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Ability Order
Night Hunter (PASSIVE)
Vayne Passive Ability
Introduction
Combos
1. "Triple hit".
When: Support is out of position and you gain position enough to do a physical attack.
What: Attack + Q towards + Attack + Attack (Landing W), Back off
Goal: You may take some hits but your W damage makes up for it as long as their opposing support doesn't get to pin you. Against a good opposing champ you won't have much chance to do this.
2) "Peg"
When: Support is enough out of position, or opposing carry moves up to last hit.
What: Q towards + Attack, Back off
Goal: Get out without taking a hit.
3) "Defensive Peg"
When: Opposing carry moves up on you.
What: Q away + Attack, Back off
3) "Defensive Peg + Push Away"
This is Defensive Peg when you're overextended. Q away + E. Hopefully you push them away enough to be able to get away.
Pinning
A word on pinning. Stupid champs will put themselves in position to get pinned by your E but good ones will rarely do so. Make sure your support wards the closer bot bush so you can pin against this wall. Don't overestimate your ability to burst champions down. Vayne is not about burst and this will result in your death, yes, even if you have your R up.
It's fun to look for opportunities to use E. This can be a good bonus source of combos - if you pin you can easily get off a triple hit. But pinning early on as Vayne if you don't have a support that can deal damage is disappointingly _NOT_ effective. Always maneuver your position so you have a angle against the wall to pin, but don't go crazy with it. Smart opposing champs just won't give you much opportunity to use it.
Using R
Your R is a nice damage boost, that's true. But honestly, it won't turn the tide of battle in dumb 1v1s or if you decide you wanna play Vayne hyper carry and ignore position. It's advantages are, in order of importance:
- Using with Q to avoid death
- Pushing a tower
- Escaping
- That extra damage boost
Gauge whether or not you can steamroll your opponent yet. If you have used your combos to get them to half health and they don't have heals or enough abilities to take you out of the fight long enough to finish you then pop R and let it rip. Even better if you can start by pinning them with E.
- NEVER initiate
- Remain back and unless absolutely necessary to focus 1 particular champ, always target only the champ closest to you (ignore your idiot team) unless that is the tank + you know you aren't fed enough to take out the tank yet. Vayne is a tank killer. If you build armor pen + use her W well you can take out the strongest takes (provided they build armor over HP). You can help control nasty enemy champs using your E in teamfights though.
- Get the Frozen Mallet for the HPs. This will help you survive when you get stunned.
- Your R is a godsend. Basically when you get focused (which will happen immediately) let yourself take about 1 second or 2 seconds of hits, unless you know you're going to get stunned and killed, and once the enemy team thinks they've got you immediately pop R + Q. They will waste at least 2 seconds searching for you and clicking while your team hammers on them. Use the stealth time to again get good position to be able to sit back of your team and hammer away. This move alone will win you countless team fights and is really (surprisingly) the most powerful thing Vayne has to offer overall, if you can pull it off.
Why 2 PDS??
"norberg you're a noob man 2 PDs is a stupid build. You need IE" I hear this 1 all the time. Well, IE is great for winning fights, but guess what? If you don't have any way to slow them down to finish then you're screwed! 2 PDs will give you comparable damage with your W and will also allow you to finish any fight you start. It will also give you a great edge in running away and more consistent crit damage output. Damage spikes are nice but Vayne relies on consistent damage output to be able to do what she does. High crit chance, attack speed, and her W does this better than bumping up the crit modifier.
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