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Vayne Build Guide by Locshe
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Vayne should be, in an ideal scenario, wandering around the middle of the map, just out of view of the outer ring, waiting to pounce (or Tumble) onto unsuspecting enemies. Vayne is a Slayer which means that she is best at taking out enemy champions and preventing any progress from being gained because every time that they try and go for a spot on their own, they get taken down. (for more information about what being a Slayer is about, read Dominion Guide: Roles and Teamwork by Zemiazas.
I choose Greater Mark of Desolation because Vayne's usefulness in Dominion is dependent on her ability to do a lot of damage. And while she is capable of doing a lot of damage without any armor penetration thanks to Silver Bolts, it only procs every 3 attacks, and I would rather do consistent damage for every attack. That's not saying that armor pen is the only way to go though. Greater Mark of Attack Speed will allow you to get more early game Silver Bolts procs, which can be devastating. The reason I don't get these however is because of the large amount of Attack Speed items I get in my build.
Seals: I like Greater Seal of Armor. There are tons of viable choices here, but thanks to Dominion's aura, I don't really like getting anything for mana regeneration and Greater Seal of Evasion don't really give a large enough bonus to be worthwhile by themselves.
Glyhs: I chose Greater Glyph of Cooldown Reduction because this to me seems like the best choice of a glyph for Vayne. I've seen a lot of builds prioritize attack speed here, which may be useful in Summoner's Rift where you need something to carry you until you get the gold necessary to buy attack speed, however in Dominion, you get enough gold to make the marginal gain from Greater Glyph of Attack Speed negligible. Another viable choice of Glyphs, if you're looking for a little tankier build, is to get Greater Glyph of Magic Resist for a little bit more MR.
Quintessences: I chose Greater Quintessence of Attack Speed because of the early game attack bonus. This is much more viable in Dominion with Vayne because you start the game with your Silver Bolts, making attack speed early game much more profitable. Another choice would be Greater Quintessence of Desolation. I don't use these in Dominion however because of the aura from the Crystal Scar which gives me 15% armor penetration anyway. So while a smaller amount of flat penetration, like from your marks, is nice; I would rather get the attack speed for these. Although, I will say, it would also be extremely viable to exchange the Marks with the Quintessences. This however is a matter of preference.
This is used to maximize the damage available to Vayne in her metagame while also allowing her to get a little bit more free durability.
To do this, I take every AD associated mastery as well as overall damage increase in the offense side and Resistance and Hardiness on the Defensive tree.
I choose the Defensive tree over the Utility tree because on the Crystal Scar, the Recall timers are already extremely short, so having a second taken off of it isn't really worth it. You aren't getting any Utility associated masteries, so Summoner's Insight doesn't do anything for you unless you choose Flash over Ghost. Also, death timers are significantly shorter than on Summoner's Rift, so Good Hands isn't as effective and Vayne just doesn't need the mana or mana regeneration. The only thing that she can really benefit from is Swiftness , and that involves too much investment for such a small increase to movement speed.
Exhaust- I like Exhaust because of its utility and because for a 1v1 champion like Vayne, if she can't take down an opponent, than her usefulness to the team is dramatically diminished.
Ghost- I am a big fan of Flash on Summoner's Rift. However, the cooldown on it and the short distance it goes isn't worth the ability to run away, catch up, and race to capture point capability that Ghost provides.
Some other viable Summoner Spells:
Ignite- A DOT that adds a little bit extra to your DPS and reduces their healing so that your teammates can get the kill if you can't is more powerful than most people give credit.
Flash- Still a viable skill in some circumstances. I just think that Ghost is a better ability on the Crystal Scar.
Cleanse- A lot of skirmishes means a lot of CC. If you feel uncomfortable or want to play a more defensive game, then by all means, get this.
Next I get Berserker's Greaves. These give me a decent bit of cheap attack speed to proc Silver Bolts more often. Mercury's Treads are a good choice in games where you know that there's going to be a lot of CC. And if you don't feel fast enough, get Boots of Swiftness.
Kitae's Bloodrazor and Ionic Spark: Examine the other team for a second and ask these 2 question. 1) Is they're main damage dealer a brawler with a lot of HP like Olaf or Jax and 2) Do they have more than 3 characters that aren't 'squishy'. If the answer to either of these 2 questions is 'Yes', then get Kitae's Bloodrazor next. If not, then get Ionic Spark. After you got your 3rd item, work on the one that you didn't get. This will turn you into the DPS machine to fear.
Entropy: This is like the Frozen Mallet for Dominion, but it's better. Why? It has an active, and a really good one at that. It passively gives a 35% chance to slow, but upon activation, the chance is increased to 100% and your attacks start to do true damage. This is like procing Silver Bolts for flat damage every single time you attack. Want to turn the tables in a fight real fast? Activate Entropy.
Tip* I always put this item in the same slot every game. For instance, I always put it in my number 2 slot, so that no matter what, I know where it is.
My last item is situational. For ideas, read the next section.
Phantom Dancer- This item gives critical strike, movement speed, and attack speed. All of these things are useful for Vayne and the price isn't so far out there as to be completely beyond the realm of conceivability in Dominion.
The Lightbringer- This is an item that's great for chasing or killing enemies with stealth and therefore should only be taken if you're having trouble fulfilling this purpose (like battling Twitch, Evelynn, or Shaco).
A significant part to playing Vayne is knowing when to attack, and when to back off. She is an assassin, so definitely go into kill an enemy, but don't valiantly hold out against 3 or 4 of them. She doesn't have the durability to buy your team any real time to get to the defense and there's no way that she can hold off that many at once. In the end, you're better to your team alive. Learning when to engage will dramatically increase your score and ensure your importance to the team for the whole game.
Use Tumble in combination with basic attacks to maximize damage or use it to get quickly into bushes. Enemies still can't see you in there, that hasn't changed from Summoner's Rift. The difference however is that while it still breaks the locks from skills and basic attacks, they are also more often than not conveniently placed near a wall; perfect for a Condemn stun and a complete turn around.
In team fights, hitting one enemy 3 times will do a significant amount of damage. But this leaves you with a dilemna. The close quarters fighting of Dominion is not like the spread out, mobile fighting of Summoner's Rift where the only real way to get a kill is to focus one enemy down while they're around. Dominion is much more team orientated, and so sometimes being a team player is more important than getting the kill. So how do I help? Getting 3 hits on an enemy, then switching targets to hit another 3 more times spreads out the damage, allowing some of the other champs around you with AOEs and and tanks with CC to mop up and win the teamfight.
But why change strategies? Well, let's say we don't and we go ahead and take down this one enemy. That leaves 3 or 4 more around you, and they're all just as fed as you. And let me tell you, they're not going to be focusing the tank. Switching the targets increases the chance that one or more enemy will back off, or it increases the chance that more than just that enemy will fall thanks to your team. ALWAYS COUNT ON YOUR TEAM FOR AT LEAST 2 KILLS.
Another useful thing of note is that even if you don't hit a wall, it's still a knockback. Use this to knock people off of your capture point or to help out a teammate in trouble. You may walk out with a kill and a 'Thnx' from your teammate.
Note* Condemn applies a tick towards procing Silver Bolts...
It's also good for running. Activate Final Hour and then use Tumble into a bush. Turn around use Condemn to pin the enemy into a wall and continuing running or finish the fight.
Meanwhile, any comments or questions that you have are more than welcome. I just ask that any comments that you do make are explained and please don't downvote based on only one part of the guide and, if you do, please explain the reasoning behind it.
Mobafire is, in my opinion, not a competition to see who has the best guide, but a way to compare playstyles and guides to try and learn something. Not commenting on what you thought was wrong denys me and other players this chance.
That being said, thanks for reading this guide and good luck on the Crystal Scar!