Build Guide by DangerousCamel
Not Updated For Current Season
Not Updated For Current Season
Read this first
All credit goes to Chaox of Team SoloMid. I copied this guide exactly from their site.. I do not want any credit for writing this guide. I simply adapted it onto Mobafire for comparison purposes (and because I like the format better). DO NOT GIVE ME CREDIT. No section of the guide was written by me aside from this chapter. However, feel free to up/down vote. I feel that this guide will receive the views that it deserves due to Mobafire's greater user count.
EDIT: Questions are already being asked as to why Condemn is being maxed out first. I DIDN'T WRITE THIS. But I did provide some explanation as to why I believe Condemn should be maxed first in the comments below.
Also, please try the build before you up/down vote. I don't feel that it's fair to judge a build simply because it is not similar to your own. The build was made by a 2000+ ELO player on TSM. It would be hard to believe that you can dismiss this build and call it **** so easily.
Vayne is a very mobile single target AD Carry. Unlike other AD carries, Vayne's single target DPS is very high starting from level one. Abusing this advantage in the laning phase will lead to a strong snowball. Vayne's great strength lies in her mobility, Tumble is easily one of the best mobility skills ever put on an AD carry, using it effectively with her passive makes escaping Vayne nearly impossible.
3 Damage, 10% Crit Dmg, 4% Attack speed are all great, and since the Havoc change, it has become significantly better for AD carries to run 21/0/9. This offers great early pressure and sustained late-game damage.
Red - Armor Penetration - There are no better alternative.
Yellow - Plat Damage - You can also run 13 Armor, but 4 Damage is more than it seems, especially if you're planning to snowball off your early-game.
Blue - Attack Speed - Can also run 13 MR if you're vs a heavy caster harasser.
Quint - Flat Damage - There are no better alternative.
I like to run Exhaust over ghost because instead of running away from a potential danger, I'd rather just exhaust and kill them.
You can use ghost and run away from a jungle gank, or you can use Exhaust to get away from a jungle gank.
Running exhaust also makes you nearly impossible to 1v1.
There are no replacement for Flash. It is an essential tool to make plays and manage situations.
Passive: Night Hunter
Vayne ruthlessly hunts evil-doers. She gains 40 Movement Speed when moving toward nearby enemy champions.
Her passive is INSANELY good. When Vayne uses Final Hour, it gives her a bonus 160MS!!!!! It makes escaping a Vayne nearly impossible, and since Vayne is an exceptional duelist, it makes laning against her once she hits 6 very difficult.
Vayne tumbles a short distance and her next basic attack within 6 seconds deals bonus physical damage.
The bonus is equal to 55/60/65/70/75% of her total Attack Damage.
Cooldown 6/5/4/3/2 seconds
Cost 40 mana
Tumble is a quick fix to your position in a team fight.
Tumble allows you to chase very well.
Tumble makes dueling a level 1 Vayne nearly impossible.
Tumble allows you to harass very easily.
Tumble = Win.
W: Silver Bolts
Vayne tips her bolts with a rare metal, toxic to evil things. The third consecutive attack or ability against the same target deals an additional 20/30/40/50/60 plus 4/5/6/7/8% of the target's maximum Health as true damage. (Max: 200 damage vs. Monsters)
Silver bolts is excellent for harassing, however in a teamfight, it's actually very rare to see Silver Bolts go off twice on a single target, because you're trying to hit whatever you can.
Condem] E: Condemn
Vayne fires a huge bolt, dealing 50/90/130/170/210 (+50% of attack damage) physical damage and knocking her target back.
If they collide with terrain they take 60/100/140/180/220 (+50% of attack damage) additional physical damage and will be stunned for 1.5 seconds.
Cooldown 20/18/16/14/12 seconds
Cost 90 mana
Most people ask me why I max E first.
" Why do you max E first on Vayne, Chaox? "
... Because I like the burst damage it offers if you can pin someone on the wall, and with the invis on Tumble, it's very easy to set up a Condemn onto a wall. If you do manage to hit that Condemn, you will likely 3 shot just about any squishy at level 6.
At level 9, if you manage to land a Condemn with Final Hour, that's a raw 500~ damage. Wow.
R: Final Hour
For 8/10/12 seconds Vayne gains 35/55/75 Bonus Attack Damage, Tumbling grants Vayne stealth for 1.5 seconds, and the bonus Movement Speed from Night Hunter is quadrupled.
Cooldown 70 seconds
Cost 80 mana
Vayne's ultimate makes her insanely scary. It makes laning against her at level 6 nearly impossible because even if you're slightly over extended, she can chase you down and kill you in mere seconds.
You can also pull off very strong bush ganks by just waiting patiently then tumbling out invisible and catching them offguard with Condemn.
The extra AD on her ultimate synergizes with both Tumble and Condemn. The Stealth and 160MS really puts this ultimate ability up there with the most OP, and is why Vayne is generally banned in solo queue.
E first - Insane damage.
Q second - Lower cooldown, also your bonus Ad from items should kick in at the same time.
W last - Doesn't actually proc that often in teamfights, level 1 is good enough for harassing in lane.
R whenever possible - Obvious.
My current favorite build is to rush Bloodthirster with a couple of Doran's Blades and Berserk boots, followed quickly by a Phantom Dancer. This ensures great sustainability with lifesteal, along with great damage from crits and massive physical damage. Next is generally a Banshee's because I find myself to be the focus of most of their abilities. Lastly Infinity and then Last Whisper for the end-game.
Vayne is extremely strong in the laning phase, and you must abuse this to your advantage. As soon as you hit level 6, you should be able to score a kill on your opponents if you land your Condemn. There is almost nothing that can out-lane a Vayne at 6, so you must use this advantage to farm while zoning or score kills. Once you have that early advantage you should be able to secure a very nice snowball effect by good positioning in carefully picked teamfights.