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Recommended Items
Spells:
Heal
Flash
Items
Ability Order
Night Hunter (PASSIVE)
Vayne Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None
Introduction

Vayne is a very strong champion that is able to dish out crazy amounts of late-game damage. Her ability to one-shot squishies is very high if she is able to reach her full late-game potential. Playing Vayne as an assassin instead of an AD carry is actually quite strong if you are able to execute her enemies correctly and without messing up.
This high risk/high reward play style allows for Vayne to fill the assassin position, which is arguably safer than the latter, due to where you stand in team fights and when you are supposed to go in.
Vayne is a very powerful pick, and is almost impossible to shut out of the game entirely since, even if destroyed in the laning phase, will eventually get an item or two and be able to do some damage. She is quite a difficult champion to play, and often isn't played to her full potential, but when she is played well enough she has the potential to carry games by herself. That doesn't mean every time she goes into a 1v5 she will destroy everyone, but it means that she really can't be stopped in a team fight and will kill everything she touches.
I'm going to pass on my knowledge about Vayne to those who are willing to read this guide, and I promise that for those who read this will not be disappointed.
-Runes-
The rune page that I have constructed is actually quite effective for ADCs. These runes are especially effective on Vayne because she is very squishy--these runes remedy that weakness. It's also quite good to have attack speed where you can because as an ADC you want to have a high DPS. At the start of the game your DPS will be very low, but getting attack speed increases your damage output, no matter how small an amount it may be at the start of the game. The attack speed scaling you get from your runes are very very apparent once you get your first attack speed item.
I have
[*] 9

[*] 5


[*] 5


[*] and 3

[*] The attack speed scaling you get from these runes are about 17%. You will have noticeably high attack speed quite early on in the game because of these runes, which is exactly what you want. The faster your attack speed is, the more damage you will be able to do with your passive. This attacks speed scaling, when paired with the amount from masteries, comes to a total of 22% total bonus attack speed scaling--this means that Vayne will get 22% more attack speed from individual items.
[*] The scaling seals of HP, Armor, and MR are quite useful. Since we are trying to out-scale our opponents, getting scaling defensive runes allows you to take more damage than you usually would. Scaling MR is amazing since Vayne's MR doesn't increase with level, and scaling runes are more effective than flat runes after level 6. The fact that Vayne has a very low max HP pool, getting large amounts of armor without the health to sustain it is just a waste.
-Masteries-
[*] Why


CS'ing will be just a bit more difficult, almost unnoticable, than it would be if you had Butcher but at a very reasonable expense. Feast will reward you 3 HP and 1 mana for every CS you score, allowing you to stay in lane longer without lifesteal or health pots.
[*]

This mastery, stacking up to three times, increases spell damage based off of how many times you've hit an enemy. An auto attack increases spell damage by 1%; at max stacks your spells will do 3% more damage. Vayne's Q damage can be amplified by this effect. It's a small amount of damage amplification early on, but once you get any damage, your ultimate, and levels in Q, it becomes pretty apparent how useful this mastery can be.
















Getting both of these items is certainly a very strong thing and increases the strength and amount of times that


In pretty much all cases, I'd say that










Both




I feel like






Without CDR,


The attack speed you get from









You should never be building both of these items at the same time on

















This item will replace berserker's greaves - homeguards and sit nicely in



(This item is actually very strong and is something that you should get her when she's finished her build entirely. Don't build it at all unless you can buy all the parts in bulk since every other item is too important to the build to get rid of for a piece of another item.)
I don't like maxing
Silver Bolts first because I think it is a waste of time. Sure your passive procs will do more damage, but that won't really be relevant til mid/late game.
Tumble is much more effective a lot earlier in the game because of the way it scales and the mobility it gives you at max rank.
Silver Bolts, at level 3, will do 40 (+ 6% of your target's max health) as bonus true damage. That's a lot of damage, but it won't do that much damage to people who don't have lots of health. It does lots of damage, once skilled, at all points in the game but until mid-game, three points in [silver bolts]] is only really necessary--any more and it will be a waste of damage.
Tumble, at max rank, will make
Vayne's next basic attack do 50% more damage; at this level, it will have a 2 second cooldown. The damage that
Tumble does is increased when her ultimate is active due to the bonus AD she gets. With this she will be able to kite and chase very effectively, and her DPS will actually increase if
Tumble is used regularly.
Maxing
Tumble first actually increases
Vayne's attack speed, and overall damage, since
Tumble resets her auto attack timer. This is kinda what allows this build to work. Lots of CDR and Armor Penetration instead of a relentless amount of attack speed. Her mobility, which is very important in team fights and small skirmishes, is very high with
Tumble constantly off cooldown. It allows
Vayne to stealth and re-position more often.







Maxing







In team fights, don't go in. Let your team take the big ultimates first--let your enemies burn all of their cooldowns, then you make your move. Don't just mindlessly jump into the fray, you are going to want to stay away from any potential threats coming from the enemy team. If you find an opportunity to jump into their back-line and execute one or more of their carries without being stopped, then go for it. Those would only really be the times when diving in is justifiable.
-Attack Animation Canceling-
Vayne's ability to kite multiple enemies is nothing short of incredible. Although this may be true, you can't rely on her damage and her tumbles to be able to kite enemies since she is very vulnerable to burst damage and CC. You need to learn to Attack-Move (or Attack Animation Cancel), even if you aren't being chased. You want to pretty much master this in order to get the best results possible. You will be very hard to CC and shut down if you are constantly moving around and doing what Vayne does. Her passive makes Attack-Moving very easy because once you attack an enemy, it triggers her passive movement speed bonus. This is especially useful when being chased since the enemy will basically have to be a Homeguard Hecarim to be able to chase you down.
Constant re-positioning makes it harder for




You can pick Vayne into anything and be extremely successful as long as you play the match-up correctly while also having a support that is able to compensate for the possibly unfavorable situation. The enemy support determines what kind of lane Vayne will have to play because their support will also determine what kind of support yours will be.
Caitlyn does counter
Vayne the hardest because of her range advantage; There is a way to play this lane, and if done correctly Vayne will thrive within this lane. If you find yourself playing
Vayne vs.
Caitlyn, then you will need to grab a support with a strong lane presence as they will be zoning Caitlyn away from you. You don't want a peeler because you don't want to take any damage; hard engage is more favorable in this match-up because that's what will be zoning the Caitlyn.
Leona is incredibly tanky at all stages of the game, and her abilities do quite a bit of damage to squishy targets. It's not enough to chunk off large portions of a target's health, but her balance between tank and damage is perfect; you can't focus Leona in team fights because it's a waste of resources, and you can't get away from her CC and damage if she lands them correctly.
The fact that she's very tanky allows her to dive enemies easily while also taking their occasional harassment in lane. Trying to poke a Leona out of lane is really just a waste of mana because she really doesn't take much damage at all, and it's a lot easier for her to just turn on you. The Leona and Vayne lane is a scary one--while they try to peel Leona off of her target, Vayne is doing all of the damage.
Leona does very well against supports without
Janna-level peel since she is just able to go in and do a bunch of damage and secure possible kills for
Vayne. Leona does get countered by
Thresh, but it really just depends on how quickly Thresh can react to Leona's Zenith Blade.
Thresh also can't really engage a
Leona unless he's initiating a gank because they will just be out-traded.
The best support for a hard-farming lane where
Vayne is at an early disadvantage. This would mean that
Soraka is the best support for Vayne when she is laning against a hard-engage support because as long as Soraka has mana, Vayne can CS somewhat properly without dying or trying to go for a trade that would be unfavorable without Soraka.
Astral Infusion is seriously ridiculous as it is very potent and has a very low cooldown. If
Vayne gets poked down very hard,
Soraka can just heal her back to full in less than a minute. Vayne needs to stay alive in lane to have any meaningful impact during the mid game, and avoiding as much damage as possible, saving
Astral Infusion for when it's really really needed, will make all the difference.
Soraka's sustain in lane is crazy--
Vayne will basically never need to back for health as long as Soraka has mana. She will heal Vayne and herself quickly, and you will be poking her enemies down as she heals herself up. If the enemy bottom lane has no sustain, then Soraka will be able to poke them down to create a considerable difference in health.
The true strength of
Soraka is her ability to shift focus. The enemy bot lane won't be able to kill Vayne unless they kill Soraka first; while you are trying to kill Soraka, Vayne will just be do what she does all over the enemy bot lane. It may result in the fight being turned and having Vayne secure several kills. Soraka may die, she shouldn't if you can kite correctly, but even if she does, you can still come out ahead with a double kill or at least a kill on the enemy AD carry.
Thresh is probably the most versatile pick for Vayne. Although he can't heal like Soraka, or peel like a Janna, or Engage like a Leona, he has a little bit of everything. His
Flay can be used defensively or offensively as it will temporarily hinder the movements of those he hits. Thresh is able to disengage or engage fights very easily--he can land a
Death Sentence on someone and then go for a damage trade, an all in, or to set up a gank.
Death Sentence is a hard CC ability and can be used as a disengage.
Dark Passage can either get someone out of a sticky situation or get a teammate close enough to assist him in his engage on a target.
The reason Thresh is so versatile is because his kit can be used for different purposes--Soraka is meant to keep her carry alive and in lane by out-sustaining the enemy bot lane, Leona is meant to engage, peel, and tank; Thresh can be used for both of these purposes. He doesn't do what they do nearly as well, but he is able to do what they both do at a decent level. Thresh is quite a bit more difficult to play than most other supports since you need to know more about AD carry and support champions and skill shots to be super effective, but even decent Thresh players can have a huge impact in the bot lane.
Braum, aside from being insanely tanky, has lots of CC and early game damage.
Winter's Bite can poke down the enemy AD carry, but shouldn't be relied upon because spamming it would be a waste of mana unless he can land it consistently.
Winter's Bite applies a stack of
Concussive Blows.
Concussive Blows is very strong since it allows you to deal tons of damage, damage that they can't retaliate with (if they don't die that is).
Unbreakable can be a very clutch ability to use since it blocks a large amount of damage from any source, working like
Yasuo's
Wind Wall, it deletes projectiles completely. Braum's shield will block anyone behind him from skill-shots and ranged basic attacks, but he will still be effected. Braum's ultimate,
Glacial Fissure can be used defensively or offensively and can make a huge difference in a fight if landed.
and
Nami and
Janna are quite similar since their kits pretty much do some of the same things.
Nami has more CC and sustain while
Janna has a kit dedicated to utility and peel.
Nami's Q,
Aqua Prison, is a suspension ability that deals damage, quite a bit once skilled, and reveals enemies that are caught in it.
Janna's Q,
Howling Gale is an a knock up ability that can be charged to do bonus damage.
Howling Gale has a much longer range than
Aqua Prison and has a much faster activation speed. Since
Aqua Prison has a short, but noticeable, channel time on it, it can be sometimes hard to land effectively.
Howling Gale can be activated immediately and and be used to peel off enemies at the drop of a hat.
Janna's W,
Zephyr, passively gives her a very large movement speed buff and allows her to ignore unit collision.
Zephyr's active can only be cast on enemies, but slows them greatly--doing this removes the
Zephyr buff from
Janna until the ability is off of cooldown.
Nami's W,
Ebb and Flow, is a healing/damaging ability that can be used on anyone.
Ebb and Flow can be self-cast, cast upon allies, and cast upon enemies. This ability heals allies and damages enemies, and bounces to nearby enemies/allies to damage/heal them for a deteriorating amount. If used correctly, this ability can poke down an enemy lane and heal her lane at the same time.
Nami's E,
Tidecaller's Blessing, is an ability that can be self or ally cast, that makes the target's next three basic attacks do bonus magic damage based on rank and the amount of AP that
Nami has. These empowered attacks slow the targeted enemies for 1 second and do not stack.
Janna's E,
Eye of the Storm, very similar to
Nami's
Tidecaller's Blessing empowers an ally's basic attacks except
Eye of the Storm increases a target's base AD and gives them a shield.
Eye of the Storm can also be cast on turrets, giving her credit for enemies that die to them while her shield is on it.
Nami's ultimate,
Tidal Wave, is a damaging AOE ability that knocks up and slows all enemies that are hit while applying the
Surging Tides buff to allies that walk through it, giving them an insane movement speed buff.
Janna's ultimate,
Monsoon, is a channeled ability that works exactly like
Katarina's ultimate that is disabled if she moves or uses any other abilities but doesn't if she uses a summoner spell, knocks back all enemies within a range of 875 and heals all allies within a range of 725. These ultimates are both pretty game-changing within their own rights, but both serve generally different purposes.
Tidal Wave can be used as an engage, peel, or disengage while
Monsoon can be used as a disruption, mass sustain, disengage, or peeling ability.
Nami and
Janna both have good synergy with
Vayne and choosing between which is better really just depends on what kind of lane the enemy is running down bot.
Nami does better against a poke lanes while
Janna does better against really aggressive lanes.
Alistar works very very well with
Vayne since he really has everything that she could want (besides range);
Alistar is EXTREMELY beefy, he has a hard engage ability, he has a CC ability, and he also does some decent damage. He does lots of damage in the early game since the base damages on his abilities are very high, but
Alistar will be building full tank so his abilities won't be scaling at all.
Alistar's passive,
Trample, makes him do damage to nearby enemies and structures just by walking near them--this ability also makes him ignore unit collision for it's duration. The damage minions take from
Trample is doubled. This ability scales with AP and levels and really isn't meant to do much damage later in the game since everyone will just tank up and the further his team pushes up, the more resistant to damage structures will become. This ability is useful at all stages of the game, especially early, mostly because of the disregard of the unit collision mechanic. This allows
Alistar to basically walk up to the enemy bot lane by walking through the minion wave.
Alistar's Q,
Pulverize, is a knock-up ability that has a short stun following it that deals some pretty good damage, especially in the early game. This ability actually scales quite well but won't really be seeing the light of day since
Alistar won't be building any AP. It's base damage is very high so it still has the potential to shave off a pretty decent chunk of a squishy's health bar. This ability, due to the long duration of the CC, presents more than enough time for
Vayne to post up and position for a clean condemn on the enemy AD carry. This will almost always guarantee a kill since the enemy AD carry won't be able to move for quite a long period of time.
Alistar's W,
Headbutt, is a knockback ability followed by a 1 second stun, that deals quite a bit of damage to it's target. This ability is a dash and it's animation can be interrupted half way through, before touching the target, and be used as a gap closer. This combo is known as the
Headbutt +
Pulverize and is very potent since it doesn't require the usage of flash.
Alistar's E,
Triumphant Roar, is a healing ability that effects all ally units within a 575 radius. This ability heals even minions and is great for sieging and staying alive in lane. This ability doesn't really heal for that much at a time, but will get the AD carry back to full in under 1 minute.
Alistar's ultimate,
Unbreakable Will, makes him take 70% less damage, removes all forms of CC on him upon activation, and gives him bonus AD. This ability is great for tower diving, peeling, or just straight up going head first into a team fight since nobody will be able to kill him for the duration since he's so beefy and basically shifts the focus of the fight away from him.







The fact that she's very tanky allows her to dive enemies easily while also taking their occasional harassment in lane. Trying to poke a Leona out of lane is really just a waste of mana because she really doesn't take much damage at all, and it's a lot easier for her to just turn on you. The Leona and Vayne lane is a scary one--while they try to peel Leona off of her target, Vayne is doing all of the damage.







The best support for a hard-farming lane where








The true strength of







The reason Thresh is so versatile is because his kit can be used for different purposes--Soraka is meant to keep her carry alive and in lane by out-sustaining the enemy bot lane, Leona is meant to engage, peel, and tank; Thresh can be used for both of these purposes. He doesn't do what they do nearly as well, but he is able to do what they both do at a decent level. Thresh is quite a bit more difficult to play than most other supports since you need to know more about AD carry and support champions and skill shots to be super effective, but even decent Thresh players can have a huge impact in the bot lane.











































































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