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Runes:
Precision
Domination
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
3
Top Lane (Against Easy Lanes)
Flash
Teleport
Items
Ability Order Q Max
Night Hunter (PASSIVE)
Vayne Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Kled
Synergies
Ideal
Strong
Ok
Low
None
Champion Build Guide
Table Of Contents
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My name is RivalofAll. I reached Diamond 2 100 lp this season and have been diamond every season since season 3. While I'm mainly known as a Riven main, I have thoroughly enjoyed and found success with Vayne.
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I want to make it as a Twitch streamer for my dream job. Anything and everything you can could do would be highly appreciated. I stream every waking hour I can, so you won't be lonely. Recently updated the look of my stream as well so it looks really cool. Please, help me achieve my dream!
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+ Extreme Mechanical Potential Vayne is a very mechanical champion. Every click of your mouse can change drastically how the outcome of the game will be. If you Tumble in the correct direction, if you Condemn properly, if you Condemn Flash, you get where this is going. Having said this, if you're unable to perform these, it generally ends with death and a fat L. To properly learn this champion, you will need to know not only how to play the game, but also many champion specifics as well. I'm here to help you with these things and insure your team won't be Vaynespotting you all game. |
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+ Low Mana Costs: Vayne has very uninhibited mana costs. The only ability you really have to have restraint with is your Condemn. This allows Vayne to ignore all mana items without a care in the world. |
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- Weak To Unavoidable CC and Burst: Ever faced Lethality Varus? How bout Lulu with Polymorph? These aren't fun situations, especially for Vayne. There are counterplays to unavoidable CC like Quicksilver Sash. If you play properly, the one activation of this item per fight should be enough. Death's Dance has got you covered with all kinds of burst and sustain to an extent. |
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- You're Going to be Camped: Ever faced a Zac that just won't leave you alone? You know my pain. If you're playing someone like Malphite, you can just hobble away. Unlike Malphite, Vayne has to play phenominally or use summoner spells, sometimes both just to escape. But this isn't just a normal gank, there's going to be many more. They won't seem to end. If you die to half of these ganks, you will probably lose. Good thing you're ranged and have multiple ways to escape these situations or they'd ruin the game. |
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Flash is pretty much required, it's the best spell to take on almost every champion and Vayne is definitely no exception. While there is a mechanic with your e which we will focus on later, you'll mainly you use this to keep the gap between you and your laner. I'll talk about this gap more in the Ghost section. Teleport Basically this spell is used to solidify your early game. Whatever your opponents wants to do to doesn't matter. Dragons don't matter either. No matter what anyone says, League isn't a team game. It's a game you come to dominate every poor soul who comes your way, at times, even all 9 of them in the game. Ghost gives Vayne amazing kill pressure and a great escape on a lower CD than flash. My favorite use of this spell is abusing the "Gap". Ranged champions are at their best when you're in that sweet spot where you can deal damage and the enemy can't. If the gap is closed, create it again or just finish off your opponent. Exhaust Afraid your laner can kill you? Take this. The amount of health and kiting this spell allows for is absurd and they just keep buffing it. Exhaust is incredibly useful at all stages of the game for aggression and defense. If the gap has been closed and you're facing someone with burst, use it and you'll find yourself coming out of the situation fine and possibly with a kill. |
If you're taking my build bot lane, Heal and Barrier are great options, but just force your support to take heal and you take barrier. You're looking to survive and even dominate lane. Giving yourself the most effective health is the way to do that. Since heal is shared health and barrier is self health I believe that the ADC should take barrier regardless of the support.
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Tumble ACTIVE: Vayne dashes forward, though not through terrain, and her next basic attack within 7 seconds deals bonus physical damage. Tumble resets Vayne's basic attack timer.
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Lvl 1: Take Tumble. This is your time to abuse Hail of Blades to it's fullest potential. After every auto, do a real short click to make sure you keep up with your laner, and just rip off autos like a madman. This will get you an advantage in lane. Your only job is to keep up that advantage. Any time you can trade onto them with hail of blades, do it. Lvl 2: Take Silver Bolts, and after the lvl 1 trade, your laner has no chance of walking up to the cs. Keep it this way. If the enemy Teleport's back you should be at least level 3 so keep denying them cs. You should throw a ward in the river bush after the first or second wave to make sure you can keep up your pressure but not so early that the downtime in-between wards is extensive. Lvl 3: Take Condemn. Now you have access to all your abilities, this is where you're very threatening and can easily capitalize on mistakes. Realize where someone messes up, like that idiot trying to cs while you're sitting in the furthest bush top lane. Condemn them to hell with the other heathens that you've defeated and take most if not all of their health bar. Lvl 4 & 5: At these levels, you just get extra damage on your q. Keep up the pressure the entire lane and whenever you decide to recall, get back to lane and get that advantage back again with hail of blades and your gold advantage. Differently than many champions, your goal is to deny cs from your laner the entire game. It's possible, but very rare that they step up far enough to eat enough damage to die. Having said this, if you can kill them, go for it, learn the limits. Lvl 6: This is where you can really pop off. Let the lane push out a bit, then just slam autos into your opponent when they get to close. Look for something like Final Hour -> Auto -> Tumble -> Auto -> Auto -> Auto while keeping very close and going for very short movements in-between autos. Finish off the kill with an auto and an Condemn proccing Silver Bolts for that last sliver of health. Obviously there are other variations of this combo to kill people. Sometimes you'll be using Condemn into a wall, other times you'll be just kiting them until the turning point where they know they'll die if they continue. 40% CDR Spike: Whenver you get this spike, your power level goes OVER 9000!!! Auto them normally but spam Tumble on cooldown. If you need more space between you, Tumble in a direction they don't expect or into a bush. If you need less space, Tumble into them. Make sure to adjust to the increasing amount of attack speed. The time in-between your attacks is limited by your attack speed, it's called your "attack cooldown". There is also the "attack windup" that can be canceled by a mechanic called "orbwalking". Orbwalking is basically just putting forth a command to cancel attack animations. Yes, just like Riven's infamous "animation cancelling" in a way. This is most often achieved through the use of movement commands (also known as right clicking). The cooldown on your attack as well as the time to complete the animation lowers as your attack speed rises so you must train to get the maximum amount of dps of in every scenario. These mechanics are what separate good Vaynes from the great ones. Infinity Edge Spike: This item is the apex of the build. You have the damage to abuse the crit, you have the crit to abuse the passive, nothing should be able to stop you at this point other than your own ability. Train to surpass expectations. As for just some general gameplay information, CS is king. But you can't sacrifice the game to CS. If your team is constantly fighting, you have little choice but to sit on top of them and get jungle camps from the middle of the map (mainly wolves/red). When your entire team is deciding to group, your jungler has probably scaled to the point where the camps are more useful to you than him. Keep their fragile mental in mind though, if they ping on the way to a camp as you're taking it, just give it to them. No need to play a 4v5 if you don't have to. In contrast to this playstyle, if your team is not fighting constantly, you can afford to be in a side lane and should push each sidelane until you no longer feel safe pushing another wave. You will grow a feel for this the more you push the line between "This next wave is fine" and "I'm in dangerrrr". When you start feeling that "uh oh" feeling, go to a different concentration of potential gold. If you're confused on what "concentration of potential gold" means, basically just visualize your options as probable gold amounts and chase the most efficient one. Top's pushed in? That's like 3-4 waves there. Jungle is up? That's a few hundred. Now, there comes a point where farming doesn't make as much sense as abusing your lead. When this time comes, get your item spikes, and go get em' tiger! |
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