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.
Spells:
Exhaust
Flash
Ability Order
Night Hunter (PASSIVE)
Vayne Passive Ability
Introduction



Vayne, The Night Hunter
The world is not always as civilized as people might think. There are still those who would follow the blackest paths of magic and become corrupted by the darker powers that flow through Runeterra. Shauna Vayne knows this fact well. As a young privileged girl in the heart of Demacia's elite, her father tried to convince her of the constabulary's ever-vigilant eye. Young and naïve, she truly believed that her world was one of perfect safety, until one night, when a twisted witch took interest in her father. The malevolent woman overcame her father's conciliar guard, then tortured her family before murdering them. The young Shauna escaped only by hiding herself and then fleeing once the hag had departed, plagued by the screams of her loved ones as she ran. A burning hatred was born in her that day, one that could never be denied.
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.
Many people ask the question,"why should i play
Vayne instead of some other AD carry like
Ashe or
Miss Fortune?" The answer to this question is not one but many.
To start off, Vayne is one of the few AD carries with good mobility like Tristana, she can
Tumble around which nearly covers the same range as a
Flash, the only thing is that it cant go past walls, minions and enemies. On top of that this skill makes her really fun to play compared to other AD carries, this spell is also great for early game harassing, chasing and escaping.
She's also a very good chaser, she can chase down literally anyone, her passive is so good, and her ultimate
Final Hour triples this bonus movement speed, no one can escape you if you have set your eyes on them with ultimate on.
She can stun if she uses Condemn and hits them into a wall, her spell
Silver Boltsis great when killing high HP targets.



To start off, Vayne is one of the few AD carries with good mobility like Tristana, she can


She's also a very good chaser, she can chase down literally anyone, her passive is so good, and her ultimate

She can stun if she uses Condemn and hits them into a wall, her spell


This is Vayne's passive, this gives her 40 movement speed when moving towards an enemy champion, this makes her able to chase down nearly anyone, and is actually also one of the reasons its so easy to harass with


This is the main reason you should pick Vayne over any other AD carry, this spell be used for several things, harassing, chasing, escaping and extra damage, its also possible to use this to reposition yourself in a team fight if you stand at a bad spot, overall, a great spell.

This is the spell that makes


This spell makes




Viable Summoner spells

Great spell when chasing down enemies or when fighting other champions, can also be used to shut down the carries on the other team in teamfights.



Can be used to chase down enemies or escape, stacking with Vayne's passive

they wont have a chance of getting away.

Very usefull to pick up that little piece of HP the enemy got left when they nearly get away.

Used to clean stuns and stuff, usefull nearly at all times, both in escaping, chasing and fights.
Semi-Viable Summoner Spells

Not a very good idea but you might pick it for lane sustainability

Normally i believe the tank should get this if your team wants it, you can get it instead though.

Good in the laning phase and for split pushing.

Mana problems? NO MORE!? Ah i forgot that Vayne doesnt really have mana problems, oh well, take it if you really feel like you have mana problems, but keep in mind that you may be using your mana unnecesarily then.
These are the runs i find good on
Vayne
Greater Mark of DesolationGreater Mark of Desolation
These runes give you a much better damage early on, on top of that there's no other better alternative than these runes on AD carries.
Greater Seal of Strength
Added for the little bit of bonus damage, do not underestimate this little bonus, helps both last hitting and harassing.
Greater Glyph of Alacrity
Not really any other choice here, doesnt add much but as you know, every little small thing adds up.
Greater Quintessence of Strength
Adds more extra damage, as the Seals this helps last hitting and harassing.
Greater Mark of Alacrity
Instead of getting the extra Armor Pen you can get attack speed marks instead, i do recommend getting the Armor Pen instead though.
Greater Mark of Strength
Want more damage? Get these, not very good though.
Greater Seal of Alacrity
Also some very viable runes to get instead of the Attack damage seals, the choice is completely up to you, go with what you feel the most comfortable with.
Greater seals of resilienceGreater Seal of Resilience
Good runes aswell, adds a bit more of surviveablity and lane staying power.
Greater Quintessence of Fortitude
Some great runes aswell, more lane staying, and surviveability.
Greater Quintessence of desolationGreater Quintessence of Desolation
Want more Armor pen? Go with these, overall very good runes to get aswell.

Greater Mark of DesolationGreater Mark of Desolation
These runes give you a much better damage early on, on top of that there's no other better alternative than these runes on AD carries.

Added for the little bit of bonus damage, do not underestimate this little bonus, helps both last hitting and harassing.

Not really any other choice here, doesnt add much but as you know, every little small thing adds up.

Adds more extra damage, as the Seals this helps last hitting and harassing.
Other Viable Runes

Instead of getting the extra Armor Pen you can get attack speed marks instead, i do recommend getting the Armor Pen instead though.

Want more damage? Get these, not very good though.

Also some very viable runes to get instead of the Attack damage seals, the choice is completely up to you, go with what you feel the most comfortable with.
Greater seals of resilienceGreater Seal of Resilience
Good runes aswell, adds a bit more of surviveablity and lane staying power.

Some great runes aswell, more lane staying, and surviveability.
Greater Quintessence of desolationGreater Quintessence of Desolation
Want more Armor pen? Go with these, overall very good runes to get aswell.

This should be your very first item, it adds both HP, damage and a bit of lifesteal, overall a great item for early game laning, you might want to get more late on in the game for the HP, i usually grab another one after my


Well i dont think these needs much of an explanation, typical AD carry boots, gives movement speed and attack speed.

After you got this item you will really begin to pump out some damage, remember to get the stacks on it from killing minions, the 40 bonus and 10% lifesteal really helps a lot, overall a great item for damage and lifesteal.

This should be your next item, it adds critical chance, attack speed and movement speed, a great item which really gives you some attack speed to make it faster to proc Silver bullets and do damage overall.

Now go get your


Grab your


Very nice item, attack damage, attack speed and 15 armor each hit stacking up to 3 times, with this item nearly all other carries should be dead within these 3 shots assuming they havent bought a lot of defensive items.
Or

If you find the enemies stacking too much armor, buy this item instead of

Other good items

I know that this item is inside




If you want both armor and magic resistance instead of HP, MP and Magic resistance, get this items, you will miss out on the nice passive on Banshee's Veil but will instead get a free resurection each 5 min, sometimes this item can turn around a team fight if you suddenly comes to live again and the enemy is already fightning your other team members.

This is also a great item on




If your looking for some HP and attack damage you could also get this item, its pretty good and got a nice slow on attack passive.

Very good item on


This item is also a very good item on


Pretty good item on


Want some HP? Then buy this item, you will stack it up pretty fast because you kill minions so easy so go do that before a fight.
Okay let's go through the masteries from top to bottom, from Offense to Utility and from Right to left, and explain why i put each and every point where i did to give you a better understanding of the mastery setup i use.
Deadliness 3 Points: I add 3 Points in here because of the extra 2% crit chance, and because there are no better alternative for
Vayne seeing as she got no spells with a AP ratio
Cripple - 1 Point: I add 1 point into Cripple for the buff to
Exhaust and again because there are no better alternative.
Sorcery - 2 Points: I add 2 points into Sorcery for the reduced cooldown it gives, and there is really no better alternative to a place where you could add these points to get to Havoc.
Alacrity - 4 Points: Adding 4 points into this is your best option you wont notice the 4% attack speed, but they are there and might be just what you need to kill and enemy before dying youself.
Sunder - 3 Points: A bit more of Armor penetration is always nice i suppose.
Offensive Mastery - 1 Point: Doesnt really help a lot but not really any better places to put that point, it helps last hitting a bit though so not that bad if you ask me.
Brute Force - 3 Points: A little bit more damage and this also helps last hitting early on.
Lethality - 3 Points: More crit damage? HELL YEAH! Pretty good mastery if you ask me, get it!
Havoc - 1 Point: Very nice mastery, 4% more damage might not seem like a lot but well, it is!
Good Hands - 1 Point: Where would you put this point anyway? Of course if you use
Ghost instead of
Flash you should throw this point into Haste and some people prefer 3 points in this instead of 3 points in Perseverence so it mostly comes down to what you want.
Perseverence - 3 Points: More Health and Mana regeneration, makes staying in lane a bit easier.
Awareness - 4 Points: These points makes you get levels a bit faster, if you have this and your opponent does not this might be just what you need to get that edge over them.
Utility Mastery - 1 Point: Always nice to have a buff staying a bit longer, especially the baron one.
Offense - 21 Points
Deadliness 3 Points: I add 3 Points in here because of the extra 2% crit chance, and because there are no better alternative for

Cripple - 1 Point: I add 1 point into Cripple for the buff to

Sorcery - 2 Points: I add 2 points into Sorcery for the reduced cooldown it gives, and there is really no better alternative to a place where you could add these points to get to Havoc.
Alacrity - 4 Points: Adding 4 points into this is your best option you wont notice the 4% attack speed, but they are there and might be just what you need to kill and enemy before dying youself.
Sunder - 3 Points: A bit more of Armor penetration is always nice i suppose.
Offensive Mastery - 1 Point: Doesnt really help a lot but not really any better places to put that point, it helps last hitting a bit though so not that bad if you ask me.
Brute Force - 3 Points: A little bit more damage and this also helps last hitting early on.
Lethality - 3 Points: More crit damage? HELL YEAH! Pretty good mastery if you ask me, get it!
Havoc - 1 Point: Very nice mastery, 4% more damage might not seem like a lot but well, it is!
Utility - 9 Points
Good Hands - 1 Point: Where would you put this point anyway? Of course if you use


Perseverence - 3 Points: More Health and Mana regeneration, makes staying in lane a bit easier.
Awareness - 4 Points: These points makes you get levels a bit faster, if you have this and your opponent does not this might be just what you need to get that edge over them.
Utility Mastery - 1 Point: Always nice to have a buff staying a bit longer, especially the baron one.
A WARDING SECTION!?!? YOU MUST BE MAD. Well no, im not, i feel that wards is an investment, and as all other investments, they pay off!, most people think that the carries should not buy wards i dont, i think that every player on the team should buy wards but of course the carries should't buy as much wards as the Support, but they should at least buy enough wards to secure their own lane if the support doesnt have any, in this section im going to show the most common and possibly the best locations to throw down your wards, well read on!
By adding this chapter to the guide i hope more people will learn how important wards actually are!

Ward 1 and 10:This is where you would ward to keep out for your or your enemies blue buff, many times you will find an enemy leaving the group before a team fight to grab the blue buff, this is your chance to either start a team fight or go kill the guy who is now all by himself!
Ward 5 and 7:Nearly the same as above, the only diffenrece is that your warding the red buff, not the blue buff.
Ward 2 and 6:This is where you should ward to secure the mid laner, you might not be able to see inside the brush on each side of the lane but you will be able to see them outside from there in a much longer range, therefore i find this spot better, if you keep and eye out and look if someone entered the brush of course!
Ward 4 and 8:Together with this ward and the one at baron/dragon your bot lane should be almost 100% secure from ganks.
Ward 3 and 9:Here you wont just place a sight ward, instead you should place a
Vision Ward this way you can make sure that only your team got sight on the dragon/baron.
By adding this chapter to the guide i hope more people will learn how important wards actually are!

Ward 1 and 10:This is where you would ward to keep out for your or your enemies blue buff, many times you will find an enemy leaving the group before a team fight to grab the blue buff, this is your chance to either start a team fight or go kill the guy who is now all by himself!
Ward 5 and 7:Nearly the same as above, the only diffenrece is that your warding the red buff, not the blue buff.
Ward 2 and 6:This is where you should ward to secure the mid laner, you might not be able to see inside the brush on each side of the lane but you will be able to see them outside from there in a much longer range, therefore i find this spot better, if you keep and eye out and look if someone entered the brush of course!
Ward 4 and 8:Together with this ward and the one at baron/dragon your bot lane should be almost 100% secure from ganks.
Ward 3 and 9:Here you wont just place a sight ward, instead you should place a

Early Game
Early game your role in a ranked game should be to last hit as many minions as possible, normally you are going to pick the bottom lane together with the Support and lane against the other teams, AD carry and Suppport. At bottom your main priority will be to last hit the minions and get as high a CS as possible, this will allow you to dominate later on because killing minions yields so much gold compared to what you would normally get from kills in a whole game, while last hitting you will also need to try and outlane your opponent, try to harass them a bit ESPECIALLY if they got a

Mid Game
More stuff begins to happen now, at this time you should try and get a few kills aswell, you might go on and gank if you are sure that you will get the kill/assist on the enemy, but still keep farming, a few team fights might occure but not as many as in late game, to sum mid game up: Keep farming, you might gank a bit and join in on the team fights. Remember that if you leave your lane to gank for too long the other AD carry might punish you by destroying your tower, BUT!, keep in mind that if the other AD carry leaves the lane for too long, you can punish him by destroying his tower aswell. The dragon fights should also start around now, so keep an eye out for them and hopefully you wont lose the dragon to the enemy, remember that you can buy potions and pick a dragon fight, this way you might be able to win the fight and still get the dragon!
Late Game
Now the real fun begins, the real team fights starts, baron fights and lane pushing, whenver you arent fightning push the lanes, a good idea is to split push which in some cases might give you a tower. Remember that you can still buy potions and pick a Baron fight, try to stay alive, keep farming as good as possible, get baron/dragon and push the lanes, you must always be present at the team fights so to know when to split push and stay with the team is one of the things that makes you a good AD carry, if you for some reason arent with your team in a team fight this might aswell be what makes your team lose it, DONT LET IT HAPPEN!
Want to play a match? Just contact ECLIPSE Varsity on Eu: East and Nordic where im currently residing waiting for the opportunity to move to West.
Other than that you could get in touch with me on Zkotidi@hotmail.com
Other than that you could get in touch with me on Zkotidi@hotmail.com
You must be logged in to comment. Please login or register.