Vayne Build Guide by ifound1dollar
Vayne: The On-Hit Abuser (Patch 10.24) (Preseason WIP!)By ifound1dollar | Updated on November 27, 2020
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+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Ability Order W Max
Threats & Synergies
Champion Build Guide
Hi! I'm ifound1dollar, a Diamond Vayne main in North America. I first played Vayne in early season 5, and after only a few games, I decided that she was my favorite champion. Vayne's kit has a very versatile kit for an ADC: a low-cooldown re-position, a knockback/stun, Invisibility, and True Damage! Those four attributes are uncommon in an ADC, which is what makes Vayne such a fun and unique Champion.
Passive: Night Hunter
Vayne ruthlessly hunts evil-doers. She gains 30 Movement Speed while moving towards a visible enemy champion.
This ability may not seem to do much, but it does a great job at helping you enter a fight or run down your opponents.
Vayne tumbles, maneuvering to carefully place her next shot. She rolls towards the cursor and her next attack deals bonus damage equal to 60/65/70/75/80% of her total Attack Damage. This bonus damage is not increased if the attack Critically Strikes.
This ability is extremely important to Vayne's kit. Tumble is her re-positioning ability, her auto attack reset, and her auto attack damage bonus. It has many practical uses, like dodging a skillshot or resetting her auto attack animation, but it's also simply a damage steroid. It's most commonly used as a kiting/skillshot dodging tool; Thresh hook coming your way? Tumble to the side. Xin Zhao jumped on you? Tumble backwards, away from him.
Tip: Tumble cancels Vayne's auto attack animation. Because of this, it can be used to get two auto attacks off much faster than you'd normally be able to. You simply need to auto attack, then immediately Tumble and auto attack again, which will cancel your attack animation and allow you to deal more damage in a shorter amount of time.
W: Silver Bolts
Vayne tips her bolts with a rare metal, toxic to evil things. The third consecutive attack against the same target will deal 4/6.5/9/11.5/14% of the target's maximum Health as bonus True Damage (Max damage vs. monsters is capped at 200).
Silver Bolts' damage bonus cannot fall below 50/65/80/95/110.
Silver Bolts is the ability that makes Vayne the unique, tank-busting champion that she is. While it's designed to be most effective against tanks, it's quite effective against both squishy and tanky champions, thanks to it's minimum damage of 110 at rank 5! It's imperative that you proc Silver Bolts in a fight, because without it, your DPS will drop quite a bit. Proc'ing it multiple times on a tank is usually enough to kill, even if you're incredibly far behind.
Tip: Silver Bolts can indicate which clone of a champion is the real one, and is an especially useful tool for 1v1s and fights, because attacking the wrong clone can cost you your life. For example, if you get a stack of Silver Bolts on the enemy Shaco and then he uses Hallucinate, the clone with the Silver Bolts stack is the real Shaco.
Vayne draws a heavy crossbow from her back, and fires a huge bolt at her target, dealing 50/85/120/155/190 (+0.5 per bonus Attack Damage) Physical Damage and knocking them back (475 units). If they collide with terrain, they're impaled, dealing 75/127.5/160/232.5/285 (+0.5 per bonus Attack Damage) (150% of Condemn's initial damage) bonus damage and are stunned for 1.5 seconds.
Condemn is Vayne's only form of hard CC, in the form of a knockback, but it also doubles as a potential stun. While it doesn't deal much damage, the utility is what's important; it's a very effective form of self-peel that really helps in many situations. It also applies a stack of Silver Bolts, so you can auto attack twice and then follow up with this ability to proc Silver Bolts very quickly. You need to be careful when using this ability, though, as you could accidently knock the enemy back to safety if it's used incorrectly.
Tip: Condemn can be used simultaneously with Flash in order to pull off a wall stun combo that's near-impossible to dodge. If you're fighting an enemy champion next to a wall, but the enemy isn't between you and it, you can use this combo to change the angle instantaneously and land the stun. You need to use Condemn, and before the ability actually goes off, Flash to put the enemy between you and the wall. This causes the projectile to change directions in a split second, and is therefore near impossible for the enemy to dodge.
R: Final Hour
Readying herself for an epic confrontation, Vayne gains 35/50/65 bonus Attack Damage, 1 second Invisibility during Tumble, and triple the bonus Movement Speed from Night Hunter lasting 8/10/12 seconds.
If an enemy champion dies within 3 seconds of being damaged by Vayne, Final Hour’s duration is extended by 4 seconds. This cannot extend the remaining duration past the initial maximum duration.
Tumble's cooldown is reduced by 30/40/50% while Final Hour is active.
Final Hour plays an important part in Vayne's ability to scale so well. It's a giant steroid; it increases Attack Damage, reduces Tumble's cooldown, grants Invisibility, and increases Movement Speed all at the same time. Even without items, hitting level 6 is such a huge powerspike thanks to this ability. The bonus Attack Damage alone is enough to flip a 2v2 or 1v1, but when paired with the ability to use Tumble more often and get it's bonus damage, it becomes even more powerful. The Invisibility is a also great utility, as it allows you to safely re-position to where you can continue dealing damage. The bonus Movement Speed is a nice touch, as it allows you to easily chase down any enemies that may try to flee towards the end of a fight.
|Blade of the Ruined King is the core to Vayne's build, because it's so unbelievably efficient. It's perfect for her; she's an auto-attack based carry who excels at melting tanks. It grants Attack Speed and Physical Damage, the most important stats for an attack-based marksman, as well as Life Steal to help her survive in and out of lane. The item's active and passive are another reason it's such an important first item; the active deals 100 Magic Damage to an enemy champion and steals 25% Movement Speed for 3 seconds, which is really useful for kiting, while the passive deals 8% of the enemy's current Health as bonus Physical Damage, complimenting Vayne's ability to shred tanks.|
|Guinsoo's Rageblade is Vayne's second core item. While the Ability Power and Magic Penetration are useless, the Attack Speed, Armor Penetration, and ridiculously efficient passive easily make up for it. The passive causes auto attacks to deal 15 bonus Magic Damage on hit and grants 15% Armor Penetration and Magic Penetration, but also grants a total of 48% Attack Speed when fully stacked. Most importantly, though, while fully stacked, it causes on-hit effects to trigger twice on every third auto attack. This synergizes very will with both Blade of the Ruined King's passive and Silver Bolts, as they'll both proc 33% more often. The bonus damage it deals is immense to both tanks and squishies, so it should always be purchased second even if the enemy team has no tanks.|
|While the on-hit build doesn't rely on Crit, Phantom Dancer is still an important part of Vayne's core build. It grants 30% Attack Speed and 25% Critical Strike chance, both of which are incredibly important for an attack-based marksman, and the 7% Movement Speed is just the icing on the cake. The passives, though, are most important part of the item. The first grants another 7% bonus Movement Speed and ghosting for 2 seconds after attacking enemy champion, but more importantly, the second grants a shield when reduced to low Health. It's an incredibly useful defensive tool on an offensive item.|
|Your fourth and final core item should typically be Infinity Edge, as it's vital to any Crit-based marksman's build. It grants 80 Attack Damage and 25% Critical Strike Chance, but most importantly, increases your Critical Strike damage to 225%. However, if you're being run down by the enemy team before you can realistically deal damage, you may need to buy a defensive item like Guardian Angel before getting Infinity Edge.|
||Your final item should always be based on the enemy team. For example, if they have champions like Amumu or Veigar, you may want to pick up a Quicksilver Sash. However, if they're heavy AD and you're having trouble surviving in general, you should probably buy a Guardian Angel. Spirit Visage can also be great option when facing heavy Magic Damage comps, if you're willing to sacrifice damage for more survivability. Fortunately, Vayne has quite a selection of viable defensive items because her kit allows her to deal high damage without needing to build glass cannon. So, if you're facing heavy Crit comps, you can even pick up a Randuin's Omen, or a Frozen Mallet if you're facing a bunch of divers.|
|As a marksman, Vayne should almost always build Berserker's Greaves. They're one of the most efficient items in the game; 35% Attack Speed and 45 bonus Movement Speed for only 1100g (800g with Magical Footwear) is ridiculously cheap, and is why these are so important. However, if you're facing a full AD comp, it can sometimes be beneficial to pick up a Ninja Tabi, but that'll very seldom be the case. Berserker's Greaves are almost always the better option.|
Vayne is a champion designed to have a weak early game but excel late game. This is because two of her 4 abilities have no actual base damage, and instead grant a stats steroid. Tumble is a prime example of this. It causes her next basic attack to deal bonus damage equal to a PERCENT of her total Attack Damage, so early game it will only deal a percentage of <100 AD, while late game it will deal a percentage of 300+ AD.
Because of Vayne's weak early game, she's often forced to play very passively/defensively in lane or risk dying and snowballing the enemy lane. However, there are a few ways she can actually excel in the botlane.
A winning lane for Vayne is a rare occasion, though. The majority of the time, she'll be facing champions who are much stronger in lane, like Caitlyn or Miss Fortune. When playing a losing lane, your goal should be to farm up as much as you can, as safely as you can. You're probably going to be poked down by the enemy support and/or ADC, so you'll likely be stuck sitting near your tower for much of the early game.
Vayne gets a large powerspike when she hits level 6, thanks to Final Hour's Invisibility and bonus Attack Damage. While this opens up a lot of opportunities for her in 2v2s, it's important to remember that the enemy botlane also gets a large powerspike at level 6, sometimes even moreso than Vayne.
Dragon is a very important objective that should never be underestimated, especially early in the game. If your team is contesting dragon , you need to be there; don't put your team at a disadvantage by allowing them to fight with one less teammate. If you have a wave of 10 minions crashing into your tower, you should still be walking to dragon pit to help out your team, even if you miss gold/exp as a result.
Mid-game is when Vayne begins to scale up, though she's still somewhat weak. Teamfights are starting to occur, so this is when your mechanical skill finally starts to actually matter. The most important thing to remember is your job as an marksman: attack what's in front of you, and stay alive.
Mid-game is also when baron nashor comes into play. Don't underestimate the power of baron buff; it empowers minions and buffs champions' offensive stats, granting priority for whichever team that secures the buff. This is difficult to defend against as Vayne, since she already lacks wave clear. If the enemy team secures baron buff, your best bet is to try and stall out the baron buff and continue farming as much as possible.
On the flip side, if your team kills baron nashor , your job is to push lanes and seige with your empowered minions. The enemy team won't be able to wave clear easily, so it shouldn't take long to destroy objectives. However, while pushing, it's important to ward and watch for enemy flanks. If they get a successful flank on your team, they can ace you and completely halt your seige.
Vayne finally begins to shine late game. At this point, both teams have probably pushed up to each other's inhibitors, and elder dragon has likely spawned. This is the point in the game where decision making is the most important aspect, because a single mistake can lose you an inhibitor or elder dragon , or even the game. Similar to mid game, it's your job as a marksman to survive and kill the front-line, but now, staying alive is even more important.
Objectives are usually the deciding factor late-game. You need to pay close attention to baron nashor and elder dragon at this stage in the game, because losing one can easily lose you the game. They both greatly increase your chances to win a teamfight with baron nashor 's increased stats and elder dragon 's DOT/execute, so your team should be forcing fights if you get either of them.
Tip: When an ally Control Ward is placed in the baron or dragon pit while taking the objective, don't destroy any non-control wards it's revealing and disabling. By attacking the wards, you grant the enemy team vision of you, your team, and the objective's Health bar. The wards will already be disabled, so there's not actually any reason to destroy them anyway.
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