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Recommended Items
Spells:
Flash
Cleanse
Items
Ability Order
Night Hunter (PASSIVE)
Vayne Passive Ability
Introduction
WORK IN PROGRESS!!!!!!!!!!! currently 5 hours into this guide
PLEASE PLEASE PLEASE LEAVE A COMMENT ON ANY IMPROVEMENTS!
Hai Gaiz,
My name is CyanCryst and I've been playing Vayne for as long as I can remember and I just want to share my experiences with her. Vayne one of the few AD carries that requires the MOST amount of player mechanics. She doesn't have any true poking tools like



*DISCLAIMER* This guide is written by a 1400~ elo player if you are still counting the old ladder system. However I do not think this is any less of a viable guide for any skill level.
PROS!
- LATE GAME QUEEN!
- HUGE STEROID with ultimate
- Short invisibility
- Auto attack reset with tumble.
- Great chase potential
- Stun in her kit
- PERCENT TRUE DAMAGE
- MULTI LANE potential (top mid and adc)
- LATE GAME QUEEN!
CONS!
- 550 range
- No built in poke spell
- No skill shots (might be a good thing?)
- Global taunt if enemy team knows what's up
- Fairly squishy
- **No solid 1-6
**I will explain why weak 1-6 in Early Game chapter below.
Runes






Explanation:
MARKS:
I take flat AD marks simply because it is very easy to push against a Vayne as most other AD Carries. These runes will help you farm under turret better and let your

SEALS:
Since you are in a lane FOR AD carries, naturally there will be a lot of AD damage. Some may argue that in the current meta, there are a lot of AP based supports like



Glyphs:
AD carries do not have scaling Magic Resist at all. These runes will help you reach a team fight and not worry too much about getting pooped on by their AP Carries. Without these Runes, a flat M-pen build will true damage you if not more. These ruins alone will mitigate an abyssal aura at 18.
;) For those who wonders "GEE, why on earth would you take a flat AD glyph when MR is so much better?" Try it out, you will see that the end result, that one little glyph is worth more than a AD mark.
QUINTS:
Same reason as AD Marks.
Explanation:
"Why 21-9-0?"
As an AD Carry, Vayne benefits more from offense tree than spec-ing 21 points in defense or utility. Defense is nice for a tankier Vayne but that shouldn't be your focus unless you are going into a solo lane. If you don't have a healer like



Quick note: I did not spec into





* if you guys want a detailed explanation on why each specific mastery, please comment below and I will add to this section when time becomes available.

STARTING ITEMS!


or


These are basically the only 2 starters for Vayne as an AD Carry. Long sword for those who want to farm and if you really trust your support. Boots are well, boots. Such a standard start, works on any champion.
Situational:



First Item trip *ideally*




If you end up having enough for zeal, you can skip tier 2 boots until another trip back.
For playing against poke heavy bottom lane, vamp scepter would be best.
ONLY IF YOU DESPERATELY NEED STATS, go buy

CORE ITEMS:
Now this is the section that is basically ambiguous to the point of "this is a guide?"
In my opinion, there are 3 pairs of items you want on vayne, you only need one of the following pairs as core items:


This item combination is the best for a dueling focus vayne. If you know that you will be facing many 1v1, 2v2 or 3v3's then this itemization will be the best choice possible. There really is no way of knowing at champion select if you will be dueling a lot. The decision should be made after your first trip back. You will get a feel of the enemy team's intentions. Will their AD carry always try to pick a fight with you? Do they only have 1 or 2 divers that will go after you in a team fight and you have a fighting support like




This is the bible of a build for all AD carries back in Season 1 and Half of Season 2 (until the holy AD trinity took over,







WTFBBQ IS THIS?!?!?!?!?
With the new changes to









Defensive Items:










Closing Items:























Passive: Vayne gains 30 movement speed when moving towards a visible enemy champion.
This passive is what makes Vayne clean up crew, and it is pretty straight forward. you chase enemy, you move faster. contrary to popular belief, you do not need to click on an enemy champion to get this buff, clicking ont he ground in their general direction is good enough.

Active: Vayne quickly rolls toward the cursor's location. For 6 seconds, Vayne's next basic attack's damage is increased by a percentage. This enhanced attack does not trigger against structures.
Range: 250
Cooldown: 6 / 5 / 4 / 3 / 2
Cost: 40 mana
Damage increase: 30% / 35% / 40% / 45% / 50%
SO MUCH UTILITY!!!!! THIS, my friends, is what makes Vayne such a strong duelist and a strong laner. your success with Vayne directly relates to how well you know this spell. this spell is an auto attack reset after tumble animation. you can use this to get that farm that is *this* close to getting killed my your minions, or get that boosted dmg to last hit under turret. however if possible, use this spell to poke at enemy champions as well. try to time your tumble right after the enemy AD carry uses his/her auto attack. the AA reset will cause you to harass on command, and the enemy AD carry will still have theirs on a 1 second cooldown for you to get in get out without a scratch.








Passive: Consecutive attacks and abilities mark Vayne's target with silver rings. The third consecutive attack or spell against the same target will consume the rings, dealing true damage (capped at 200 against minions and monsters). The rings are removed if Vayne attacks a different target or doesn't attack for 3 seconds.
True damage: 20 / 30 / 40 / 50 / 60 (+ 4% / 5% / 6% / 7% / 8% target's maximum health)
This is the reason why vayne is dubbed the "late game queen" once you hit level 13, your dps explodes. this isn't like




Active: Vayne fires a projectile at target unit, dealing physical damage and knocking the target back 470 units. If the target is knocked into a wall, the target takes the same damage again and is stunned for 1.5 seconds. Condemn also applies Silver Bolts once.
Range: 450
Cooldown: 20 / 18 / 16 / 14 / 12
Cost: 90 mana
Physical damage: 45 / 80 / 115 / 150 / 185 (+ 50% bonus AD)
This spell give vayne an amazing dueling potential. the 1.5 second stun, if you pull it off, will change the tide of any skirmish. it is very tricky to know how to condemn properly when starting out vayne, however the learning curve for this spell isn't large. Just keep an eye out for exposed opponents. there is a neat trick with condemn where if you AA > tumble > condemn > then AA due to condemn, you can pull of a quick 3 proc








Active: Vayne temporarily gains attack damage and enhances her other abilities. While Final Hour is active, Night Hunter's movement speed increase is tripled, and using Tumble stealths Vayne for 1 second.
Cooldown: 70
Cost: 80 mana
Duration: 8 / 10 / 12
Bonus attack damage: 25 / 40 / 55
This steroid is so good, it should be illegal. pop this when you are engaging in any fight. it is on a short enough cool down for it to be up again next fight. the damage bonus and the extra effect on tumble and her passive makes securing a kill simply easy. This is only of those ultimates that you should use to save your butt with no hesitation unlike



Removes all disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 3 seconds.
MUST MUST MUST! have this on vayne (according to this guide). this spell will remove exhaust, making their attempt at slowing your dps down useless, it will remove ignite to save you from dying from its DOT. you can cleanse any stun, slow, snare, bind, blind, taunt, and silence. only CC it wont work on is suppress. vayne should not be stopped to do damage nor do you want to stop melting faces..... right? ^^;;

Teleports your Champion to target nearby location under your mouse cursor.
this item is just a great utility on vayne. you can use it to flash into position to land condemn. flash across wall to escape a gank. use to reposition in a fight. you can use this to get out of



Your champion passes through any unit and moves 27% faster for 10 seconds.
this spell is great for a top lane vayne build or if the enemy team have no aoe or single target lock down spells. this will basically let you kite for the full duration which can lead to a huge increase in damage otherwise wasted on running. this summoner spell is very situational.
OTHER SUMMONER SPELLS THAT ARE KINDA-VIABLE

Restores 75 + (lvl x 15) Health to your champion and 100% of that to nearby allies. All targets healed will have a 50% reduction in heal amount from other summoner heal spells for 35 secs
This spell is great if you want to surprise your opponent with an extra 200 HP in a fight. It will Make you last longer, but when you are getting CC'ed down late game, 300 hp won't hold for long. let your support pick up this skill if it is a must.

Targets a single champion dealing 50 + (lvl x 20) true damage over 5 seconds. Also reduces the target’s healing and regeneration by 50%
this spell is used to reduce emeny healing and used in a last ditch effort to kill an enemy. this spell is practically useless unless the enemy team have






Exhausts target enemy champion, reducing their movement speed and damage dealt by 30% for 2.5 seconds and reducing their attack speed by 50% for the duration.
This is a great spell for 1v1 dueling. ONLY take it if your support refuses to.

Shields your champion for 95 + (25 × level) for 2 seconds.
Basically a heal but more instantaneous and more effective health. If you had to pick between Heal and this, I would pick this.
DON'T CONSIDER!!

Instantly revives your champion at your team's Summoner Platform and grants 125% movement speed increase which decays over 12 seconds.
just no.... a good AD carry shouldn't die.

Reveals an area of the map for 5 seconds.
support spell, has no place on an AD Carry

Restores 40% your champion's maximum mana. Also restores allies for 40% of their maximum mana.
You shouldn't have a mana problem in lane. with vayne, when you run out of mana, usually it is a good indication to go back and buy.

Deals 460 + (lvl x 30) true damage to target enemy minion or pet.
who do you think you are? Jungle Vayne? hmmmmmm might work.... I'll work on a build for y'all ;)


















this is the most optimal vayne leveling route, if you are comfortable with her. it optimized the tumble damage and cooldown for you to use more effectively in harassing and in a small fight. however you do lose out in damage in a dragged out engagement.
With this leveling route, you may want to consider B.F. sword before finishing your attack speed item due to tumble's AD scaling.


















This is if you are not very comfortable with vayne's


With this skilling order, finish your first attack speed item ASAP! if you don't have for a


Vayne has a decent 550 Range, with a tumble, you can reach a







once you finish your 2 major buys and are ahead of their ADC, i suggest taking this time to start on your











-CyanCryst-
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