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Vayne Build Guide by ifound1dollar


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League of Legends Build Guide Author ifound1dollar

Vayne: The Slippery Assassin (Patch 7.14) (Updated Monthly)

ifound1dollar Last updated on July 14, 2017

Team 1

Ability Sequence

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Ability Key Q
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Ability Key W
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Ability Key E
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Ability Key R

Masteries

18 Ferocity

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12 Cunning

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Threats to Vayne with this build

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Threat Champion Notes
2
Ezreal Ezreal isn't usually much of a problem at all for Vayne, seeing as he is almost completely skillshot reliant. The majority of his damage comes from his Q, so Vayne can simply hide behind minions or Tumble out of the way to negate his damage. After level 6, Vayne gets even more of an advantage over Ezreal, because his ult is very predictable and you can simply sidestep it, thanks to the cast time.
2
Sivir Laning vs Sivir is almost a free lane for Vayne. Sivir's attack range is much less than Vayne's, so Vayne can easily get an auto attack or two on her without taking any damage back, and Sivir's Q is easily dodgeable. After level 6, Vayne gets even more of a lead, because all Sivir's ult does is give her a burst of movement speed and a little more attack speed when using her W.







Hi! I'm ifound1dollar, a Vayne main in North America. I first played Vayne in early season 5, and after only a few games, I decided that she was my favorite champion. Vayne's kit has everything I like to see in an ADC: a low-cooldown re-position, a knockback/stun, Invisibility, and most importantly, TRUE DAMAGE. All 4 of those attributes are very uncommon in an ADC, which is what makes Vayne such a fun and unique Champion.
This is my (kind of) in-depth Vayne guide, and I hope that you learn a thing or two!


Just a short Vayne pentakill of mine:





Pros:
+Low cooldown re-position ability
+Invisibility with Final Hour
+Fairly mobile
+True damage
+Has a CC ability
+Late-game hypercarry
+Exceptional duelist
+Huge outplay potential
Vayne is, in my opinion, the strongest late-game ADC in the game. Her True Damage and Invisibility means that she can melt the enemy's front line while also being able to re-position without being seen, making it very easy for her to outplay her opponents. In mid/late game teamfights, Vayne's Tumble allows her to enter Invisibility very often, making her a fairly mobile champion, though Tumble doesn't move her very far. On top of that, Vayne is one of the only ADCs in the game to have a hard CC ability, which acts as both a knockback and a potential stun. After she gets 3 items, Vayne begins to deal TONS of damage, and thus becones an incredibly strong champion.

Cons:
-Atrocious early game
-Squishy
-Countered by many champions
-Weak to hard CC
-No long-range damage
-Auto attack reliant
-Needs items to be strong
-Very hard to master
The biggest issue with Vayne is her dreadful early game, because all she can really do is farm and wait for a gank. In the mid game, Vayne also has a lot of problems. During the mid game, she won't usually have a finished defensive item, so she is left extremely squishy and weak to hard CC. This is a huge problem for her because she has a fairly short range (550) for an ADC and can't freely auto attack the enemies, unlike others that can damage enemies from a larger distance (ex. Jinx, Twitch). She also has to be able to anticipate and react to enemy abilities in order to be most effective. Having to play very smart is a big reason that she is such a difficult champion to master.




Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

This is the standard ability sequence for Vayne. Starting off by getting a point in Tumble is always necessary at level 1, but can be followed by getting a point in either Silver Bolts or Condemn. Getting 3 points in Tumble pre-level 6 is usually the best option, because you can dodge skillshots and also enter Invisibility more often, but 3 points in Silver Bolts is also an option. After level 6, Tumble should be maxed, but Silver Bolts can be maxed as well. The only time when Silver Bolts should be maxed first, though, is if you're laning against a really tanky support (ex. Sion, Leona). A point in Vayne's ultimate, Final Hour, should be taken whenever possible, at levels 6, 11, and 16. Condemn, Vayne's CC ability, should be maxed last.


Passive: Night Hunter

Night Hunter: Vayne ruthlessly hunts evil-doers. She gains 30 Movement Speed while moving towards an enemy champion.

This ability might not seem to do much, but it is does a great job at helping you chase down your opponents.


Q: Tumble

Tumble: Vayne tumbles, maneuvering to carefully place her next shot. She rolls towards the cursor and her next shot deals 30/35/40/45/50% bonus damage.

This ability is extremely important to Vayne's kit. Tumble is her re-positioning ability, her auto attack reset, and her on-hit damage increase. This ability is useful in many ways, especially to get a 3rd Silver Bolts proc on an enemy champion in lane. You can auto attack, auto attack again, and then Tumble > auto attack to get the maximum damage possible with the auto attack reset. This ability is also very good for kiting. If an enemy champion like Xin Zhao jumps on you, you can keep auto attacking him while also Tumbleing backwards to get the maximum distance between the two of you.
Tip: Tumble cancels Vayne's auto attack animation. Because of this, you can use it to get 2 auto attacks off much faster than normal in the early game. For example, you can auto attack, and then immediately Tumble > auto attack to cancel your attack animation and get more damage off in a shorter time.


W: Silver Bolts

Silver Bolts: Vayne tips her bolts with a rare metal, toxic to evil things. The third consecutive attack against the same target will deal 6/7.5/9/10.5/12% of the target's maximum Health as bonus True Damage (Max damage vs. monsters is capped at 200).
Silver Bolts' damage bonus cannot fall below 40/60/80/100/120.

Silver Bolts is the ability that makes Vayne the unique, tank-busting champion that she is. This ability's damage is very large against both tanks and squishy targets, because of it's minimum damage, which is 120 at rank 5! Getting the 3rd Silver Bolts' proc is almost essential in teamfights. That pesky Maokai that keeps diving you? He won't last long once you hit him with a few silver-infused auto attacks. Vayne's damage with this ability is enough to melt almost any tank in the game with minimal effort.
Tip: If an enemy that you recently attacked has a stack of Silver Bolts on him/her and then used Zhonya's Hourglass, you can continue attacking other targets during the duration of the Zhonya's Hourglass stasis and the stacks of Silver Bolts will remain on the target!

Tip: Silver Bolts can act as an indicator for a champion's clone. This is an especially useful tool for 1v1s and fights because attacking the wrong clone of a champion can cost you your life. For example, if you get a stack of Silver Bolts on the enemy Shaco and then he uses Hallucinate, the one with the Silver Bolts stack is the real Shaco.


E: Condemn

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 per bonus Attack Damage) physical damage and knocking them back (900 units). If they collide with terrain, they are impaled, dealing 45/80/115/150/185 (+0.5 per bonus Attack Damage) bonus damage and are stunned for 1.5 seconds.

This ability is Vayne's only form of hard CC, and her only targeted ability. The damage may not be very much, but the ability itself is very useful. Condemn also applies a stack of Silver Bolts, so you can auto attack, Tumble > auto attack, and then Condemn in order to proc Silver Bolts. You have to be careful, though, as this uses up quite a large chunk of Mana. There are also a few fancy combos you can do with this ability in order to stun an enemy on a wall. The 2 most known combos are the Flash > Condemn and the Condemn > Flash. In the Flash > Condemn combo, if you aren't quite in range to stun an enemy into a wall, you can flash in the direction that will put the enemy between you and a wall and Condemn. Be careful, though, as the enemy might Flash to dodge the combo. On the other hand, with the Condemn > Flash combo, you first press Condemn on an enemy champion, and then immediately Flash to get that enemy between you and the wall. This combo is very difficult, but is near impossible for the enemy to react to, and will almost always result in you stunning the enemy against the wall.


R: Final Hour

Final Hour: Readying herself for an epic confrontation, Vayne gains 30/50/70 Attack Damage, 1 second Invisibility during Tumble, and triple the bonus Movement Speed from Night Hunter lasting 8/10/12 seconds.

Final Hour is what makes Vayne such a powerful champion with extreme outplay potetial. Her ultimate gives her extra Attack Damage, Invisibility during Tumble, and a large chunk of Movement Speed speed when moving towards enemies. After putting a point in this ability, Vayne's laning phase gets much easier for her and much scarier for her enemies. Later into the game, when you have a few points in this ability, Vayne's Invisibility can confuse the **** out of an enemy by entering it over and over again, giving her the chance to completely outplay her opponent, but with STYLE. Aside from simply outplaying her opponents, Vayne's Invisibility allows her to effectively avoid getting instantly bursted down by diving champions like Kha'Zix and Xin Zhao by simply refusing them vision of you.
Tip: You don't have to wait to use Final Hour until Tumble is off cooldown. The bonus Attack Damage you get from the ability is useful enough. More often than not, you'll want to save your Tumble until you need the Invisibility to either dodge a skillshot, cancelled an attack animation, or chase a fleeing enemy down towards the end of a fight.




Masteries
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Ferocity
  • Fury grants 4% bonus Attack Speed, which is really useful for Vayne. This is a much better choice than Sorcery because Vayne relies on auto attacks much more than she does abilities.
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  • Fresh Blood causes your first auto attack against a champion to deal bonus damage on hit (10s cooldown). This is better than Feast because healing yourself for 20 health every 30 seconds isn't very good. It's also a much better choice than Expose Weakness because you don't want to rely on your team to deal more damage.
    o
  • Vampirism grants 2% Life Steal and Spell Vamp. This is a better option than Natural Talent because a measly 10 Attack Damage at level 18 isn't nearly as good as 2% Life Steal, and the 15 Ability Power granted by this mastery is completely useless on Vayne.
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  • Battle Trance causes you to deal increasingly more damage (up to 3% over 3 seconds) to champions the longer the time in combat. This is better than Bounty Hunter because you don't want to rely on kills in order to deal more damage.
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  • Battering Blows grants 7% Armor Penetration. This is much better than Piercing Thoughts because Vayne doesn't benefit off of Magic Penetration at all.
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  • Fervor of Battle gives you 1-8 Attack Damage (based on level, lasting for 8s) when attacking, stacking up to 8 times. Fervor of Battle is better than Warlord's Bloodlust because the extra damage from it is much more useful than the Life Steal from Warlord's Bloodlust . Warlord's Bloodlust is still a viable option, but the amount of health it heals for really isn't that good in my opinion. Deathfire Touch isn't really a viable option because Vayne doesn't need damage over time, and the other keystones synergize much better with her.
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Cunning
  • Savagery makes your auto attacks deal 5 extra damage on hit to minions and monsters, making farming early much easier. It's a better choice than Wanderer because extra movement speed out of combat isn't that useful on a non-roaming champion.
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  • Secret Stash turns health potions into biscuits that last 10% longer, and restore 15 Health and 15 Mana immediately after use. Secret Stash helps with lane sustainability, so it's definitely better than Runic Affinity because the extra time on neutral monster buffs isn't that useful on an ADC. Assassin is somewhat useful in 1v1 situations, but is much less useful in lane because the ADC and support are usually near each other.
    o
  • Merciless makes you deal 5% more damage to enemy champions that are below 40% Health, and is useful throughout the game, especially early. This mastery is better than Meditation , because Vayne usually doesn't have Mana problems while in lane.
    o
  • Dangerous Game restores 5% of your missing Health and Mana on champion kill or assist. This mastery is extremely good for any ADC, because a kill in lane restoring missing Health and Mana can be life-saving in 2v2s. Greenfather's Gift causes your next auto attack after stepping in a bush deal 3% of an enemy champion's maximum health (9s cooldown), and is a viable option because of the multiple nearby bushes in the bottom lane. Bandit isn't really an option because you'll be killing most of the minions, and it gives you 1 bonus gold only if an allied champion kills a nearby minion.




Runes

Greater Seal of Armor
9

Greater Glyph of Magic Resist
5

Greater Quintessence of Attack Speed
3

Greater Glyph of Attack Speed
4

Greater Mark of Attack Damage
9
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RUNES ARE GETTING AN OVERHAUL IN PRE-SEASON 8! Link
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Quintessences
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3x Greater Quintessence of Attack Speed is the standard Quintessences of any ADC. The Attack Speed from these comes out to 13.5%, which is more than a Dagger at level 1. 3x Greater Quintessence of Attack Damage and 3x Greater Quintessence of Life Steal used to be good options for a standard ADC rune page, but after the nerf to the Attack Damage and Life Steal and the buff to Attack Speed, 3x Greater Quintessence of Attack Speed is a much better option.
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Glyphs
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5x Greater Glyph of Magic Resist is the best option for Magic Resist in lane, and greatly helps vs. lanes with supports like Zyra or Sona.
4x Greater Glyph of Attack Speed is a good idea for an ADC rune page, but it isn't necessary. Getting 9x Greater Glyph of Magic Resist is a perfectly viable option if you don't want the extra ~2.6% Attack Speed. The Attack Speed from these runes will bring the total Attack Speed of the rune page to ~16.1%.
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Marks
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9x Greater Mark of Attack Damage is a must-have for an ADC rune page. The Attack Damage from these early in the game is crucial for trading and farming in lane. There aren't any real alternatives for these marks.
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Seals
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9x Greater Seal of Armor are almost always the best choice for seals. The Armor is great for trading in lane and taking less damage from the enemy ADC and minions. An alternative would be 5x Greater Seal of Armor and 4x Greater Seal of Health. The Health can prove to be very useful against hard poke lanes ( Caitlyn, Sona, etc.).




Item Sequence

Statikk Shiv
2600

Infinity Edge
3400

Phantom Dancer
2600

Frozen Mallet
3100

The Bloodthirster
3700

Berserker's Greaves
1100

Statikk Shiv is a great early game item for a champion like Vayne who lacks the ability to push due to terrible wave clear. This item gives her 35% Attack Speed, 30% Critical Strike chance, and 5% Movement Speed. The Attack Speed is obviously very useful, as Vayne relies on it to deal damage. The Critical Strike chance is also very nice to have early game, because her main source of damage now has a chance to deal double damage. The Movement Speed isn't as important, but is useful nonetheless. The passive on Statikk Shiv is what makes the item so useful, though. It causes her next basic attack, after 100 charges, to deal 50-160 damage to up to 5 enemies (65% bonus damage to minions), and the damage can also Critically Strike, scaling with Infinity Edge's bonus damage.

Infinity Edge is an amazing item on almost any ADC in the game. It gives a whopping 70 Attack Damage, which is more than Vayne's base Attack Damage at level 1! While Infinity Edge only gives 20% Critical Strike chance, it's unique passive is what makes the item so good. The unique passive causes Critical Strikes to deal 250% of Attack Damage, rather than 200%. This is, in my opinion, the best passive in the entire game. For example, if you're playing Vayne and have 200 Attack Damage, Infinity Edge will cause your next attack to, if you Critically Strike, deal 500 damage instead of 400!

Phantom Dancer is another great item for Vayne. It gives 45% Attack Speed, 30% Critical Strike chance, and 5% Movement Speed. The effectiveness of the 45% Attack Speed from this item is self-explanatory. The 30% Critical Strike chance it gives is highly important as it will give Vayne a total of 80% Critical Strike chance, allowing her to Crit on almost every auto attack. The Movement Speed from this item may not seem to be very useful, but after using Final Hour and getting an extra 90 Movement Speed, the 5% increase can be very useful. But, Phantom Dancer's 2 unique passives are what make the item synergize so well with Vayne. The first unique passive allows you to pass through units, and increases Phantom Dancer's bonus Movement Speed from 5% to 12% while within 500 units of an enemy champion you can see. The second unique passive causes the last enemy champion that you auto attacked deal 12% less damage to you for 10 seconds, making this item great for dueling enemy champions.




After getting your first 3 items, you have your core, and now it's time to build defensively. What you build needs to depend on the enemy team, so if they have champions like Nautilus or Amumu, you will want to pick up a Quicksilver Sash or Mercurial Scimitar. But, if they have Magic Damage dealing enemies that can burst you down quickly, like LeBlanc or Veigar, getting Maw of Malmortius will be much more effective. Getting Spirit Visage can also be really useful against heavy Magic Damage teams if you need more health rather than Attack Damage. The last common defensive item for an ADC is Frozen Mallet. This item is extremely useful against any champion that can dive you and try to burst you down, like Rengar or Kha'Zix. Like I stated before, the proper defensive item depends completely on the enemy team's composition.



Your final item can be pretty much any (viable) offensive or defensive item for an ADC, but you still need to build items that reflect the enemy team's composition. If the enemy team has a lot of sustained damage, Life Steal is a great option, so The Bloodthirster is the best choice. But, if the enemy team is full of tanks, Last Whisper is a much better option. If the enemy team has healing champions (ex. Swain, Soraka), Last Whisper should be built into a Mortal Reminder to reduce the effects of healing, but otherwise, for more damage to tanks, Last Whisper should be built into Lord Dominik's Regards. Other final items can be anything that'll be useful on an ADC, like Guardian Angel or Death's Dance.

Boots are, for most champions, limited to only 1 type that is especially useful. For Vayne, Berserker's Greaves are definitely the most effective because of the Attack Speed that they give. They give the same amount of Attack Speed that Statikk Shiv does, being 35%. When late game comes around and you're at full build with extra gold, these boots can be swapped with Trinity Force for the extra stats and Sheen passive, as long as you dont need the movement speed from Berserker's Greaves.





Vayne's early game is very underwhelming. She gets bullied in lane by almost every other ADC out there, which is why she is such a weak early game champion. Her short range and lack of an escape ability creates a huge problem when facing champions like Tristana, because Tristana can easily engage on Vayne and all she can do is Condemn Tristana away or Flash/ Heal to get to safety.




I'm extremely greatful for jhoijhoi's Making A Guide, because without it, I wouldn't have been able to create this guide.

If you liked the guide, feel free to vote and/or leave a comment or suggestion!




May 27, 2017
  • Visual clarification throughout the guide
  • Updated masteries
  • More descriptive keystone
  • Updated items chapter
  • More descriptive item build
  • Added more description to defensive itemization
  • Added situational items
  • Updated crit build to preferred
  • Updated 'threats to this build'
  • Shortened large paragraphs throughout the guide
  • Updated ability tips
  • 'Thanks' chapter more visually appealing
  • Added 'Changelog' chapter

June 2, 2017
  • Removed the default Table of Contents
  • Added more color to horizontal lines
  • Changed more paragraph wording
  • Replaced default chapter titles with more visually appealing ones
  • Removed unnecessary horizontal lines
  • Added a 'Runes Reforged' YouTube link

July 13, 2017
  • Fixed 'vs. Champions' typos/grammar errors
  • Added Xayah matchup to 'vs. Champions'
  • Updated 'Runes Reforged' information
  • Updated Berserker's Greaves paragraph
  • Tweaked 'Introduction' chapter