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Vayne, The Blind Monk.
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Throughout the build, I will try and explain as much as possible about the way I play Vayne and why.
The first build is the primary build, and I will be discussing about that more. The other 4 builds are just builds that I have yet to test but have added in just in case. It includes Attack Speed builds and Attack Damage.
This is my first guide on Mobafire. Any constructive criticism is appreciated. If you have any urgent questions you can always talk to me in-game; Shim pan ( =alt+133)
I hope you enjoy my build.
With this build, against a enemy with 0 resistance and 2000 health, 279 attack damage with a attack speed rounded off to 2.1, you will do 21 hits per 10 seconds. in that 21 hits, 5 of them will do 500 extra damage from Sword of the Divine, you will do 1050 extra damage with Madreds, and 6259 from just attack damage. Silver Bolts will hit 7 times, causing 56% Health damage + 490 damage which is 1620. Altogether that is 9419 damage per 10 seconds on an enemy with 0 resistance and 2000 health.
Damage = 9419 (6259+500+1050+1470) Not including crit. *Increased attack speed
Assuming that the Sword of the Divine is replaced with a Infinity Edge, you will have 354 attack damage and 1.5 attack speed. In 10 seconds you will hit 15 times. Out of the 15 hits you will do 5310 damage to someone with 0 resistance.Silver bolts will hit 5 times, which is 40% damage + 350 is 1150 damage.(crit change will increase but I did not include it in because it is not always consistent)
Damage = 7510 (5310+1050+1150) Not including crit. *More crit chance
But by taking out Sword of the Divine for a Black Cleaver then you will have 334 attack damage and 1.8 attack speed. in 10 seconds you will hit 18 times. altogether your damage will be 6012 damage. Silver Bolts will hit 6 times, dealing 48% + 420 damage, which is 1380 damage.
Damage = 8442 (6012+1050+1380) Not including crit. *No lifesteal
Taking away Attack Speed for Attack damage can lead to less damage in my opinion, however I have to state that Tumble & Condemn were not taking into account. This is why I would rather Attack Speed than Attack Damage.
Attributes: Assassin, Ranged, Stealth, Carry
Health: 359 (+83 Per Level)
Mana: 173 (+27 Per Level)
Damage: 50 (+3.25 Per Level)
Attack Speed: 0.656 (+.031 Per Level)
Health Regen.: 4.5 (+.55 Per Level)
Mana Regen.: 6.3 (+.4 Per Level)
Armor: 9.3 (+3.4 Per Level)
Magic Res.: 30
Mov. Speed: 310
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.
Vayne ruthlessly hunts evil-doers. She gains bonus Movement Speed when moving toward nearby enemy champions.
This is basically your very own Ghost spell made into a passive. Using this plus ghost gets you at an insane speed for ganking and chasing.
Vayne tumbles, maneuvering to carefully place her next shot. She rolls toward the cursor and her next attack deals bonus damage.
Mana cost: 35
Cooldown: 6 / 5 / 4 / 3 / 2 seconds
Bonus Damage: 55 / 60 / 65 / 70 / 75 %
A nice all-rounder spell, resets your next attack so be sure to use it right after an auto attack. It's also great for running away, dodging attacks and harassment. It cannot go through walls though. However, if you do tumble to run away the cooldown does not reset until you have consumed the extra damage from tumble by auto attacking, or until the extra damage runs out. So sometimes it might be better if you turned around and shot off the extra damage just so Tumble will reset quicker. Using Tumble with Final Hour (Ulti) will cause her to stealth. I like to use this with my ulti to runaway as well because the stealth is incredibly useful.
Vayne tips her bolts with a rare metal, toxic to evil things. The third consecutive attack or ability against the same target deals a percentage of the target's maximum Health as bonus true damage. (Max damage vs. Monsters is capped)
Mana Cost: 0
Base Damage: 30 / 40 / 50 / 60 / 70 True Damage
Max. HP damage: 4/5/6/7/8 %
True damage, awesome. This spell will do a great amount of damage to any champion, so be sure to max it out after tumble, or if you prefer to max out silver bolts first...that is also viable. Not much explanation is needed for this one
Vayne draws a heavy crossbow from her back, and fires a huge bolt at her target, dealing damage and knocking them back. If they collide with terrain, they are impaled, dealing bonus damage and stunning them.
Cost: 90 mana
Initial Damage: 60 / 100 / 140 / 180 / 220 Physical Damage (+0.5 bonus AD)
Collision Damage: 60 / 100 / 140 / 180 / 220 Physical Damage (+0.5 bonus AD)
Cooldown: 20/18/16/14/12 seconds
This spell is somewhat based on how well you're positioned. Think of it like Poppy's stun move. It has the same principles, if you hit them into terrain they will get stunned and take more damage (Remember, you can still hit them into destroyed towers and buildings, it will still stun them). However, if you don't hit them into terrain they will just be knocked back. Be careful not to save your enemies from dying by trying to finish them off with Condemn and not killing them. I like putting up this skill at level 2, as it is good for harassment and turret huggers, also preventing ganks and screwing over turret divers. I usually max this last because you can not always hit them into terrain. But the stun duration remains the same, regardless of skill level.
Readying herself for an epic confrontation, Vayne gains increased Attack Damage, stealth during Tumble, and quadruple the bonus Movement Speed from Night Hunter.
Bonus Attack Damage: 35 / 55 / 75
Duration: 8 / 10 / 12 Seconds
Stealth during Tumble: 1.5 Seconds
Cost: 0 Mana
Cooldown: 70 Seconds
Her ulti. It pretty much buffs her up and causes her to deal more damage, quadruples her passive and causes her tumble to make her go stealthed. Make sure you use this in every fight, even if you think you might or might not kill them... just use it anyway. The cooldown is so short that it'll be off cooldown before your next fight anyway. I like to use this with Tumble to runaway aswell because the stealth is incredibly useful.
This may be a debatable topic on what runes you may actually get for Vayne.I'd get the Armour Penetration runes because it will help you deal more damage at early game, and because no items in this build give Armour Pen except for Black Cleaver, if you do choose to take Black Cleaver, that is. You will only gain 15% attack speed from the speed runes whilst if you verse someone with 25 armour you'll do 100% damage.
Your defensive rune, I'd rather the armour then dodge because I find armour more consistent than dodge. You may take dodge if you'd like, but I like armour since it makes Vayne less squishy, and because all champions have an auto attack so it will defend against that aswell.
I like taking cooldown reduction rather then magic resist. However, either one will work just as fine. If you find yourself getting killed often by casters then take some magic resist.
Use this spell to ensure that your enemy doesn't run away and so that you can deal out damage without them running out of range because Vayne has lower range than most champions, like Caitlyn for example.
I use this spell to ensure that I can runaway easily. I like playing the glass cannon in pub games and I also like flashing behind people and using Condemn to knock them back into terrain or into ally turrets.
I don't use this summoner spell as much because of the passive, it makes it too much of an overkill. however, if you would rather Ghost, then that is also viable.
This is a good spell to take if you're not confident in your Vayne abilities. But it is not that great near late game, so I usually don't take it. Plus your Tumble will usually stop them from running away anyway.
Using other summoner spells is up to you. These are the 4 main summoner spells in which I use.
-Kill any champion
-Gank incredibly well because of her movement speed
-Good mid laner, but shouldn't take priority over others like Karthus or TF of course.
-Great at early, mid and late game.
-Suffers a lot against CC
-Probably going to get nerfed next patch.
2. Make sure you have enough money for this the first time you B. You may like to take Mercury Threads or Swiftness Boots instead.
3. This helps you deal so much more damage. Works incredibly well with your Silver Bolts, all round...great item.
4. / I get either one at the start, depending on if I need the lifesteal for farming and surviving or if I want to get the sword for more damage. I usually get the sword first, and then bloodthirster after.
5. I like using this in conjuction with your silver bolts, great against any champion.
6. I take this as my last item. However, you may take whatever you'd like for a last item. A surviability item like Banshee's Veil, Guardian Angel or Warmogs work just as well.
7 These are the defensive items I usually take for vayne, I usually take this as my last item or instead of Madreds.
8. This is optional. I sometimes take this instead of bloodthirster, but I do rather bloodthirster just for the lifesteal. However, taking this item will Attack Speed cap you, or take you to at least 2.3.
9. Any other items are up to you, the only core item I'd recommend you definitely take is Phantom Dancer.
You will find some difficulty versing certain heroes in mid. Becareful of Malzahar, I find him the most difficult champion to play against since he has the ulti stun. However, you may find other champions harder or more difficulty against in mid. Malzahar would be the only difficult mid opponent as of now.
You want to start off with a point in . For items you may want as an item if you feel confident against your mid counterpart. If not, just take a .
With harassment, you want to autoattack and then tumble straight away. I usually find difficulty with the minions constantly attacking me if I tumble forward pass them, so becareful of that.
When you reach level 2, you can either get or . I'd rather get Silver Bolts because it will help you harass better and last hit minions better. The reason I don't take Condemn at level 2 is because I find the mana usage way too much (90) while Silver Bolts costs no mana. You can take either one, I'd usually take Condemn first after Tumble if I verse a Fiddlesticks.
At level 3 you will start to harass like...a..boss. Best way to harass a turret hugger is to Attack> > (A>Q>E), using this combo you may want to try to hit them into the turret. If they are too far away, you can always just Tumble>attack and come back, easy as that.
Make sure you have enough money for at least or if you B back.
Mid & Early game
At level 6, make sure you use your ulti whenever you think you can get a kill off, the cooldown is so short, it'll come back in no time. Also, if you get ganked you should either buy some wards or try and runaway with your ulti+Tumble, or .
by about level 15-18 or so you should have around about 2.0 attack speed and 200 or so attack damage. By now, ignore Tumbling>Attack(I usually stop by 2.0 attack speed). This is the part of the game where I question why Vayne is considered hard at all. You don't want to tumble to do damage anymore, but more to just chase or turret dive. Keep auto-attacking and activating your each fight, but now instead of using Auto attack>tumble just use tumble to catch up with your auto attacks. Pretty easy right? yep.
-At 2.0 attack speed, don't bother tumbling to do more damage, it'll make you do less since the 1 second delay when you tumble will stop you from attacking twice.
-At 2.0 attack speed, use your Tumble to turret dive, or catch up to them
-Only use Condemn as a tool to runaway or stun, not to kill.
-At early game, use Auto-attack and then Tumble straight after and attack for maximum damage
-Remember your 1.5 second stealth is incredibly useful. stealth can help with running away and can turn the tide of fights around
-Use Condemn to knock away people, especially Singed.
-Knock turret divers into the turret to make sure that they're stunned at the turret and taking constant turret damage
-Tumble to avoid skill shots & to go out of range of the enemies attacks
-Tumble will only start cooling down once you consume the extra damage from it, so be sure to attack after you tumble, if you can
Also, please keep your comments constructive, regardless if it's negative or positive.
Thanks for reading about...