I'd rather go with flat armor pen quints and marks.
Vayne's damage output is subjectively tricky:
-
Silver Bolts makes people feel like armor is useless against her.
-Armor is still the best way to counteract her damage
-You can build all the AD you want as well as get a solid AD steroid from
Final Hour
-Armor Pen is not so common in item choices
With Vayne, you want to make sure you have all the free armor pen you can get. So that, even if the targets are building armor, it will mean as little as you want it to be.
Don't worry about tanks, Silver Bolts is what takes care of them when they have too much armor to be flattened out.
In a generic scenario, based on the current support+carry bottom lane meta, go with armor yellows and flat magic resist blues.
Armor to tone down enemy carry harass, and magic resist for whichever magic-damage dealing support they have lined up.
But, feel free to be creative with your yellows and blues. Your own preferences can often suit your playstyle better.

-

-Armor is still the best way to counteract her damage
-You can build all the AD you want as well as get a solid AD steroid from

-Armor Pen is not so common in item choices
With Vayne, you want to make sure you have all the free armor pen you can get. So that, even if the targets are building armor, it will mean as little as you want it to be.
Don't worry about tanks, Silver Bolts is what takes care of them when they have too much armor to be flattened out.
In a generic scenario, based on the current support+carry bottom lane meta, go with armor yellows and flat magic resist blues.
Armor to tone down enemy carry harass, and magic resist for whichever magic-damage dealing support they have lined up.
But, feel free to be creative with your yellows and blues. Your own preferences can often suit your playstyle better.
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Flat magic resist better for lane.
Supports do more damage then you think.
Magic damage is only low if you're a jungler who is seldom encountering magic damage for the first few minutes.
Somehow, people started transferring that thought-pattern onto any early game scenario.
Which is amazingly naive, since casters (most support included) are built especially well for the early game.
Supports do more damage then you think.
Magic damage is only low if you're a jungler who is seldom encountering magic damage for the first few minutes.
Somehow, people started transferring that thought-pattern onto any early game scenario.
Which is amazingly naive, since casters (most support included) are built especially well for the early game.
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Up to you.
Attack Speed isn't necessary, but it can be useful. Items usually give you plenty.
Attack Speed isn't necessary, but it can be useful. Items usually give you plenty.
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EnmaDaiO wrote:
and atk speed how viable do attack speed runes seem
red, yellow, or blue
I wouldn't ever. Getting attack speed on a ranged carry, especially one that synergizes with

Marks are good, but armor pen marks are SO much better. Seals and glyphs have really bad stats, and their alternatives are much more effective.
Honestly, pretty much the only time I actually use AS runes (marks or quints, I don't use seals or glyphs) is when I'm jungling, and can actually use the full potential by attacking constantly at full speed instead of poking in lane.

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ArP marks and quints because you'll be buying
Black Cleaver.
Armor seals and MR glyphs because you'll want the extra bulk when you're the most vulnerable.
In a generic scenario, based on the current support+carry bottom lane meta, go with armor yellows and flat magic resist blues.
Armor to tone down enemy carry harass, and magic resist for whichever magic-damage dealing support they have lined up.
Yea pretty much.

Armor seals and MR glyphs because you'll want the extra bulk when you're the most vulnerable.
JunSupport wrote:
In a generic scenario, based on the current support+carry bottom lane meta, go with armor yellows and flat magic resist blues.
Armor to tone down enemy carry harass, and magic resist for whichever magic-damage dealing support they have lined up.
Yea pretty much.
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Attack damage Quints are necessary
But what about yellows and blues?
i see AD yellow, ATK speed yellow, armor yellow, Mana regen yellow
CD Blue, ATK Speed BLUE, Magic Resist BLUE what is the absolute best in most situation?