Vayne Build Guide by Simplifyx
| Health | 1933 |
| Health Regen | 14.4 |
| Mana | 803 |
| Mana Regen | 13.5 |
| Armor | 83.19 |
| Magic Resist | 42.06 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 400 |
| Gold Bonus | 0 |
| Attack Damage | 497.05 |
| Attack Speed | 129.005 |
| Crit Chance | 65%S |
| Crit Damage | 50% |
| Ability Power | 0 |
| Life Steal | 45% |
| Spell Vamp | 0 |
| Armor Penetration | 35 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Masteries
Introduction
Hello people on MOBAFire, my name's Simplifyx (Now name changed to InvertedPrødigy). I have been playing this game for a while now and I have decided to make a guide, since I am fairly decent with this champion, Vayne, The Night Hunter. This is my first guide on MOBAFire, and hope you can give me feedback on what I can improve or add to this guide. Thank You(As the Reader) and also thanks to jhoijhoi for the line dividers, as well as MissMaw for the format for some of the sections! Please finish reading this guide or testing it before voting. Constructive criticism is also welcomed! If you have any questions, please PM me on MOBAfire. (Or add me on AIM if you'd like : SimplifyxLoL@gmail.com)

Vayne, The Night Hunter
Lore:
The world is not always as civilized as people might think. There are still those who would follow the blackest paths of magic and become corrupted by the darker powers that flow through Runeterra. Shauna Vayne knows this fact well. As a young privileged girl in the heart of Demacia's elite, her father tried to convince her of the constabulary's ever-vigilant eye. Young and naive, she truly believed that her world was one of perfect safety, until one night, when a twisted witch took interest in her father. The malevolent woman overcame her father's conciliar guard, then tortured her family before murdering them. The young Shauna escaped only by hiding herself and then fleeing once the hag had departed, plagued by the screams of her loved ones as she ran. A burning hatred was born in her that day, one that could never be denied.
Vayne was about to take care of herself using her father's money, and she began to train as soon as an instructor would have her as a student. By the time she was a fully grown woman, she had become a grim warrior. However, the fields of battle were not to be her home. Demacia needed a protector, one who hunted those lost to the darkness. Shauna used her family's contracts to become the first Night Hunter, and now her prowess is the stuff of legends. It is said that those who practice the black arts quake when they hear that the Night Hunter is on the prowl. Despite her crusade, Shauna has looked at the League of Legends in horror. There are champions who have clearly lost themselves to the blackest of magics, and who have been embraced within the League even though they should be put down for the safety of all. The time has come for the Night Hunter to execute her secret mission - to purge the League of Legends.
Not all shadows are to be feared. At least, if Vayne has her way.
Credits to Xiron~Pros/Cons
Pros:
-
+Tumble grants stealth with ultimate
+Incredibly useful passive when chasing
+True damage every three hits
+Good early game, powerful mid game, devastating end game.
Cons:
-
-No real escape ability
-Squishy
-Tends to be focused in team fights
-Easily Zoned
Abilities
Night Hunter
Vayne ruthlessly hunts evil-doers. She gains 30 Movement Speed when moving towards an enemy champion.
Night Hunter is one of the reasons as to why Vayne is so scary. The ability to chase down enemy champions with an extra 30 movement speed is insane. Although 30 movement speed doesn't seem like much, it actually helps you pick up a lot of kills when chasing. For example, if someone flashes, assuming they don't go over a wall and you still have vision of them, this passive and your tumble helps you catch up to them with ease.
Tumble
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.
Tumble isn't used for much early game, except for creating a little distance between you and the enemy, adding a little bit more damage to your next attack, and for last hitting a little easier. End game, however, this ability helps you extremely well. At level 5 Tumble, your next attack will do 50% extra damage, close a little distance, AND give you stealth when your ultimate is up. This ability will scale well if you have a lot of AD and will give you a higher damage output for its short cooldown. YOU ARE ABLE TO TUMBLE THROUGH JARVAN'S
Cataclysm

Silver BoltsVayne 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)
Silver Bolts, or the skill that Vayne has that all tanks fear. Dealing 8% of the enemy champion's maximum health every 3 attacks is insane, since your auto attacks should be doing a lot as well. Attacking someone with around 300 AD, depending on your build of course, with let's say, 1.5 attack speed(though it shouldn't be that low), it would deal about 900 damage + 8% of their maximum health in a total of 2 seconds! (Excluding armor)
There is really no picture of silver bolts, other than the circle underneath your target, so I will just use a picture that shows that circle. NOTE: Silver bolts refreshes every time you attack a new target.

CondemnVayne 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.
This ability will really shine when you land it on your opponent and they collide with terrain. This ability will do extreme amounts of damage early game, because it does DOUBLE damage when they hit terrain. It might fall off mid game if the opponent stacks armor, but the stun is nice still. When you Condemn someone to a wall end game, your auto attacks should pick you up at least one kill. There are many times in which you can condemn. For example, if your support sits in a brush, and someone attempts to facecheck(which is to walk into a brush that is not warded to see if anyone is hiding) a brush, you can tumble and instantly condemn them. I DO NOT advise maxing Condemn first if you're laning against

Final HourReadying 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.
Final Hour is incredibly useful in team fights, and if you are skilled with Tumble, that 1 second stealth can save your life, and pick up kills. Final Hour is used in three situations.
-Grants you stealth on Tumble(Might save your life)
-Using it right before team fights
-Chasing someone down and you need the 3x Passive bonus totaling to 120 bonus movement speed


My Runes
| Runes | |||||||||||||||
Greater Mark of Attack Damage 9 |
Greater Seal of Armor 9 |
Greater Glyph of Magic Resist 9 |
Greater Quintessence of Attack Damage 3 |
||||||||||||
Marks - Attack Damage Marks helps you with last hitting, gives you bonus damage throughout the game, and can scale a little bit into your Tumble and Condemn. Your Condemn has a 1:1 ratio with your attack damage if you successfully collide them with a wall.
Seals - You should be in bottom lane, and you should be laning against an AD carry, in which Armor will help you survive longer in lane, and will lower the chances of you dying.
Glyphs - Magic Resist Glyphs can help you against their AP mid, or if they have an AP support. This will also help you survive a little longer in team fights, but since these are getting a little nerf, it is optional to use these or not. An example of an AP support -
Quints - Same reason as Marks, to last hit, and to raise damage on your other skills.
Here are a list of Alternative runes and reasons listed below.
Marks - Greater Mark of Desolation - Get this if you think the enemy team is likely to build armor against you, then these choices will be better than
Seals - No better alternative - The enemy team is extremely likely to have an AD carry, and even if they don't, having Armor is still very nice to have. Some AP casters/AD carries are one-time bursts, so if you stay back a little bit, you won't get killed instantly.
Glyphs -
Quints -
My Masteries
Take 21 into Offense, but the other 9 points can be put into either defense or utility. Pictures of what masteries to take are listed below (offense/utility). For defense, take 3 points in Hardiness, 1 point in Summoner's Resolve/Resistance, 4 points in Durability, and 1 point in Veteran's Scars.
Tier 1: 4 points in
Tier 2: 4 points in
Tier 3: 1 point in
Tier 4: 2 points in
Tier 5: 3 points in
Tier 6: 1 point in
Tier 1: 1 point in
Tier 2: 3 points in
Tier 3: 1 point in
Tier 1: 1 point in
Tier 2: 3 points in
Tier 3: 1 point in
Summoner Spells/Alternate Spells
The reason I get these two spells is because Cleanse is able to save you from champions with multiple CC's that would normally kill you. For example, you can
Cleanse
Leona's first stun and
Tumble out of the other stuns. This spell also scales pretty well into late game, considering the fact that you probably will be focused down. If someone would take
Exhaust, I suggest it be your support, but you can take any of the following spells instead of Cleanse. Completely optional.

Flash is necessary for almost all AD carries, since you should be the one getting focused by the enemy team most of the time. You will be able to make a quick escape and continue killing. This is one of the best spells and is a good spell for both offense and defense.

Alternative Summoner Spells
If you feel you do not need heal or you can get your support to get heal instead. Some people do better with
Exhaust, but I rarely use this.

If you think movement speed is better on Vayne than a split second flash. This works really well to get in range of her passive to work, and can also give you even more movement speed while your passive is up. You will be a great chaser, but sometimes
Flash will give you a better escape route.

Never used, don't think I will need map control/getting back in lane faster/ganking other lanes because they usually do well. Can be used for escape purposes, but there are lots of better spells for assassins such as
Vayne.

Get this if you think their team composition is not composed of a lot of CC's that can really hurt you. You can get this also against a
Soraka to stop her insane heals in lane.

Can save you in lane lots of times, as long as you use it before you get hit with an
Ignite, then you won't heal that much.

Same as heal in a way, can save you in lane, but the amount of damage barrier reduces isn't affected by
Ignite. However, it only lasts two seconds, but can, for example, save you from Caitlyn's
Ace in the Hole.
REMEMBER TO CHANGE YOUR MASTERIES ACCORDING TO THE SUMMONER SPELLS YOU CHOOSE
Items
-
: // If you don't have a sustain support, or if you like the extra movement speed. I usually take this even if I have sustain supports, as I find last hitting fairly easy without
Doran's Blade, don't need the extra health, and the 3% lifesteal is just a little bonus for starting with a
Doran's Blade
-
: // This item is nice if you need the extra health in lane, if you have a support that can health you back to full health, and if you need help last hitting. Starting with this item will lower your movement speed, but can sometimes be worth it if you have good jungle.
-
: // This is the standard type of boots for most AD carries, and rarely should this be replaced with other boots. And by rarely, I mean almost never. The attack speed is needed for
Vayne especially since it can help proc Silver Bolt
-
: // This item is a core item, as well as Bloodthirster, but it depends on what you get first. If you are dominating your lane and don't need sustain, but would rather have more damage when you crit, take this item. Take it ONLY if you are winning your lane. If you are losing, your best bet would to go
The Bloodthirster

Example Builds
Pure Offense
-
(
/
)

Offensive and Defensive
-

Most Defensive
-
(
/
)

Alternate Items
-
: // Get this item if the opposite team has a snare/suppress. It also works against Karthus's ultimate, which can save your life(assuming your bubble isnt popped by then).
-
: // Get this item if you have tons of gold to spend, and it will give you a huge amount of extra damage. It should be somewhere around your last item or so. Use ONE skill at a time, and auto attack after. For example, Final Hour > auto attack > condemn > auto attack > tumble > auto attack > silver bolts proc + trinity damage. Credits to jhoijhoi again.
Farming
LAST HITTING AT TURRET - EXTREMELY IMPORTANT
(Around Level 6 or so, because you gain attack damage after every level)
When the opponent minions reach your turret(at full health)
Front Minions - Let them take 2 turret shots, then you attack the same minion once.
Back Minions - Let them take 1 turret shot, then attack the same minion once.
Two Minions about to die? Attack one, instantly
Tumble and attack the other one for a slight auto attack reset. Credits to Patyfatycake for suggesting that I add this into my guide.
Realistic Lane Matchups (AD Carries)
Credits to BlackIceT for the Matchup Format. I've had much success using Doublelift's build listed at the top. Personal Preference however.
Section Completed (13/13) -
Ashe's Skill Set
Difficulty Pre-6: Easy
Skill Sequence:
Usual Starting Items:
How to Counter Ashe
Stay behind your minions, because all/almost all Ashe's max
Her
Care if you know she has
Tips
-Consider engaging team fights if
-Be wary of her
-It's almost impossible to run away from her end game, so you probably have a better chance at killing her than running away.
Caitlyn's Skill Set
Difficulty Pre-6: Hard
Skill Sequence:
Usual Starting Items:
How to Counter Caitlyn
To be honest, you can't really counter Caitlyn. She is a counterpick to Vayne, and if it is a good Caitlyn, you better know how to last hit at turret, or you won't be getting any minion kills. She outranges you, and her
Try to avoid
If you see her use
Tips
-Do not last hit some minions if you are going to get harassed badly
-Learn to last hit at turret
-You might be able to match up to her by landing one good
Corki's Skill Set
Difficulty Pre-6: Easy
Skill Sequence:
Usual Starting Items:
How to Counter Corki
Stay back, farm well, if he moves up past his minions, back up a little so he won't hit you with his
When he gets level 6 and his
Tips
-Think about engaging into fight if
-Stay behind minions so he can't hit his skills, because all of it are somewhat like skillshots.
-One good Condemn with his
Draven's Skill Set
Difficulty Pre-6: Medium/Hard
Skill Sequence:
Usual Starting Items:
How to Counter Draven
You don't really counter him if he is good, but it will be an even lane in my opinion if he is decent. If he can aim
Tips
-Do not trade with him early without a jungler gank, unless he misses his
-If you do not have a sustain support, try your best to stay away from him so he cannot harass you too much. If he deals too much damage to you, you have a better chance of matching him end game if you go back than if you stay and maybe give him a kill.
-Watch
Ezreal's Skill Set
Difficulty Pre-6: Medium
Skill Sequence:
Usual Starting Items:
How to Counter Ezreal
Same as a lot of AD Ranged, stay behind your minions so Ezreal's
If you catch him with his
Make sure you know when he will fire his
Tips
-His
-Tumble away from his
-Stay behind minions and focus on farming.
Graves's Skill Set
Difficulty Pre-6: Medium / Hard
Skill Sequence:
Usual Starting Items:
How to Counter Graves
If you see him
If they have a stun support, try to not get stunned, because Graves can follow up easily with his
Tips
-If you are to fight
-His passive,
-Avoid his
Jayce's Skill Set
Difficulty Pre-6: Medium / Hard
Skill Sequence:
Usual Starting Items:
How to Counter Jayce
If the
If you notice that
If you notice that
Tips
-
-Stay behind minions or
-Try not to fight unless you know his cooldowns are low, you have a jungler with you, if you have more health/damage, or all of the above.
Kennen's Skill Set
Difficulty Pre-6: Medium
Skill Sequence:
Usual Starting Items:
How to Counter Kennen
Dodge his
Once you see him use his
Tips
-Makes
-Avoid his
-Stay behind your minions and dodge his attacks.
Kog'Maw's Skill Set
Difficulty Pre-6: Medium
Skill Sequence:
Usual Starting Items:
How to Counter Kog'Maw
Try to get a stun support so it makes landing your
Once he gets
Tips
-Don't stay in place for him to land
-Get early ganks from jungle as he doesn't have any real escape spells.
-Landing
Miss Fortune's Skill Set
Difficulty Pre-6: Easy / Medium
Skill Sequence:
Usual Starting Items:
How to Counter Miss Fortune
Don't trade with her if you rely on your support to heal you, or if you have
When she shoots her
Tips
-Easier to trade hits with her(if you want) if you have an aggressive support that can do some damage, and doesn't rely too much on heal. Examples of these are
-
-When running away from her, attack her once, because if you don't, her passive lets her catch up to you easily, probably getting her the kill.
Sivir's Skill Set
Difficulty Pre-6: Medium / Hard
Skill Sequence:
Usual Starting Items:
How to Counter Sivir
Don't bother to trade hits with
Her
Tips
-Don't get hit by her
-Don't
-Focus her in team fights(which you usually do all AD carries) and burst her down before she deals significant damage to your team.
Tristana's Skill Set
Difficulty Pre-6: Medium
Skill Sequence:
Usual Starting Items:
How to Counter Tristana
Be careful when trading with
Her
Tips
-If they have a stun support, try and stay out of their range. If it is an
-Kill
-Her range increases as she levels, but you might not be able to touch her mid game laning. Try and attack her a few times early, but do not die.
Varus's Skill Set
Difficulty Pre-6: Medium
Skill Sequence:
Usual Starting Items:
How to Counter Varus
If you trade with
Tips
-Stay behind minions so his
-
-His passive gives tremendous attack speed on killing targets, even if he has no attack speed, it will give him equal attack speed to yours if you have a
Realistic Lane Matchups (AD Carries) TL;DR
Ashe - Easy
Caitlyn - Hard
Corki - Easy
Draven - Medium/Hard
Ezreal - Medium
Graves - Medium/Hard
Jayce - Medium/Hard
Kennen - Medium
Kog'Maw - Medium
Miss Fortune - Easy/Medium
Sivir - Medium/Hard
Tristana - Medium
Varus - Medium
Gameplay - Early Game
There are two ways to start off for most AD carries, including
Last Hitting
Only attack the minions when they are about to die, therefore, you will not push the lane as far as you would if you were auto attacking. Not pushing your lane can lead to many opportunities. For example, you can get a gank from your jungler much easier, easier farm with low fear of getting ganked, and you can also get a lot more gold as you should be getting 90% of the last hits. Last hitting gives you the gold from killing minions, thus causing you to get your items faster. This is very important as an AD carry, and all of them should learn this. If you don't learn this, you are not playing an AD carry to the best of their ability.

Warding
Since you are bottom lane, you should tell (mainly the support, or whoever has wards) to ward at certain places. They can ward for mid if necessary, but do not go all the way to top just to ward. A few warding spots are shown below. Credits to the person in this picture, but I do not know who it is unfortunately.

You should usually ward this spot with a

Ward this spot if you think the other jungler might counter jungle your blue. You might pick up a kill or two if you bring your mid lane, bot lane, and maybe even your jungler to get that one person.


Ward the two spots listed above if you want more vision near your blue and dragon. You can bring you team to get ready. Maybe there will be a team fight, but if you think the other team is stronger than you, do NOT contest for Dragon. Even if it gives 190 global gold, it will not be worth it for your team to die, thus giving them even more gold than just Dragon.

This is the most common warding spots for bottom lane. Your support should ward these at all times, because the chances of you being ganked by their jungler will be extremely low if you have good map awareness. You will not have to be feared of pushing your lane as much as you would if you had no wards.
Dragon Control
To be able to control Dragon, your team should have wards placed around Dragon to see if the enemy team might go for it. An example of these wards are shown above.
Harassing
In order to harass with
Gameplay - Mid/Late Game
These sections are basically doing the same thing. This is when team fights start to happen, and people are fighting over Dragon/Baron control. Tell your supports to get Vision Wards or you can get it as well if you have extra gold with an extra slot.
Do not wander off alone, stick with the team. If you see a wave pushing at bottom but it didn't reach your turret yet, do not leave your team in a team fight or else you might make that fight a 4v5.
Everyone should have nearly full builds now, assuming they didn't disconnect, or feeding extremely hard. Planting a
Sight Ward or
Vision Ward at certain places might actually catch the enemy team off guard, thus causing a slight, or even game-changing advantage.
Team Fights
Before team fights, try to buy at least one elixir, preferably
Elixir of Fortitude, it will help you deal more damage in team fights.
During team fights, it is better if you stay a little behind your team, as the enemy team will try to close in on you. Be careful if they try to come from behind, because in doing so, you will have easily become their first target.
The targets you should aim for in order are:
AD carry > AP carry > Solo top/Support > Tank assuming you are able to go for that order without dying, otherwise, just attack the closest target to you. Dead
Vayne does no damage. Credits to Magicslime for reviewing my guide and commenting on what to fix.
The solo top/support/tank will obviously try to keep you off their carries, but that's also what your team is for. Your team should be trying to catch their AD/AP carry with a snare/stun/suppress or something just long enough for you to burst them down.
Remember to use
Final Hour before you start a team fight, as it gives you bonus attack damage, and also gives you stealth while
Tumble. This will give you a slight advantage because they will be trying to find you(assuming they don't have
Vision Ward or Oracle Elixer.
If you see someone close a wall,
Condemn them, since that is fairly common in team fights. Try not to aim for the tank, because then you will be doing the other team a favor, by aiming the person they want you to.
Tumble whenever it comes off cooldown in the direction you need to. For example, if enemies are chasing you,
Tumble backwards. If chasing,
Tumble towards.
League of Legends Replay (LoLReplay)
If you want to see my games, download LoLReplay from < http://www.leaguereplays.com/download/ >
Download and watch some of my games at:
Vayne
< http://www.leaguereplays.com/replays/match/331224/ > (Somewhat Pure AD)
< http://www.leaguereplays.com/replays/match/334189/ > (Silver Bolts/Phantom Dancer First)
< http://www.leaguereplays.com/replays/match/378689/ > (Doublelift Vayne, Last Hitting Included)
< http://www.leaguereplays.com/replays/match/486215/ > (Doublelift Vayne, Game 2)
< http://www.leaguereplays.com/replays/match/453448/ > (Vayne Gameplay)
< http://www.leaguereplays.com/replays/match/456433/ > (Silver Bolts/Black Cleaver First)
Others
< http://www.leaguereplays.com/replays/match/566819/ > (Kog'Maw Gameplay)
< http://www.leaguereplays.com/replays/match/566093/ > (Graves vs. Ashe/Soraka)
< http://www.leaguereplays.com/replays/match/544254/ > (Pentakill Zeal/PD Yi)
< http://www.leaguereplays.com/replays/match/473354/ > (AP Ashe/Gangplank/Ezreal with Smite/Clairvoyance BIG PLAYS BIG PLAYS, MUST WATCH)
< http://www.leaguereplays.com/replays/match/475851/ > (AP Ashe/Ez with Smite/Clairvoyance Video 2)
< http://www.leaguereplays.com/replays/match/466636/ > (Ranked Kog'Maw Gameplay)
< http://www.leaguereplays.com/replays/match/370982/ > (Kog'maw Pentakill)
< http://www.leaguereplays.com/replays/match/445028/ > (Top AD Nidalee)
< http://www.leaguereplays.com/replays/match/453441/ > (AD Bot Varus)
(I will add some videos sometime here, remember to come back and check!)
Patch/Release Notes
Patch 3.6 notes - 4/29/2013
Condemn
Range now accurately matches her attack range
Release Notes v1.0.0.118b – 5/23/2011
Movement speed reduced to 305 from 310
Range decreased to 550 from 555
Tumble mana cost increased to 40 from 35.
Silver Bolts base damage reduced to 20/30/40/50/60 from 30/40/50/60/70
Condemn base damage reduced to 50/90/130/170/210 from 60/100/140/180/220
Release Notes v1.0.0.120 – 6/21/2011
Silver-Tipped Bolts will no longer interact with spell shields
Tumble bonus damage reduced to 40/45/50/55/60% from 55/60/65/70/75%
Condemn damage reduced to 45/80/115/150/185 from 50/90/130/170/210
Final Hour
-
Movement speed bonus now triples instead of quadruples
Attack damage reduced to 25/40/55 from 35/55/75
Release Notes v1.0.0.122 - 07/25/2011
Fixed a bug where Silver Bolts would go through Blind effects.
Volibear Patch Notes - 11/29/2011
Fixed a couple small bugs introduced to Condemn with Fizz patch
Sejuani Patch Notes - 01/17/2012
Base movement speed reduced to 300 from 305
Night Hunter movement speed reduced to 30 from 40
Tumble bonus damage reduced to 30/35/40/45/50% from 40/45/50/55/60%
Final Hour Tumble stealth duration reduced to 1 second from 1.5
World Championship Hotfix Notes - 09/25/2012
Base movement speed increased to 305 from 300
Updates
05/16/2013
*Fixed quick item builds and added labels
*Fixed skill order in quick builds
*Updated "My Masteries" section
*Fixed "Team Fights" section
*Fixed "Items" section
12/04/2012
*Fixed some things in build
11/17/2012
*Added something in "Farming" section
11/02/2012
*Fixed some stuff here and there
9/29/2012
*Fixed "Items" section slightly
9/25/2012
*Added Jayce to "Realistic Lane Matchups(AD)"
6/10/2012
*Added a "Realistic Lane Matchups (AD Carries) TL;DR" section
6/08/2012
*Added Draven/Varus to "Realistic Lane Matchups(AD)"
3/22/2012~5/31/2012
*Added/fixed minor things
3/22/2012
*Released guide
*Added "Alternate Runes" section
*Added "Summoner Spells/Alternate Spells" section
3/23/2012
*Fixed minor mistakes in "Alternate Runes" section
*Uploaded pictures onto ImageShack
*Remade "Lane Matchups(Enemy Team)"
*Started "Realistic Lane Matchups(AD)"
*Added Offtank Build
*Added Ashe/Caitlyn to "Realistic Lane Matchups(AD)"
3/24/2012
*Added Corki/Ezreal to "Realistic Lane Matchups(AD)"
3/25/2012
*Added Graves/Kog'maw to "Realistic Lane Matchups(AD)"
3/26/2012
*Added Kennen/Miss Fortune/Sivir/Tristana to "Realistic Lane Matchups(AD)"
*Finished the "Realistic Lane Matchups(AD)" section
3/29/2012
*Added a "Hall of Fame" section
4/17/2012
*Started adding changes from MissMaw's review
*Deleted some sections that might not be useful
*Added Gameplay - Early Game
4/23/2012
*Added a few videos in "LoLReplay" section
4/24/2012
*Started adding things in "Gameplay - Early Game"
Hall of Fame
Post pictures of your scores with this build and I will add it here !
Pourliver

Lampi

SL5 xHaterz

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