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Choose Champion Build:
- Botlane
- Toplane
Recommended Items
Runes: press the attack (damage)
1
2
3
Precision
Resolve
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:
1
2
3
Standard
Flash
Heal
Items
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Caitlyn
Braum
Synergies
Ideal
Strong
Ok
Low
None
Braum
Champion Build Guide
TABLE OF CONTENTS
Hi! I'm ifound1dollar, a
This is my in-depth Vayne guide, but many of the concepts here can be translated to other champions as well!
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Silver Bolts -> Tumble -> Condemn
This is the standard ability sequence for Vayne. Tumble should always be taken level 1 for the mobility, auto attack reset, and damage steroid. Level 2, Silver Bolts should be taken; however, Condemn can be taken if necessary (to disengage or stun, for example). At level 3, all three basic abilities should be available.
Silver Bolts should always be maxed first, as it's Vayne's highest-damage ability; the base and %max Health True Damage damage increase significantly per level. Tumble should always be maxed second since it's her most reliable ability; the cooldown decreases and the AD ratio increases per rank. Condemn should always be maxed last; it's her least used ability and maxing Tumble earlier is always better. A point in Final Hour should be taken whenever possible, at levels 6, 11, and 16.
Silver Bolts should always be maxed first, as it's Vayne's highest-damage ability; the base and %max Health True Damage damage increase significantly per level. Tumble should always be maxed second since it's her most reliable ability; the cooldown decreases and the AD ratio increases per rank. Condemn should always be maxed last; it's her least used ability and maxing Tumble earlier is always better. A point in Final Hour should be taken whenever possible, at levels 6, 11, and 16.
Passive: Night Hunter
Vayne ruthlessly hunts evil-doers. She gains 30 Movement Speed while moving toward a visible enemy champion.
Notes
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Q: Tumble
Vayne tumbles, maneuvering to carefully place her next shot. She rolls towards the cursor and her next attack deals bonus damage equal to 75 / 85 / 75 / 105 / 115% (+50% Ability Power) of her total Attack Damage. This bonus damage is not increased if the attack Critically Strikes.
Notes
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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 6 / 7 / 8 / 9 / 10% 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. Notes
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E: Condemn
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 150% of Condemn's initial damage again and stunning them for 1.5 seconds. Notes
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R: Final Hour
Vayne gains 25 / 40 / 55 bonus Attack Damage for 8 / 10 / 12 seconds, extended by 4 seocnds whenever a champion damaged by Vayne dies within 3 seconds. Additionally, during the duration, Night Hunter instead grants 90 Movement Speed. The cooldown of Tumble is reduced by 30 / 40 / 50%, and grants Invisibility for 1 second.
Notes
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RUNE STATS
Most of the time, Attack Speed and Adaptive Force should be taken on Vayne. However, really any of the defense options are viable. Flat bonus Health can be beneficial when dealing with very weak early levels, Tenacity and Slow Resist can be useful against champions like Ashe, and level-scaling bonus Health can be a great option for late-game survivability.
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PRIMARY TREE: PRECISION
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SECONDARY TREE: RESOLVE
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STANDARD BUILD (ON-HIT)
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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.
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.
Shoutout to jhoijhoi's Making A Guide for helping me make 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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