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Spells:
Heal
Flash
Items
Ability Order
Night Hunter (PASSIVE)
Vayne Passive Ability
Threats & Synergies
Introduction
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Vayne was able to take care of herself using her father's money, and she began to train as soon as an instructor would have her as a student. By the time she was a fully grown woman, she had become a grim warrior. However, the fields of battle were not to be her home. Demacia needed a protector, one who hunted those lost to the darkness. Shauna used her family's contacts to become the first Night Hunter, and now her prowess is the stuff of legends. It is said that those who practice the black arts quake when they hear that the Night Hunter is on the prowl. Despite her crusade, Shauna has looked at the League of Legends in horror. There are champions who have clearly lost themselves to the blackest of magics, and who have been embraced within the League even though they should be put down for the safety of all. The time has come for the Night Hunter to execute her secret mission - to purge the League of Legends.
"Not all shadows are to be feared. At least, if Vayne has her way."
Description: Night Hunter is a passive ability that activates whenever Vayne is facing a visible enemy champion, granting her a flat amount of additional movement speed.
Additional Information: Vayne does not need to be moving to gain the movement speed bonus. This can affect the strength of movement speed buffs or debuffs. Enemy champions that are not visible to Vayne (through Fog of War, brush, or stealth) will not activate Night Hunter.
Tumble (Q)
Description: Tumble is a cursor targeted linear dash and autoattack modifier ability.
Additional Information: The triggering attack will apply other on-hit effects and can critically strike as normal. Like most onhit physical damage, the bonus damage from Tumble will apply life steal. Critical strikes do not interact with Tumble's bonus damage.
The enhanced attack does not trigger against structures.
Silver Bolts (W)
Description: Silver Bolts is a passive ability that grants Vayne an on-hit effect.
Additional Information: Vayne's autoattacks and Condemn ability apply a debuff on the target unit for 3 seconds. Does not apply spell effects. True damage ignores all forms of damage reduction, except invulnerability. Banshee's Veil Spell shields will not block the damage.
Condemn (E)
Description: Condemn is a single targeted ability that fires a crossbow bolt at a target enemy unit, dealing physical damage on impact and knocking them back a set distance over 0.5 seconds.
Additional Information: Applies spell effects as a single target ability. Hextech Revolver Spell vamp is fully applied. Rylai's Crystal Scepter Rylai's Crystal Scepter will apply a 35% slow. Banshee's Veil Spell shields will block the ability. This ability is considered to be a projectile for Unbreakable and Wind Wall.
Final Hour (R)
Description: Vayne temporarily gains attack damage and enhances her other abilities.
Additional Information: Final Hour has no cast time and does not interrupt Vayne's previous orders.
Stealth is entered immediately upon beginning Tumble's dash. Any action other than movement will bring Vayne out of stealth. Vayne's animations and her autoattack projectiles change slightly while Final Hour is active.
Con's: While Vayne can do a lot of damage, she has her downsides. Vayne has a very short range of 550, making it easy for her to get shut down easily against AoE team compositions. It's not recommended to pick Vayne against AoE compositions. During laning, Vayne can be easily abused by champions like Caitlyn or Varus that can freely poke her. Like many other AD Carries, Vayne lack an innate escape, so if you're caught without your Flash against an AP burst champion, you're probably dead. Lastly, Vayne doesn't have a reliable CC because Condemn is dependent on if your enemy is near a wall or not. If you misjudge Condemn, you can be saving them instead of killing them.
After completing your Blade of the Ruined King you hit a very nice power spike. You are no longer weak and can, if played correctly, duel (1v1) most other Marksmen in the game. Using your Blade of the Ruined King active is VERY important when playing Vayne as it allows you to kite much more effectively.
After you finish your core of Blade of the Ruined King, Phantom Dancer and Last Whisper and hit level 13 (meaning your Silver Bolts are maxed) you are ready to deal some serious damage.
Being confident enough with your skills and map awareness to the point where you become an effective split-pusher is an extremely important skill, especially when playing a Marksman who's good at duelling such as Graves or Vayne. Vayne generally isn't a champion you play to group up as 5 and push down a mid tower as a team. This is because not only is she relatively short-ranged, but she also has poor wave clear. When playing Vayne, with the help of your team get wards deep in the enemy jungle and keep pressuring bot-lane. Sucking the enemy Jungler and Mid-laner to assist in killing you will give your team a chance for them to take important objectives such as mid towers.
Tumble is an auto-attack reset. If used against a wall there is no cast time at all and therefore is an instant auto-attack reset. This is helpful in clearing jungle camps and increasing DPS against Baron and Dragon.
When using Tumble, try to tumble diagonally when duelling and in team fights. Only tumble directly forward if you're sure there's no way the opponent can turn around and kill you. A good ADC will always maintain their maximum attack range (stand as far back as possible). In team fights, tumbling diagonally as oppose to directly forward will help you maintain a safe position.
Vayne's stealth provided by combing her Final Hour and Tumble is an EXTREMELY useful tool. While learning Vayne it took me a long time to truly appreciate how helpful it is. After your stealth activates do not feel the need to auto-attack straight away again. Instead, use this time to position yourself well. The stealth also allows you move unpredictably, dodging skill shots and catching the enemy off guard.
When trading auto-attacks with the enemy make sure to auto-attack, and then Tumble. Try not to use Tumble as your first attack as you're missing out on the auto-attack reset.
Keep an eye on your own minions and auto-attack the enemy Marksman whenever they go in to last-hit one. This will force them to either miss a CS or take free poke.
Heal is a great summoner spell. The 30% movement speed bonus it provides is very helpful in both escaping and pursuing, and the fact that it lets you heal a team-mate makes it a very strong Summoner Spell. Heal is a better option over Barrier in most situations. Exceptions include grievous wounds from champions such as Tristana or Katarina which will reduce the effectiveness of this Summoner Spell.
Barrier:
Barrier is another viable summoner spell on any ADC. It is easy to use and very effective. The shield provided will help you survive strong bursts or simply help you stay alive longer in a fight. Barrier is also great for baiting, and can be used in situations such as setting up ganks. At level 1 it will shield 115, and at level 18 it will shield 455.
Exhaust:
Exhaust can be a viable summoner spell against particularly bursty champions (such as a Zed or a Syndra). However, usually if Exhaust is wanted on the team the support will take it.
Cleanse:
Cleanse is a very situational summoner spell, but definitely viable. I would only recommend taking Cleanse in the current meta if the enemy bot-lane is very CC focused. However, having Cleanse will almost always significantly reduce your all-in potential in the early game. This makes it harder to capitalise on things such as reaching level 2 before your lane opponents.
Flash
Flash should be taken 100% of the time on any ADC as it is currently an irreplaceable summoner spell. The increase it provides in both mobility and survivability makes it an essential in any ADC's kit.
Running AD marks is nothing new. These are useful because the extra AD helps you last hit, trade effectively, and allows you take deal more damage to towers, which is very useful if you're laning in a 2v1. AD marks are most effective during laning because laning builds up your momentum towards late game.
Seals:
Armor seals are very nice to have on Vayne as well. The armor allows you trade with less damage taken from minions, champion auto-attacks, AD scaling abilities, and tower shots. These will also prove useful if you're facing an AD assassin. Again, it'll reduce the damage you take, obviously.
Glyphs:
Magic resist glyphs are very usual. It helps to reduce the damage from heavy magic damage supports like Zyra and Sona. Come mid-game, it'll reduce a tiny bit of damage from AP Carries. The three mana regeneration runes will, obviously, help your mana regeneration a little bit.
Quintessences:
These runes can be swapped a little bit. I run two lifesteal quints and one attack damage quints, but it can be three lifesteal quints, if that's what you like to run. These help you lifesteal up after a trade, or after you take a tower shot on accident. The sustain, combined with a Doran's Blade should give you some staying power.
Fury gives you some bonus attack speed which benefits AD carries. Butcher helps you last hit minions under turret. Brute Force, Martial Mastery and Warlord gives you some bonus AD which helps out your damage. Executioner and Dangerous Game increase your damage significantly to low health targets and also restore your health upon a kill to make those clutch plays. Devastating Strikes gives you free bonus armor penetration and Havoc increases your over all damage output.
Frenzy grants your free attack speed every time you critical strike which is a big deal once you have Infinity Edge+ Phantom Dancer.
Defense
Recovery helps you to sustain those early trades with the enemy AD carry with the bonus health regen it provides. Block combined with Unyielding means that you will be taking less damage from the enemy AD carry. 3 damage every auto attack may not seem a lot but it adds up. Veteran's Scars and Juggernaut make you a small amount tankier but It can be the difference between an Ignite tick finishing you off or not.
Ranged, Mage, Support
Synergy: High
Speciality: High Mobility, Bonus AD
Explanation:Personally, Janna is my favorite support to have when I play Vayne. Tailwind provides an immense movement speed boost which Vayne makes good use of an [janna]]'s peeling potential helps to get those assassins of her when she is fighting. Eye Of The Storm when activated onto you gives a shield, and a crazy 50 AD boost at max rank.
Lulu
Ranged, Mage, Support
Synergy: Medium - High
Speciality: High Poke and Peeling Power
Explanation: Lulu can provide massive poke damage with Glitterlance while still being able to fend off an enemy Leona if she is diving you. She has the perfect mix between defense and attack power where as a Glitterlance will do a lot of damage, but she can still help get enemies off you with Whimsy and Wild Growth.
Sona
Ranged, Mage, Support
Synergy: High
Speciality: Heal, AoE Stun, Mobility
Explanation: Sona is a very all round support which works with almost any AD carry. Providing a poke and damage increase with Hymn of Valor, a handy heal with Aria of Perseverance, and an amazing AoE (Area of Effect) stun, Crescendo, Sona will make your lane a breeze.
Thresh
Ranged, Tank, Support
Synergy: Medium - High
Speciality: Amazing CC, Lantern, Poke
Explanation: Thresh's synergy relies on if the Thresh can hit Death Sentences well. If he can, easy win. If he can't, you're wasting a thresh lane. Never mind that, lets talk about why Thresh is amazing. With amazing capabilities to hold someone down for ages with a Death Sentence+ Flay+ The Box combo, you will see your enemy die, or blow summoner spells. Lets not forgot about Dark Passage which can setup for amazing plays like a gank or a close escape.
Karma
Ranged, Mage, Support
Synergy: High
Speciality: Poke, Mobility, and a Root
Explanation: Karma has recently rose in my tier list of good supports. With her amazing mobility of a shield and movement speed increase with Inspire, amazing poke with Soulflare, and a strong root Focused Resolve, Karma has anything a good support needs. Karma can easily solo zone the enemy with the threat of Inner Flame.
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Have fun playing Vayne in your solo queue adventures.
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