This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
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






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
-
Lane with Vayne
-
Jungle Vayne
-
Support Vayne
-
ARAM Vayne
Recommended Items
Spells:
Flash
Heal
Items
Ability Order
Night Hunter (PASSIVE)
Vayne Passive Ability
Threats & Synergies
Caitlyn
Introduction




About the Champion
Although


About the Author
I'm a veteran League of Legends player who started in late 2010 or early-mid 2011, I have played a lot of AD ever since Season 2 and have played in one local tournament. Although I had ~1100 MMR (Bronze Division) last Season 3, I am currently sitting at ~1451 MMR (Gold Division).
These runes allow for easier last hits as well as overall damage for trading and pushing down turrets. They're better than any other runes at the moment due to the current meta relying on sustainable damage. In previous seasons, 1 critical strike chance rune would have been a good addition due to the heavy trading that happened in bot lane and frequent 2v2 skirmishes. With the tower pushing meta, it is more important to be able to push minion waves and turrets and thus damage runes outshine the critical strike setup.
Seals
With the new buffs to health and reduced cost efficiency of Flat armor, it is better to run with a few more HP runes than not. Riot has also given champions a higher base armor value so taking runes to append them is less necessary. I like to run the 4 armor-5 HP setup to fully utilize early game states for trading in 2v2 scenarios; Having armor runes is important in the bot lane and just about every other lane due to auto-attacks being the integral part of any champion's damage. Having these runes reduces the damage of enemy poke (ADC) in the early game and enemy bruiser's ability to burst you with flat armor penetration. These are better than scaling armor runes due to the fact that the trade-off point is at level 9 and the effectiveness of armor is already almost null with the many armor reduction skills, items and effects in the game.
Glyphs
Flat magic resistance works to the same effect as Flat Armor. This rune reduces the effectiveness of spells greatly if your enemy bot lane relies on magic damage. It also eases your way into the mid-game since a lot of AP casters have flat magic penetration runes and masteries, so you'll want to get these in order to offset that damage. Use these runes in particular when your lane has a lot of magic damage as opposed to the magic resist per level runeset. Although you take more damage later from magic, it is better to be able to lane early and farm, than get a little more magic resist and have no items later. I almost always run with these runes.
Quintessences
With the nerfs to the Quintessence of Lifesteal, buff to the Feast mastery, and buff to the Quintessence of Attack Speed, Marksmen now benefit significantly from taking the 15% Attack Speed over 4.5% Lifesteal per hit. You can mix some flat Attack damage runes by I recommend no more than 1 on champions that scale better with auto-attacks (



4 points in

1 point in

3 points in

1 point in

3 points in

2 points in

1 point in

1 point in


3 points in


1 point in

Defense
2 points in


2 points in


1 point in

3 points in

1 point







I almost always run








In some cases, taking barrier against a high burst bot lane such as







This summoner spell has been greatly buffed. Not only does it heal for a large amount of HP to two targets, but it also gives a movement speed buff as well as remove any existing heal-reducing ailments. Taking heal does have its disadvantages, however,






























Leveling up




Your passive ability that gives you extra movement speed when facing an enemy champion (within 2000 range). Always remember that having this in addition to tumble will make chasing down opponents very easy, as well as catching up to set up a





Position yourself for a nice wall CC
Escape terrain barriers such as


Kite enemies
Close the gap between you and your target
Reset your auto-attack for a last hit
A good


This ability is what gives





To peel for yourself, by knocking the target away
Initiating on an unaware enemy near a wall
Finishing off an opponent in combination with your




- When you are playing against a low-medium range aggressive AD, try to stand on the side that doesn't have the support and dance outside of his attack range. The AD is most likely pacing back and forth, the second he paces backwards, you can go in for the last-hit and tumble backwards immediately.
- When laning against an aggressive long range poke champion such as
Caitlyn, you really want to thwart her aggression by combining your damage with your support's. Have your support throw as many spells and auto-attacks as you can while you auto +
Tumble +
Condemn, which procs
Silver Bolts. This combo will result in massive damage and cause your enemy AD to back off. CS'ing may still be difficult, so I suggest trying to CS when the the enemy is going for a CS. Going for a CS while her auto-attack is on recharging allows you to get in and out safely.
- Don't be afraid to use your skills when last hitting. If you are contemplating on whether you have time to auto-attack, just use a skill instead. Mana is a renewable energy, and with the new buffs it is even easier to maintain. A common tactic I like to use when 3 minions are about to die is: I shoot the lowest target with an autoattack,
Tumble and shoot the highest target, and finally
Condemn the last target. This tactic takes less than one second to pull off and nets you 3 CS.
While kiting is the most important skill in the late game phase, last-hitting is the most important skill in the early game phase. Last hitting is the single most defining feature of whether you will carry the late game or be carried. ADCs need gold, and without a reliable source of income, you won't have a reliable chance of victory. Last-hitting in its most basic form is just killing a minion with before it is about to die, with an auto-attack, in order to gain its gold. The tricky part is countering the many things that stop you from obtaining that gold. Factors that play in preventing you from last-hitting are:
1. Ally minions focusing your target - ally minions target whatever is hitting you, if you cause your target minion to attack you, expect your minions to focus fire it down.
2. Enemy AoE heals + shields - certain champions such as


3. Turrets - turrets deal massive damage to minions, so predicting the amount of damage they will do is a good skill-set to have. The best ADCs in the world can reliably farm under turret by manipulating their damage through skills + auto attacks (ex: using

4. Multiple low HP minions - sometimes it is difficult to last hit because a series of minions are going to die simultaneously. In the best case scenario, you have an AoE skill that can successfully last hit all the minions nearing death. In the worst case scenario, your character doesn't have an AoE, but that's okay. Most AD champions are armed with a single target damaging spell or auto-attack refresher. Auto-attack the lowest minion while using your more damaging skill on the next lowest.
5. Zoning - this is one of the harshest obstacles in respect to last-hitting. Often, your opponents will try to prevent you from getting last hits by punishing you with auto attacks or using skills. Sometimes they will even fully engage you if you go near them to get that last hit. My best advice is to assess whether it is worth the risk. If you are only going to take 1 auto attack, then get the last hit, other-wise don't. Instead of continuously being zoned, find out a way to counter-act your situation. You can call for jungle help, return the aggression, let the minion wave push (though you lose some CS), or farm your nearby jungle. In some extreme cases, you can also assist other lanes, but this will only work if it ends up in a kill and thus an objective. It is much more fruitful staying in the bot lane and farming as much experience and gold as possible.
You want to aim for a CS of 10 for every 1 minute that goes by (i.e. 200 CS at 20 minutes).
Observe what lane you are up against and what lane partner you have. Take note of whether they have a lot of poke / range / sustain / CC and take note of what you have, this should determine what starting items you will buy.
Early Game:
The first ten minutes is arguably the most important time slot of any bot lane composition. AD carries are by definition late-game and require an immense amount of gold in order to do well. What you do here determines how well you can get that gold. In this period of time, the enemy bot lane will determine if you are a pushover lane or not. You should be able to farm effectively while showing your lane opponents that at any given opportunity, you WILL attack them. But be careful, do not get harassed / miss CS too often while doing so or else you will get too far behind. When your support is being attacked, return the damage for free since they are focusing him, do not let them know that your synergy is flawed or they will capitalize on that as well.
In the first 10 minutes you are going to:
- Show your presence, don't let them push you over. Be aggressive.
- Farm as effectively as you can
Condemn anybody that is near a wall, into the wall and
- Farm double golems if it is on your side as much as possible
- Ping wherever you see the enemy jungler or mid roaming
- Assist your jungler when he is being counter-jungled or when he desperately needs a leash
Mid Game:
At this point in the game,

Mid-game is about dominating dragon-side because of the abundance of gold surrounding that area. If you control dragon (mid / bot lanes pushed), then you have access to everything on the bottom side of the map including: two lanes, a renewable 750g resource, blue buff, red buff, wraiths, and double golems. The rewards for controlling dragon is great, and competitive teams realize that, but the biggest mistake that people make over objectives such as these is FORCING team fights. Don't be pressured to force dragon fights if you know you are going to lose because that will put you even further behind if they come out ahead. If you lose that forced fight, your enemy will not only take dragon and win the team fight, but they'll also have the ability to take the rest of your jungle camps, push turrets, gain free farm, while you WATCH. It is better to farm jungle camps or push lanes and lessen the gold difference than lose dragon and a team fight.
The only exception to dragon-control is when there are 5 enemies at dragon, and you know for sure you cannot win (enemy all at full - HP, outnumbered, no ults on your side etc.). A better trade-off instead, is to split push and weaken, or hopefully take multiple turrets while they are all gathered at the dragon pit, this will not only offset the gold difference but give you more map control and future dragon control as well.
Your primary goal in this portion of the game is to:
- Run to ANY lane and ANY uncleared jungle camp and farm its gold
- Join your team when they are taking objectives or when they are initiating a team fight shortly
- Get as many dragons and turrets as you can
- Control the earlier objectives such as dragon and outer turrets as best as possible
- Try to reach a CS of 200 by 20 minutes if you're not harassing / killing
Late Game:
This is your game now. With your final build, you are the center of attention. During this period of the game, you should be looking to duel anyone that has overstepped their bounds, group up as much as you can and look to team fight. Be wary though, this is the time where you are the sole target of the enemy team and thus they are looking to cut you down when you're alone. Be sure to not cross the your half of the map and only wander in zones that are warded. Don't be afraid of 1v1's, with decent mechanics you should be able to destroy any opponent by yourself unless they are equally as fed and have a lot more defensive stats and burst. A good example of this would be a multi-item Akali.
Your focus in this portion of the game should be on Baron and the enemy inhibitor. They are almost interchangeable in priority. If you take Baron, pushing down turrets and the inhibitor will be a lot easier --likewise if you take inhibitors, the super creeps will cause enough pressure to take Baron easily. The general guideline should be as follows: if 4 of the enemy team is down, you take their inhibitor (especially if it is primarily their carries) -- if 2-3 of the enemy team is down (especially the jungler), you take Baron. The above guideline usually guarantees the objective 90% of the time. In some cases though, you won't have the opportunity to take these for free.
In high tiers, the NUMBER ONE throw is objective control, I cannot tell you how many games I lost just because of sloppy control over objectives. ALWAYS have vision over every entrance to Baron, you want to be able to estimate to the best of your abilities whether to finish Baron or turn to fight the remaining enemy team. A common mistake that people call out is that there is 1 person bot -- automatically go for Baron. This is WRONG. That call is entirely situational -- if the 4 enemy team remaining are nearby and can stall until the 5th, you will fight a losing battle and Baron cannot make up for that. You also have to be wary of AoE teams that can lock you into Baron pit -- as an ADC you will most likely be trapped taking not only the AoE skills, but also Baron's massive damage as well.
Your main priorities in this portion of the game:
- Be there for EVERY team fight
- Have Baron warded and controlled (pushing down top and mid turret / wave)

To begin the fight, you must be wary of everyone's initial cooldowns (

Remember the most important role that you have is dealing as much sustained damage as possible, while taking the least amount as well. If this means that you absolutely must leave a fight, then do it, but if possible you should stay in the fight at all times lifes-stealing off of the bruisers or nearby minions.
You want to be positioned in a fashion that allows easy auto attacks on a target while difficult to hit at the same time. Some examples of this would be standing behind tanks, minions, terrain etc. ALWAYS watch for who the enemy is focusing. If you have too many people focusing you, just keep running until they drop their focus, and turn once they focus someone else. In many cases, you are able to attack and kite backwards so don't be afraid to deal damage unless you know for certain you must keep running.
Always value your life, if you know the fight is lost and you cannot do anything else, just run.
If you are determining whether to









The best way to get better at

I'm glad you read up to this point. I had the pleasure of writing this guide by request, to atleast bring back the favor.
~KST Midnight
You must be logged in to comment. Please login or register.