Vayne Build Guide by TROLLing1999
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Attack Speed- Blade of the Rui
Full Build Example
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.
Threats to Vayne with this build
|Kog'Maw||More in the matchups section of the guide.|
|Ezreal||More in the matchups section of the guide.|
In my country it is said that the that the third time is the charm. Why do I say so? Because this is literally my thired attempt on making a good Vayne Guide. The two other were rather unsuccessful(comparably to other guides) for various reasons.
In this guide, I'll try to give you an in-depth look in Vayne's mechanincs. I'll be explaning stuff around building Vayne in detail presenting alternative options for most things, while I hope my that my tactical explanations will be full and helpful for all of you(or at least the ones who need it).
Ladies and gentlemen! I present you "Vayne: A Guide to Hunting the Evil" and wish you an enjoyable read.
Basic Information about Vayne and Pros/ Cons
Vayne is a ranged marksman, also known as ADC or ranged dps carry, which means that her primary role is to deal continuous damage late game while keeping herself at a safe distance. In order to complete this task Vayne needs to scale efficiently into late game, when her insane natural damage output in companion with with the capability to reposition herself constantly allow her to perform impossible moves and make significant plays. This elements give Vayne huge carrying potential at a season that theoretically is quite tough for marksmen.
However, to succeed in this Vayne has to overcome some critical flaws that are often concerned with her weak laning phase and the advanced mechanics that are essential to play her at a respectable level.
Below are listed Vayne's strenghts and weaknesses:
- Great dueling potential thanks to the tue %Health Damage from Silver Bolts
- Mobility due to constant repositioning with Tumble
- Hard CC(knockback/stun) has from Condemn
- Easy last hits with Tumble
- Multiple free bonuses from Final Hour
- Auto Attack reset with Tumble
- Awesome chasing potential with Night Hunter and Final Hour
- Requires good positioning
- Average to low AA range
- No reliable escape mechansim
- No long-range harass mechanism
- Low trading potential during laning phase(no ranged poke ability)
- Exposed to hard CC and especially weak against casters
If I were to place Vayne in an adc tier list, I would say she belongs to high tier 2. She has great advantages that good players can take advantage of but then there are are also notable flaws that smart enemies can exploit and ruin your game.
Vayne in the right Team Comp
Picking the right champion in the right team composition is vital for your performance. Although, Vayne is quite flexible with that stuff, there are some team compositions that can have a huge impact on Vayne's performance.
Vayne's role as a Marksman is to take advantage of the chaos happening around you, focus this out of position targets and do them as much sustained damage as possible, without putting yourself into danger of course.
So you need an ally that can create this chaos due to AoE Crowd Control Effects. Galio(mid), Orianna(mid), Malphite(top), Zac(jungle), Thresh(support) and Amumu(jungle) are the first who come in mind.
Major thing for Vayne when a teamfights takes place is to stay safe, while being able to deal damage. Beside from some tactics like kiting or cancelling animations, there are some tanky champions that can potect their carries from enemy assasins who want to reach a team's backline. Renekton(top), Nasus(top/jungle), Shen(top), Jarvan IV(jungle), Shyvana(top/jungle) and Dr. Mundo(top/jungle) are some of the many champs that can fill this role.
What Vayne can't do in most cases is reaching the enemy ADC. Taking down the enemy's main damage source is crucial in a fight. This the assasins' or the bruisers' job. Talon Zed, Riven, Fizz, Akali, Elise, Udyr and some more are appropriate for this role.
And finally the supports...What I can tell you already is that Vayne is a bit flexible with the support choice. All-in supps like Thresh or Blitzcrank can secure some early kills, which is kind of luxury. Babysiters will guarantee Vayne a safe laning phase and will help her scale nicely into late game by providing her sustain and allowing you to saty in lane longer. In teamfights, I prefer supporters that can protect me with shields, buffs and CC like Janna, Lulu, Sona and Soraka.
Greater Mark of Attack Damage
Greater Seal of Health
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Attack Speed
Greater Quintessence of Attack Damage
>>These are the marks most AD Champions use including adcs. You should take these to increase your damage output with AA, Tumble and Condemn. They will help you last hit better and trade effectively. You could throw in a Greater Mark of Critical Chance hoping to get a random crit in a trade. This could turn a fight but you rely a lot on luck.
>>The combination of 4 Greater Seal of Armor and 5 Greater Seal of Health is actually the best way after the rune changes to earn durability and reduce the incoming mainly physical but also magical damage. You can also go full Armor Seals or full HP Seals but none of those is that efficient.
>>I like to go mixed combining 5 Greater Glyph of Magic Resist and 4 Greater Glyph of Scaling Magic Resist. The reason for this is that at levels 10-12/14(mid game) you'll have more magic resist than any other case, while you still won't get melted early game by these AP supports. This is purely personal preference. You can go full flat MR or full scaling, which is a bit risky though.
>>The core setup for Quints on Vayne after the rune chages is 2 Greater Quintessence of Attack Speed and 1 Greater Quintessence of Attack Damage. Vayne is heavily reliant on AS and the 9% bonus AS will help you be more efficient in trades via AA more and procing Silver Bolts more often in general. The AD Quint is for better last hits at levels 1-3, especially under your turret.
// This is probably the best possible rune page for Vayne and generally for all adcs who want to be passive early game and go all-in late game. Other mastery points like Feast, Double-Edged Sword , Expose Weakness , Spell Weaving and Blade Weaving are sub-optimal and thay are more suitable for caster-ish Marksmen who want an aggressive early game.
// So in Offense you take anything that can increase your damage output, especially due to Auto Attacks. The Armor Penetration is also notable and it can help you face tankier enemies both in lane( Graves, Leona) and later in the game. The offense tree will help you both during laning phase but also later in the game.
// Unfortunately, in Defense you can't get the early free resistances from Hardiness and Resistance any more but the tree is still good. Recovery coupled with (HP pots) and on-hit sustain recovers a nice percentage of your lost HP. Unyielding and Block slightly reduce incoming damage, while Veteran Scars and Juggernaut are a nice boost in your hp early(when you buy Doran's Blade) and later as well, especially if you buy some HP. In other words you won't be forced out of lane so easily.
|Flash is mandatory. Despite having high mobility, Vayne lacks the pure escaping method. Flash can help you escape from sticky situations by Flashing over walls or it can be used aggressively to get a good position for a better combat.|
|After the buffs, Heal has taken the place of Barrier as the primary defensive spell choice. It now scales better than barrier into and also provides you with a temporary MS boost. In addition to this, it can remove Ignite and other healing reduction effects.|
|Cleanse is awesome if you are quick enough to use it within these 1-2 seconds, while you're affected by CC. Otherwise, you'd better go for Heal. I always get it against support Fiddlesticks, Taric etc. You can also grasp an early Quicksilver Sash or rush Tenacity Items.|
|This is a good passive for an adc. Whenever facing an enemy you gain 30 Movement Speed. This increases your chasing potential and allows you catch fleeing enemies, who would escape otherwise.|
|Tumble is an ability that can be used in various ways. You can use it in order to last hit, to dodge skillshots, to reposition yourself, to chase, to escape and some more. It is also an AA reset. When playing AD Vayne tumble is your main damage source at least early-mid game and should be maxed first.|
|Silver Bolts is one of the main reasons Vayne is a beast late game. Every third attack on the same target consecutively will deal base+ max HP % true damage to the target, which means that it is not affected by armor. This allows Vayne to duel both against squishy and tanky targets.|
|Condemn is a nice ability. It knockbacks/stuns enemy depending on whether they are going to hit a wall or not. It can be used to secure a kill or for self peeling/escaping especially against enemies who have wasted their gapcloser/ Flash. It might take some time to get the hang of and understand when you should use it.|
|Final Hour is your multi-functional ultimate ability. It provides you with massive bonus AD, makes you invisible when using Tumble and triples the MS from Night Hunter. This will help you chase much better, duel better(when critting, the 55 ad gets multiplied by 2.5 -> 137.5 extra damage), while it will be impossible for enemies to catch you, unless they have a pink ward.|
In a build, where you rush Blade of the Ruined King and Phantom Dancer as fast as possible, you will proc Silver Bolts really quickly so it is legitimate to max them first for maximum damage output with basic attacks. Tumble must be maximized second since it is your secondary damage ability. Furthermore, Tumble's cooldown is reduced every time you get a point in it, so at level 13 it will deal a lot of damage and it will allow you to reposition yourself frequently. Condemn is an ultility spell, so you get an early point to secure kills but since it doesn't deal much damage it shouldn't be maxed before level 18. Get Final Hour whenever possible.
- Spawn:You always want to stat with Doran's Blade, a Health Potion and Warding Totem. This starter gives great sustain(both on-hit and via potions), some tankiness and enough damage for last hitting and trading. The vision from Warding Totem is too much to be ignored.
- First Back:In most cases I prefer to rush a second Doran's Blade because the life steal on Bilgewater Cutlass got nerfed. The 2nd Doran's Blade will dealy your core build just a bit but it is a great help early to mid game. Then take Bilgewater Cutlass as it builds into your core item, Blade of the Ruined King. Boots of Speed are also essential because they can help you chase and escape but there is no need to upgrade them just yet.
Your first big purchase should be Blade of the Ruined King. This item highlights Vayne's need for Attack Speed and works perfectly with her kit as it allows her to proc Silver Bolts very quickly, while it also increases her %Health damage. Fianlly, the active is a huge help when chasing, dueling or self-peeling. Even after the nerfs it remains a must-have in your inventory.
After Blade of the Ruined King, I usually opt for Phantom Dancer even though there are other options as well. The reasoning behind this choice is that it gives the most AS and Crit Chance increasing thus your single target damage more than any other AS/ Crit choice. It also kind of powerspikes around late game just like Vayne.
On top of your AS-oriented choices you need Last Whisper. It's a very cost-efficient that will solve any problems you have fighting against tanky opponents. For just 2300 gold you get 40 AD and 35% Armor Pen. Simply invaluable. Do not forget to upgrade your boots into Berserker's Greaves when you feel it's neccessary. The extra bit of mobility and AS is really usefuly mid-late game.
After finishing the core build I usually get a defensive item because as the ADC I am the primary target for the enemies. Guardian Angel is my go-to item 90% of the time because of the all-around stats it gives, that help against all sources of damage. Additionally, the passive can really turn a whole teamfight if your team is well coordinated and doesn't run away.
Infinity Edge is a must have late game. The increase to your general damage output against all types of targets is insane and you shouldn't really miss this, especially now that the new The Bloodthirster is not as good for Vayne as it used to be.
Finally, upgrade your boots into tier 3 ones. Most of the times I am opting for Enchantment: Homeguard because it allows me to reach my destination really quickly and helps a lot when defending or contesting objectives.
➶Getting level 2 faster!
It's really important to get level 2 before your opponent does. This way you can get an early advantage and force a mini-trade where you have more chances to win. The exact amount of minions neccessary for the 2nd level is the 1st whole wave and the 1st minion from the second wave. So how do you do this?
- Get to lane quicky. When leashing for a jungler you shouldn't make more than 1 AA or Tumble because you will loose the first minion of the wave.
- Bot ganks at levels 1-2 are not very common. So you can carry on pushing until you reach level 2.
- After having become level 2, fall back! Force a mini trade if it's possible but don't overdo it.
- Have a safe position and good vision. Otherwise you might die
If you feel scared that you might die do not use this and just last hit normally from the beginning.
Your primary goal when laning as Vayne is to farm as much as possible. Thus you'll earn gold for your core item purchases. The best and safest way to do this is last hitting. Last hitting is the action of waiting untill the enemy minion falls at low health and then dealing only the killing blow to get the gold and experience. Thus the lane won't be pushed and you won't be susceptible to ganks. This is something that you should be doing during almost the whole laning phase to secure a lot of gold for yourself.
When having to last hit under turret remember that:
- melee minions need 3 turret hits to die
- and caster minions need 2 turret hits to die
You generally don't want to participate in many trades in lane, at least in most matchups. However, this is something inevitable. So you always have to do your best to be competetive in trades. Note that before starting fighting you need to judge whether you can win or not instead of going immediately and taking too much poke.
As Vayne you always want to achieve 3+ hits/basic attacks to proc Silver Bolts for maximum damage output. An easy way to do this is 2 auto attacks followed up by Condemn to knock the enemy back so that he can't return the damage. If you know you can win the trade you can also try 2 auto attacks and Tumble for maximum damage output. Finally, if you see the enemy adc/support having overextended you can drop in with Tumble and 2 more hits to apply your W. Finish by Condemning them away because otherwise you'll take a lot of damage yourself and be cautius because using Tumble early might be risky.
Beside from these ,however, there are some other techniques that do not require Silver Bolts stacks and are used by all marksmen. In particular:
- When the enemy is about to last hit a minion then you can Auto Attack him. He will either decide to attack you( and loose cs) or to kill the minion and loose the trade.
- If the bush is not warded and there are no enemy creeps left, then you can use Auto Attack the enemy and then run in the bush quickly so that he can't see you and return the damage. Tumble is very useful in this situation.
Zoning is the result of winning in most trades, taking control of the bush and having good vision. It means that you take control of the enemy's safe zone and limit their moves. It can be achived by:
- Winning trades
- Denying vision of the enemy team
- Taking control of the bushes in lane
- Having jungler gank multiple times
After having zoned your enemy you can start last hitting minions from the back denying this way the enemy's farm and experience they would gain from allied minions getting killed. The best opportunity for you to zone an enemy is when the support/adc is left alone in lane for any reason. Then you can take control of the bushes and do all your damage to the enemy without setting your life in danger.
As Vayne it is really useful to know how not to get zoned. The first step is to have good vision and not be susceptible to ganks and the second one to be efficient in trades.
Supports that can help you zone or not get zoned are Leona, Lulu, Janna, Thresh and some more.
Below there is an image showing the safe, risky and danger zone when being on blue side( purple is opposite). You generally want to stay in the green zone and not let enemies rule it. When attempting to zone you should take full control of the orange zone without overextending.
Freezing a lane means that you keep the minions near to your turret but outside of the turret's radious. This is done by last hitting at the very last moment and keeping this way less allied minions and more enemy ones. This is another way to secure easy farm and deny it to the enemy. You should always try to keep the balance because if you start last hitting slightly faster you will push the lane and if you loose some creeps then you will pull your wave withing the turret's range. "Lane freezing" can be done to balance things after you have pushed a little bit for more experience or if you have destroyed the enemy outer turret/the enemies have destroyed your outer turret. "Lane freezing" requires some practice and is quite hard to enforce perfectly.
➶Split Pushing vs Grouping with your Team
During mid-game your team should be grouping up in order to take objectives(dragon and mainly turrets). As Vayne you can deal some damage at these early teamfights but you're still not 100% ready. Without your Last Whisper top lane tanks and junglers with a build of Ninja Tabi and Sunfire Cape won't feel pain from your basic attacks. Additionally, you lack siege power to take down turrets quickly, unless you activate Final Hour. So being all the time with your team is not the best viable choice.
On the other hand, Vayne excels at dueling, especially if you have finished Blade of the Ruined King/ The Bloodthirster and Phantom Dancer/ Statikk Shiv. In addition to this, Vayne can be a very good farmer with above-average wave clears. So what you can do mid game is split-pushing bottom lane. Split-pushing means to push as fast and as much as possible a lane in order to secure farm and get objectives for your team. When spli-pushing you should not last hit the minions but auto-attack, always trying to get the gold though. At this stage of the game 2 Auto Attacks and 1 Tumble secure you caster/melee minions. Major think when split-pushing a lane is warding. Provided that your team has warded dragon, you only need to put your trinket in the tribush(for purple team) and in the bush that leads to the blue buff and the new camp(for blue team). If an enemy ganks you, then you are highly likely to kill him if you duel properly. If it's more than one then, run to safety. It is vital not to die.
Of course, if your team is not causing pressure and is not able to take objectives( in other words when you're behind or your team is playing passively), split pushing is a bad idea. If you try to split push a lane under these circumstances then it really possible that more than 1 or 2 enemies will gank you. If your team is having the attitude explained above, then you'd better stay with them and defend your own objectives rather than try to force things. Remeber that as Vayne you always have chances to make a comeback late game.
➶Before the Fight
You can't know exactly when a fight is going to start but you do know that something is going to happen sometime if there are 8+ people in a close area. As Vayne you're really easy to cathc'n kill if you're not careful. So stay behind the tanks and near your support and wait until somebody initiates. If it's possible try to kit the enemy frontline. Kiting means to poke the enemy(mainly with auto attacks) and then go immediately back into safety. It's particularly effective vs melees. Of course if you see an enemy squishy champion out of position you can Condemn him onto the wall and let the rest go in and kill him becoming this way some kind of an initiator.
As a marksman your main role in a teamfight is to deal as much sustained damage as possible while keeping yourself alive since a dead ADC can't deal any damage. This is quite difficult to manage since you'll be a priority target for the enemies but it can be done with good positioning. The ideal position is behind your tanks, close to your support and able to deal as much damage as possible to the enemies. You should never be caught in bad positioning cuz assasins will burst you down in a matter of seconds. You should not try to reach the enemy carries, there is no such thing as "bad focus" and stuff, at least for marksmen. Attack the closest, kill the closest(might need to switch targets) and make sure you stay alive at any cost. If nevertheless somebody manages to reach you use Condemn on them and start repositioning yourself using Tumble+ Final Hour. It will be very difficult for enemies to catch you this way(especially if you cancel your animations and stuff), while you should still be able to deal lots of damage. If you have Blade of the Ruined King or any other item with actives don't forget to use the active.
➶After the Fight
Vayne is one of the best champions to clear team fights thanks to her insane late game damage and her great chasing potential. Do not hesitate to chase down fleeing enemies after the main part of the fight is over but do not overextend because you can set your life in danger.
If you won the teamfight you generally can:
- Push and get turrets
- Take dragon and/or baron
- Defend your base for a while if you're loosing and push again when inhibitors respawn.
- Recall for items, only if you have low HP.
If you lost then:
- Buy Enchantment: Homeguard if you don't have it already to defend your base.
- Hope that they're recalling and they don't push or take dragon/baron.
Matchups (more to come soon!)
Ashe is a neutral matchups. She can theoretically abuse her long range AA and kite you non-stop with Frost Shot and Volley. However, Ashe's potential in longer trades is pretty low and if you manage to land Silver Bolts and ideally Condemn as well, you'll probably win the fight. So stay below the minion line to avoid being harassed by Volley. If Ashe attempts to harass you in this state she will take lots of damage from your minions so it's wise to throw everything you have. Also remember that Ashe has no escaping mechanism and some mana issues so if you it's relatively easy to punish her errors she makes. Run Cleanse and consider Mercury's Treads.
It's really difficult to beat Caitlyn in lane. A good Caitlyn player will harass you constantly with auto attacks denying you farm, while she can also zone you pretty easily with Yordle Snap Trap. There is no sure way to avoid being denied farm because you will take 1 or 2 hits almost everytime you're about to last hit. Try to dodge her Piltover Peacemaker by Tumble'ing and ask your jungler to camp bot for a while. Post 6 and with Bilgewater Cutlass or B. F. Sword you can duel equally with Caitlyn. Pop Final Hour and remember tp Tumble all the time to avoid being hit by skillshots. Play passively and try to manage it until this phase. The hardest part is pre -6.
This is a purely skill-based mathcup. Corki can be dominant in lane but only under the right circumstances. He has some harass before level 6 but this is mostly at high mana cost. Corki is really strong if coupled with a killing support like Leona. Avoid being caught out of position at any cost and try to dodge Phosphorus Bomb by Tumble'ing to the side and stay out of range of Gatling Gun. Thus Corki will waste Valkyrie to flee from you. After level 6 his poke is way too strong and it must be dodged with Tumble, which you should be using everytime you approach him. In this matchup wins whoever takes better advantage of the champion's kit and the opportunities for poke.
Playing versus Draven is a nightmare. His damage output is much greater than yours. In trades he can easily finish you off with Spinning Axes and a good combination of the rest of his skillset. Hopefully, he doesn't outrange you so you can farm relatively safely by staying behind the minion line and last hitting at your maximum range. A Draven might want to force to trade and thus overextend. Take advantage of this and attack him once or twice( or even three times) and then back off. Don't go in a large trade because it's highly likely that you will loose. Additionally, try to deny him catching axes and last hitting. This can be done by attacking him exactly at the moment when he performs each action. Make sure he doesn't snowball in your face!
This should be a pretty easy matchup. Ezreal whole firing potential is via hitting skillshots and Vayne can dodge them by Tumble'ing to the side. Also remember that Ezreal's main damage source is Mystic Shot which stops when hitting a creep so stay behind your minion line. It's essential not to give Ezreal time and space to kite you with Mystic Shot because then he can just dash in with Arcane Shift and finish you off . If you can follow these instruction playing against Ezreal will be easy peasy. Finally, Ezreal is very reliant on his spells and at the same time mana hungry. So if you see him running out of mana you can try an all-out fight.
Playing against Graves is not really a nightmare anymore. Buckshot indeed offers him huge potential in trades but as you know that he's highly likely to use it after an AA on you, it is easy to avoid taking lots of damage. AA him and Tumble backwards or to the side and then AA again. Max Silver Bolts first to counter his natural tankiness from True Grit. Because of Graves's high burst it is adviseable not to stay in lane when being low and by any means do not get caught in Smoke Screen for a long period of time. Do not forget that you have a slight range advantage over Graves so attempt to deny him some farm or just to harass him with auto attacks.
The Jinx matchup is almost equally difficult and similar to the Caitlyn one. Jinx can harass you with her long range AA and abilities and you should try to avoid being hit by dodging skillshots and farming safely at the maximum range possible. However, it is very difficult to trade with Jinx even in an all-in. She has good potential with the bonus AS from Pow-Pow, the Minigun and the burst from Zap! and Super Mega Death Rocket!, while Flame Chompers! can punish you for overextending. You should try to take advantage of her lack of mobility and try to stun her with Condemn if she overextends. In addition to this, she is very susceptible to ganks.
Exactly as Vayne, Kog'Maw wants a farm lane to scale into late game. He has got some long range poke with his abilities but it can easily be dodged by Tumble'ing to the side. Same yields post 6 when he will probably attempt to harass you with his ultimate. When you see Kog'Maw activating Bio-Arcane Barrage just run away or find a way to get close to him without taking too much damage. Harass him with auto attacks when he is about to last hit and always try to find a way to stun him because he has very low mobility. When approaching him remember to Tumble continuingly. This is a purely skill based matchup.
Playing against Lucian requires some finesse. Lucian's damage resources can all be avoided by Tumble'ing to the side, even though this is slightly difficult. Lucian has excellent poke and trades fairly well in mini trades. I would recommend you approaching him, unless you have already dodged Piercing Light or you manage a successful Condemn. This matchups is not impossible to win but it needs a lot of practice on basic mechanics. In any case, always buy sustain against Lucian because he can 100-0 squishy champions if he gets the lead.
Miss Fortune is a lane bully because of her raw damage output during the laning phase thanks to her long combos. She can easily zone you if you give her the chance. Don't trade with her at all costs and on the contrary try to farm while moving constantly so that it is difficult for her to find a good angle for Double Up(of course don't stay directly behind minions). Miss Fortune's major drawback is her inability to duel efficiently or to trade well in all-out fight. She will try to land her ultimate on you which you can easily dodge with Tumble or stop with Condemn. If you manage it through laning phase, you won't have problems against MF late game.
Quinn can easily outtrade you with her burst and her blind and post 6 she can really burst you down with her ultimate if she finds you out of position. What you have to do is to play cautiusly and try to abuse the slight AA range lead you have by harassing her with AA. Her Blinding Assault can be dodged with Tumble and in this case you have changes to beat her. Position yourself correctly so that you're not exposed to her burst combos and try to punish her fo any positioning errors she makes. Mid game you're equalvient but you simply scale better than her into late game.
The story here is simple. Dodge Boomerang Blade and the battle is won already if you decide to commit to any kind of trade with her. This can easily be achieved by Tumble'ing to the side and then moving to the same direction. The rest of her kit does not have much damage and you also outrange her. The only think you should aware of is that her Spell Shield can block Condemn. If you find yourself being hit by her boomerang and being low hp go back to base because Sivir has high mobility and can capitalize on positioning mistakes.
Tristana is kind of a nightmare early game and especially post 6. Her burst is mainly magic damage from her W and E, while she can use her Attack Speed steroid to finish you off. After level 6 she also has a form of hard CC that also deals lots of damage.
Your task is to farm safely until mid game when Tristana falls off a bit and you can outduel her. Stay away from low HP allied minions so that you avoid getting harassed by her E. If you find the chance stun her with Condemn but she will likely manage to flee away with her jump. In any case do not let her jump on you and land her full combo.
There is really no way to beat a good Twitch in a trade early game. Even if you land the same amount of auto attack you will have taken more damage because of the poison. Your only chance is to pin him against a wall so that he can't apply any stacks of his passive. You can dodge his W by Tumble'ing away but this is relatively hard since a smart player will wait until you Tumble and then throw Venom Cask. Twitch's kit is centered around auto attacking you and then casting Contaminate for maximum damage output. Avoid trading with him pre-6 and post-6 always use Final Hour+ Tumble so that you can't be hitten easily with his ultimate.
Varus has good poke but you can easily dodge it because all of it is skillshots. You can even reduce his damage to 1/3 if you dodge very well. When trading he needs to proc 2-3 stacks of his W for his spells to deal maximum damage so your support and you should be poking him at that time. You can take Cleanse because if you get caught in his ultimate you have very little chance. This is a manageable matchup and Varus has to worry if he doesn't kill you or limit you too much pre-6 due to his lack of dueling potential and mobility.
Here I will be posting random extra stuff that might be helpful in some way but in no means neccessary to read/watch. This might involve my own videos playing Vayne or Vayne games from the competetive scene, which I find interesting or impressive.
Link 1 25/04/2014: Vayne+ Thresh vs. Leona+ Caitlyn
It's not something great. Just an average Gold Game. The recording was done by a close IRL friend of mine. He has a channel on youtube, where he uploads different sorts of videos related to lol. Feel free to check it out!
I hope you enjoyed my guide and that I helped you improve as a Vayne player. I'll probably add some more information or screenshots if neccessary or expand the explanations in some chapters.
Feel free to ask anything or leave your feedback in the discussion section. I 'd love to clarify anything in the guide and discuss any possible errors.
Before I end I would like to give special credits to Janitsu for making the line divider and the banners of the guide. This would have looked much uglier without his help.
Also credit to Qione for making the advertising sig of the guide, which I am using in forums.
Thanks for reading!