Vayne Humor Guide by Aphareus
Not Updated For Current Season
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
 - Introduction
Hello all, and Welcome to my Vayne guide! This is only my second guide, so it may look messy or whatever, so that's just a heads up I guess. Whether or not you find this to be a troll/for fun guide is up to you, because I find that this build actually does hard damage. Before you downvote this guide, be sure to read the next chapter to see why it works.
Please note that the actual AD for this build is 383.68, and 2259 total mana.
I didn't mean to publish it so early, kinda misclicked ;_;
This build is also not very viable, and you will/can be reported for doing this.
 - Vayne's Lore
The world is not always as civilized as people might think. There are still those who would follow the blackest paths of magic and become corrupted by the darker powers that flow through Runeterra. Shauna Vayne knows this fact well. As a young privileged girl in the heart of Demacia's elite, her father tried to convince her of the constabulary's ever-vigilant eye. Young and naive, she truly believed that her world was one of perfect safety, until one night, when a twisted witch took interest in her father. The malevolent woman overcame her father's conciliar guard, then tortured her family before murdering them. The young Shauna escaped only by hiding herself and then fleeing once the hag had departed, plagued by the screams of her loved ones as she ran. A burning hatred was born in her that day, one that could never be denied.
Vayne was able to take care of herself using her father's money, and she began to train as soon as an instructor would have her as a student. By the time she was a fully grown woman, she had become a grim warrior. However, the fields of battle were not to be her home. Demacia needed a protector, one who hunted those lost to the darkness. Shauna used her family's contacts to become the first Night Hunter, and now her prowess is the stuff of legends. It is said that those who practice the black arts quake when they hear that the Night Hunter is on the prowl. Despite her crusade, Shauna has looked at the League of Legends in horror. There are champions who have clearly lost themselves to the blackest of magics, and who have been embraced within the League even though they should be put down for the safety of all. The time has come for the Night Hunter to execute her secret mission - to purge the League of Legends.
Not all shadows are to be feared. At least, if Vayne has her way.
 - Why It's Fun/Why it works (How it works)
However, if we decide to use Final Hour first and THEN Tumble, we'll net 2043.75 Damage. (Disregarding Armor).
 - Champion Skills
Final Hour - This is yet another, of our damage source. Here we gain bonus movement speed in Night Hunter as well as up to 55 AD.
 - Skill Sequence [WIP]
As shown in the cheat sheet above, and what the guide is all about, we're maxing out our Q first, which is our Tumble. This will decrease the cooldown of it, as well as the bonus damage for our basic attacks, since of course we're not really building hardcore damage until after our Manamune.
Then I go for the E, which is our Condemn, so that we would be able to stun more often due to cooldown reduction from ranking it up as well as our build, and continue our primary burst.
Then I go for the last skill, our W, which is Silver Bolts so that we'd be able to shred those whom are building HP, which usually happens around Mid-Game to Late Game.
As for all Ultimate skills, the R, or Final Hour for Vayne, I would put a point on levels 6/11/16.
 - Masteries
Here are the masteries I would use. 21/9/0, would make sure that we would have armor/magic resist, as well as some more HP for survivability. Along with that, we are given bonus attack damage and attack speed, which is quite normal for any AD - Carry.
 - Runes
Now, for our runes.
- I take these primarily because we need the early game damage. This also boosts Tumble's bonus, as well as Condemn's damage, and in general helps our early game more, doable.
- Greater mark of desolation - You can take these if you'd prefer to have Armor Pen rather than flat AD, especially against more tankier compositions.
- I take these seals for the increased armor to sustain in lane. This also helps against AD only compositions or AD heavy. These are pretty much standard for most to all characters right now.
- These are great for late game. Especially when you start to get focused. I take these because there aren't much MR related items that AD-Carries can build, other than Quicksilver Sash and Banshee's Veil. So these are really important.
- I take these because it goes great with Night Hunter and makes everything more fun because of how fast you are along with Tumble.
- Greater Quintessence of Attack Damage - Take this if you do not want movement speed, and rather prefer hard damage.
- Greater Quintessence of Desolation - Take this if you'd rather have armor pen.
 - Starting Items/Core Items
Here, is our standard start. Doran's Blade is completely optional. I prefer to start out like this because you're going to have to play safe. Your early game is crucial, and communication with both your support and your jungler is key. Because if you mess up or get shut down, It's going to be hard to get this build going. Now with that, I would suggest taking a Soraka, Sona, or Blitzcrank support, so that you would be able to sustain, poke, and get fed, respectively.
This here, is our core build. When this is complete, sometime around level 8 or 9, depends on your farm and "Fed-ness", you will be granted the ability to begin microing. Tumble will become less than 2 seconds of a cooldown, granting you to attack everytime you Tumble. Be careful though, by the time you have this, your opponent AD-Carry will have Berserker's Greaves, Doran's Blade's, and most likely their Infinity Edge or The Bloodthirster. The explanation for these items should have been discussed in the previous chapter.
 - Situational Items
IF YOUR SUPPORT BUILDS THIS, THANK THEM. As long as you're next to your support, you DO NOT need Ionian Boots of Lucidity anymore. Now you can take any boots you like, preferably Mercury Treads or Berserker's Greaves or even Boots of Mobility. Primarily to avoid Crowd Control (Stuns, Silences, because this hinders our microing), and increases our attack speed, as well as mobility, respectively.
Zeke's herald IF YOUR SUPPORT BUILDS THIS, THANK THEM AS WELL. This means, instead of turning your B.F. Sword into The Bloodthirster, you can turn it into a much sooner, Infinity Edge. Not only this, but zeke's herald also gives you some bonus attack speed, which is always nice.
Honestly, this item is really controversial. It's something I don't recommend getting, because you'd have to ultimately replace an item of our current selection. It's as expensive as the Infinity Edge, but I do not recommend completely replacing it. Honestly, if you really need anti-tank gear, replace the Trinity Force for this, as it gives nearly the same stats. You just lose the Sheen passive.
 - Laning Phase [WIP]
During the laning phase, it is crucial for you to stay alive. Because however, you're building differently than a standard AD-Carry, and that you're laning against an AD-Carry. Stuff doesn't go out so well if you feed or your support feeds.
So within this, you'd want to play passive, so taking up Boots of Speed and 3x Health Potions should suffice, as well as some sort of passive-aggressive support like Sona or Soraka. Maybe even Blitzcrank, just to get yourself kills so you can build much faster and get the core build completed so that you can start dealing heavy damage.