Vayne Build Guide by Clown Fiesta
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
Champion Build Guide
Clown Fiesta's Icy Toplane VayneBy Clown Fiesta
Clown Fiesta's very serious Vayne Top Guide
Hello fellow victims of Riot Games!
My name is Clown Fiesta and this is my guide. It features the strongest build on Vayne and everything else you need to know for life. I discovered this sensational build on my own and hell am I proud of it! Currently I am ranked level 29 on the EUW servers.
Vayne is a really nice champ with many outplay possibilities. My guide should help you to make plays - especially kiting plays - a lot easier. Keep in mind that you are not the master of Vayne Top like me. So better start practising this build in a normal game! Have fun!
Well, this is just the standard-top-lane-thing though... I would recommend using those two spells if you want to play an ordinary game. It's the most boring choice of summoner spells, but maybe the most effective one, if you're really trying to be serious...
Teleport will help you to keep pressuring your lane opponent, since you can go back and teleport back right after that in order to push the lane and gain a nice farm lead.
Flash is simply the best escape/engage summoner spell. Nothing more to say.
Changing Teleport to Exhaust is indeed an option, since it is used to reduce the damage of high-damage opponents and also slows them. The slow is very nice for you, because it makes kiting even easier.
Remember: This guide is all about others being slow and you yourself being faster to out-kite them!
If you don't like your mates and still want to be able to explain your choice of summoner spells, this is the way to go:
Take Exhaust for the reasons given above and take Ghost ro embrace the ultimate kiting mechanics: The enemy is slowed and you yourself get a lot of movement speed. With those summoner spells, every game is basically a free win. (I won't say for which team)
Just go for one of those to start off with. I would recommend Doran's Blade against melee champions and Doran's Shield against annoying ranged champions, such as Teemo.
1st Back: Recurve Bow and boots:
You want to get Recurve Bow first, because it provides a nice amount of attack speed as well as some bonus auto-attack-damage, which will indeed help you to push the lane in order to get more and more gold for your main items. Boots are nice to just be able to escape a little faster and to kite, of course.
The Icy Core Build: Blade of the Ruined King, Frozen Mallet, Phantom Dancer
These are your main item goals every game. As you can see, all those three items have a rather blue, blue-green or purple background - and these colours are all quite cold, what leads me back to the heading "Icy Vayne".
What really makes Vayne strong, is Blade of the Ruined King, especially its passive is nice when you're playing against tanks. But the active is also strong, since it makes you faster and the enemy slower... This really can't be bad!
But what makes the Vayne evolve, what makes the average Vayne shake off her chains which demand her to be an ordinary ADC, what really makes her "icy"... is the Frozen Mallet. Frozen Mallet, ladies and gentlemen, is an item, which allows you to slow your enemies - ON-HIT! It therefore is the most epic kiting item ever! And besides that marvelous passive it gives you a nice amount of health and AD. Health is nice, because with some extra hit-points you won't be getting killed by tanks with base damage... Base damage will not be enough to face you! The AD is of course useful, because damage on an ADC has never been a bad thing though. (Although this is not an ordinary adc build!)
You should get Phantom Dancer as your third item, because it fits the cold colours of the previous two items really well and besides that, it provides some damage reduction on-hit as well as lots of attack speed and some crit, which you will not need any further but which still is nice to have.
NOTE: Keep in mind, that the colour composition of your inventory is really important! Any red or yellow items, or any other colour, which is not cold, will destroy your item build!
Here are some options you could (and maybe should(n't) go for):
Iceborn Gauntlet is a really nice "tool" for you, since it includes Sheen - and Sheen means "extra damage"! You can proc Sheen's or Iceborn Gauntlet's passive by pressing Q while your auto attack is mid-air, which is a nice feature for kiting with the strong AoE slow. It also makes your mana pool grow by a significant amount, what makes you able to use your condemn more than twice before being out of mana. The "icy fist" should be bought against high physical damage compositions, since it provides a lot of armor and it would be a shame if you don't need the armor you paid so much gold for!
Wit's End is nice against magic damage compositions on the one hand side, but on the other hand it is nice in general, because of the attack speed it provides as well as the extra magic damage on hit. So if the enemies are getting lots of armor, it is a nice choice for you, because then you just deal every type of damage at the same time!
Essence Reaver is nice, because it provides mana (reasons above: Iceborn Gauntlet), cooldown reduction (Let the Condemn spam begin!), some AD, as well as a nice passive: After casting your ultimate and then auto-attacking you will get extra attack speed and your auto attacks will reduce the cooldows of your non-ultimate spells! This is a nice combo with Iceborn Gauntlet, since you will be able to proc the AoE slow permanently!
Manamune is for those who really want to spam E all the time. Used together with Iceborn Gauntlet and Essence Reaver you will have maximum cooldown reduction and enough mana to use condemn on cooldown! The upgrade, Muramana, will be quite a strong power spike with it's bonus damage. That bonus damage depends on your maximum mana. It is very well synergizing with with Iceborn Gauntlet and Essence Reaver because of that! The weak point is, that you will need quite some time to reach the upgrade, but spamming Q should help you with that.
Zz'Rot Portal: First of all, the colours fit, which is the first reason I put it here. The second reason is, that it provides LOTS of armor as well as magic resist and is also an item for doing things alone - split-pushing is the topic, I am talking about! With Phantom Dancer as a nice duelist item as well as your amazing kiting items and kit, you will not have to fear many of the enemies in late game! Zz'Rot Portal makes you even harder to kill and gives you bonus push potential in order to be able to melt those turrets!
Generally speaking, you can pretty much build what you like, as long as the colour composition of the finished items stays "icy". (So you CAN build Zeal, although it is yellow! You just have to upgrade it into an Phantom Dancer later!)
All of those boots are "icy" enough... But Ninja Tabi really are a concession, though.
Choose whatever boots you like and what you think fits your playstyle and the enemy composition best.
Little Tip: Sorcerer's Shoes are bad.
This is the basic option. Max Q because of the decreasing cooldown on higher levels and the ability to kite really well. Then W, because it gives you a massive damage boost, especially against tanky enemies and then E, because it does not deal so much damage, but it does cost a whole lot of mana...
And, of course, skill your ultimate whenever you can.
Against a tank:
When playing against a tank you will need to max W after getting Q level 3 (At least three points in Q are important, since this guide is about kiting easily.)
The max-health-percentage true damage on every third auto-attack will help you to deal some damage against tanks early besides having a bad early game in general... Especially WHILE you're building Frozen Mallet, you will lack damage compared to standard-damage builds.
Explanation will not take too long this time:
Primary Path: Fleet Footwork for the heal, Overheal for the overheal, bloodline for lifesteal and lifesteal for heal and Coup de Grace for damage, because there was no option with a heal. (You could take Cut Down against heavy tanks as well, if you like to.)
Secondary Path: Bone Plating, because it reduces incoming damage by quite a bit - and Revitalize - you guessed it right - because of the heals or rather the heal increase.
Combat Stats: Attack Speed, because it works nicely with W... AD, because of AD... and HP for no reason actually. I would take that against a mixed-damage-standard-team... if you're facing a full AD comp, you could take Armor... and Magic Resist against a full magic damage comp, which is not going to occur, though.
Short explanation again:
Primary Path: Take Press the Attack for the bonus damage... It is a nice choice if you constantly want to annoy your lane opponent, I believe. Triumph is for "getting something back" after killing someone, Alacrity provides attack speed, which synergizes well with Vayne and for Coup the Grace read above.
Secondary Path: Get Nimbus Cloak for the movement speed boost after using R and by that for the ability to chase the enemies to the moon and back. Gathering Storm is nice for your late game, because it then provides a nice amount of AD for you.