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+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
The biggest weakness for Draven is crowd control (especially stuns, snares, knock-ups). Draven is one of the best snowballing champions in the game thanks to his Passive and Spinning Axe(Q). If you can’t win the 2v2, ask your Jungler to come and reset his Adoration (Passive) stacks by killing him. Draven can out trade most champions in the early game. You shouldn’t look to fight him unless he drops an Axe(Q).
Extended trades work in the Kalista’s favour. Try to keep trades short and sweet so she cannot deal tons of damage with her Rend(E). Kalista is a very strong early game champion. Try to harass and poke her down so she is unable to play aggressive and snowball. Post level 6, be careful about focusing the enemy Support in a trade as Kalista can save them with her Ultimate Fate's Call(R). Keep this in mind and try to focus the Kalista instead.
Watch out for Lucian’s Piercing Light(Q) as he will try to line it up so it hits the minion wave and you at the same time. Lucian is very strong in the early game and will look to abuse his strengths to get a lead. Avoid dying to him so he doesn’t get ahead. Wait for Lucian to use his Relentless Pursuit(E) before initiating a fight or trying to land CC. Whenever his E is down, he is much weaker and will find it harder for him to defend himself.
Her Explosive Charge(E) and Rapid Fire(Q) makes taking down turrets a piece of cake. Avoid letting her get free shots on your turret since the tower platings will give her a gold advantage over you. Avoid extended trades with Tristana whenever her Explosive Charge(E) is on you. The more auto attacks she hits you with, the more damage you will take. Tristana will often use her Rocket Jump(W) aggressively. If you’re strong and have good all-in, you could try to trade back with her and use her mispositioning to kill her. Take a quick glance at the minimap to see if her Jungler is nearby before committing to the fight though.
Whenever Samira has max Style points, she will be able to use her Ultimate Inferno Trigger(R). Avoid trading with her when she has max points. At level 6, Samira’s kill pressure increases as long as she has max Style points. Take care as she may look for an all-in when she is at point “A”. Samira is at her weakest when she is out of mana or out of Style points. Looking to fight when she has very little of either of them will increase your chances of killing her.
Take note of the in-game audio- you can hear when Caitlyn places her Yordle Trap(W). If you can’t see where W has been placed, it’s probably behind your tower. Stay away from your tower when you’re being pushed in. Try and stay at max range away from Caitlyn at all times. This is especially true when Caitlyn has her empowered auto-attack ready to fire. If she is holding her empowered auto, wait for her to use it before moving forward. Caitlyn will be looking to push and take your tower early. Don’t let her poke you down by sacrificing CS for health and XP. When she is overextended, request assistance from your mid laner or Jungler to help you shut her down.
Post 6, avoid overextending when you’re defenceless. Varus’ Ultimate Chain of Corruption(R) can be used to catch you out of position and start a fight. Play safer whenever his Ultimate is up. Avoid standing inside the minion wave. This will allow Varus to poke and push the wave at the same time. Standing outside of the minion wave will force him to choose between shoving and poking with his Piercing Arrow(Q). Varus will try his hardest to poke you out of lane. Try your hardest of dodge as much damage and abilities as possible.
Keep a constant eye on her Feathers and avoid standing in front of them. This will reduce her ability to burst you down and trade with her Bladecaller(E). Xayah is rather weak in the early game. Try to abuse her as much as possible to get an early advantage. With low range, she can easily be poked down and harassed. Avoid committing for extended trades with Xayah unless you have an advantage. Thanks to her E and Deadly Plumage(W), she wins extended trades.
Avoid pushing the wave as much as you can as Yasuo has an incredibly strong all-in and can take you down if you’re pushing. Try to keep the wave closer to your side of the map in the laning phase so he is unable to chase you down and kill you. Be cautious around the minion wave as Yasuo will often use his Sweeping Blade(E) to dash through the minion wave to get on to you. Stand outside and away from the minion wave at all times. Try to space accordingly to Yasuo and his Support. If the Support has CC, try to play as far back as possible. This will make it hard for them to get on to you. Post 6, make sure you’re always in a safe position so they cannot all-in you.
Look to strike right after Jhin uses his 4th shot as he will not be able to retaliate with autos until he reloads. Try to push the wave in as Jhin has a harder time farming under Turret. However, make sure your Support is someone who can play at the enemies Tower. Do not push if your Support needs to engage. When paired with an aggressive Support who has CC, beware of Jhin’s Deadly Flourish(W), which he will tend to use after the Support has engaged to layer CC.
Do not 1v1 Kai’Sa if you’re alone as her Icathian Rain(Q) will focus you. Fighting near minions will be helpful as they will block some of her damage. Extended trades work in the favour of Kai’Sa thanks to her Passive. Try and keep trades short so she is unable to activate her Passive on you. When recalling, especially when low, make sure you keep an eye on your champion as Kai’Sa may try to finish you off with her Void Seeker(W). Do not shop until you’ve successfully recalled to ensure maximum safety.
After recalling, Twitch can enter the lane in stealth with his Ambush(Q). Avoid pushing up too far when you know Twitch has just backed as he may pop up and go for favourable trade. Twitch benefits from extended trades. Try to go for short bursty trades over long ones with him when possible. If Twitch has pushed the wave and left lane, he is either trying to bait you forward and go for a trade, or he has gone to the mid lane with his Support. Have consistent vision around your lane so you know what he’s doing and where he’s going.
Miss Fortune is not very strong in the early game but she does have a lot of poke damage with her Double Up(Q). Watch your positioning and avoid standing behind minions when possible. Post 6, stand in the middle of the lane at all times to make it easier for you to get out of her Ultimate Bullet Time(R) when she channels it. If you stand near a wall, it will be harder for you to escape the damage. When paired with a hard engage Support, do not stand too far forward as the enemy Support may engage and set up Miss Fortune for a good Ultimate. If you have a dodge, don’t use it when her Ultimate is up.
Stand outside of the minion wave as Aphelios does have a lot of AOE damage. Additionally, stand away from the Tower if you’re pushed under it as his AOE autos will hit you if you’re behind the tower. Aphelios is prone to crowd control and all-ins. If possible, try to lock him down as quickly as you can when trading to reduce his damage output. Aphelios is also super squishy and easy to kill, so he might even blow Flash when you try to engage.
Stand away from the minion wave when possible. This will make it harder for her to poke and harass you with both her Boomerang Blade(Q) and Ricochet(W). Post level 6, avoid overextending when low as Sivir’s Ultimate On The Hunt(R) can be used aggressively to catch you out while you’re overextended.
Kog’Maw is rather squishy in the early game. Try to abuse his weakness and look for fights to set him behind. Post-6, Kog’Maw will deal lots of damage in a trade thanks to his Bio-Arcane Barrage(W) and his Ultimate Living Artillery(R). Try to bait out his Bio-Arcane Barrage(W) before committing to the all-in. Forcing Kog’Maw to overextend for farm is a good way of winning the matchup. As he will be overextended, this will allow your Jungler to gank your lane. This will also force him to use his Ultimate Living Artillery(R) or Bio-Arcane Barrage(W) to farm with- which you can capitalise on.
Ensure that you’re always stood behind a minion at all times to make it harder for him to land his Mystic Shot(Q) and poke you down. The best time to go for trades and land skill shots on Ezreal is when his Arcane Shift(E) is on cooldown. If he ever uses it aggressively, try to abuse the cooldown and look for an aggressive play while he’s defenceless. If Ezreal uses his Ultimate Trueshot Barrage(R) to snipe someone on the map, ping your team as it moves across Summoners Rift. This will allow them to dodge the incoming ability. While this ability is on cooldown, you could look to play aggressive and try to fight him.
Once Ashe has her Ultimate Enchanted Crystal Arrow(R), do not overextend as she can easily set up her Jungler with it. Keep the lane warded at all times as that is the only time when it will be safe for you to overextend post 6. Ashe doesn’t have any escape abilities or built-in sustain. Use this to your advantage by poking her down frequently and then looking for the all-in when she is low. To prevent Ashe from getting extra damage down on you in the early game, stand behind the minion wave at all times so they block her Volley(W) damage for you.
Swain’s early game is rather weak. If you’re playing as an early game champion, try to get an early advantage to reduce his scaling. His Root Nevermove(E) will only trigger on the first enemies he hits on its return. Stand near your Caster Minions and walk forwards when he throws it out so the minions get CC’d and not you. At level 6, his kill pressure and survivability increases. Unless you have the advantage, disengage as soon as he activates his Ultimate Demonic Ascension(R).
Veigar is at his weakest in the early game. Try to abuse him to set him behind. Delaying his stacks will make him less effective in the later stages of the game. Whenever Veigar uses his Event Horizon(E), try to abuse the cool down as it’s his only defensive tool in the early game and once it’s down, he is rather vulnerable. In order to get ganks or kill the Veigar, you need to bait out his Event Horizon(E) first. You can do this by constantly toggling in and out of range of him. Make sure you always bait it out before committing to the all-in.
Jinx will use the extra range from her Q to poke you down and push the lane. Make sure you’re outside of the minion wave so she is unable to deal splash damage to you or the minion wave. As a carry, Jinx is very dependent on others to assist her in snowballing. Try your best to take advantage of Jinx when she is in the lane alone. Jinx is rather defenceless outside of her Flash when her E is down. If she uses her E, try and exploit her weakness and use the long cooldown to go for another skirmish.
Try to keep the minion wave closer to your side of the map early. She will not be able to use her Spark Surge(E) very much if she is pushed up. Post 6, beware of her strong burst and all-in potential with her Ultimate Lightning Crash(R). Try and stay far back from her if you’re low. Her is blocked by minions and so is her Ultrashock(W). Always stand inside or around the minion wave to make it hard for her to harass you.
Champion Build Guide
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1. Scales extremely well into the late game and can single-handedly carry a game if the game lasts for that long. She can even duel enemy champs due to her Tumble mobility.
2. Extreme mobility allows her to both dodge skillshots, and play defensively at the same time. This can be extremely obnoxious for the enemy, especially when Vayne is using her Ultimate Final Hour.
3. Her Silver Bolts is a real game-changer for her as she can use it to completely win extended trades against other laners. It also allows her to cut through tanks’ health bar like butter.
1. Mechanically challenging to play as one mistake/misstep can get her killed immediately. Crowd control is her mortal enemy and her enemies can get rid of her as soon as she is crowd controlled.
2. Quite vulnerable in team fights without her Ultimate Final Hour. She needs the invisibility in order to juke her enemies, otherwise, she can’t really do much other than completely rely on her team.
3. She is very weak during the early game and hence can easily be shut down with constant ganks from the enemy team. Her short-range doesn’t help her either so the enemy can camp this lane with ease.
Thanks to this passive, Vayne can well chase a fleeing enemy and deal damage to him in the back.
This skill allows you to quickly jump back in the direction of the cursor pointer. In this way you can quickly dodge a skill or retreat backwards. This skill is also great for attacking, because right after the somersault a normal attack will have bonus damage.
An important feature of this skill is that it deals extra damage as a percentage of the target's maximum health. All you need to do is damage the same target 3 times in a row. As a rule this is the first skill that gets learned because of the damage. The great thing about this skill is that it doesn't consume any mana, but is a passive boost to your general attack.
This skill is one of the most difficult to use. The main trick of this skill is the ability to stun an enemy by pushing him right back into a wall. Sometimes you can use the skill not only to stun, but also to throw back some dangerous champion who is going to kill you or your ally.
Vayne deals more damage after activating the Ultimate, but that's not the most interesting thing about this skill. It allows you to make Vayne invisible. This is very relevant in team fights, as the champion has poor attack range and is constantly in critical proximity to the enemy. Also under the influence of the Ultimate, the passive starts to give much more movement speed. This makes it easy to hunt down almost any enemy.
It is the best item for basic attack-based champions who benefit from on-hit effects for a major portion of their damage.
is often most useful on auto-attack reliant, mixed damage dealers who deal both magic damage and physical damage in order to deal more damage against champions with high armor by dealing additional magic damage. The item is also highly useful on frequent auto-attackers against champions with high magic damage, since it give its owner a good amount of magic resistance while not sacrificing an item slot solely for a defensive item.
This item is often built as a form of "anti-tank" item used to counter health-stacking champions (or champions that scale well in health) such as Shen, Dr. Mundo, Sion, Volibear, Zac etc.
Ranged AD champs which have strong dueling potential like can use this to further boost their dueling potential, making them difficult to take down if they are ahead, or giving them a better chance if they are behind. Melee champions that focus on crits can generally use this because they are easier to kite and this item's passive helps with that problem.
this item is very good to be bought as 5th and 6th item since it will protect your champion from hostile bursting physical damage and most important it allows to ressurect after being killed which is super important in the late game, when the respawning timer is the longest. Sometimes it also makes sense to sell the item after the REBIRTH being used since it has very long cooldown time.
works better as a late game upgrade for AD carries from Quicksilver Sash. This is a great escaping tool in order to utilize the movement speed buff and the CC removal.
Many tanky champions are still sustain reliant, such as Dr. Mundo and Trundle. Mortal Reminder may be a better general purchase against those champions, since it applies Grievous Wounds during teamfights, allowing your entire team to combat them. Buy this item if you want to cut enemy's healings, life steal and vampirism.
is a good defensive option for a champion who has no other sources of healing or vampirism. The shield can be very easily stacked up prior to fights by farming minion waves, allowing the owner to constantly overheal himself.
are most commonly purchased by auto-attack based champions, who can make the most of the attack speed and forgo other more defensive boots options due to their backline playstle.
This rune greatly increases your attack speed and so you can deal more damage by auto attacks, especially in the late game. Some extra attack range is also a nice bonus for your champion which can allow you do deal the last deadly hit to an escaping enemy.
This rune is perfect in team fights since you can get a lot of extra healing and also to earn some additional amount of money that can help your champion to take a slight gold lead and to enable you to be one step ahead in items. This rune saves champions quite often in situations when they would be rather be dead after the last hit by enemy tower.
The rune simply increases you attack speed and so you can deal more damage by your auto attacks.
The rune increases your damage to enemies with low amount of HP. This rune is better that Cut Down and Last Stand if you can decrease health points of your enemy fast enough.
The rune gives your champion some sustain which is especially useful during the early game and the rune scales also with AD and AP items so it can become a reason in the late game why your champion survived a fight with 1-3% HP.
The rune gives you extra gold for each unique takedown. This rune can help your champion to buy your core items faster and to snow ball and heavily dominate over your opponents in the early and mid game if you are able to score those takedowns fast enough.
Flash is the most frequent choice of all players in League of Legends. Such popularity of the spell is caused by the fact that Flash is able to instantly teleport you on a short distance. This distance is enough to dodge some hostile abilities or to jump back and avoid an unexpected gank. With the help of Flash, you can overcome various obstacles like walls, pillars and other different obstacles. Flash is equally good to use for both attack and defense. This gives the spell some versatility. The summoner spell cannot be used if you have been silenced (you cannot use skills for some time). Also, Flash cannot be used under the effect of hard control abilities such as stun or fear.
The spell allows you to instantly restore part of the health and even heal your ally. The spell also grants a bonus to movement speed. Although the bonus lasts only 1 second, sometimes it is enough to quickly catch up an enemy or to escape a deadly attack. Please note that Heal searches in a 225 units radius range around the cursor for its intended allied target if none is targeted directly. If it finds none, it targets the most wounded allied champion in the cast range, if no such distinction then the closest one. "Most wounded" means the champion with the least current %HP.
This spell can be used to save a life when low on health and under attack. It is commonly used to get an early first blood by healing oneself for more than one's opponent expects. It is also a skill used for "baiting," where you make your champion appear weaker than it actually is, to lure your enemies out of position or to get them to tower dive you. A similar baiting tactic is also commonly used with Barrier.
This summoner spell is considered by many to be vastly superior to Barrier for a number of reasons - the heal is permanent, affects two people instead of one, and gives a 30% speed boost to yourself and your ally. However, Barrier is not affected by Grievous Wounds, has a shorter cooldown, blocks more damage (against a single target), and can be used while you're still at full health (good against 100-to-0 burst).
Exhaust is an extremely powerful tool for disabling champions who mainly autoattack, as well as any champion that can deal a high amount of damage. When your team is chasing an enemy and he is getting away, using Exhaust on him will help your team gain the upper hand. Using it against enemies when escaping can help you as their movement speed will be greatly decreased.
Vayne needs a lot of time to scale due to the nature of her kit. The farther she goes into the game, the greater her chances of solo carrying her team to victory. Level six is a massive early game spike as she can now look for aggressive all-ins on the enemy. It is effortless for Vayne to bamboozle the enemies now due to her invisibility. The first item component will surely give Vayne a massive boost in dueling. She will need to use the lane brushes to ensure that she can compensate for her short range.
Play safe for the first few levels. You need time to come online and you shouldn’t be fighting unless you have a clear early advantage. Once you have a few levels under your belt, you can start to play aggressive and look for aggressive plays. However, you will rely on your Support to do the heavy lifting early on. After destroying the bottom lane tower, rotate to the mid lane and try to take that tower. This will open up the map and give your team a gold lead.
MID GAME (average):
Her first ability will be maxed out at level nine. From this point, she will start hitting like a truck as her Tumble will be up very quickly in the game. Getting two points in her Ultimate Final Hour will cause her to spike again. It will help her a lot in team fights, especially when the enemy team is filled with heavy CC champions. She will have her core items by now, which means that she will deal a respectable amount of damage. She can even duel enemies and won't need her Support to babysit her if she masters her Tumble usage.
Try and stick with your Support throughout the mid-game. You’re quite vulnerable and easy to kill if you’re on your own. By staying with your Support, your survivability will increase. Continue picking up farm in the side lanes when no team fights are occurring, but spend as little time away from your team. You need gold and XP to buy items and if you fall behind, it will be unlikely that you’ll be able to dish out damage in fights. Look for picks with your Support/Jungler to get kills and increase your lead. If you kill a key target, you could make the call for Baron.
LATE GAME (strong):
Vayne shines during the late game as she can run down enemies due to her Tumble and Silver Bolts . All she needs to do is to avoid getting CC'd. A fully maxed out Ultimate Final Hour will give a massive power spike to Vayne. This is absolutely necessary to win the game and will allow Vayne to dish out tons of damage. Vayne will have multiple items by now, which means that she will be hitting enemies like a truck. A defensive item should allow her to solidify her position as the primary carry of the team.
Just like in the mid-game, you should stick with your Support throughout the later parts of the game. Do not go around the map alone as you will die easily. Do not play super aggressive in team fights. Just kite and auto-attack the nearest enemy champion. If you walk too far forward, the enemy will focus you and take you down. Continue to kite in team fights and consistently adapt your positioning. Avoid standing still in fights as you’ll be an easy target.
The biggest weakness for Draven is crowd control (especially stuns, snares, knock-ups). If you are playing a champion with skill shots and CC, aim them at the Spinning Axe drop location. Draven is one of the best snowballing champions in the game thanks to his Passive and Spinning Axe. If you can’t win the 2v2, ask your Jungler to come and reset his Adoration (Passive) stacks by killing him. Draven can out trade most champions in the early game. You shouldn’t look to fight him unless he drops Spinning Axe.
You need to be very respectful against Draven as he can dish out tons of damage if he gets a few kills in the laning phase. Keep an eye out for his itemisation as the game develops and play accordingly. Draven is hard to play in team fights as he has to control his Spinning Axe. In team fights, try to lock him down with CC to make it really hard for him to pick up his Spinning Axe and dish out damage. Try to kill Draven whenever his stacks of Adoration is high. It will deny him from getting a huge influx of gold after gaining a kill.
Draven is an early game monster with his Spinning Axe and can snowball easily if he gets an early kill thanks to his Passive. On Draven’s first back, he will usually get an expensive AD item. If you do not buy the exact same item as him, he will always come out ahead of trades. Take note of his first item and be prepared to play safer. At level 6, Draven will look to go for kills if he hasn’t got any already with the help from his Ultimate Whirling Death. Respect his all-in potential and play safer when you’re low.
Extended trades work in the Kalista’s favour. Try to keep trades short and sweet so she cannot deal tons of damage with her Rend. Kalista is a very strong early game champion. Try to harass and poke her down so she is unable to play aggressive and snowball. Post level 6, be careful about focusing the enemy Support in a trade as Kalista can save them with her Ultimate Fate's Call. Keep this in mind and try to focus the Kalista instead.
Kalista is vulnerable to slows and CC. Try to lock her down at the beginning of the fight so she is unable to dish out lots of damage. Kalista may stay in a side lane to split push. When she is not with her team, you can force a team fight or take an objective. If you don’t know where Kalista and her Jungler are, they might be trying to sneak the Baron or Dragon. Make sure you have it warded at all times as she can take it quite easily thanks to her Rend.
Extended trades will always favour Kalista thanks to her Rend. Try and avoid going for extending trades with her. Kalista’s first power spike is when she picks up her Berserker's Greaves as it will give her the first bit of attack speed she needs to snowball. Once Kalista has completed Runaan's Hurricane, she will pump out a lot more damage and apply Rend stacks really quickly.
Take note of the in-game audio, you can hear when Caitlyn places her traps. If you can’t see where the Trap has been placed, it’s probably behind your tower. Stay away from your tower when you’re being pushed in. Try and stay at max range away from Caitlyn at all times. This is especially true when Caitlyn has her empowered auto-attack ready to fire. If she is holding her empowered auto, wait for her to use it before moving forward. Caitlyn will be looking to push and take your tower early. Don’t let her poke you down by sacrificing CS for health and XP. When she is overextended, request assistance from your Mid laner or Jungler to help you shut her down.
Caitlyn has limited self peel outside of her traps and dash. Whenever she is overextended with the dash on cooldown you should look to take her down. If she is not using her dash and is playing safe, you could try a Flash engage or ambush her from inside a bush. An enemy Caitlyn can dish out a lot of damage in a team fight if she is left unchecked. Try to focus her down as soon as possible so she would not be able to dish out lots of damage. If she is being protected, try to flank her. Punishing Caitlyn in the early game will reduce her ability to snowball and destroy your tower. Try and set her behind by killing her over and over with assistance from your allies.
Caitlyn will spike when she has two items. Respect her all-in damage as she can easily kill you if you disrespect her damage output. Whenever Caitlyn has her empowered auto-attack ready and primed, you need to play safe so she doesn’t use it on you. Wait for her to consume it before engaging. At level 6, Caitlyn can execute an enemy with her Ultimate. Do not overstay opened by recalling when you’re low. Try and recall out of vision so she can’t use it on you.
If Vayne ever uses her Tumble, use the cooldown to play aggressive and try to kill her. She is rather vulnerable when her Tumble is down. Avoid extended trades with Vayne as her Silver Bolts will deal extra damage to you. Only commit to trades if you’re 100% sure you’re going to win them. One way of abusing Vayne’s weak early game is by forcing her to overextend for farm and then calling your Jungler to kill her. Alternatively, you can push her in and take tower plates to gain a gold lead.
Vayne will be often left alone to split push and farm. While she’s away from her team, you could look to collapse on her and take her down. Do not commit multiple players to killing her though if she’s bot side and the Baron’s up. Vayne is prone to CC. Locking her down at the start of the fight will make it incredibly difficult for her to kite, deal damage and win the team fight. Playing around her Ultimate Final Hour will be a great way of increasing your chances of killing Vayne in a team fight. Forcing a team fight one after another will decrease her chances of surviving in the next one.
Vayne’s first power spike is when she is level 6. Her kill pressure and manoeuvrability increases dramatically whenever her Ultimate Final Hour is up. Vayne is incredibly weak in the early game. Try to abuse this if you can. End the game as fast as possible. Vayne is a late-game monster and will be incredibly hard to kill in the late game.
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As the only child to a wealthy Demacian couple, Vayne enjoyed an upbringing of privilege. She spent most of her childhood indulged in solitary pursuits – reading, learning music, and avidly collecting the various insects found on their manor’s grounds. Her parents had traveled across Runeterra in their youth, but settled in Demacia after Shauna’s birth because more than any place they’d found, Demacians looked out for one another.
Shortly after Vayne’s sixteenth birthday, she returned home from a midsummer banquet and saw something she would never forget.
An unspeakably beautiful, horned woman stood before the bloodied corpses of her parents.
Vayne screamed in agony and terror. Before disappearing, the demon looked down at the young girl and flashed her a terrible, lustful smile.
Vayne tried to brush the bloody hair out of her mother’s eyes, but that haunting smile lingered in her mind, growing and consuming her. Even as she shakily smoothed her father’s eyelids closed – his mouth still agape, frozen in his last horrific moments of confusion – the demon’s smile seeped through her thoughts.
It was a smile that would fill Shauna’s veins with hatred for the rest of her days.
Vayne tried to explain what happened, but no one truly believed her. The thought of a demon on the loose – in the well-defended, magic-averse kingdom of Demacia, of all places – was too far-fetched to consider.
Vayne knew better. She knew from the demon’s smile the enchantress would strike again. Even Demacia’s tall walls couldn’t keep dark magic from creeping through the cracks. It may disguise itself with subtleties or keep to shadowed corners, but Vayne knew it was there.
And she was done being afraid.
Vayne had a heart full of hatred and enough coin to outfit a small army, but where she would go, no army dared follow. She needed to learn everything about dark magic: How to track it. How to stop it. How to kill those who practiced it.
She needed a teacher.
Her parents had told her stories of iceborn warriors who fought against an Ice Witch in the north. For generations, they had defended themselves from her unknowable forces and dark minions. This, Vayne knew, would be where she would find her tutor. She evaded her appointed custodians and booked passage on the next ship to the Freljord.
Shortly after arriving, Vayne set out in search of a monster hunter. She found one, although not in the way she intended. Traversing a frozen ravine, Vayne was ensnared by a cleverly carved icetrap. After tumbling to the bottom of a jagged, crystalline pit, Vayne stared up to see a ravenous ice troll, lips smacking with anticipation as he gazed upon his catch.
His gigantic blue tongue fell limp as a spear whistled through the air, pierced the troll’s skull and planted itself deep in his brain. The giant toppled into the pit and Vayne rolled aside just in time to escape being crushed. A sticky pool of drool and blood collected at her boots.
Vayne’s savior was a grizzled, middle-aged woman named Frey. She bandaged Vayne’s wounds as they clung to the warmth of a campfire that struggled to stay ablaze in the frigid canyon. Frey told Vayne of her life’s work spent fighting the Ice Witch’s minions who had murdered her children. Vayne implored the woman to take her on as a student and teach her to track the dark creatures of the world, but the Freljordian had no interest. Vayne stank of privilege and money, neither of which kept your teeth gritted or your blade sharp through the grueling perseverance of a fight.
Vayne couldn’t accept Frey’s answer and challenged her to a duel: if she won, Frey would train her. If she lost, she’d offer herself as bait to the Ice Witch’s minions, so Frey could ambush them. Vayne had no reason to think she’d win – her training amounted to a single afternoon of studying fencing before she wearied of trying to fight with one hand behind her back – but she refused to back down. To reward Vayne’s mettle, Frey threw snow in Vayne’s eyes and subsequently taught her the first rule of monster hunting: don’t play fair.
Frey saw a determination in Vayne she couldn’t help but respect. The girl had a long way to go as a fighter, but each time Vayne pushed her bruised body up from the dirtied snow to continue the fight, Frey saw a little more of the relentless hunter this girl could become. Beaten in skill, but never in spirit, Vayne beseeched Frey one last time: both of their families were dead. Frey could spend the rest of her days tracking ice trolls until one of them caved her head in, or she could teach Vayne. Together, they could kill twice as many monsters. Together, they could save twice as many families from experiencing the pain that defined them both. Frey saw the same hatred and loss in Vayne’s eyes her own had burned with for years.
Frey agreed to accompany Vayne back to Demacia.
Together they made the journey south, heavily disguising Frey to illude Demacia’s border guards. Once back at Vayne’s estate, the two spent years training. Despite the pageant of suitors who solicited Vayne’s company, Shauna had no interest in anything other than training with Frey. As a result, the two became incredibly close.
Frey taught Vayne the fundamentals of dark magic, conjured beasts, and vile spells. Vayne committed every word of Frey's teachings to heart, but found it slightly unnerving that Frey never explained how she came to know so many specifics of these malefic practices.
Due to the kingdom’s watchful soldiers and antimagic trees, dark creatures were rare within Demacia's walls, so Frey and Vayne would venture into the border forests at night to hunt. Vayne earned her first kill – a bloodthirsty creature who preyed on traveling merchants – at the age of eighteen.
Soaked in the creature’s viscera, something awoke within Vayne: pleasure. The hot flush of vengeance and violence raced through her blood, and she relished in the sensation.
Vayne and Frey spent several years hunting dark creatures, their respect for one another growing with every kill. One day, Vayne realized that she loved Frey like a mother, but her emotions of familial love were so tangled with pain and tainted by trauma, Vayne fought them as she would any beast out to hurt her.
Vayne and Frey traveled Valoran, until tavern tales from the highlands caught their ear, whispering of a demonic horned creature of mesmerizing beauty. According to the stories, the demon had been busy: she’d formed a cult, designed to attract worshippers who would do her bidding. People would walk into the hills, never to be heard from again. It was said the cult’s high priests had a holy grounds near the cliffside, where they’d prepare the demon’s sacrificial offerings. Vayne and Frey immediately set off on the hunt.
As they journeyed into the hills by cover of night, Vayne found herself distracted. For the first time since their partnership began, she felt worried for Frey – worried she might lose her mother figure for a second time. Before she could confess her fear, one of the demon’s priests lunged from the brush, swinging a mace into Vayne’s shoulder.
Vayne was badly wounded. Frey had a brief moment of hesitation, but her eyes steeled with certainty as she apologized to her friend and transformed into a monstrous Freljordian wolf. As Vayne watched in shock, Frey – in her animalistic form – tore the priest’s tendons from his throat with a swift snap of her mighty jaws.
With the priest’s body laid strewn at Vayne’s feet, Frey retook her human form, yet her eyes betrayed the scared animal within. She explained that after the death of her family, she had become a shaman, inviting the curse upon herself in order to gain the power to change shape and fight against the Ice Witch. The ritual that gave her these powers involved dark magic, but she made this sacrifice to protect–
–Vayne put an arrow through Frey’s heart without allowing her another syllable. Whatever affection she had felt for Frey evaporated upon discovering her true nature. A tear formed in Frey’s eye as she collapsed, but Vayne didn’t notice – whatever warmth the two had shared died with Frey.
There were still hours left before dawn, which meant hours left to continue the hunt. Vayne thought only of the demon. The kill that would be hers to savor. And all the kills to come. Runeterra’s underworld would come to fear her, just as she had once feared them.
For the first time since her parents’ death, Vayne smiled.