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Vayne, the Night Hunter (After update)
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Spells:
Ghost
Exhaust
Ability Order
Night Hunter (PASSIVE)
Vayne Passive Ability
Introduction
For runes, I go for Desolation Marks, which allow you to give big ammounts of damage early in the game. Desolation Quintessences for higher damage.
For Seals, I either go for Fortitude Seals for a better early game experience, or for Alacrity Seals, for higher % of Att. Speed.
As for Glyphs, Alacrity Glyphs aswell. Att. Speed runes are very good for either early game, mid game and late game.
For Seals, I either go for Fortitude Seals for a better early game experience, or for Alacrity Seals, for higher % of Att. Speed.
As for Glyphs, Alacrity Glyphs aswell. Att. Speed runes are very good for either early game, mid game and late game.
Primary Choices:
Ghost:
This is a must have for any physical DPS champion you play has. It has high movement speed for either chasing or running away from enemies and no minion blocks your path.
Exhaust:
Take this for a better chance of survival and ganking. Since Vayne's only CC is her Condemn skill, which sometimes might push the enemy away from you, it's slow effect is perfect for ganking. Also, it gives you a great advantage while fighting 1vs1.
Secondary Choices:
Flash:
For those of you who think that before you get Frozen Mallet you are an easy target, you should take this, perfect for getting away and to get you in position to pull a stun with you Condemn skill.
Ignite:
Take this if you see that your team has already many exhausts. It's always nice to have a team member with this spell just to counter any champion that has heals (ex: Mundo).
Ghost:
This is a must have for any physical DPS champion you play has. It has high movement speed for either chasing or running away from enemies and no minion blocks your path.
Exhaust:
Take this for a better chance of survival and ganking. Since Vayne's only CC is her Condemn skill, which sometimes might push the enemy away from you, it's slow effect is perfect for ganking. Also, it gives you a great advantage while fighting 1vs1.
Secondary Choices:
Flash:
For those of you who think that before you get Frozen Mallet you are an easy target, you should take this, perfect for getting away and to get you in position to pull a stun with you Condemn skill.
Ignite:
Take this if you see that your team has already many exhausts. It's always nice to have a team member with this spell just to counter any champion that has heals (ex: Mundo).
[lvls. 1-5]
In this part of the game, your sole purpose is to HARASS. You have all the means to it. You are ranged, you have a good early ammount of damage and your tumble can take you in our out of the danger zone.
I usually go for tumble to get to the enemy, but if you find you are having a hard time in lane, go in, land a shot, tumble out.
One last advice for the early game: don't get overconfident. I mean it. Although Vayne has loads of damage, you still can't solo every champion you meet. Always pay attention to the map (since many of your teammates won't call the missing enemies) and don't tower dive unless you are 90% you will survive. Kills don't matter if you allow the enemy to get them aswell.
In this part of the game, your sole purpose is to HARASS. You have all the means to it. You are ranged, you have a good early ammount of damage and your tumble can take you in our out of the danger zone.
I usually go for tumble to get to the enemy, but if you find you are having a hard time in lane, go in, land a shot, tumble out.
One last advice for the early game: don't get overconfident. I mean it. Although Vayne has loads of damage, you still can't solo every champion you meet. Always pay attention to the map (since many of your teammates won't call the missing enemies) and don't tower dive unless you are 90% you will survive. Kills don't matter if you allow the enemy to get them aswell.
[lvls. 6-10]
At this stage, you should have at least Berserker's Boots and Sheen. This means that you can tell your lanning partner to tower-hug, because it's ganking time!
Always let the enemy push the lane you are ganking before trying to hit them. By doing so, you make sure that they will have to pass through you to get away, making them choose a path that will most likely have walls.
Before all this, use your ulti to enjoy the few seconds of stealth you have before the enemy notices you.
Left-click the enemy and let your Silver Bolts do the job. Now and then, use tumble for the extra Shenn damage.
At this stage, you should have at least Berserker's Boots and Sheen. This means that you can tell your lanning partner to tower-hug, because it's ganking time!
Always let the enemy push the lane you are ganking before trying to hit them. By doing so, you make sure that they will have to pass through you to get away, making them choose a path that will most likely have walls.
Before all this, use your ulti to enjoy the few seconds of stealth you have before the enemy notices you.
Left-click the enemy and let your Silver Bolts do the job. Now and then, use tumble for the extra Shenn damage.
[lvls. 11-18]
This is the part I find out to be the hardest of them, for the enemy, at this point, will most likely be focusing you for your high ammount of damage.
To ensure that you live to tell the story, let the tanks begin the fight. Then, make sure that the enemy mages are in cooldowns. After that, you are good to go. Tumble in with your ultimate on, target the enemy carry and, if he is near a wall, Condemn him so that he becomes useless for a good time. By the time you got the carry, if the enemy has AoE spells, you should have lost at least 3/4 of you Health. Go for mages after, always tanks for last.
This is the part I find out to be the hardest of them, for the enemy, at this point, will most likely be focusing you for your high ammount of damage.
To ensure that you live to tell the story, let the tanks begin the fight. Then, make sure that the enemy mages are in cooldowns. After that, you are good to go. Tumble in with your ultimate on, target the enemy carry and, if he is near a wall, Condemn him so that he becomes useless for a good time. By the time you got the carry, if the enemy has AoE spells, you should have lost at least 3/4 of you Health. Go for mages after, always tanks for last.
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