 2:30 and respawns every 6 minutes. Try to remember when you finish it and when it respawns so you can prepare for the next one (rape bush). Try to get the AP caster/jungler to tank it because Dragon reduces attack speed. Grants 190 team gold upon Dragon death. (Also has a 25 bonus gold for last hitting). Remember that bot could come up and steal Dragon.
Ancient Golem (Blue Buff) spawns at 1:55 and respawns every 5 minutes. Most of the time, you will not need this, but in the case that no one in your team wants one, take it for the cooldown reduction. Try not to die with this buff, as you will give the killer the buff (which resets the buff duration). If you are on Purple team (Top right) you may need to damage wolves and leash blue for your jungler.
Lizard Elder (Red Buff) also spawns at 1:55 and respawns every 5 minutes. Opposite from blue, you will take this most of the time for the slow. Again, try not to die with this buff. If you are on Blue team (Bottom Left), you may need to leash and protect red for your jungler
Golems spawns at 1:40 and respawns every minute. I have given a special mention to golems because you can get them at level 1 for gold and exp. This should not affect your jungler if you do it correctly. Watch the video below for level 1 golems. This gives you roughly 70 gold.
Team Work - Laning and Early Game
Early game is pretty simple. Last hit. Last hit. Last hit. Try to kill enemy laner when you can and co ordinate ganks. At around 2100 (If you started with Doran's Blade) you should recall and buy a b.f. sword and Boots of Speed for easier last hitting due to growing creep health. If you started with Boots of Speed, recall at around 2200 gold and buy a b.f. sword and a Vampiric Scepter.
Janna, the Storms fury
Janna is not a sustain support, but helps you in many other ways. Her best move in my opinion is her shield. Gives AD as well! Eye Of The Storm> Tumble>Auto Attack makes for a great burst, as well as the shield blocks most retaliation. Her knock up and slow make for easier Condemn placements.
Shen, the Eye of twilight
NO, I'm only joking. Let's see how it goes after the buff.
Well Shen has FINALLY been buffed. I now can see him as a viable support/tank. He can keep your health up if you attack the Vorpal Blade marked unit. His Shadow Dash can help you position up for Condemn, and his Stand United can save you multiple times if he uses it correctly.
Sona, the Maven of the Strings
Sona is a really good support, zones the enemy, and sustains you! Also the AoE ulti stun is god like in team fights. The speed up can help you position yourself for Condemn, and the Hymn of Valor passive aura can help you last hit easily.
Soraka, the Starchild
Soraka is one of the easiest and simplest supports, however sustains very well (watch out for the nerf though). Basically, keeps you alive but cannot help you get many kills (other than silencing). Her Infuse makes it so you don't run out of mana, and you can spam Tumble and Condemn more for harass. Also, Wish is one of the best ulties, especially against that pesky Karthus' Requiem.
Taric, the Gem Knight
Taric is highly underestimated and is good sustain and a good kill lane. Dazzle+ Condemn can make for up to a 3.5 second stun and kill. Shatter's passive will help you win damage exchanges between the enemy AD carry. Taric is actually quite versatile and has a good balance between offensive and defensive.
Blitzcrank, the Great Steam Golem
Hes a robot with a long robot arm, what more can I say? One of the best kill lanes, but with no sustain. You have about 3-4 seconds of disables if you can get Blitzcrank to pluck them to the side brush so you can Condemn. If you lane with Blitz, make sure you get at least a couple of kills to get you ahead during laning.
Team Work - Mid Game
There are several things to do:
- Push Tier One tower(s), and Tier Two tower(s) if you can.
- Continue farming towards Phantom Dancer and Infinity Edge
- Get Dragon
- Get more map control (need support to ward)
- Possibly get Baron if you are ahead
Firstly, before you start pushing, ask your support to ward the river as well as the river brushes. This will save you if the enemy jungler (or other lanes) come down to gank you. Ask your support to use AoE spells ( Shatter, Starcall, etc.) on the full hp minions, and you can still last hit the minions and push.
Before you start doing Dragon, push the lane (above) and then drop a Vision Ward nearby Dragon to spot for any wards. Then get your support to place wards (depending which team you are on)
The red circles are where your support should place wards, so that you don't get killed while trying to do Dragon. Make sure you pull Dragon out so that their jungler doesn't steal it with Smite. With Baron, make sure you ward in the same places (just mirrored) and place a ward behind Baron (on the cliff) so that their jungler doesn't try to steal it.
Team Work - Late game
By now, you should be critting for 500+ damage. Your job is pretty simple in team fights. Aim squishies, or the one who deals the most DPS. For example, if Brand is wrecking your team, try to Condemn him to the wall, if not just right click and kill him. You are (most of the time) the biggest threat to their team, so they will try to focus you. This is why Banshee's Veil is so important, so you don't die in less than 1 second. You should not be initiating team fights, your tank or off tank should be. Wait at the back for a few seconds before coming into the battle, so they will be focusing someone else. This late in the game, you can just right-click and win, but you should be spamming Tumble so you deal even more damage. Always remember to use Condemn when you can for the stun.
For runes in Dominion I use more aggressive runes, and less defensive runes.
Greater Mark of Attack Damage
Greater Seal of Armor
Greater Glyph of Cooldown Reduction
Greater Quintessence of Movement Speed
I take Greater Seal of Armor because in Dominion there tend to be lots of AD Hyper carries (such as yourself), and this helps in your first fight for the Windmill up top. Also, gives that extra defence so you don't get executed by minions while capping.
I take Greater Glyph of Cooldown Reduction because in Dominion, there are hell of alot more walls. This will help you in small skirmishes in the centre area, because you can spam Condemn more often.
I take Greater Quintessence of Movement Speed because the 4.5% movement speed will make a greater difference in Dominion than in Summoner's Rift. This is because in Dominion, the objective of the game (which is capping) requires you to get to the capture points as soon as possible. Because you don't start with tier two boots, you will need a bonus movement speed buff to get to the Windmill faster.
For masteries in Dominion, I choose to be more aggressive with 24/6/0
Because you don't need sustain in Dominion, I swapped out Vigor for Havoc . The 1.5% damage increase makes more of a difference in Dominion because you will have more items in a shorter period of time.
This is essential, the 200 health, 20 AD, and 5% lifesteal are way too good to be passed up when you are starting. This will hopefully keep you alive longer in that skirmish at the Windmill.
Typical boots for an AD carry, remember to get this on your first or second trip back, because mobility plays a big part of Dominion.
A heavily underestimated item in Dominion. You may be wondering -Why get Lightbringer?
Well let's see. A good amount of attack speed and a small amount of AD, and a highly underrated passive which grants vision of your target (include stealthed unit). I think this item is also essential for Dominion Vayne. This item is especially good against champions with stealth such as Wukong, Shaco, Twitch, etc. I think this item is a good item for Vayne because when you Condemn you may lose vision if they get knocked into a bush.
The Black Cleaver, Phantom Dancer & Infinity Edge
Not much to explain, just read the explanations in Core items (above).
Since you can't get The Bloodthirster in Dominion, this is the replacement. This is a good item since at full stacks you will have: +95 AD, and 22% Lifesteal. You can use this if you want to push lanes because of the passive.
Overall, I think Vayne is a wonderful champion, and I greatly enjoy playing her, I hope you feel the same. She can devastate everyone late game. I hope you like this guide ^.^
If you have any good game results, you can upload the screenshot to ImageShack or Photo Bucket and PM me the image URL.
Thanks for reading, and have a good Valentines Day!
-Feb 14th 2012 Valentines day: Added
-Feb 16th 2012: Dominion Vayne added
-Feb 17th 2012: Shen support section added