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Recommended Items
Spells:
Flash
Heal
Items
Ability Order
Night Hunter (PASSIVE)
Vayne Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None
Introduction




Pros:
Cons:
- Late game hyper-carry
- Highly Mobile
- High Skill cap
- Easy to reposition in team fights with
Final Hour and
Tumble
- High dueling potential allowing exceptional split-pushing (My favorite)
- True Damage shredder, prevents
Vayne from falling off if she gets behind
- Easier to farm under tower
Cons:
- Weak Laning phase
- Relatively short range (550)
- Hard to master
Condemn is hard to use properly
- Easy to get nuked
Runes
Taking 3




Taking








Masteries
Taking 18-0-12 is essentially is a personal mastery page that makes me what I play. Masteries and runes are meant for your experience just like builds. Like most professional players say, don't just copy another build, experience of your own. Most of the CC and how close range combat that season 4 has brought to us makes


Heal
After Heal received a buff in Patch 4.5 it became a very strong summoner spell in a lot of situations. Defensively, it scales considerably better than Barrier into the late-game. It also provides a 30% movement speed bonus for you and an ally which is effective for both engaging and kiting.
The optimal time to use Heal is against teams with sustained damage and a tanky front-line.
Barrier
Barrier is a viable summoner spell on any ADC. The shield will help you survive, however with the buffing of both Heal and Exhaust I feel this summoner spell is over-shadowed by other options. If a support does have heal, than barrier can still be an option.
Cleanse
Cleanse was really popular with
Vayne early 3rd season. Still not as strong as the heal as of right now. Can be used for heavy CC meta team at bot lane. But your support can just get
Mikael's Blessing or you can get
Mercurial Scimitar.
Cleanse is just not really needed right now.
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.
After Heal received a buff in Patch 4.5 it became a very strong summoner spell in a lot of situations. Defensively, it scales considerably better than Barrier into the late-game. It also provides a 30% movement speed bonus for you and an ally which is effective for both engaging and kiting.
The optimal time to use Heal is against teams with sustained damage and a tanky front-line.
Barrier
Barrier is a viable summoner spell on any ADC. The shield will help you survive, however with the buffing of both Heal and Exhaust I feel this summoner spell is over-shadowed by other options. If a support does have heal, than barrier can still be an option.
Cleanse
Cleanse was really popular with




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.
Core
The first item of your core is














Getting a defensive item after your



Defensive Item
ADCs generally limit themselves to one defensive item. The optimal defensive item to build will vary in every game. And it's optional you get two depending on how the game is. The following is a list of the main ones taken by ADCS and the certain situation each of them are best for:



















Other Items






The



Another viable build path is a second













After completing your




I highly recommend not fighting till reach level 9. By level 9 you should have maxed out your





After you finish your core of




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





As



Your
Condemn adds another stack of your
Silver Bolts. This means that you can autoattack, use
Tumble and then your
Condemn to pull off a fast combo which deals good damage as well as pushing your enemy away, reducing their chance to trade damage back. However, using this method a lot during laning phase will chew through your mana very quickly. I would not recommend using
Condemn just for it's use, I would really save it only to Cancel ults, push them to allies, or knock them to wall.
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.
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.
When you are bot lane trying to split push, usually the jungler's want to stop you. The best thing is when it comes to fighting stay close to the wall as possible. It's the best bait to
Condemn them to the wall.
Condemn to wall is extremely important as you can get almost 3 extra auto-attacks.
Time and practice your
Condemn as a strong disengage. You can cancel out
Lee Sin's
Sonic Wave,
Pantheon's
Aegis of Zeonia,
Jax's
Leap Strike and much more. You can also use it to save your teammates












When trading auto-attacks with the enemy make sure to auto-attack, and then


Keep an eye on your own minions and auto-attack the enemy

When you are bot lane trying to split push, usually the jungler's want to stop you. The best thing is when it comes to fighting stay close to the wall as possible. It's the best bait to


Time and practice your







Understanding your job as a
Marksman/ADC is important. Your job is to deal consistent DPS to the enemy team and your priorities should be as follows:
1) Keeping yourself safe.
2) Attacking Carries and High priority targets, as long as it doesn't compromise your positioning.
A trap for new
Marksmen/ADC players is to get too greedy and kill-hungry. Keep yourself well positioned and avoid compromising your safety/position to chase down an enemy unless you have a significant advantage.
In saying that, however,
Vayne's kit is better than other Marksmen for assassinating high priority targets and her stealth allows her to repositioning herself in situations other
Marksman/ADCs would not be able to survive.

1) Keeping yourself safe.
2) Attacking Carries and High priority targets, as long as it doesn't compromise your positioning.
A trap for new

In saying that, however,











































































































































































This is my first Character guide. Layout is not mine, but the guide is.
You can check me out at League: KittyCow, MLG MadLife
I know longer main ADC no more but this is still a very useful guide for vayne since i do still play her from time to time. I do not recommend playing her as much in rank because she has not been good for the overall meta currently and has a low win percentage.
You can check me out at League: KittyCow, MLG MadLife
I know longer main ADC no more but this is still a very useful guide for vayne since i do still play her from time to time. I do not recommend playing her as much in rank because she has not been good for the overall meta currently and has a low win percentage.
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