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Vayne Build Guide by ifound1dollar

Top Vayne: The On-Hit Abuser (Patch 11.7)

Top Vayne: The On-Hit Abuser (Patch 11.7)

Updated on March 31, 2021
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League of Legends Build Guide Author ifound1dollar Build Guide By ifound1dollar 698 56 2,586,010 Views 42 Comments
698 56 2,586,010 Views 42 Comments League of Legends Build Guide Author ifound1dollar Vayne Build Guide By ifound1dollar Updated on March 31, 2021
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Runes: Consistent

1 2 3 4
Press the Attack
Legend: Alacrity
Coup de Grace

Magical Footwear
Biscuit Delivery

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


1 2 3 4 5
Botlane Standard
LoL Summoner Spell: Flash


LoL Summoner Spell: Heal


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ADC Role
Ranked #8 in
ADC Role
Win 53%
Get More Stats
ADC Role Ranked #8 in
ADC Role
Win 53%
More Vayne Runes

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Champion Build Guide

Vayne: The On-Hit Abuser (Patch 11.7)

By ifound1dollar

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.

This is my in-depth Vayne guide, and I hope that you learn a thing or two!

A short Vayne pentakill of mine:

+Fairly mobile
+Late-game hypercarry
+Invisibility during Final Hour
+Innate True Damage
+Hard CC
+Exceptional duelist
Vayne is among the strongest late-game marksmen in the game, thanks to the way her kit is designed. Her innate % max Health True Damage allows her to stay relevant even when far behind, which is a reason she scales so well into the late game. Plus, thanks to Tumble, she's quite mobile, which is incredibly important since she's forced to keep relatively close to her enemies because of her low effective range. She also gains Invisibility while Final Hour is active, which allows her to be even more slippery. Vayne also has a reliable hard CC ability, which is one of the main reasons she's such an exceptional duelist. Her mobility and Invisibility, when paired with hard CC, gives her a lot of outplay potential.

-Atrocious early game
-Easily countered
-Weak to hard CC
-Low effective range
-Very hard to master
Vayne's biggest weakness is her dreadful early game. She's completely item reliant, and doesn't usually come online until she has at least two of them. She's also easily countered in lane by champions like Caitlyn or Draven who have strong early games. Another concern is that she's squishy and very susceptible to hard CC; all it takes is one Leona ult and she's done for. Her main weaknesses are hard to overcome for one underlying reason: she has a very low effective range. She's completely auto attack reliant, so she has to walk within 550 units of the enemy in order to deal damage. This is why she's such a difficult champion to master; you need to know when to safely engage or you'll get blown up the instant you try to enter a fight.

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

This is the standard ability sequence for Vayne. Starting off by getting a point in Tumble is always necessary at level 1, and should typically be followed by getting a point in Silver Bolts. However, you may need to scale Condemn second on occasion in order to disengage. Your third basic ability should be scaled at level 3. Silver Bolts should almost always be maxed first, as the base and % Health damage increases by quite a lot per level. Tumble should always be maxed second, as the AD ratio increases per rank. Condemn should always be maxed last; it only lowers the cooldown and mildly increases the damage. A point in Final Hour should be taken whenever possible, at levels 6, 11, and 16.

Passive: Night Hunter
Cost: None
Cooldown: None
Range: 2000

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.

Q: Tumble
Cost: 30 Mana
Cooldown: 4/3.5/3/2.5/2s
Range: 250

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
Cost: None
Cooldown: None
Range: Self

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.

E: Condemn
Cost: 90 Mana
Cooldown: 20/18/16/14/12s
Range: 550

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
Cost: 80 Mana
Cooldown: 100/85/70s
Range: Self

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.


+10% Attack Speed
+9 Adaptive Force (5.4 AD)
+6 Armor or +8 Magic Resist



Press the Attack
Press the Attack deals bonus damage to an enemy champion after 3 attacks and increases all damage to them by 8-12% for 6 seconds. This rune synergizes very well with Vayne because she's naturally going to try and land 3 autos on enemy champions in order to proc Silver Bolts. However, Fleet Footwork can be a viable option when building Crit because of it's synergy with other Crit items, as well as making up for your lack of Life Steal. Lethal Tempo is also a decent option, as the Attack Speed can be really helpful, but it's often sub-optimal when compared to the other options. Conqueror is a more of a bruiser rune, and doesn't really work well with Vayne.


Triumph heals you for 12% of your missing Health and grants 20 bonus gold per takedown. This is a very safe, consistent option, since the healing can mean the difference between dying and surviving a fight. Plus, the bonus 20 gold is a nice touch. Overheal, though, can also be useful when paired with a healing support like Soraka, or when running Fleet Footwork. Presence of Mind isn't a viable option for most attack-based marksmen, as they aren't typically Mana-reliant.

Legend: Alacrity

Legend: Alacrity grants 3-18% Attack Speed, increasing by killing enemy units. This is the most consistent Legend option, as every attack-based marksman can benefit from more Attack Speed. Legend: Bloodline, however, can be useful, especially with the Crit Build, because you won't usually have Life Steal until later in the game. Legend: Tenacity isn't a good option because as a marksman, you won't really benefit from tenacity.

Coup de Grace

Coup de Grace is a very consistent, well-rounded rune. It increases your damage to targets below 40% Health by 7%, which is incredibly useful for taking down squishy and tanky champions alike. Cut Down is also a great option in situations where the enemy team is full of tanks, as it can deal a lot of bonus damage. Last Stand isn't a very good option because as a marksman, you shouldn't rely on being low on Health to deal more damage.



Magical Footwear
Magical Footwear grants free boots after 12 minutes (reduced by 45s per takedown), and grants a bonus 10 Movement Speed. This is a safe option for any champion who isn't running Predator, as a free 300g item is always beneficial. However, Perfect Timing can also be a good option. It can help defend against and pull off dives, or negate a champion like Zed's burst. Hextech Flashtraption is designed for playmaking champions, and won't have much use for a marksman.

Biscuit Delivery
Biscuit Delivery grants 3 Total Biscuit of Everlasting Will that heal for 10% of you missing health, which is an incredibly useful tool for any marksman with a weak laning phase. Though Future's Market can help to hit powerspikes earlier, it's really not worth paying the lending fee, so it's not a good option. Minion Dematerializer is only viable on certain champions with specific playstyles, and Vayne isn't one of them.

Cosmic Insight
The third Inspiration tree is a little lackluster for Vayne. While Cosmic Insight can be slightly beneficial because of the reduced Summoner Spell cooldowns, it's really not a great option for an attack-based marksman. Approach Velocity is basically useless, because you won't benefit much from moving faster towards movement impaired units as Vayne. Time Warp Tonic is another rune that's designed for certain champions and playstyles, and doesn't do much for Vayne.





On-Hit Build:
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.

Crit Build:

TL;DR: Vayne's early game is very weak, but she makes up for it with her late game. You'll be stuck farming most of the time, but look for opportunities to outplay the enemy botlane. Level priority in lane is incredibly important, so try to hit level 2, 3, and 6 before the enemy does. Always try to be a part of contesting objectives.

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.

Let's imagine a scenario where you're facing a Sivir in lane. You're both full health, level 6, and are even in gold/items (supports don't exist). She's low on Mana and just used her Boomerang Blade, so you now have two options: you can make the safe choice (continue to play passive and farm) or the aggressive choice (capitalize on her having low Mana and no Q). In this scenario, a skilled Vayne should quickly engage on the enemy Sivir who doesn't have enough Mana to ult and attempt to kill her or blow one or two of her Summoner Spells. If Sivir had her Q up and enough Mana for her full rotation, Vayne could have easily lost the 1v1 in this scenario, but the player was able to capitalize on Sivir's misplay.

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.

Tip: Make sure to have vision in your tri-brush when farming under tower, because if you're low Health, the enemy jungle or midlaner can roam down and dive you. If you see an enemy coming to dive you, ping your team to come help, but if they can't, leave the tower.

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.

Tip: A single level difference can mean the difference between winning or losing a 2v2, especially in the early levels, so keep an eye out for when each botlane is going to hit level 2. When the first three melee minions in the second wave of minions die, you'll hit level 2, so it's a good idea to try to kill them before the enemy botlane. If you do, engage or zone the enemies away from the wave; you'll either get a kill and/or blow enemy Summoner Spells, or deny exp and gold. The same goes with levels 3 and 6.

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.

TL;DR: Mid-game is when teamfighting begins, so it's important that you play with your team and stay alive. It's also when baron nashor comes into play; it's the strongest objective in the game, and should always be played around mid/late-game. Remember to farm.

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.

Each team will have a front-line and a back-line; the front line will typically consist of Tanks and Bruisers/Divers, while the back-line will typically consist of Mages, Supports, and Marksmen. It's your job as a marksman to attack the enemy front-line and kill them as fast as possible, while your front-line dives their back-line and does the same. Remember: if you die, your team may lose the fight, allowing the enemy to take objectives uncontested. Staying alive needs to be a priority.

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.

Tip: baron buff is most effective when used in multiple lanes simultaneously. Because the buffed minions are so much harder to kill, having them in more than one lane makes it near impossible for the enemy team to effectively wave clear. So, one or both of your solo laners should try to split push while the rest of you push as a group in another lane. Be careful, though, as this gives the enemy team the opportunity to engage 5v3 or 5v4 and kill you. This is why it's important to ward your flanks.

TL;DR: Late-game, it's crucial that you stay alive to deal damage, as a single mistake can lose you the game. Stay in the back-line at all times, and remember to watch closely for a good opportunity in teamfights. Objectives are incredibly important, and can win/lose you the game in a heartbeat.

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.

While the enemy Diver will have a much harder time killing you outright in teamfights, the enemy carries your biggest threat. They'll try to follow up on the Diver's engage and eliminate you from the fight. This makes it a little more complicated to survive, because you're going to have to rely on defensive items and your front-line to stay alive. This also makes it incredibly important for you to be in the back-line to prevent being jumped on by the entire enemy team.

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.

Setting up for an objective late-game is a team effort; you can't safely walk up alone. You need to wait for your team in order to get vision and clear enemy wards, then just sit back and wait for the action to begin. When a fight finally breaks out, it's important to wait for the enemies to blow their important abilities and Summoner Spells on your front-line before safely engaging and DPSing. As a hypercarry in the late-game, you're probably the best form of DPS to kill the enemy front-line, so staying alive is critical.

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.

I'm extremely greatful for jhoijhoi's Making A Guide, because without it, I wouldn't have been able to create this guide.

If you liked the guide, feel free to vote and/or leave a comment or suggestion!

Feel free to check out my other guides:

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