Vayne Build Guide by Kamirusan
Champion Build: Vayne
| Health | 1853 |
| Health Regen | 14.4 |
| Mana | 803 |
| Mana Regen | 13.5 |
| Armor | 83.19 |
| Magic Resist | 54.3 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 330 |
| Gold Bonus | 0 |
| Attack Damage | 288.8 |
| Attack Speed | 91.005 |
| Crit Chance | 55%S |
| Crit Damage | 50% |
| Ability Power | 0 |
| Life Steal | 27% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Masteries
Introduction
Hello and welcome to my very first guide to a League of Legends’ champion!
Here you will learn all you need to know about
I am not a veteran player of LoL, although I have played my share of games. And very early in the game, when
Oh, and I would like to credit here jhoijhoi, whose Vayne guide was an inspiration and it allowed me to learn how to play this champion. Also, her guidelines in “Making A Guide” were extremely helpful. I just hope she isn’t mad at me for creating this. ;)
And since she allowed the users to use her own line dividers, if you see something like this:
it's definitely a property of jhoijhoi. :)What kind of champion is Vayne?
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Certainly, Just like |
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Pros and cons
Masteries
The new masteries gave me some headaches when I tried to figure out the best combination for an effective AD carry. After some hours of playing and discussing the ideas with fellow players I think I have reached my final decision.
In the offense tree I decided to spend 21 points in all masteries which will increase our damage output - whether attack speed, flat AD or general damage increase. As a carry our main goal is to farm (early game) and make TONS OF DAMAGE (mid to late game).
Now for the hard part. We will most probably be laning against another AD carry - therefore we could surely use some additional armor from the defence tree. The problem is that we need to spend some points to be able to get that. This is why we need to invest four points - one in
But that leaves us with two additional points to spend - here's where the trouble start. We could always invest those two into magic resistance, but early game will rarely require of us to fight against AP based champion. Instead, I highly recommend spending those two points in the utility tree in additional movement speed. Thanks to that our carry will have an easier job to shorten the distance between
Should you have any constructive criticism or comments, I encourage you to comment on it!
Runes
| Runes | |||||||||||||||
Greater Mark of Armor Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Quintessence of Attack Damage 3 |
||||||||||||
The choice of runes is pretty standard for a carry. Armor penetration, armor, magic resistance per level and flat AD.
9x
9x
9x
3x
Any alternatives?
I have recently started playing with 9x
You can also change magic resistance per level runes for ones granting attack speed or (again) flat AD - but I personally believe magic resistance is a relatively better deal (in IP cost) than any other option.
Summoner Spells
Foreword
You have to bear in mind that the selection of your Summoner Spells largely depends on your and your opponent's lane setup (and often your personal preferences). Please, allow me to explain.
At first I try to look at who is my support. If it is a champion without healing ability, like
Secondly, look at your support's Summoner Spells. If he or she has already taken
Thirdly, look at your opposing team's support. If it is a really potent healer, like
Furthermore, if the opposing team has a heavy Crowd Control abilities (lots of stuns, slows or snares), it may be a good idea to consider taking
In addition, consider the type of damage your opponents will deal - if there are champions that specialize in dealing huge amounts of damage in a matter of a second,
Lastly, think about your own mobility. Would you rather chase like crazy or run away in a straight line, leaving enemy behind or quickly shorten a gap (or make it greater) and be able to jump over walls? In the former case take
My preferred Summoner Spells
Flash - perfect for quickly closing gaps between you and the enemy or making the gap bigger when you are escaping. And you can also jump over walls, which is pretty amazing and have saved my butt more than a thousand times.
Heal - this one can often save your life (or your teammate’s) and prevent the enemy from earning the extra gold for killing you. Advised for players new to Other viable options:
Barrier - This new spell, which has been introduced in the S3 to Summoner's Rift, is yet an another option for a summoner spell. In contrast to
Ghost - I refer to
Exhaust - A great alternative for
Teleport - not my favorite one, simply allows you to transport your champion to other area on the map. Good if you don’t like leaving your lane without your precious help or handy while ganking.
Ignite - Ever found yourself in a situation where enemy champion is running away and hiding behind his/her turret, and you don’t have enough health points to risk a tower dive? Well, now it may happen less often, since
Cleanse - It is really annoying when you try to join a teamfight and you cannot deal enough damage, because this Skill explanation
Night Hunter (passive) Whenever you find yourself in a situation where you approach an enemy champion or chase him, you can count on the additional speed to help you so. Bear in mind that this doesn’t apply when running in an opposite direction!
Tumble Vayne’s main (and IMHO best) move. She rolls in a direction of your mouse cursor (remember that in order not to roll over in the wrong direction!) and deals additional damage. Great tool to either harras your enemies or last hit minions. And with this sweet low cooldown (2 seconds at level 5 of the skill) it will wreck your opponents!
Silver Bolts (passive) This is the passive skill of
Condemn This skill is extremely useful in many situations – it pushes your enemy back, which may allow you to escape, push the enemy champion towards your teammates or ensure your kill by stunning it. Just remember that it has a relatively long cooldown so you can’t just spam it like you will do with
Final Hour This is what makes Ability Sequence
In short, this is what I do:
1st priority –
Final Hour
2nd priority –
Tumble
3rd priority –
Silver Bolts
4th priority –
Condemn
However, remember that this is often determined by the game itself. I max
EDIT:
Having played this champion a lot more, I decided that maxing
What is more, this increases your potential damage even more with a simple combo - try to get in range of the enemy and hit them with your auto attack, then
Items
There are many ways in which you can build a powerful
Vayne. Many of them are presented by jhoijhoi in her guide. I will focus on the build which I use most often and I find it very adequate.
EDIT: With some of the recent patches the
Blade of the Ruined King has undergone some serious reworks. Therefore my build over here should definitely be changed in order to benefit from it the most. Now it looks like this:
| Item Sequence | |||||||||||||||
Berserker's Greaves 900 |
Infinity Edge 3800 |
Blade of the Ruined King 3200 |
Phantom Dancer 2800 |
Guardian Angel 2600 |
The Bloodthirster 3200 |
||||||||||
Let me elaborate a little about those picks:
Berserker's Greaves - This is the item which is present on any AD carry on the Fields of Justice. Attack speed is needed on every champion of this role, and especially on
Infinity Edge - The first (in my opinion) choice as for the damage itself. Build it as soon as possible after your boots. Preferably start with
Blade of the Ruined King - You absolutely have to buy this item after the
Phantom Dancer - Now we're talking serious! ~ 200 AD and nearly 1,7 attack speed turns our champion into a machine that should be feared. Now
Guardian Angel – It is time to think of our survivability. And the
The Bloodthirster - If you have the time and money to buy the last item, consider this. Now you will have lots of AD AND huge amount of Life Steal. Who wouldn't want that?
Situational items
This section is dedicated to several items that will not be usually included in your build. This does not mean that those items are useless, quite the contrary. The thing is that an aware player is able to modify his gameplay and build-up to match the circumstances on the battlefield.
Doran's Blade - It may happen that you will have trouble in your lane. Be it the opposing AD carry that is more experienced than you are, annoying support that is successfully zoning you, a jungler that babysits your lane, or simply a worse day you are having. This item might come in handy then. It improves your sustain with additional 80HP and 5HP back with each shot and slightly improves your Attack Damage. Note, however, that there rarely is any point in stacking more than two of those.
Last Whisper - Believe it or not, but the players on the opposing team might be smart. They might notice your damage is ridiculously high and start stacking armor. You are going to need armor penetration in order to remain a danger to them.
Mercurial Scimitar - Just like every item that is built from 
Defensive items
A carry is only of use when it is alive. Remember it. Of course, you can count on the fact that you will overpower the opponent and make him flee. But what if he doesn't? You need an item, that will help you survive.
Guardian Angel - It is my oppinion that this is currently the best defensive item for an AD carry. It gives you a respectable amount of armor, nice magic resistance and it does not allow you to die at the first try every five minutes. It's exactly like
Banshee's Veil - You will want this item each time there is a heavy nuker in the opposing team, like
Frozen Mallet - I believe the most controversial item on this list. It is usually build on melee off-tanks, but who said our AD carry cannot be a tad bit tankier? 700HP and a small amount of 30AD seems like a good idea. It is not so flashy as 
The order of purchase
Well, the
Then you add
Oh, and if you die a bit too often, think about sacrificing some damage output into survivability - it's better to hit a bit softer, but live longer to outlast the enemy. Investing in an early

Why not The Black Cleaver?
I have not included it in my main build. Decent amount of AD, armor penetration and some cooldowns... Seems good to me. Then again, it's most useful if the enemy champions start stacking armor. Besides, since all those reworks have been made, it is no longer a good idea to buy this on AD carry anymore (except for

Where is Runaan's Hurricane?
Well, for some time I have kept insisting on buying

Additional Comments
One more thing -
Gameplay
The key to success when playing
Vayne is the proper use of her abilities. I’ve seen many
Vayne players who failed because of little knowledge what to do with her - I was one of them, too, when I started playing her! One general advice - do not ever start a team-fight. It’s the tank who’s supposed to initiate it, not you. You will not be of much use while waiting for your respawn.
I will divide this section into two parts - offensive situations and defensive ones.

Offensive
- In the early game, when it is not so easy to last hit minions, you can
Tumble and get this bonus gold. - When in the lane phase, just stay behind your minions, act casually and then BOOM! Tumble towards an enemy champion and hit him hard! Believe me, if done right, he/she will be so scared of your damage that you will be safely farming and getting kills (that is, until the jungler comes to gank you).
- When chasing opponents,
Tumble towards them to shorten the distance. - In team-fights, if you happen to be in the middle of the battle,
Tumble as much as you can - nobody can target you while rolling over! - With your ultimate on, you can
Tumble to get behind the enemy,
Tumble to get out of their sight,
Tumble out of the brush with a nasty surprise that a bolt in the back is. - And my personal favorite - wait in brush for the unsuspecting enemy, let him come close, then
Tumble to get into position to
Condemn the bastards to the wall and deal additional damage.
- When harrasing an enemy, try to hit him once with your auto-attack, then
Tumble to hit him again, and reapply a third hit to activate our favorite bonus: a percentage of the target's maximum health as additional true damage. This is especially useful against champions with many health points, like
Dr. Mundo,
Mordekaiser,
Singed, etc. - During a fight - KEEP FIRING! Every third strike deals additional damage! Just remember to shoot the same target, because the bonus will not apply when switching targets before the third hit.
- Later in game, attacking minions will be so much easier, because at most the third hit should be lethal for a poor little guy.
- This is also useful when doing
Dragon
,
Baron Nashor
,
Ancient Golem
, etc.
- Use this skill well while fighting in the jungle - there are so many walls you can pin your opponents to!
- Remember - a hit with
Condemn that does not pin your enemy deals only half of the possible damage.
Condemn is an amazing way to stop your enemy and stun him, so that you can finish him off with almost no effort.- You can also use
Condemn to stop some champions’ ultimates - e.g.
Katarina’s
Death Lotus,
Nunu’s
Absolute Zero, etc.
Volibear or
Singed want to flip you over towards their tower? Push them away and show them that they can’t touch you.
- You have already softened your opponent, but fear you don’t have enough firepower to kill him off? Draw your heavy crossbow and show them that this is their final hour!
- When attacking an enemy tower under pressure, and you just want to destroy it so badly as fast as possible, use
Final Hour and enjoy the mayhem. - You are hidden in brush to ambush an enemy champion, but he seems just a little to far? Pop your ultimate,
Tumble and shorten the distance during the one second of stealth. - When chasing an opponent, but can’t get close enough for the killing blow, use the
Final Hour and catch up to him. - Don’t be afraid to use your ultimate move in team-fights - every bolt and every AD point counts!
- Also, during the 8-12 seconds of your awesome ulti keep on tumbling - constantly disappearing out of your enemies sight will annoy them so much and make targeting you almost impossible.

Deffensive
- Most often use of
Tumble is simply to roll away from attacking opponent. - Don’t forget to combine it with
Condemn - pushing away (or even stunning) enemies and then rolling away makes the gap between you even greater. - Another good tactics is to get into the brush, then wait for the enemy to come, then
Tumble out of the brush and
Condemn your opponents in them. Or, if you are sure it will work, roll over so that you can pin them to the wall and then run. - When in trouble, remember to FIRST pop your ultimate and then
Tumble - this will give you a second of invisibility. You can’t imagine how frustrating it is to do the other way around - if you won’t shoot your bolt, it will take additional six seconds before you can tumble again. - Just so that you know - you cannot
Tumble through walls. You can, however, roll out of
Jarvan IV’s ultimate
Cataclysm.
- There isn’t much use of that in escaping. Well, you can always try to discourage the opponent by hitting him hard enough for him/her to feel it, but I wouldn’t count on it.
- You are low on health and this
Master Yi is on to you? Use your heavy crossbow and push him away, then
Tumble to make the distance between you even greater. - Try to push away an enemy champion - if his/her range isn’t great, the distance of 600 units will be enough for him/her not being able to hit you.
- You can also try pinning them to a wall - this will stun them for 1.5 seconds, which may be enough for you to run.
- As said before,
Condemn +
Tumble is a good way to run away.
- Stealth, stealth, stealth. So what it only lasts one second? It may be just about enough for you to make it.
- You could try running towards a champion with low HP and then kill him/her, using the additional movement speed, although you may end up dead.

Additional Hints
Remember that a carry is only good when it's alive. Don't you ever start a teamfight - you will perhaps manage to hurt one enemy badly, but that will be all you do. Wait for the tank to initiate (preferably
Especially try to punish those who are bold enough to pass your teammates in order to get to you. Signal your team, disable them (preferably by pinning them to a wall) and unleash hell.
The only two instances when you can act bolder than usual is (1) when the enemy team is retreating and they focus on running, not fighting back; (2) one of the opponent champions is so low on health that you can get close enough with
Remember to use your ultimate or summoner spells when needed. Flash to get a kill or into safety. Heal yourself and teammates when you get slaughtered.
One last thing - if you face a decission when you can kill an enemy and die or run back to safety and let him escape - DO NOT GO FOR A KILL. Unless he/she is the last dangerous enemy on the battlefield. Without you your team loses more than one third of its firepower. Several hundred gold for you is not worth sacrificing your teammates and giving the enemy a thousand.
Epilogue
Vayne as a champion of League of Legends has a lot of potential. Unfortunately, she is hard to master, so your first battles may happen to be the lost ones. But don’t give up - once you learn to play this champion, you will be able to carry the game and almost single-handedly turn the tides of the battle. And, what is the most important, you will have a lot of fun playing her! The good part is, not many players chose her, so most of the time you will be able to pick her and play. Just remember - League of Legends is just a game. Enjoy it, but do not fall apart if you won’t succeed at the beginning.
I guess this is it, the end of my very first guide. If you liked it, I would really appreciate comments and likes, however if you found something that is wrong, or you have some constructive criticism, it is also very welcome. Till we meet at the battlefield, Summoner!
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