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Vayne Build Guide by brkl789

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Not Updated For Current Season

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League of Legends Build Guide Author brkl789

True Damage, True Carry ~ S3 Vayne Guide

brkl789 Last updated on January 29, 2014
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Ability Sequence

1
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7
9
Ability Key Q
3
8
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Ability Key W
2
14
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Ability Key E
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Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0


Guide Top

NEW GUIDE


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My other guides:
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Short Intro

Hello guys and welcome to my Vayne guide, the second one I made here on MOBAFire. I'm BroxXx95 and I play on EU West. Although I main Mid, sometimes I like to play AD Carry/Marksman and Vayne is my favourite. She was actually the newest champion in the League when I started playing LoL. Her high mobility and great dueling potential made her my favourite champion, even today. Although I'm far from pro player I find myself a solid Vayne player and in this guide I'll give you some tips how to play her.

This guide will cover basic champion information, as well as recommended runes, masteries and summoner spells. Also, I'll give my best to explain how to play Vayne in different game stages and how to build her effectively, to dish out as much damage as possible.

I have to warn you this is an in-depth guide; it takes a while to fully read so it's best to concentrate and read it carefully. I relly hope you'll enjoy what I've prepared for you!

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AAAAAAAAAAAAAAAAAAAA- What makes Vayne so special?

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  • High mobility
  • Strong duelist
  • Stealth
  • Late-game power
- Vayne is naturally highly mobile champion thanks to Night Hunter and her basic abilities. Tumble and Condemn can both be used offensively and defensively. Tumble is great poke tool and very strong in fighting an enemy as it resets auto-attack while Condemn can potentially stun enemy to secure a kill. Alternatively, they can be used to create distance between you and enemy to escape scary situations.
- Vayne's assassin-like playstyle makes her very strong duelist that's able to burst down any target within seconds. Combination of Silver Bolts and Final Hour significantly increases her damage output and she melts even toughest tanks very quickly. Tumbling while Final Hour is active gives Vayne a short-duration stealth which is crucial to confuse enemies during fight.
- Finally, Vayne is a hyper-carry; the moment she gets a few offensive items she becomes unstoppable late game monster!

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AAAAAAAAAAAAAAAAAAAA- What should I be aware of?

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  • Short range
  • Squishy
  • Main target of her enemies
  • Quite difficult to understand
- Vayne has relatively short range, therefore she can easily be denied from farming and poked a lot, especially if you're against someone like Caitlyn. Generally AD Carries with strong early-game can be real pain in the a** to Vayne as she is weakest during first few levels.
- After laning phase, when the team fights start to happen, Vayne will ALWAYS be the primary target of enemy team. Since you'll focus on building primarily damage items, you will be an easy target if you get caught.
- At last, Vayne's mechanics are pretty difficult to understand, especially to newer players. Wrong use of Tumble can put you in a dangerous situation, while Condemn can potentially save an enemy.

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SPACESPACESPACESPACEAAAA

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When it comes to runes and masteries, almost every AD Carry uses the same setup. You should focus on increasing damage output as much as possible, for easier farming and better poke, while also putting reasonable amount of defensive stats to be able to trade effectively.

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- Runes -

- Offensive Runes -

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Runes

Greater Quintessence of Life Steal
1

Greater Quintessence of Attack Damage
1
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Greater Quintessence of Life Steal are highly recommended to take, at least two of them. Providing extra life steal at the start allowing you to stay in lane longer, to heal up quickly if being poked. They also have great synergy with Doran's Blade and can allow you to delay life steal item if you want to. One Greater Quintessence of Attack Damage could be taken to replace one Greater Quintessence of Life Steal to add extra early attack damage for easier last hitting and deadlier auto-attacks.

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Runes

Greater Mark of Attack Damage
1

Greater Mark of Critical Chance
1
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Greater Mark of Attack Damage are obligatory to any AD Carry as they greatly improve your chances to successfully last hit. They also give more power to your basic attacks for better pokes and trading with enemy AD Carry. Since both Tumble and Condemn have AD scaling you'll get more damage from them, as well. Replacing one Greater Mark of Attack Damage with Greater Mark of Critical Chance is optional, but can be actually very helpful. You'll loose only 1 AD, which is hardly noticeable, but you'll gain 1 critical chance. You might be thinking "That's also hardly noticeable!", but the point is you never know when that critical strike can occur, and when it does, you'll surely get an advantage over enemy AD Carry.

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- Defensive Runes -

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Runes

Greater Seal of Armor
1

Greater Glyph of Magic Resist
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Greater Seal of Armor are mandatory and are the only seals I'd recommend. You will be facing another AD Carry, or AD based champion 99% of time in current meta so you need a way to negate some of their damage and these are perfect runes for that purpose. With these, you shouldn't worry about getting armor at early levels. Greater Glyph of Magic Resist are pretty much standard choice, too. Since most supports and some AD Carries deal decent amount of magic damage, these runes will make you much less vulnerable to their poke.

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- Masteries -

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*WILL BE UPDATED*

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- For masteries you want to take 21 points in Offense Tree while putting the rest of your points into either Defensive Tree or Utility Tree, depending on your playstyle.

- In Offensive Tree you want to take all the physical damage improvements, starting with Fury for a little bit of attack speed and Butcher for better last hitting. Also take Feast for more lane sustain. Next take Brute Force , Martial Mastery , Warlord and Devastating Strikes for more attack damage, as well as Frenzy for some extra attack speed on crit strikes. Also put points in Executioner and Havoc for overall increased damage output.

- You can take Dangerous Game instead of Feast, but you can also take them both if you want to. This will leave you 8 points to use in other Trees instead of 9.

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- Summoner Spells -

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Flash is probably THE best summoner spell in the game. It's a great utility spell that has multiple uses. Use it to to escape scary situations and flash to safety. Use it to dodge abilities like Dark Binding or Enchanted Crystal Arrow. Use it to catch up to enemy after you've been knocked back. Possibilities are endless.

Ghost should be taken if you're still bellow level 12. Like Flash it has both offensive and defensive uses, to catch an enemy or escape them. The movement boost is pretty high and has great synergy with Night Hunter, but overall Flash is generally better choice.





















Barrier is one of the best spells for an AD Carry at the moment. This spell can often save your life and prevents you from being burst down in a second by champions like LeBlanc or Zed. It is especially strong in 1vs1 situations.

Cleanse works wonders against hard CC teams. It instantly removes any stuns, slow, snares, etc. and reduces duration of any other CC for next few seconds. Additionaly, if being snared/stunned, it will create a shockwave that knocks back all enemy units around you. Definitely worth to consider if facing for example Leona.
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AAAAAAAAAAAAAAAAAAAAAAAAAAA

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Being an AD Carry means you have to farm and get fed so you can purchase damage items, to deal as much damage as possible. For Vayne it's best to focus on buying attack damage and attack speed items, like Phantom Dancer and Blade of the Ruined King, and primarily focus on utilizing Silver Bolts, since this ability represents the biggest threat to your enemies.

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- Early Items -

- First Spawn -

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Doran's Blade is the best possible item to start a match with at the moment. It's an amazing item that gives you a mix of all necessary stats for laning phase. AD will stack up nicely with damage runes and your basic attack will damage more. Bonus health and health regen will greatly improve your lane sustain, along with life steal runes. Taking one Health Potion will allow you to heal quickly if you take some damage.

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- Early Picks -

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Berserker's Greaves are pretty much the only shoes you want to take on an AD Carry. They're cheap and give you pretty much needed early attack speed.
Vampiric Scepter goes pretty well with life steal runes. Besides increased sustain and small boost to attack damage this item is upgraded to Blade of the Ruined King later, which is core item in this build.

In those games where you get a great advantage over your bot lane enemies it's good idea to rush early B. F. Sword. Giving you whole 45 bonus attack damage, you will most probably crush your enemy in any attempt to trade with you. It also upgrades to Infinity Edge, or The Bloodthirster if you prefer it over BotRK.


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- Essentials -

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Rushing Blade of the Ruined King has multiple advantages. Firstly, it provides you with decent amount of attack speed and damage; improves your overall damage output. Secondly, passive has good synergy with Silver Bolts and makes you into melting machine. Finally, active is very useful in almost any situation, whether you fight someone, chase them, or trying to escape. In short, it absolutely amazing item!
alternative is bloodthirster

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Phantom Dancer is one of my favourite items for Vayne. The attack speed boost is very nice and goes well with Silver Bolts. Movement speed and the passive increase your mobility a lot, and it also has great synergy with Infinity Edge. Having both Phantom Dancer and Blade of the Ruined King means you will deal massive damage in short duration.
alternative is statikk shiv

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Even Vayne has her own way of dealing with tanks/bruisers, she still needs armor penetration. Last Whisper is one hell of an item I consider CORE in every situation. Attack damage works very well with all your abilities, but the armor penetration is what we really want. 35% arPen combined with damage from Silver Bolts will make you a real unstoppable force that melts everything that stays on its way.

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Infinity Edge is absolutely necessary if you want to maximize your damage output. Having 70 bonus AD and 25% crit chance combined with passive that increases crit damage will make your attacks hurt like never before. When combined with Phantom Dancer, this item does wonders.

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- Situational Items -

- Last Item -

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A standard last item for most AD Carries that provides you with nice mix of armor and magic resist, against balanced teams. Passive also revives you upon dying and literally gives you a second chance if you screw up. You'll want this item in most games.

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Very useful item, considered uncommon choice for AD Carries. Mixture of health and armor help you significantly against physical damage and champions that rely on basic attack to deal damage. Their attack and movement speed will be reduced every time they attack you, and active if you're trying to escape.

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The semi-offensive item you'd want to grab if you seek for more health. It boosts your health pool greatly, and it also gives you passive which makes you basic attacks slow any enemy hit. This works great with Vayne's high mobility and improves your kiting and chasing ability a lot.

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A highly situational item, but very useful against certain enemies like Warwick or Malzahar. Active removes ANY debuffs that are currently on you, including Ignite, Hemoplague, etc. It should be considered if you are facing hard CC team, without Cleanse.

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Trinity Force gives you only a small defensive boost via health, but it greatly increases your damage output. This may seem like a strange choice but Trinity Force works very well on Vayne. It's mostly because of frequent Sheen procs thanks to Tumble and even more attack speed and crit chance thanks to Zeal, while Phage gives you more chasing power. Since this item is very expensive (but not expensive as it used to be), you should never rush it early as bot lane AD Carry because it will leave you behind the enemy AD Carry. Grabbing it as last item gives you huge damage potential, but it makes you more vulnerable to damage due to lack of armor/magic resist. Be careful if you choose to take it.

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Banshee's Veil is very useful item against AP based champions, especially those who are combo-based, such as Annie, Morgana, etc. Shield works great against some initiation spells like Unstoppable Force or Crescendo, allowing you to move back to safety.

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Not the greatest item to take, but not bad at all. It mostly protects you from dying from bursty mages, such as LeBlanc or Kassadin, by giving you shield that protects you from magic damage. Unlike Banshee's Veil, this item gives you attack damage instead of defensive stats and further increases you attack damage based on how low your health is.

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- Movement -

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Enchantment: Furor is good to take when you are playing more aggressively. Increasing movement speed on every hit goes very well with Night Hunter bonus.

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Enchantment: Homeguard can be very useful, as it allows you to refill both your health and mana instantly and gives you huge movement speed boost to quickly return to your lane.

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At very late game, after you finish other items, you can replace boots with Zephyr if you want. Movement speed boost is smaller, but you get more attack speed, cooldown reduction, as well as tenacity and some attack damage. This item works like three different boots in one!

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AAAAAAAAAAAAAAAAAA

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- Abilities -

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Night Hunter: Movement speed is increased when facing an enemy champion; Passive is what makes Vayne such a great chaser. It gives you 30 flat movement speed, and this bonus is tripled while Final Hour is active, so you usually won't need any kind of slow to chase down your enemies. But please note that this bonus works ONLY if you are facing enemy champion.

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Tumble: Vayne dashes in target direction and gains bonus damage on her next basic attack; This is Vayne's signature move. It has very short cooldown at max rank, only 2s, which can be used to proc Sheen effect or quickly reposition yourself during fights, while in combination with Final Hour it grants you short-duration stealh. It also scales of bonus attack damage making pure AD items viable choice. This ability resets your auto-attack, while using it next to thick walls will make you fire second basic attack almost immediately. Tumble can also be used to move through some abilities like Cataclysm. Be careful how you use it, as it can put you in dangerous situation if not used correctly.

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Silver Bolts: Every third Vayne's basic attack on the same target deals bonus true damage based on target's max health; Probably the deadliest ability in Vayne's kit. It is quite strong at early levels, but it gains even more significance as the game goes on. This ability will wreck even the toughest targets, since no resistance can help to reduce its damage. It also makes attack speed items very good choice for Vayne and it is the reason why Blade of the Ruined King is generally stronger than The Bloodthirster.

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Condemn: Vayne knocks back targeted enemy and deals damage. If enemy hits the wall they are stunned and take double damage; Condemn, like Tumble, can be used both offensively and defensively. It's also Vayne's only form of crowd control, and be careful how you use it as it can potentially knock back enemy away from your reach. It is advisable to save it to prevent some channeled abilities, like Katarina's Death Lotus or Master Yi's Meditation . Early in game it can be strong burst spell if you level it first, especially against squishy targets like Sona or Janna. Also, keep in mind that enemies won't be stunned if they are pushed against champion-made terrain, like Jarvan's Cataclysm.

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Final Hour: Vayne gains bonus attack damage and tripled bonus from Night Hunter; Final Hour is very strong steroid spell that boost Vayne's attack damage for short duration. It is another why is attack speed strong choice for Vayne and the reason she is a great duelist. Is has longer cooldown at early ranks, but it's good idea to use it if you're destroying towers. Fun fact is that Final Hour in combination with Tumble grants Vayne a short-duration stealth that is especially useful during team fights, as you can easily confuse your enemies and switch the focus from you.

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Ability Sequence
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- Ability Sequence Explanation -

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> > >


Guide Top

Introduction - Let us hunt those who have fallen to darkness


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Hello, folks! Welcome to my second guide, this time for Vayne. Here I will show you how to play Vayne effectively and how to carry your team to victory. Also, I will be grateful if you check my other guides.
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sBefore we start, let me introduce myself. I'm BroxXx95 and I play on EUW. At the time I started playing LoL, Vayne was newest champion in the league, and I liked her immediately. She was, and still IS, the best AD Carry in the game, for me. She was tricky to learn to play with properly, but after some games it was easier and easier. The best thing about Vayne (in my opinion) is that she can be built differently than other carries and still be effective. So, lets get started!

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You might be asking "Why would I pick Vayne". Well, firstly, Vayne is a Hyper-Carry, which means she will do insane amounts of damage to her targets if she manages to reach late game. Secondly, she is the only ADC (besides Corki) to have true damage in her kit, with Silver Bolts, and not even armor will stop her from doing damage. She also has potential stun if she properly uses Condemn, and in team fights she will be able to confuse enemies with her Final Hour + Tumble stealth. And, of course, she is extremely fun to play!

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For those who are interested in lore.



Vayne's Lore


Guide Top

Pros and Cons





Pros
  • Good chaser
  • Can avoid skill-shots easily
  • Stealth with Tumble
  • Great against high-health champions
  • True damage
  • Unstoppable late game carry


Cons
  • Relatively short range
  • Squishy
  • Hard to master
  • Completely disabled by CC
  • Weak early game
  • Unreliable stun
  • Always focused in team fights


Guide Top

Masteries and Runes


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Masteries
4/5
4/1
3/1
1/1
2/5
2/5
1/1
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1/
4/1
3/1
1/5
1/1
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Explanation



There is not really much to explain. I suggest using standard ADC runes, putting 21 points into Offensive Tree and 9 points into Defensive Tree. Take all physical damage increase in Offensive Tree and add some survivability through Defensive Tree, taking health, armor and magic resist. Alternatively, you can put 9 points into Utility Tree, to increase your buff duration or decrease cooldown of summoner's spells, but I don't think it's necessary.

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Masteries
4/5
4/1
3/1
1/1
2/5
2/5
1/1
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1/
1/5
3/5
1/1
3/5
1/1
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Runes

Greater Mark of Lethality
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Attack Damage
3
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spcgreater mark of armor penetration

- Greater Mark of Attack Damage are great for boosting your early damage, as well as helping you farm easier. Also, with these your Tumble and Condemn will deal more damage.
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- greater mark of armor penetration can be great alternative to Greater Mark of Attack Damage. Since most players take armor runes for ADCs, these runes will help you to deal more damage to them early, and later, along with armor penetration items.

-Since you will be going bottom lane, you will face another ADC. Greater Seal of Armor will help you negate some of their damage through early and mid game.

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- Greater Glyph of Scaling Magic Resist will help you at bottom lane against supports, since most of them deal magic damage, and sometimes ADCs ( Kog'Maw, Varus, etc.) These will also help you against mages later in game.

-Like Greater Mark of Attack Damage, Greater Quintessence of Attack Damage is good choice for increasing your early game power and damage of your abilities.
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-If you need more lane sustain, Greater Quintessence of Life Steal are very strong choice, especially combined with AD marks and Doran start.


Guide Top

Abilities and Summoner's Spells


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Ability Sequence
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Night Hunter:

Vayne ruthlessly hunts evil-doers. She gains 30 Movement Speed when moving towards an enemy champion.
- Night Hunter helps you catch fleeing enemies;
- Bonus movement speed from Night Hunter works ONLY when you are facing enemy champion.


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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 is great to poke your enemies in lane;
- It can be also used to last hit;
- Tumble can be used to avoid skill-shot abilities ( Dark Binding, Charm, etc.);
- Tumble cannot go over walls, although it can go through champion created terrain ( Jarvan IV's Cataclysm).
- Bonus damage from Tumble CANNOT critically strike.


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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 20/30/40/50/60 + 4/5/6/7/8 % of the target's maximum Health as bonus true damage.
- Silver Bolts is great against high health targets ( Cho'Gath, Garen, Volibear, etc.);
- Building more AS helps you proc Silver Bolts faster;
- Using Tumble to proc Silver Bolts gives you high burst damage.


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Condemn:

Vayne draws a heavy crossbow from her back, and fires a huge bolt at her target, dealing 45/80/115/150/185 (+0.5 bonus AD) physical damage and knocking them back. If they collide with terrain, they are impaled, dealing double damage and stunning them.
- Condemn can be used both offensively and defensively. Use it to knock enemy to the wall to secure a kill or to push him away from you if you are running away;
- Condemn applies one stack of Silver Bolts to target;
- Condemn can be maxed first instead of Tumble if you are sure you can stun your enemies often and deal them massive burst damage.


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Final Hour:

Readying herself for an epic confrontation, Vayne gains 25/40/55 Attack Damage, stealth during Tumble, and triple the bonus Movement Speed from Night Hunter.
- Use Final Hour just before team fight to increase your damage output;
- Final Hour can be used to catch low health targets;
- Use Final Hour + Tumble combo to confuse your enemies in team fights with your stealth;
- Bonus damage from Final Hour allows you to buy more AS instead of AD;
- Due to its short cooldown, I suggest using Final Hour when destroying turrets or attempting to kill Baron Nashor.


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>>>

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Ability Sequence Explanation


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Flash:

Since Vayne doesn't have natural escape abilities, I'd say Flash is a must! I just can't describe how useful this spell is. It will help you escape awkward situations, chase enemies and position yourself in team fights. If you are below level 12, Ghost can be a good alternative. It can also be used to chase or escape from enemies.

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Barrier:

My usual choice since Season 3. It provides nice protection from any damage dealt to you and it can be used to bait your enemies to attack you under turret when you are low health. I choose Barrier over Heal just because Heal is easily countered by healing reduction ( Ignite, Impure Shots, etc.)

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Cleanse:

When you are playing against champions with hard CC ( Amumu, Leona, Ashe, Sona, etc.) Cleanse is maybe the best choice to consider. Alternatively, you can take Mercurial Scimitar to free space for another summoner's spell.

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Heal:

Heal is similar to Barrier and can save you when you are low health. You can also support your team in team fights, but as I said earlier, it is easily countered by healing reduction.

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Ignite:

This spell is great when you are facing someone with high health regeneration or heal, cause it will reduce its potential and deal true damage over time to them. With Ignite you will make sure your enemy won't escape with 10 hp again!

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Exhaust:

I used to take this spell when I first started playing Vayne. And I loved it, because it helped me kill enemies easier, without being damaged hard. But, nowdays, except in rare cases, your support will take Exhaust, so there will be no need for you take it. Still, it's completely viable.


Guide Top

Items for all situations


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Starting Items



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Doran's Blade has become very popular starting item in season 3. It gives you nice mix of damage and sustain. Bonus AD will help you farm and poke easier, while health and passive will make you more durable in lane. It is generally better starting item when your support has healing abilities.

These are also good items to start with. Boots of Speed increase you movement speed so you will be less vulnerable to early ganks. You will also catch your targets easier. Four Health Potions give you enough sustain to farm and survive trades with enemy ADC, especially if you don't have healer support.

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Core Items



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This S3 item has great synergy with Vayne. Blade of the Ruined King is great item to rush first as it gives decent amount of AD and lifesteal, and very much needed AS. Its passive works well against current health-stacking meta, while active can really help you to chase enemy faster and get back some of your health. If you prefer more raw damage take The Bloodthirster instead.

This is one of my favorite items for Vayne. It boosts your attack speed a lot, meaning you will proc Silver Bolts even faster. Critical chance is always useful for any ADC. Movement speed and passive that enables you to run through units will significantly boost your mobility and chasing abilities. This item has great synergy with Infinity Edge, if you choose to take it.

Although Vayne already has her own way of dealing with tanks and tanky characters, you still need armor penetration. Last Whisper is awesome item for that purpose because it gives you 40 bonus AD and 35% armor penetration. Combined with masteries it gives you total of 43% armor penetration. For example, if target has 150 armor you will ignore 64,5, which makes a big difference to your damage output.

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Want to push lane faster?


Statikk Shiv is good replacement for Phantom Dancer if you feel you need to push lanes faster. It gives you slightly less attack speed and critical chance, but you get a passive that causes your attacks to strike four additional targets when you reach 100 stacks. Since you will be constantly using Tumble and AAs during fights you will proc this passive often.

Enemies don't stack armor?


If your enemies don't stack a lot of armor and it is below 100, you can replace Last Whisper with The Black Cleaver. Your attacks will actually reduce targets armor so your whole team will deal more damage to them. Besides AD and armor penetration this item will give you more health and cooldown reduction, so you will use abilities more often.

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Situational Offensive Items



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Huge boost to your DPS.


Infinity Edge is one of the core items on most AD carries. The boost to your damage it provides makes it a very common item on Vayne, too. It gives you a lot of bonus AD, as well as critical chance and increases your damage output significantly. The best thing about this items, cause of which it is so popular, is that increases damage of your critical strike to 250% of your normal AD, instead of 200%, which will make your AAs even deadlier. Combined with Phantom Dancer this item does miracles.

"Tons of Damage"


Not the best item to take, but also not bad. Trinity gives you a bit of everything, bonus AS, AD, MS, critical chance and a bit of mana, and two strong passives. Slow will help you kite and chase much easier, while Sheen has great synergy with Tumble. The biggest problem is item's price, but you could take it if you are ahead of your enemy. Would work better on bruiser-type Vayne, but still solid choice for last item, when you think you can survive without defensive item.

Need more AD?


Like I said earlier, if you want more raw AD instead of AS take The Bloodthirster instead of BotRK. This item was core on all ADCs back in S2 and can be still great choice to take. When fully stacked it gives you massive AD boost and lifesteal, increasing both your damage output and sustain in fights. The only reason I take BotRK over it is lack of AS bonus, as Vayne benefits from it more than other ADCs.

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Situational Defensive Items



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Unable to survive a fight?


This is great item to consider in most situations. It will provide you nice protection against balanced team, giving you both armor and magic resistance. Also, if you have a problem with staying alive during team fights, it will save your life, literally. Upon dying it will revive you with percent of your maximum health, and, trust me, this can turn tides in team fights and possibly bring you to victory.

Bye, bye enemy ADC!


Randuin's Omen is actually very useful item against enemy AD champions, especially AD carries. It can sometimes be a better pick than GA, cause it gives you armor, health and passive that reduces attack speed to any enemy that attacks you with AAs. This is very useful against other AD carries, since most of them rely on attack speed. Active is also useful for escaping.

Extra HP and more kiting power.


Frozen Mallet is great finishing item if you want pure HP and a bit of extra damage. Not only you will be more durable, but NONE will be able to escape from you. Passive slow from from FM combined with Night Hunter and Final Hour will make you ultimate chaser. You will also be able to kite enemies and laugh in their face as they unsuccessfully try to reach you!

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Problem with Burst Mages?


If you are having trouble against Burst Mages, like LeBlanc, Annie, an similar champions Banshee's Veil is strong pick, with spell shield it gives you every 30 seconds. Since these kind of mages deal burst damage, using specific combos, it will reduce their damage a lot. Additionally, bonus health and mana will make you more durable and allow using abilities more freely.

Being CC-ed to death?


Mercurial Scimitar is especially strong item against heavy CC teams. Playing against someone like Amumu or Warwick, who can completely disable you during fights, can be frustrating. But with Mercurial Scimitar you will be able to break any debuff that is used on you, and therefore save your life or destroy your enemies. Bonus AD will also increase your damage output.

More protection from Burst Mages.


If you want more offensive item that will save you from Burst Mages, you can choose Maw of Malmortius over Banshee's Veil. You will have less health, but you will also have more AD and shield that gives you protection from magic damage. Passive will also increase you AD based on how low your health is.

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Boots / Enchantments



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These boots are usual pick for any AD carry. They help a lot early game, when you need early attack speed. They are even better for Vayne since she needs to proc those Silver Bolts faster.

Against AP champions and reduced CC effects take Mercury's Treads. They are very useful against champions like Leona, Amumu, etc. Alternatively, at very late game, after your build is fully complete, you can replace your boots with Zephyr. This item is like three different boots combined since it gives you movement speed, attack speed, tenacity and cooldown reduction.

Enchantment: Furor is good offensive choice to upgrade boots since it will increase you movement speed with every AA.
Enchantment: Homeguard is good choice when you need to get to lane quickly after a recall, or if your base is under attack.

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Finished Build Examples



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Standard Vayne Build
Trinity Vayne Build

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Max Damage Build
Off-Tank Vayne Build


Guide Top

Gameplay and Lane Partners


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Early game


For Vayne, early game is all about farming. You will need to farm properly because Vayne is really item-dependent. However, it will be much harder if you are facing enemy like Caitlyn, Miss Fortune, or any other ADC that has strong early game. Also, try not to push lane cause you will be much more vulnerable to ganks. If you are not able to farm minions, ask for help from your jungler to get early advantage. If you are having hard time you may want to take a couple of Doran's Blades early to increase your health and sustain.

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Mid - Late game


In mid game, with successful CS (creep score) and possibly a few kills, you should have your core items and hopefully another offensive item (at least part of it :) ). If you are doing well and your enemy team is weaker than yours, continue buying offensive items. However, if their ADC is fed and you are being focused a lot, buy Guardian Angel. Also, against fed APC take one of magic resist items (if you are being CC-ed in team fights, I suggest taking Mercurial Scimitar to remove CC).
Always keep on eye important places on map, like Baron Nashor and Dragon and never leave your team.

Team fights

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When it comes to choosing best support for Vayne you should know something. Vayne is an aggressive AD Carry, and as such she needs an aggressive support who can help her get kills easily. Here are TOP SIX supports for Vayne:

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Alistar is great support to go with Vayne. He is quite tanky and has a lot of CC, stun with Pulverize and knock back with Headbutt, which can help you land Condemn easier or push your enemy under your turret. He can also heal you if you take some damage.

Blitzcrank is an excellent laning partner because he, like Alistar, has some pretty nice CC. He can pull enemies to you to land Condemn easier and knock them up for a short duration. His ultimate will silence enemies so they cannot Flash away from you. The only thing Blitzcrank lacks is some kind of heal.

Leona is the Queen of CC. Like Blitzcrank, she lacks healing spell, but she makes it up with her CC. Her "triple-stun combo" will completely shut down enemy ADC and with her slow from her Eclipse will make sure they won't run away after stun ends. Also, her Sunlight will make you deal more damage to enemies afflicted by it.
In my opinion, Nunu is the best support for Vayne. His AS/MS buff Blood Boil will grant you all necessary AS for early-mid game and make you melt your enemies with Silver Bolts. He also has pretty strong slow with Ice Blast and he will reduce enemy ADC's AS with his Absolute Zero, which also deals huge damage. Laning with Nunu also allows you to start with Long Sword + two Health Potions for increased early game damage, and also allows you to rush AD items instead of AS.

Sona is overall great support with number of pretty buffs and CC. She can heal you, she can buff your AD and MS, and she can also stun your enemy or reduce their damage output and MS. She will also give you some nice armor and magic resist to help you take even less damage from your enemy.

The newest support in the league, Thresh, can be a great bot lane partner. He has something like Blitzcrank's pull to help you land those Condemns. He can pull or push your enemies away, he can shield you and make you escape from scary situations in a second, and his ultimate The Box will drastically reduce enemy's MS.


Guide Top

Vayne VS Other Champions

As you all know, the game is more than just a laning phase. Vayne, like any other champion, is strong against certain champions like she is weak against others. Here is the list of champions who Vayne counters, and those who counter Vayne.
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Vayne is generally strong against:

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Vayne is generally weak against:

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Guide Top

Vayne VS ADCs

Ashe






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Difficulty:
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Pre-6: Easy - MediumspacePost-6: Medium
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Usual Build






Ashe is rather easy to lane against. However, you should not fight her at lvl 1, as she has guaranteed critical strike which, combined with her Volley will leave you almost at 50% health immediately. Also, her poke in lane can hurt you if you get caught. After she reaches level 6 she becomes a bit harder, since she can easily stun you with her ultimate. Anyway, her kit provides her more utility, but less damage, so you will be able to defeat her in 1 vs 1 situation.
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Tips:

  • Stay behind minions in lane and avoid her Volley;
  • Do not try to fight her at level 1;
  • Cleanse/ Mercurial Scimitar is recommended when facing her;
  • Try to avoid her ult with your Tumble;
  • Ask for support with hard CC.
Usual Build






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Caitlyn






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Difficulty:
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Pre-6: Very HardspacePost-6: Very Hard
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Usual Build






Caitlyn is Vayne's worst nightmare. She has longer range at lvl 1 than any other ADC. Any good Caitlyn will not let you farm properly. Her Headshots are very annoying since they cost her nothing and do enormous damage at early levels. Her traps are deadly if you get caught and her Ace in the Hole will finish you off if you try to run away with low health. However, if you manage to survive and not feed her, and you have good CS, your late game will be much more stronger than her.
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Tips:

  • Avoid her when passive is up;
  • Dodge Piltover Peacemaker with Tumble;
  • Ask for support who can heal you, but still has some form of CC;
  • Ask your jungler or mid to babysit your lane.
Usual Build






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Corki






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Difficulty:
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Pre-6: MediumspacePost-6: Medium
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Usual Build






Laning against Corki isn't too difficult, but not easy either. At early stages he has advantage with his Gatling Gun which reduces your armor, so he can deal more damage to you. Also, he has a good poke with Phosphorus Bomb and he can quickly escape from you with Valkyrie. At lvl 6 he has also a high burst potential, so try to avoid his Missile Barrage as much as you can. However, his falls off a bit late game, where you start to shine.
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Tips:

Usual Build






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Draven






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Difficulty:
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Pre-6: Medium - HardspacePost-6: Medium - Hard
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Usual Build






Draven is another strong pick against Vayne. You should not try to trade with him early, cause his Spinning Axe and Wicked Blades will make your health bar disappear in a second. Also, with Blood Rush he has big advantage over you in early stages of the game. His ultimate is easy to dodge with your Tumble and it shouldn't be a big threat to you. A proper use of Condemn is vital in deciding who will win the fight.
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Tips:

  • Do not try to trade with him early;
  • Push him with Condemn so he cannot catch his axes;
  • Ask for support with hard CC;
  • Ask for help from your mid or jungler.
Usual Build






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Ezreal






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Difficulty:
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Pre-6: Easy - MediumspacePost-6: Easy - Medium
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Usual Build






Ezreal is one of the easiest, if not the easiest enemy to lane against. His Mystic Shot cannot go through minions and you are safe as long you stand behind them. Essence Flux no longer reduces your AS and is now kind of useless against you. Your damage output will be high enough when you reach lvl 6, and his Trueshot Barrage is easy to dodge with Tumble. However, it might be tricky to catch him since he has built-in flash with Arcane Shift.
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Tips:

  • You can avoid his abilities with Tumble easily, since three of them are skill-shots;
  • Having support with hard CC is suggested, so you can finish him before he can flash away;
  • Poke him early with Tumble.
Usual Build






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Graves






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Difficulty:
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Pre-6: MediumspacePost-6: Hard
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Usual Build






Graves can be very tough enemy. He is naturally tanky, thanks to his passive, so your attacks will be less effective against him early. He also has strong poke with his Quickdraw + Buckshot combo. At lvl 6 he becomes even scarier and his combo combined with his ultimate will burst you down in a second.
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Tips:

  • Stay on safe distance to avoid his Buckshot;
  • When he attempts to use his combo, try to Tumble aside to avoid it;
  • Avoid Smoke Screen cause it reduces your vision, making you vulnerable to ganks.
Usual Build






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Kog'Maw






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Difficulty:
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Pre-6: MediumspacePost-6: Medium
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Usual Build






Kog'Maw is a hyper-carry, just like you. You both have a bit weaker early game, but godlike late game, so I'd say you have equal chances. Who will win the lane highly depends on supports. However, he will be able to poke you safer, since he can increase his range with Bio-Arcane Barrage. Also, avoid being by Caustic Spittle since it reduces your armor. At lvl 6 your stealth will be useless if you get hit by Living Artillery.
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Tips:

  • Poke him while Bio-Arcane Barrage is on CD;
  • He is very weak to CC;
  • He can still damage you hard with his passive so try to avoid it.
Usual Build






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Miss Fortune






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Difficulty:
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Pre-6: HardspacePost-6: Hard
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Usual Build






Miss Fortune is one of the strongest ADCs early game, and as such she can be real problem to Vayne. You are not completely safe, even behind minions cause Double Up can bounce off them and deal more damage to you. She can also reduce every healing effect on you ( Heal, lifesteal, etc.) and has built in AS steroid. At lvl 6 be careful of stuns/snares as she could use her ult on you for full duration. You need to play carefully till late game, since Miss Fortune falls off a bit then.
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Tips:

  • Try not to be last behind your minions, as she can hit you with Double Up;
  • Healing effects will be reduced cause of her Impure Shots;
  • Her ultimate is channeled, so try to save Condemn to interrupt it.
  • She has no dashes/blinks besides Flash; take advantage of that.
Usual Build






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Quinn





tag team
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Difficulty:
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Pre-6: HardspacePost-6: Hard
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Usual Build






Quinn is a type of ADC with strong early game. She can totally wreck you up with her blind, if you get hit by it. Do not try to trade with her early and always keep on eye if you are marked with Harrier. She has also built-in vision which makes her less vulnerable to ganks. At lvl 6 she has huge AS buff as Valor, and she can finish you off easily with Skystrike if you are low on health. However, her late game is weaker than yours so try to play passively and farm safe.
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Tips:

  • Use Tumble to dodge Blinding Assault;
  • Stay away if you are marked with Harrier;
  • You have slightly bigger range. Use it to poke her;
  • Ask for support with both healing abilities and CC.
Usual Build






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Sivir






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Difficulty:
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Pre-6: MediumspacePost-6: Medium
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Usual Build






Despite some popular thoughts, I think Sivir is not that easy for Vayne. It's just that Sivir isn't used too often and most people do not know how to play her. In early stages of the match her burst is higher than yours and skilled Sivir will play smart and use every opportunity to poke you with Q+W combo. This is something that shouldn't be underestimated. She can also negate your Condemn with perfectly timed Spell Shield and avoid damage and knock-back. However, her damage will be significantly reduced if you dodge her Boomerang Blade, and your late game will be better than hers.
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Tips:

Usual Build






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Tristana






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Difficulty:
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Pre-6: MediumspacePost-6: Medium
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Usual Build






Like Kog'Maw and Vayne, Tristana is a hyper-carry. During laning phase do not stay near minions who are already dead, since her Explosive Shot makes them deal additional damage around when they die. Also be careful when she uses Rocket Jump on you, as it slows and makes you more vulnerable to ganks. She also has built-in AS steroid and healing reduction debuff. When she reaches lvl 6, be careful. If you are pushing too hard she could use W+R combo and knock you back to enemy turret or prevent you from escaping ganks. In late game she has highest range from all ADCs.
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Tips:

  • Stay away from friendly minions who are nearly dead;
  • Ask for support with hard CC;
  • If you are having trouble in lane ask for help from jungler or mid.
Usual Build






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Twitch




expunge

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Difficulty:
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Pre-6: MediumspacePost-6: Medium
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Usual Build






Twitch is another hyper-carry. IMO, you have a slight advantage in lane cause your range is bigger than his. He can be tricky to catch due to his stealh, but can also catch you unprepared. Also, be careful of Venom Cask since he can slow you and add multiple stack of Deadly Venom, so his expunge will deal a lot of damage. At lvl 6 he has massive range and AD steroid, and makes his AAs pass through target and hit multiple enemies. I'd say this lane depends on players' skills.
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Tips:

Usual Build






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Varus






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Difficulty:
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Pre-6: MediumspacePost-6: Medium - Hard
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Usual Build






Varus can be annoying opponent. He has slightly bigger range than yours and has better early game. Piercing Arrow can hurt you a lot if you get hit, but you should have no problem avoiding it thanks to Tumble. Same could be said for Hail of Arrows, since it deals decent damage and reduces healing effects. Blighted Quiver gives Varus more damage on AAs and can deal quite a burst combined with other skills. At lvl 6 he becomes a bigger threat cause of his 2 second snare. If you get caught by it, Varus has few extra 'safe' attacks due to his AA range. However, with proper positioning and right support it is still winnable lane.
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Tips:

Usual Build







Guide Top

Summary


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Well, that would be all I had in this guide. Hope you like it, and if you do, make sure to vote and leave a comment. Also, if you didn't like something about it, feel free to inform me about that and help me improve my existing and future guides. I apologize if you find any typing/grammar/spelling mistakes, but my native language isn't English.


Also, if you already haven't, please check my other guides: For Diana and Skarner



I'd like to thank jhoijhoi for her AWESOME guide that helped me understand basics of guide designing! And, of course, I'd like to thank YOU for reading this guide.

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PUBLISHED ON - 05/02/2013
Change Notes