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Vayne Build Guide by ifound1dollar

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Vayne: The On-Hit Utilizer (Patch 9.22)

By ifound1dollar | Updated on November 7, 2019
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Choose Champion Build:

  • LoL Champion: Vayne
    On-Hit Build
  • LoL Champion: Vayne
    Crit Build
  • LoL Champion: Vayne
    Vayne Top

Runes: Lane Sustain

1 2 3 4 5
Precision
Press the Attack
Triumph
Legend: Alacrity
Coup de Grace

Inspiration
Magical Footwear
Biscuit Delivery
Bonus:

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

Spells:

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

Flash

LoL Summoner Spell: Heal

Heal

LeagueSpy Logo
ADC Role
Ranked #7 in
ADC Role
Win 52%
Get More Stats

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

Vayne: The On-Hit Utilizer (Patch 9.22)

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 everything I like to see in an ADC: a low-cooldown re-position, a knockback/stun, Invisibility, and True Damage! All 4 of those 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:


Come watch me on Twitch! Every Wednesday and Saturday (at minimum), starting around noon CST (10am PST) and lasting for a few hours.





Pros:
+Low cooldown re-position ability
+Invisibility with Final Hour
+Fairly mobile
+True damage
+Has a CC ability
+Late-game hypercarry
+Exceptional duelist
+Huge outplay potential
Vayne is, in my opinion, the strongest late-game ADC in the game. Her True Damage and Invisibility mean that she can melt the enemy's front line while also re-positioning without being seen, making it very easy for her to outplay her opponents. In mid/late game teamfights, Vayne's Tumble allows her to enter Invisibility multiple times, making her a fairly mobile champion, though Tumble doesn't move her very far. On top of that, Vayne is one of the only ADCs in the game to have a hard CC ability, which acts as both a knockback and a potential stun. After she gets 3 items, Vayne begins to deal TONS of damage, and thus becomes an incredibly strong champion.

Cons:
-Atrocious early game
-Squishy
-Countered by many champions
-Weak to hard CC
-Low effective range
-Auto attack reliant
-Needs items to be strong
-Very hard to master
The biggest issue with Vayne is her dreadful early game, because all she can really do is farm and wait for a gank. The mid game, though, is when Vayne actually begins to shine, although she still struggles a bit. During the mid game, she won't usually have a finished defensive item, so she is left extremely squishy and weak to hard CC. This is a huge problem for her because she has a low effective range compared to other ADCs that can attack from a distance (ex. Jinx, Twitch). She also has to be able to anticipate and react to enemy abilities in order to be most effective. Needing to play intelligently is the main reason that she is such a difficult champion to master.





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

This is currently the best ability sequence for Vayne. Starting off by getting a point in Tumble is always necessary at level 1, but can be followed by getting a point in either Silver Bolts or Condemn. Since Vayne's Tumble cooldown was reduced at early ranks and Silver Bolts' damage was increased at later ranks, it's usually more effective to max Silver Bolts first. Another situational option is to get 3 points in either Tumble or Silver Bolts, and then max the other ability. This will give you a good balance of utility and damage. A point in Final Hour should be taken whenever possible, at levels 6, 11, and 16. Condemn, Vayne's CC ability, should be maxed last.



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

Night Hunter: Vayne ruthlessly hunts evil-doers. She gains 30 Movement Speed while moving towards a visible enemy champion.

This ability might not seem to do much, but it does a great job at helping you chase down your opponents.



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

Tumble: Vayne tumbles, maneuvering to carefully place her next shot. She rolls towards the cursor and her next attack deals bonus damage equal to 50/55/60/65/70% 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 on-hit damage increase. This ability is useful in many ways, especially to get a 3rd Silver Bolts proc on an enemy champion in lane. You can auto attack, auto attack again, and then Tumble > auto attack to get the maximum damage possible with the auto attack reset. This ability becomes even more useful out of lane. It's a very useful tool for kiting, and becomes even better at it when paired with Final Hour. If an enemy champion like Xin Zhao jumps on you, you can keep auto attacking him while also Tumbleing backwards to get the maximum distance between the two of you.

Tip: Tumble cancels Vayne's auto attack animation. Because of this, you can use it to get 2 auto attacks off much faster than normal in the early game. For example, you can auto attack, and then immediately Tumble > auto attack to cancel your attack animation and get more damage off in a shorter amount of time.



W: Silver Bolts
Cost: None
Cooldown: None
Range: Self

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. This ability's damage is actually quite good against both squishy champions and tanks alike, because it's minimum damage is 110 at rank 5! For this reason, getting the 3rd Silver Bolts' proc is crucial in teamfights. That pesky Maokai that keeps diving you? He won't last long once you hit him with a few silver-infused auto attacks. Vayne's damage with this ability is enough to melt almost any tank in the game with minimal effort.

Tip: If you're attacking an enemy who uses Zhonya's Hourglass, you can swap targets during the duration of the Zhonya's Hourglass stasis and the stacks of Silver Bolts will remain on the target!

Tip: Silver Bolts can act as an indicator for a champion's clone. This is an especially useful tool for 1v1s and fights because attacking the wrong clone of a champion 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 one with the Silver Bolts stack is the real Shaco.



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

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 are 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.

This ability is Vayne's only form of hard CC, and her only targeted ability. The damage may not be very much, but the utility is quite useful. Also, Condemn applies a stack of Silver Bolts, so Vayne has a quick and effective way to trade in lane. All you have to do is auto attack, Tumble > auto attack, and then Condemn in order to proc Silver Bolts. You have to be careful, though, as this uses up quite a large chunk of Mana. There are also a few fancy combos you can do with this ability in order to stun an enemy on a wall. The 2 most known combos are the Flash > Condemn and the Condemn > Flash. In the Flash > Condemn combo, if you aren't quite in range to stun an enemy into a wall, you can flash in the direction that will put the enemy between you and a wall and then Condemn. Be careful, though, as the enemy can Flash to dodge the combo. On the other hand, with the Condemn > Flash combo, you first press Condemn on an enemy champion, and then immediately Flash to get that enemy between you and the wall. This combo is very difficult, but is near impossible for the enemy to react to, and will almost always result in you stunning the enemy against the wall.



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

Final Hour: Readying herself for an epic confrontation, Vayne gains 25/40/55 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 is what makes Vayne such a powerful champion with extreme outplay potetial. Her ultimate gives her bonus Attack Damage, Invisibility during Tumble, and a large chunk of Movement Speed speed when moving towards enemies. Tumble's cooldown is also reduced by 50%, which is very beneficial early game when maxing Silver Bolts because it's base cooldown is 4 seconds. After putting a point in this ability, Vayne's laning phase gets much easier for her and much scarier for her enemies. Later into the game, when you have a few points in this ability, Vayne's Invisibility can be used to confuse her enemies by entering it over and over again, giving her the ability to outplay her opponents. Aside from simply outplaying her opponents, Vayne's Invisibility allows her to effectively avoid getting instantly bursted down by diving champions like Kha'Zix and Xin Zhao by refusing them vision.

Tip: You don't have to wait to use Final Hour until Tumble is off cooldown. The bonus Attack Damage you get from the ability is useful enough during a fight. More often than not, you'll want to save your Tumble until you need the Invisibility to either dodge a skillshot, cancel an attack animation, or chase a fleeing enemy down towards the end of a fight.






RUNE STATS


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




PRIMARY TREE


PRECISION

Press the Attack
Fleet Footwork heals you for 3-60 health (based on level, scales with AD/AP) after 100 Energized stacks. Press the Attack deals bonus damage to an enemy champion after 3 attacks and increases all damage to them by 8-12% for a 6 seconds. Fleet Footwork is a very good option when building Crit because of it's synergy with the reworked Stormrazor. It's an Energized effect, so the Stormrazor passive increses the heal value. Press the Attack is a good option as well. In lane, Vayne can utilize Press the Attack because of it's synergy with Silver Bolts. It's damage, when paired with the Silver Bolts proc, can burst the enemy ADC for half of their Health in the early levels. But beware, getting 3 auto attacks in early game without being punished can be difficult. Lethal Tempo is a viable option, as the Attack Speed can be really helpful, but it's often not as useful as the other 2 options. Conqueror is a more of a bruiser rune, and doesn't really work well with Vayne.

Triumph

Triumph heals you for 12% of your missing Health and grants 20 bonus gold per takedown. It's much better than Presence of Mind because Vayne doesn't use much Mana, so restoring 20% of maximum Mana after a kill is mostly useless. The 10% ultimate cooldown refund can be useful, but there are still better choices. Overheal, though, can be quite useful, especially with a healing support like Soraka. It turns excess healing on you into a shield, and can synergize well with Fleet Footwork.

Legend: Alacrity

Legend: Alacrity grants 3-18% Attack Speed, incresing by killing enemy units. Higher Attack Speed increases DPS and kiting ability on any ADC, so this is the most efficient choice. Legend: Bloodline grants you up to 12% Life Steal, increasing by killing enemy units. This can be useful with the Crit Build, because you don't get a Life Steal item until relatively late in the game, but it's really situational because DPS is almost always more useful. Legend: Tenacity is a bad option because as an ADC, you don't really benefit off of tenacity especially when there are other options available.

Coup de Grace

Coup de Grace is the equivalent of the Merciless mastery. It increases your damage to targets below 40% Health by 7%, and is incredibly useful for taking down squishy and tanky champions alike. It's much better than Last Stand because you shouldn't have to rely on being low on health in order to deal more damage. Cut Down can be a viable rune when playing against very tanky compositions, because it increases your damage dealt to enemy champions with more health than you. For the most part, though, Coup de Grace is a more consistent option that really can't fail, while Cut Down can be useless if the enemy team doesn't stack Health.




SECONDARY TREE


DOMINATION

Taste of Blood
Taste of Blood periodically heals you when attacking an enemy champion. This can be very helpful in lanes where you're able to attack the enemy ADC or support, as it'll allow you to stay in lane to farm longer. Sudden Impact is another decent option if you want to trade better sustain for more damage. This rune grants Lethality when using Tumble, which can really boost damage against squishy champions. Cheap Shot can be useful when paired with a support with CC, but it's very inconsistent when compared to the other two options.

Eyeball Collection
Eyeball Collection is really the only viable rune in the second tree for Vayne. It grants Attack Damage upon kill/assist or from destroying a ward, which can help with snowballing, but can be quite useless if you get behind. Zombie Ward isn't really useful on an ADC, as it's designed more for supports and junglers who spend a lot of time warding. Ghost Poro is another rune that's designed more for junglers. You aren't going to spend much time on the enemy's side of the map, so you'll get little to no benefit from this rune.

Ravenous Hunter
Ravenous Hunter synergizes very well with Vayne's Silver Bolts. It heals off of all damage dealt, and since Silver Bolts deals True Damage, it'll always heal for a decent amount. When this is fully stacked and Silver Bolts is maxed, it'll heal from 14% of the damage dealt, which is immense late game when the enemies are stacking Health. Ultimate Hunter is the only other viable option in the third tree. It can be useful when you want a lower Final Hour cool-down, but at the cost of less healing. Relentless Hunter isn't very useful on Vayne as she doesn't roam much, so she won't get much benefit from out of combat Movement Speed. Ingenious Hunter isn't very useful because you don't need lower active item cool-downs as a Crit ADC.


SORCERY
Details


RESOLVE
Details


INSPIRATION
Details





Item Sequence

Blade of the Ruined King 3300
Guinsoo's Rageblade 3100
Phantom Dancer 2600
Mercurial Scimitar 3500
Guardian Angel 2800
Ninja Tabi 1100

On-Hit Build:
Blade of the Ruined King is the core to Vayne's build. 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 any ADC, as well as Life Steal to help her survive in and out of lane. The item's active and passive are the reason it's such an important first item; it's incredibly efficient. The active deals 100 Magic Damage to an enemy champion and steals 25% Movement Speed from the target for 3 seconds. This is very useful both in skirmishes and 1v1s, as the Movement Speed allows her to get distance between herself and the enemy, and the damage helps to kill the enemy faster. The passive deals 8% of the enemy's current Health as bonus Physical Damage, complimenting Vayne's ability to shred tanks.

Guinsoo's Rageblade synergizes with Vayne even better than Blade of the Ruined King does. While the Ability Power and Magic Penetration it grants is useless for her, 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 15% 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. What this means is it causes Blade of the Ruined King's passive to deal 16% current Health damage on every third auto attack, but also causes Vayne's Silver Bolts to proc twice on every third auto attack! 14% maximum Health True Damage at ~2.0 Attack Speed with Guinsoo's Rageblade stacked is insane, and is the reason this item 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 or Statikk Shiv are still an important part of Vayne's core build. Either of these items will get her the Attack Speed that she'll need for to finish her core build; the 25% Critical Strike chance and 5% Movement Speed are just the icing on the cake. Which item you buy should be based off of the passives. If you're being dove by the enemy assassin and need a way to survive, you'll want Phantom Dancer. The shield it grants can help negate the assassin's burst, and the Movement Speed can really help with kiting. However, if you don't have to worry about being picked off every fight and your team lacks waveclear, you can buy a Statikk Shiv instead.

Your fourth and final core item should typically be Infinity Edge, as it's vital to any Crit-based champion's build. It grants 80 Attack Damage and 25% Critical Strike Chance, but most importantly, causes your Critical Strikes to deal 225% damage instead of 200%. 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 or Spirit Visage prior to completing this.



Now that you have your core, it's time to build defensively. What you build needs to depend on the enemy team, so if they have champions like Amumu or Veigar, you'll want to pick up a Quicksilver Sash. However, if they have Magic Damage dealing enemies that can burst you down quickly, like LeBlanc or Evelynn, getting Maw of Malmortius (as long as you don't also have Phantom Dancer) may be much more effective. Getting Spirit Visage can also be really useful against heavy Magic Damage comps if you're willing to sacrifice damage for more survivability. Another good choice is Guardian Angel; this item is extremely useful against any champion that can burst you down, like Akali or Kha'Zix. Fortunately, Vayne has quite a selection of viable defensive items because her kit allows her to deal tons of damage without having to build like a glass cannon. For example, if you're facing heavy Crit comps, it may be a great idea to pick up a Randuin's Omen, or if you're facing a comp full of divers, you can pick up a Frozen Mallet.



Vayne can typically build any of three different boots: Berserker's Greaves, Ninja Tabi, or Mercury's Treads. That's another nice thing about her kit; Vayne can build defensive items and still deal a lot of damage. Like much of the rest of Vayne's build, which boots you buy depends on the enemy team's composition. If they have a full Attack Damage team, Ninja Tabi will counter all of their damage dealers. On the flip side, if they are heavy on Magic Damage and/or have a lot of CC, a Mercury's Treads will be highly effective. Berserker's Greaves are still a great option on any ADC, though. 35% Attack Speed and 45 bonus Movement Speed is actually crazy efficient, and if you want more damage, it's a good option.


Crit Build:
Details





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. Being higher level 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 give her stats that buff the rest of her kit. 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 is often forced to play very passively/defensively in lane or risk falling behind and potentially losing the game. 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 instantly 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 Draven or Caitlyn. When playing a losing lane, your goal should be to farm up as much as you can, as safely as you can. You're going to get 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 easily roam down and 4-man dive you. If you see an enemy coming to dive you, leave the tower.

Vayne gets a large powerspike when she hits level 6, because Final Hour's Invisibility and bonus Attack Damage opens up a lot of opportunities for her in 2v2s. Remember though, the enemy botlane gets a large powerspike at level 6 as well, sometimes even more than Vayne.

Tip: A single level difference can be the difference between winning or losing a 2v2, especially in the early levels. 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 is almost always a good idea to try to kill them as fast as possible. If you hit level 2 first, engage; you'll often get a kill or blow enemy Summoner Spells. The same goes with level 3 and level 6.

Dragon is a very important objective that should never be underestimated, especially infernal drake and mountain drake . 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're missing gold/exp because of it.





TL;DR: Mid-game is when teamfights begin to happen, 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 is still relatively weak. At this point, you have probably lost your bot tower, and may or may not have taken the enemy bot tower or dragon . Teamfights are also starting to happen, so this is when your mechanical skill finally starts to actually matter. The most important thing to remember is your job as an ADC: attack what's in front of you, and stay alive. Let's break down a typical mid-game teamfight where no one is incredibly fed or very far behind:

Each team will have a front-line and a back-line; the front line will typically consist of Tanks and/or Bruisers/Divers, while the back-line will typically consist of Mages, Supports, and/or ADCs. It's your job as the ADC to attack the enemy front-line as safely as possible and kill them as fast as possible, while your front-line dives their back-line. Remember: if you die, there is a good chance your team will end up losing the fight and allow the enemy to take objectives uncontested. Staying alive should be a priority.

Mid-game is also when baron nashor comes into play. Do NOT underestimate the power of baron buff; if the enemy gets it, empowered minions and buffed stats allow the enemy team to shove down lanes incredibly fast, and make it harder for your team to clear the waves. This is a big problem for Vayne, because she doesn't have the ability to wave clear well, especially if you don't have a Statikk Shiv. Your best bet will be 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 going to be to take down towers as fast as possible alongside your buffed minions. They won't be able to wave clear easily, so it shouldn't take long to destroy the towers. While pushing, it's important that you and your team ward and watch for enemy flanks. If they get a successful flank on your team, they can melt your back-line and completely stop you in your tracks.

Tip: baron buff is most effective when used in multiple lanes at the same time. 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 defend against the push. So, you should ask your toplaner to split push while the rest of you push as 4 in another lane. Be careful, though, as this gives the enemy team the opportunity to engage 5v4 and kill you. This is why it's important to ward near where you're pushing.





TL;DR: Late-game is when 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 also incredibly important, and can win/lose you the game in a heartbeat.

Vayne finally begins to really 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 time of the game where decision making is the most important aspect, because a single mistake can lose you an inhibitor or even the game. Similar to mid game, it's your job as an ADC to survive and kill the front-line; but now, staying alive is much more important.

The enemy Diver, at this point, will have a much harder time killing you outright in teamfights; instead, the enemy carries are going to follow up on the Diver's engage. This makes it a little more complicated to survive, because you're going to have to rely on defensive items and your Support to stay alive. This also makes it incredibly important for you to be in the back of the fight at all times to prevent being jumped on by the entire enemy team.

Objectives are almost always the deciding factor come late game. You have to watch out for both baron nashor and elder dragon at this stage in the game, because losing one can, quite 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, so your team should be forcing fights if you get either of them.

Setting up for an objective late game is not something you have much agency over as an ADC, because you can't ward/clear wards like a support can, and you definitely can't safely walk up. You just need to wait for the right time to engage; it's crucial when playing Vayne in the late game. When the enemy's tanky front-line engages on yours, you need to sit and wait for the enemies to blow their important abilities and Summoner Spells on your front-line before you can safely engage and deal damage. As an ADC at this stage of the game, you are likely the only one of your team who will be able to quickly kill the enemy team's 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 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 be disabled anyway, so there isn't actually any need to destroy them as long as the Control Ward is active.





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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