Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x
Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide
I didn't like this Guide
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Pros / Cons
Pros
- Can be hard to lock down
- %HP True damage
- Great self peel
- Melts tanks
- Great repositioning skill
- Dragonslayer skin
Cons
- Mechanically intensive
- Can have a difficult laning phase
- Learning how to most effectively use tumble takes time
- Have to position well to output a lot of single target damage
- You have to buy the Dragonslayer skin
For my runes it's a very standard AD setup with AD reds to help with last hitting and having a stronger early game, armour yellows to reduce damage taken from the enemy ad carry in lane and flat MR blues as many supports deal a lot of magic damage early like
Annie and
Karma, and without the flat resist you can lose a lot of HP to just a few of their abilities. This selection of runes allows you to maximise how long you can stay in lane by negating at least some of the opponents poke so you can farm up and become powerful later in the game.
With the recent updates to attack speed and lifeteal quints and now the
Doran's Blade I take attack speed quints over lifesteal, as you can sustain enough just from the blade as it gives the same percentage lifesteal as two lifesteal runes and you can scale much better with attack speed.
With the recent updates to attack speed and lifeteal quints and now the
For my masteries I take a very standard AD carry setup, which include attack speed, attack damage and armour penetration in the offense tree, also taking a point in
Dangerous Game
as it can save your life and net you a double kill in those bot lane all ins and teamfights.
Block/unyielding in the defense tree are pretty much mandatory as they are incredibly good masteries, along with HP regen and flat/% health to be less squishy.
I don't dip into the utility tree as you can easily avoid using too much mana in lane if you do not spam the use of
Condemn.
Feast
Combined with
Doran's Blade can easily keep you in lane, this is incredibly important on
Vayne as she can have a difficult laning phase especially against champions such as
Lucian and
Draven who bring a lot of early game damage to the table and being able to stay in lane and farm/gain exp is paramount to you scaling well into mid/late game without being incredibly behind.
Block/unyielding in the defense tree are pretty much mandatory as they are incredibly good masteries, along with HP regen and flat/% health to be less squishy.
I don't dip into the utility tree as you can easily avoid using too much mana in lane if you do not spam the use of
With heal being buffed in the 4.5 patch it is now a great summoner spell, it does almost the same job as barrier but scales better into late game and with the added utility of movement speed and being able to affect more than one person I would recommend taking it over barrier. Even now in patch 4.12 I would still recommend heal over barrier unless for some reason your support has taken heal.
I sometimes swap out heal for If there is a
I take
A must have, it's an all around great summoner which can be used to escape, re-position in a fight and also be used aggressively in lane or teamfights.
Offensive Items
With the changes in recent patches to AD carry build paths,
I like to swap out
Defensive Items
For defensive item I like to get
A
Banshees veil is a great choice if you are against high poke champions such as End Game
I usually end my build with an
You can swap out your boots for Boot Enchantments
When it comes to boot enchantments there are 3 choices, Homeguard, Furor and Distortion.
Homeguard is especially useful when behind and you need to defend your base against a siege, it's also useful for basing and quickly getting to baron.
Furor is a great pick up if you need to kite and the enemy team doesn't have many gapclosers that they can use to get to you after being
Distortion is a great tool that is often overlooked on AD carries a lot, it allows you to have flash up sooner which can be crucial in those game deciding fights to dodge an important skillshot or get out of a Q - Tumble
Tumble is the ability that makes Vayne who she is, it allows you to constantly reposition in teamfights making you very hard to lock down and in lane can be used to avoid large amount of damage and deal out a lot of damage yourself!W - Silver Bolts
Silver bolts is what makes Vayne so scary in the late game, the %HP true damage allows you to shred through tanks and squishies alike with insane single target dps, positioning yourself to use this ability effectively will take time to master but once mastered you will be a force to be reckoned with!E - Condemn
A great multi use ability, can be used to set up stuns in lane or catch someone in the jungle, is also a great ability to peel for yourself to keep you alive in skirmishes, good uses of condemn can easily change a game.R - Final Hour
Vayne's ultimate, fantastic for teamfights giving you a great AD boost along with a huge boost to movement speed and the ability to stealth with
You can take
Condemn at level 2 depending on how much cc your lane partner has, if you can stack CC at level 2 you can easily burn a flash or net yourself a kill. If your jungler is coming for an extremely early gank taking
Condemn can help to help set up an easy kill or force a flash.
I usually don't level anything at level 2 unless I am sure I can make use of it, such as someone positioned next to a wall for condemn or if I can do a lot of damage with silver bolt procs following a
Taric
Dazzle/
Leona
Shield of Daybreak for example.
I max
Silver Bolts first because it synergises so well with the attack speed and the %Hp damage you get from building
Blade of the Ruined King first.
I take 2 points in
Tumble before maxing
Silver Bolts though just for a the 5 second cooldown as opposed to 6 just as a personal preference as it has helped me in those slightly longer trades to get two tumble enchanced autos off instead of one.
I then max
Condemn last as it is more useful than your other skills at level 1 comparatively.
Naturally I take points in my ultimate
Final Hour whenever possible at levels 6, 11 and 16.
I usually don't level anything at level 2 unless I am sure I can make use of it, such as someone positioned next to a wall for condemn or if I can do a lot of damage with silver bolt procs following a
I max
I take 2 points in
I then max
Naturally I take points in my ultimate
Early laning
Hitting level 2 first in bot lane is very important because if you are level 2 and your opponent is level 1, the raw stats you gain from being a level higher increase your power dramatically and you also have a 2nd skill which you can use to deal damage, a lane can be decided this early due to being able to force a flash or even get a kill really early on in the game giving you a huge cs and experience advantage. Using this advantage you can easily zone the enemy out of any further cs or experience.
If this happens the only way this lane evens out again, assuming you don't horribly misplay, is if their jungler gets a successful gank or series of ganks as this lane will be relying on it's team to do well so they can farm up to be relevant.
Goals in laning
As
Losing a lot of hp in any lane is a sure fire way to fall behind and eventually lose lane, luckily for you
The key to laning well as
Trading as Vayne
If you auto attack then tumble and auto attack again your auto attack will be ready to fire as soon as you finish tumbling allowing to you get a good amount of damage out quickly. This is the soft reset.
The hard reset is more complex as you have to be positioned next to a wall, to do this you auto attack, tumble into the wall and then your tumble enchanced auto attack is instantly ready to fire as you don't do the tumble animation because it is cancelled by the wall.
If you are losing an engagement as
When going all in on an opponent, pop your ultimate
General Philosophy
What I like to say about and AD carries teamfight is that the enemies job is to kill you so make the enemies job as hard as possible.
The Main Aim
When it comes to teamfighting you should be trying to position yourself as safely as possible, allowing your team to peel for you easily whilst doing damage to the highest priority that is in range. Whether this is the tank or an out of position carry, just do damage to it whilst making it as hard as possible for the enemy to kill you. This is not just for
Your Advantage Over Other AD Choices
This is where Vayne excels because she can constantly reposition in the fight with the use of
Practice Makes Perfect
Teamfighting isn't exactly something you can learn by reading a guide however, it's takes practice and experience of knowing what is and isn't a safe move for you to make, just try and make sure you deal some damage whilst staying alive to aid your team in winning the fight and you should have done your job, an AD carry really shines when it comes to cleaning up the end of the fight and with the movement speed boost from






Ezreal Difficulty - 1/5
You must be logged in to comment. Please login or register.