Vayne Build Guide by ImDooly
Recommended Runes + Notes
Ability Sequence + Notes
Masteries + Notes
Vayne is a short-ranged ADC/ Marksman who is arguably the best duellist in the game. Notorious for her incredible late game potential, this hyper-carry deals some of the highest late game DPS in the game thanks to her Silver Bolts. The build listed in this guide is the most common build used by professional League of Legends players as of its release date. I have played hundreds of games of Vayne in both Solo Queue as well as Ranked Teams. She is my favourite champion and is more difficult than your average Marksman, allowing a high skill cap and room to out-play your opponents.
Pros / Cons
- Late game hyper-carry
- Highly Mobile
- High Skill cap
- Easy to reposition in team fights with stealth and Tumble
- High duelling potential allowing exceptional split-pushing
- True Damage (Tank Shredder, prevents Vayne from falling off if she gets behind)
- Weak Laning phase
- Relatively short range (550)
- Hard to master
- Condemn is hard to use properly
Runes & Masteries
Taking 2 Greater Quintessence of Life Steal provides Vayne with good early sustain to keep her in lane.
Taking 1 Greater Quintessence of Attack Damage allows your base damage to be high enough to, with the help of the support or using Tumble, last hit ranged minions under tower at early levels.
Taking 8 Greater Mark of Attack Damage allows Vayne to last hit more easily, trade more in her favour, and be generally stronger early in the game.
Taking 1 Greater Mark of Critical Chance is personal preference. This will give you 1/100 chance to crit and although very rare, it can win you early fights if you're lucky enough to crit. This rune is not essential.
Taking 9 Greater Seal of Armor is very strong on any Marksman, including Vayne. This Armour will reduce your squishiness and help you to survive the early-game.
Taking 9 Greater Glyph of Magic Resist provides you with strong early levels of a very important stat; magic resistance. This will reduce your damage taken from not only many supports, but also from other Marksmen who deal magic damage such as Corki and Kog'Maw.
Taking 21/9/0 in masteries is extremely strong in Season 4.
This is a great mastery page as it has everything Vayne needs: Warlord for aditional AD, Frenzy for increased late-game attack speed, Feast and Dangerous Game for extra sustain. Dangerous Game in particular is a very helpful mastery as it great when duelling multiple people at once, which is something Vayne does a lot as she's often split pushing.
In Season 3, taking 9 points in the utility was quite common and, for the most part, quite effective. This has changed in Season 4. It is now MUCH stronger to put 9 points in Defence.
First of all, the Defensive tree itself is much stronger than it was last season and now offers better, stronger stats further up the Defensive tree. Another very important factor to taking Defensive mastery points instead of Utility mastery points is because of how much stronger supports are in Season 4. Supports now have more gold, and they do more damage. This makes the lane a much more treacherous place for a champion who is already very weak in lane, such as Vayne.
The first item of your core is Blade of the Ruined King. This is such a great item on Vayne as it provides everything she needs. Blade of the Ruined King offers Attack speed to proc her Silver Bolts, Lifesteal for sustain and AD for increased damage. The active offered by Blade of the Ruined King is also extremely helpful and is a large contributing factor to Vayne's early/mid-game duelling potential.
Phantom Dancer is a very strong second item on Vayne. It increases attack speed, which helps to proc her Silver Bolts, as well as increasing critical chance by a substantial amount (increasing her Damage per second (DPS)). Phantom Dancer is renowned for being a very high single target DPS item and Vayne's Silver Bolts amplifies this damage substantially.
Last Whisper is Vayne's third core item. With the meta being as it is; having tanky Shyvana tops, armour stacking Olaf jungles and stronger and more farmed Leona supports, the armour-ignoring passive of Last Whisper is a vital asset to Vayne. While building Infinity Edge as your third item will increase your damage to squishy targets such as the enemy Marksman and Mid-Laner, in teamfights you're going to be spending A LOT more time kiting the enemy top-laner and jungler which is why building Last Whisper as your third core item is significantly more effective.
Doran's Blade and a Health Potion should be your starting items every time as they provide good sustain. The health from the Doran's Blade helps you survive Vayne's very weak early game. The Warding Totem is currently the best trinket for ADCs during the early game.
Mercurial Scimitar is great replacement for Guardian Angel against hard CC comps such as Amumu, Leona and Lissandra. Mercury's Treads are also good for the same purpose.
Banshee's Veil is a good choice if you find yourself against a seig/poke comp as it will be able to block strong poke such as Nidalee's Javelin Toss or Blitzcrank's Rocket Grab and will help to prevent you being pushed off tower.
Statikk Shiv is a good option if you're behind as its cheaper and its passive will allow you to farm faster to catch up. It is also a good item if your team lacks wave-clear.
The Bloodthirster is a good replacement to Blade of the Ruined King against assassin comps where nobody on their team is stacking health. If the enemy team-comp looks something like Riven, Kha'Zix, Ahri, Sona, then The Bloodthirster is the right choice.
Enchantment: Furor can be replaced with Enchantment: Homeguard if you find yourself needing to defend your base. This will, however, cost you some of your kiting potential.
Upgrading your Greater Totem to a Greater Vision Totem is better than upgrading it to a Greater Stealth Totem if the enemy team has a champion with stealth. Examples include: Shaco, Kha'Zix, Twitch, and especially other Vaynes.
Zephyr is a good replacement to Berserker's Greaves once you've finished your entire build. Although, your games will rarely go on for long enough for you to get to this stage.
Getting a defensive item after your Last Whisper, and hence, core is complete is very commonly seen on the pro scene. Only ignore defence and rush and Infinity Edge if you're sure you're going to be safe in team fights. What's the point of building offensively if you're not going to be alive to fight anyway?
Game Overview - How to carry with Vayne
Vayne is a VERY weak laner. This is undoubtedly her weakest stage of the game. During laning phase avoid trading too often with the opposition as unless you can pull of a good Condemn which stuns the enemy, you are unlikely to win. Try to survive laning phase by farming and waiting for your jungler and support to make plays for you.
After completing your Blade of the Ruined King you hit a very nice power spike. You are no longer weak and can, if played correctly, duel (1v1) most other Marksmen in the game. Using your Blade of the Ruined King active is VERY important when playing Vayne as it allows you to kite much more effectively.
After you finish your core of Blade of the Ruined King, Phantom Dancer and Last Whisper and hit level 13 (meaning your Silver Bolts are maxed) you are ready to deal some serious damage. You have arrived at hyper-carry status.
Being confident enough with your skills and map awareness to the point where you become an effective split-pusher is an extremely important skill, especially when playing a Marksman who's good at duelling such as Graves or Vayne. Vayne generally isn't a champion you play to group up as 5 and push down a mid tower as a team. This is because not only is she relatively short-ranged, but she also has poor wave clear. When playing Vayne, with the help of your team get wards deep in the enemy jungle and keep pressuring bot-lane. Sucking the enemy Jungler and Mid-laner to assist in killing you will give your team a chance for them to take the important objectives such as mid towers.
Your Condemn adds another stack of your Silver Bolts. This means that you can autoattack, use Tumble and then your Condemn to pull off a fast combo which deals good damage as well as pushing your enemy away, reducing their chance to trade damage back. However, using this method a lot during laning phase will chew through your mana very quickly.
Tumble is an auto-attack reset. If used against a wall there is no cast time at all and therefore is an instant auto-attack reset. This is helpful in clearing jungle camps and increasing DPS against Baron and Dragon.
Vayne's stealth provided by combing her Final Hour and Tumble is an EXTREMELY useful tool. While learning Vayne it took me a long time to truly appreciate how helpful it is. After your stealth activates do not feel the need to Auto Attack straight away again. Instead, use this time to position yourself well. The stealth also allows you move unpredictably, dodging skill shots and catching the enemy off guard.
When trading auto-attacks with the enemy make sure to auto-attack, and then Tumble. Try not to use Tumble as your first attack as you're missing out on the auto-attack reset.
Keep an eye on your own minions and auto-attack the enemy Marksman whenever they go in to last-hit one. This will force them to either miss a CS or take free poke.
Playing the Marksman/ADC Role
Understanding your job as a Marksman/ADC is important. Your job is to deal consistent DPS to the enemy team and your priorities should be as follows:
1) Keeping yourself safe.
2) Attacking Carries and High priority targets, as long as it doesn't compromise your positioning.
A trap for new Marksmen/ADC players is to get too greedy and kill-hungry. Keep yourself well positioned and avoid compromising your safety/position to chase down an enemy unless you have a significant advantage.
In saying that, however, Vayne's kit is better than other Marksmen for assassinating high priority targets and her stealth allows her to repositioning herself in situations other Marksman/ADCs would not be able to survive.
Lane Matchups (not finished)
Caitlyn is an annoying champion to lane against. A good Caitlyn will maintain the tether between her 650 attack range and your 550 attack range. The main thing to remember about laning against a Caitlyn is to not take too much free poke (avoid being hit by Headshots). Vayne’s DPS is higher than Caitlyn’s, even at early levels. This means that you have the potential to all-in Caitlyn if the right opportunity arises. Make sure to use your Tumble to dodge her Piltover Peacemakers , as well as using it to close the gap between her and yourself when trading. If you aren't in a good enough position to use your Condemn to stun Caitlyn, save it to interrupt her Ace in the Hole. Remember not to waste your Condemn. If you use it incorrectly it will give her an advantage as you are opening up the tether between the auto-attack range differences. Vayne will continue to become progressively stronger than Caitlyn as the game goes on.
Draven is an extremely strong champion during laning phase. Try to completely avoid trading with Draven whenever he has axes spinning as you will very seldom win the trade if he does. Draven continues to be a strong carry throughout the game with the highest hitting single auto-attacks out of any marksman . However, he is VERY dependent on keeping his axes spinning. This opens up opportunities to take advantage of Draven’s positioning especially during team fights (both teams can see where Draven’s axes will land). After hitting your Blade of the Ruined King power spike you will likely be able to duel Draven as long has he doesn't have two axes spinning. If he has only one axe spinning you can use your Condemn to prevent him from catching his axe (not only as a stun, but simply by pushing him away from the point where the axe is going to land).
Jinx is a good counter to Vayne because she can kill creep-waves faster than Vayne, deal area-of-effect (AOE) damage from a safe distance in team fights, and can keep up with the late-game hyper-carry status of Vayne because of her mini-gun. However, Vayne excels in duels and some team fight situations because of her high mobility. Vayne can also shred tanks much more easily than Jinx. Beating Jinx in any stage of the game is very dependent on utilising your mobility and your Condemn. Tumble to avoid Zap! and her Super Mega Death Rocket! and abuse your stealth to pull off good positioning for a stunning Condemn. When trading with Jinx, make sure you never allow yourself be hit by Zap! as being hit will tilt the trade very much in Jinx’s favour.