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




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
Spells:
Exhaust
Flash
Ability Order
Night Hunter (PASSIVE)
Vayne Passive Ability
Introduction
I'm going to take a look at a few different ways to approach Vayne, some based around being a bit more tanky, others closer to being a glass cannon.
NIGHT HUNTER
NOTE: This will not help you run away!
Night Hunter +
Boots = Nice early game harassment. It allows you to get that extra shot in as your opponent backs off which could mean the difference between proc'ing
Silver Bolts or not. Excellent chasing ability and insane speed increase when you activate
Final Hour
TUMBLE
Yes, the extra damage is nice and makes for great early game harassment. Also,
Tumble is an incredible skill-shot dodging ability. It is for these reasons that we max tumble first.
Phreak does a pretty good job of showing you how to harass with
Tumble early game and gives an awesome display of skill-shot dodging in the Vayne spotlight video.
(roflstomp dodging @3:21)
Harassment with
Attack --> Tumble --> Attack --> Attack (If/When possible)
Tumble --> Attack (Close the distance and hit the bonus damage, continue to chase or get out before taking return harassment)
If you see an oportunity to stun, do it! Get as many auto attacks in as you can for
Silver Bolts. Utilize the attack cooldown reset that Tumble gives you.
Kiting with
Tumble's low cooldown allows you to repeatedly kite away from dangerous enemies. Combined with
Condemn it is very difficult for a single champion to even get near you. (and then take flash and exhaust into account and you're one hard-to-catch, cross-bow-wielding *****)
Dance. Attack, step away, attack, step away. If they move away from you, chase them.
Night Hunter Will allow you to catch them to continue attacking. If they ever get too close for comfort, tumble away. If tumble is on cooldown, use condemn to keep the distance.
Utilize condemn as a last resort for kiting. It is a rather long cooldown compared to tumble and is far more mana intensive.
Escaping with
Because tumble gives you a six second buff that is consumed when you attack before the cooldown activates, you want to attack something when possible after using tumble while you run away. Be it a creep, an enemy champion, or neutral monster, hit it once and keep your *** moving. Ditching that six second buff and getting tumble ready again as soon as possible is worth the time it takes to fire one shot, assuming firing that shot won't get you killed. This is a good way to increase your odds of surviving.
When you tumble while
Final Hour is active, you suddenly have some decent juking potential. Change directions, set up a stun with
Condemn, do whatever you have to do to get away. Activating
Final Hour and tumbling down the lane in a straight line isn't going to help a whole hell of a lot and more than likely wastes your ultimate.
Remember, you aren't a super speed machine on steroids when you're running away. You're a damn sloth, and you have to juke like there's no tomorrow.
Ganking with
Activate
Final Hour and tumble in from out of sight. The 1.5 second stealth gives you some time to position yourself to set up a stun or what have you. It also makes your sudden appearance a bit more surprising ;)
Team-fighting with
I can't urge you enough to not spam tumble in team fights. Here's why:
Here's when you SHOULD use tumble in team fights
SILVER BOLTS
Primary damaging ability. Completely passive, we take it for the proc damage of course. The only thing to note here is that the proc counter resets whenever you pick a new target. So when you start attacking someone, try to finish at least one set of Silver Bolts for the bonus damage before changing targets. If you can get more in, great, if not - oh well.
CONDEMN
Condemn is crowd control. "But, but, if you max it first, it does great damage!" Sure, but the long cooldown makes you a very bursty champion. As the hard physical carry, you can hold more weight on your back with sustained damage through Silver Bolts.
Treat condemn as a form of disable. It can help you kite, it will allow you to stun people, but it shouldn't be your main source of damage. You want your auto attacks (silver bolts) to do the work for you, your other abilities are utility, they exist to let your auto attacks do more.
FINAL HOUR
What we'll lack in raw attack damage from items, we'll make up for with
Final Hour. With this active, you can chase down nearly anyone. You'll be able to position yourself where you're needed in team fights, and the invisibility with
Tumble will help you avoid damage and escape.
Activate this for team fights, chasing, some escape utility, and face-rolling damage.

NOTE: This will not help you run away!




TUMBLE

Yes, the extra damage is nice and makes for great early game harassment. Also,

Phreak does a pretty good job of showing you how to harass with

(roflstomp dodging @3:21)
Harassment with
Tumble
Attack --> Tumble --> Attack --> Attack (If/When possible)
Tumble --> Attack (Close the distance and hit the bonus damage, continue to chase or get out before taking return harassment)
If you see an oportunity to stun, do it! Get as many auto attacks in as you can for

Kiting with
Tumble
Tumble's low cooldown allows you to repeatedly kite away from dangerous enemies. Combined with

Dance. Attack, step away, attack, step away. If they move away from you, chase them.

Utilize condemn as a last resort for kiting. It is a rather long cooldown compared to tumble and is far more mana intensive.
Escaping with
Tumble
Because tumble gives you a six second buff that is consumed when you attack before the cooldown activates, you want to attack something when possible after using tumble while you run away. Be it a creep, an enemy champion, or neutral monster, hit it once and keep your *** moving. Ditching that six second buff and getting tumble ready again as soon as possible is worth the time it takes to fire one shot, assuming firing that shot won't get you killed. This is a good way to increase your odds of surviving.
When you tumble while



Remember, you aren't a super speed machine on steroids when you're running away. You're a damn sloth, and you have to juke like there's no tomorrow.
Ganking with
Tumble
Activate

Team-fighting with
Tumble
I can't urge you enough to not spam tumble in team fights. Here's why:
- In the spotlight video, you probably heard Phreak explain that tumble resets Vayne's attack delay, allowing her to attack again immediately after the tumble is complete. This is awesome for the early game, not the late game. By late game your attack speed is fast enough that it will actually delay your next attack instead make it faster, which in turn means you'll proc
Silver Bolts less frequently.
- You won't be a skill-shot dodging machine because
Tumble will be on cool down when you need it
- Your kiting ability will be decreased, again because
Tumble won't be available when you need it
Here's when you SHOULD use tumble in team fights
- Avoid disables
- Avoid costly skill-shots
- Kite!
- Clean up / Chase
- Depending on the situation, it can be OK to tumble closer to the action to get that last tick of
Silver Bolts before the enemy gets out of your range
- Your auto attack isn't enough to kill someone, but the bonus damage is.
SILVER BOLTS

Primary damaging ability. Completely passive, we take it for the proc damage of course. The only thing to note here is that the proc counter resets whenever you pick a new target. So when you start attacking someone, try to finish at least one set of Silver Bolts for the bonus damage before changing targets. If you can get more in, great, if not - oh well.
CONDEMN

Condemn is crowd control. "But, but, if you max it first, it does great damage!" Sure, but the long cooldown makes you a very bursty champion. As the hard physical carry, you can hold more weight on your back with sustained damage through Silver Bolts.
Treat condemn as a form of disable. It can help you kite, it will allow you to stun people, but it shouldn't be your main source of damage. You want your auto attacks (silver bolts) to do the work for you, your other abilities are utility, they exist to let your auto attacks do more.
FINAL HOUR

What we'll lack in raw attack damage from items, we'll make up for with


Activate this for team fights, chasing, some escape utility, and face-rolling damage.



When to take

When a level one stun outweighs the ability to tumble.
Bottom lane with Blitzcrank? I usually take

Early team fight? This could go either way. In most cases


When to take

Take tumble first when there isn't a real use for condemn.

Cripple and Blink of an Eye and very important. Having those available when you need them can mean getting a kill or surviving a gank.
4/4 sorcery for a little cool down reduction. We aren't getting any elsewhere, so take it where you can (Plus it's better than a measly 3 attack damage from brute force).
The utility tree is fairly flexible, do what you want with it, but take Blink of an Eye, Quickness, and Utility mastery. Those are all obvious choices. More red buff means more win.
Marks
Greater Mark of Desolation - Obvious choice here for any AD carry
Seals
Greater Seal of Attack Speed - Helps you put out more rounds of
Silver Bolts
Greater Seal of Armor - If you feel you need more defense instead of attack speed
Glyphs
Greater Glyph of Magic Resist - Much needed for pesky burst casters
Greater Glyph of Scaling Magic Resist - Another viable option
Quints
Greater Quintessence of Desolation - A bit more umph in your lane presence.
Greater Quintessence of Health - Nice for early game survivability.
Pick runes that fit your playstyle. Hyper aggressive pre level 6? Get flat magic resist instead of scaling, etc
Greater Mark of Desolation - Obvious choice here for any AD carry
Seals



Glyphs


Quints
Greater Quintessence of Desolation - A bit more umph in your lane presence.

Pick runes that fit your playstyle. Hyper aggressive pre level 6? Get flat magic resist instead of scaling, etc




There really aren't any other spells to consider :P
I take










Always take

STARTING ITEMS



I prefer boots and pots for sustainability and easier harass. At no point in time will you see me pushing my lane to regain health with the leech from Doran's blade. If you auto attack to gain a bit of hp, you better be prepared for a gank.
BOOTS



My main preference is







TANKY
You still get decent damage output with far more survivability.
CORE




POSSIBLE BUILD VARIATIONS






Great for fighting physical heavy teams. Lots of armor, good attack speed, 73% crit chance, 30% slow, great stuff.






This is a decent route if you need to squeeze in













If you need more magic resist, you can exchange an item for

GLASS CANNON
You can kill E-V-E-R-Y-O-N-E.
CORE


Possible continuations


















OTHER ITEMS TO CONSIDER

Probably one of the more debatable items. Ties in with getting

Here's why I get

Sheen makes your damage output sort of bursty, I prefer something more sustained on Vayne.
- Flexibility in mid-late game builds. The only viable option for
Sheen is
Trinity Force. while you can upgrade
Zeal to
Trinity Force OR
Phantom Dancer.
- There is no need for any stats
Sheen offers. It's purely for the passive. Every stat from
Zeal is great.
- I'm a big fan of the move speed from
Zeal. A lot of times it lets me delay upgrading my boots a until after I finish
Madred's Razors.

A must-have against Jax.

Damage and life leach. Works fairly OK with builds focused just a bit more on offense.

Excellent on a team mate. I think if you want life leach, just get



A little armor pen can go a long way.

A cheaper alternative to Banshee's. Helps against





If you feel like screwing around in a normal game / pubstompping. Please don't risk it in a more serious atmosphere :P
You must be logged in to comment. Please login or register.