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Choose Champion Build:
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Attack Speed
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Attack Damage
Introduction
My name is TROLLing1999 and I'd like to welcome you to my 7th guide on Mobafire presenting

If you already had a look to the cheatsheet, you must have noticed that the guide incluedes builds. Both of them are pure Marksman/ADC guides for bottom lane. This is the most common and most effective way to play

So I can not do anything else but wish you an enjoyable read!
-TROLLing1999

On the other hand,


To make a long story short,

So briefly

- Her high dueling potential thanks to the tue %Health Damage from
Silver Bolts
- The mobility she has due to repositioning herself constantly with
Tumble
- The hard CC(knockback/stun) she has from
Condemn
- The easy last hits with
Tumble
- The free bonuses from
Final Hour
- Auto Attack reset with
Tumble
- Her awesome chasing potential with
Night Hunter and
Final Hour
And now Vayne's weaknesses:
- Squishy
- Requires good positioning
- Average to low AA range
- No escape mechansim
- No harass mechanism
- Low trading potential during laning phase
- Exposed to hard CC and especially weak against casters



So you need an ally that can create this chaos due to AoE Crowd Control Effects.






Major thing for






What








And finally the supports...What I can tell you already is that









1)Smartacast
When using an Ability you normally press the adequate button and then you choose your target by clicking(usually). Smartacast or Quick Cast cancel this clicking-proccess. After activating an ability it will immediately go to the target/direction your cursor illustrates. This saves some you some time, which is really important.
Setting it up is easy. You just press ingame the "esc" key for the LoL menu and then you choose "Hotkeys" and "Quick Cast All".

2)Cancelling Animations
Cancelling Animations is a way for adcs to perform more actions in less time making them more efficient this way. There are many things involved in cancelling animations: Orbwalking or Sutter Stepping, Attack Move(Click) that allow you to pull out a lot of stuff between AA or just excecute them faster and more properly improving this way your chasing potential and your positioning. There is a huge learning curve for this tricks but once you've learned them and you have some creativity you will understand how much better you have become.
Below there is a video I found on YouTube, explaining the most important aspects of cancelling animations. The key bindings setup is a bit outdated but still...the video is quite helpful. Thanks to Ciderhelm for the video.
Greater Mark of Attack Damage(9):// Attack Damage will increase your damage dealt with Auto Attacks and with
Tumble and
Condemn. This will allow you to trade more efficiently, while you will be able to last hit much better.
Greater Seal of Armor(9):// Armor Seals are the one and only choice for most champions in the game. The 13 early armor will help you resist against enemy ADCs and junglers, who will be ganking your lane.
Greater Glyph of Magic Resist(9):// Most marksmen have a source of magic damae(like
Graves'
Smoke Screen), while the majority of supports deal absolutely magic damage. The early magic resistance will increase your surviveability. You can also go for
Greater Glyph of Scaling Magic Resist, if you are not afraid of magic damage early on.
Greater Quintessence of Attack Damage(1):// Although 2,25 AD does not seem much, it will indeed help you last hit more easily and trade more efficiently.
Greater Quintessence of Life Steal(2):// The 4% life steal boosts your sustain in lane and it allows you to start with
Doran's Blade. After buying
Vampiric Scepter the HP regained on hit will be ridiculous and it will guarantee your presence in lane.

// This is probably the best possible rune page for





// So in Offense you take anything that can increase your damage output, especially due to Auto Attacks. The Armor Penetration is also notable and it can help you face tankier enemies both in lane(


// Unfortunately, in Defense you can't get the early free resistances from








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This is a good passive for an adc. Whenever facing an enemy you gain 30 Movement Speed. This increases your chasing potential and allows you catch fleeing enemies, who would escape otherwise. |

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In a build, where you rush







2)ATTACK DAMAGE BUILD
If you build









Early Game- Sustain in Lane
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This is really the only boots choice for marksmen since it boost your AA frequency with the bonus AS. At your first back you want to have ![]() ![]() |
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Mid Game- Core Damage Items
Blade of the Ruined King vs. the Bloodthirster
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Even after the nerfs ![]() ![]() ![]() ![]() |
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Phantom Dancer vs. Statikk Shiv
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Last Whisper for the ArP, no debates here
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Late Game- Defense and IE
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If you're forcing teams that have unavoidable damage abilities like ![]() ![]() ![]() ![]() ![]() ![]() |
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This is the item you should buy to round off your build. It gives tons of damage, lots of Crit Chance and it also has an amazing passive that makes your Critical Strikes deal 50% more damage. You can build it earlier if you are far ahead. The other options to round off is a second defensive item( which is not that great) or one more lifesteal item, which is sub optimal. I do not recommend double ![]() ![]() ![]() |

Your main goal during laning phase is to reach the cap of 125 at least CS at minute 20.00, which is an ok creep score. The best way to do this is to last hit all the time. Last hitting means that you wait for the enemy minions to reach low health and then you make only the killing blow. This way you get the gold and XP without pushing the lane to the enemy's turret, which would expose you to ganks. If the enemy marksman is not last hitting then do not get paniced. This is a great chance for you to pull the wave to your turret and last hit under it. Melee minions need 3 turret hits to die and caster minions 2. So use attacks before and after the turret hit to earn the gold and the experience, while your enemy won't be able to harm you.
When it comes to trading, most marksmen use AA followed up by a spell. You want to achieve 3 or more spells/auto attacks to proc silver bolts. An easy way to do this is AA, then


Another tactic many people like to use is zoning. Zoning means ruling the enemy's safe zone, near to their tower. Zoning as




Finally, I want to refer to "lane freezing". Freezing a lane means that you keep the minions near to your turret but outside of the turret's radious. This is done by last hitting at the very last moment and keeping this way less allied minions and more enemy ones. This is another way to secure easy farm and deny it to the enemy. You should always try to keep the balance because if you start last hitting slightly faster you will push the lane and if you loose some creeps then you will pull your wave withing the turret's range. "Lane freezing" can be done to balance things after you have pushed a little bit for more experience or if you have destroyed the enemy outer turret/the enemies have destroyed your outer turret. "Lane freezing" requires some practice.
Extra Tip: Since getting golems when heading to bottom is not viable anymore, the best way to get a quick level 2 is to push the lane quickly. After you have got level 2(or 3 in some particular cases), you should back off and try to freeze the lane for a while or just last hit normally once again. This can be done if the enemies are missing from the lane in the very beginning and your jungler does not need your help for his first buff.





On the other hand,







Of course, if your team is not causing pressure and is not able to take objectives( in other words when you're behind or your team is playing passively), split pushing is a bad idea. If you try to split push a lane under these circumstances then it really possible that more than 1 or 2 enemies will gank you. If your team is having the attitude explained above, then you'd better stay with them and defend your own objectives rather than try to force things. Remeber that as


Here all comes up to right choices. If you face an enemy team with lots of AoE damage and CC then you and your team should continue split pushing, backdooring, and going for objectives to ensure a lead that will allow you to face the enemies. If the teams are equialvient(or you have a better teamfight composition) then you should go for these big fights to ensure the victory. That's what I'll be explaining here.
So your first priority as an AD Carry is to stay alive, because otherwise you won't be able to deal any damage. This is quite difficult to manage since you'll be a priority target for the enemies but it can be done with good positioning. The ideal position is behind your tanks, close to your support and able to deal as much damage as possible to the enemies. You should never be caught in bad positioning cuz assasins will burst you down in a matter of seconds. You should not try to reach the enemy carries, there is no such thing as "bad focus" and stuff. Attack the closest, kill the closest and make sure you stay alive at any cost. If nevertheless somebody manages to reach you use




But TROLLing199 I don't think every single teamfight ends up like this?
Well that's true. This how the general overview of an average and correct teamfight is. It is obvious, that if your team has a strong initiator like

And what if I see any enemy squishies out of position?
Then you can get a good position by


Is there a way to know when a teamfight will start?
The short answer is no. A teamfight can start from a player's mistake(bad position), from an unsuccessfull way to harass or from an initiaton. You can't really predict these things. Of course, you must be able to realise that a team that wants to force a teamfight is starting to go a little bit more aggressive or too defensive and that very simply if more than 8 players overall are in a small area then the fight will occur sooner or later. Don't go in teamfights if they have engaged you hard or you are less than theam or you don't have vision.
Extra Tip:At the very first stages before a teamfight takes place. Kiting means poking the enemy with Auto Attacks while staying at a safe distance. This is particularly effective against melee champions who don't have gapclosers. If they take too much damage and their allies are not there then you can go in with

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