The lane is only about sustaining in the lane and getting creep score, usually coupled with moderate amounts of harassing and aggression. They win in prolonged fights, lose in the shorter fights. I know there are other supports with heals, but they usually harass or are aggressive.
The lane that aims to constantly use an ability or attack the opposing team and lower their health until they're low enough to go in. The lane that zones the enemy and constantly kites they go in. I personally think all supports can provide some sort of harass, like CCing the opponent, letting the AD carry get some hits then running, but there are some that just excel at it in any situation.
The lane that intends to go all in once that crowd control is placed, or with the intention of zoning the opposing lane, usually champions with a lot of burst. Normally a lane that tries to snowball. It is a high risk, medium rewards. Some people would refer this as a kill lane.
- Her first auto attack in the laning phase will most likely be a critical strike
- Avoid it by waiting for her to last hit a minion
- Nearly nonexistent in the laning phase (aside from the first auto attack) and in teamfights
- When toggled, her auto attacks will slow you down
- This enables her to chase a lot
- Her Volley ability will have the slowing capability also depending on the rank of Frost Shot
- Fires 7 Arrows in a Cone (larger width and length than Buckshot)
- Her primary poking ability (high range)
- Standing behind minions may help in avoiding damage
- The passive allows Ashe to be an efficient farmer.
Enchanted Crystal Arrow
- The active can reveal brushes that aren't warded within her vicinity
- Long duration stun (increases up to 3.5 seconds)
- Possible to dodge with Quickdraw or Flash
Easy - Moderate
You can Quickdraw out of her ultimate, you need really good timing. She has 600 range over your 525 range, be sure not to get hit by her first critical strike from her passive, Focus. You want to constantly force her out of lane or kill her because late game she has the range advantage which can be huge for an AD carry. I'd be wary of her ultimate, Enchanted Crystal Arrow because the crowd control and damage from that is strong, don't get caught with it because it's hard to escape from Ashe with her Frost Shot buff active.
Somewhat easy, especially with an aggressive suppport. She has very low defensive stats and Flash is her only escape. Play an aggressive support against her and you'll easily win. She'll most likely try to kite as much as she can, just keep pressuring her.
Annoying, she can already outpoke you with auto attacks. She also has Volley which is incredibly annoying, especially with the slow. She has a lot of kiting potential with her support constantly backing off and harassing with their abilities. You have to catch them off guard, they can't win in a straight up fight, CC one of them and you should be able to force a Flash or get a kill. You may have to play a little passive until certain levels or when your support goes in.
- Her auto attacks will deal 150% damage to a champion with this buff active
- She will most likely try to poke you down early with this
- Similar to Ashe's focus, let the buff wear out when she has to last hit
- The buff is indicated by the model of Caitlyn glowing
- Primary poking ability (high range)
- Somewhat long animation, can predict when she's using it
- Can be dodged by Quickdraw
Yordle Snap Trap
- Less consecutive damage the more units she hits (has a minimum damage %)
- Roots for 1.5 seconds, and reveals the target it hits
- Will most likely be set around the lane or in primary ganking areas against the jungler
90 Caliber Net
- Has a red glow on the trap
- Self-knockback medium range repositioning ability
- The net fired slows (by a lot) and damages
Ace in the Hole
- Makes Caitlyn somewhat difficult to trade with or kill along with her auto attack range
- Channels for 1 second to fire a long ranged homing projectile that deal physical damage
- Avoid getting too low in the laning phase
Contrary to what I see people do, you can't just out trade her with Quickdraw and Buckshot, that's a very inefficient way to trade, all it does is make you out of mana, and vulnerable to minions and a counter attack. She also can also 90 Caliber Net away. She 125 range over you, which is significant however you have more killing potential, be aware of the Piltover Peacemaker, and when your support goes in, take advantage of her vulnerability before she nets away. Avoid taking hits from her passive, Headshot, it is a lot of damage, if she does try to, Smoke Screen or Buckshot her to trade damage or reduce her vision. You can straight up 1 v 1 her, but it's unlikely that you will be given the opportunity to, and if she does, she'll most likely try to kite.
Boring lane, she will most likely constantly harass and place traps all over the lane. If you try to harass, she will be healed back up and she can harass back making you lose that trade. Play conservative until 6, and make sure your ignite is up when you plan on killing her. Try to keep CC down on her before she nets back.
Unbearable, not only will you be constantly zoned, but you will take damage every time you try to kill a minion. Very difficult to trade effectively if the Caitlyn knows what she is doing. Wait for 6+ and aim for the support, as it is very likely that she does not have an escape besides Flash and will be going in for the harass majority of the time.
Not as much killing potential as others, but if they execute their combo perfectly, you can be rooted/stunned for a long time, especially with that trap. You can still kill her more easily than she can kill you, but she will most likely try to whittle you down to go in for the kill.
Hextech Shrapnel Shells
- Auto attacks deal True Damage (goes through resistances)
- Makes trading with Corki difficult
- One of the better late game passives for an AD Carry
- Primary poking ability in the laning phase (medium range)
- Relatively high base magic damage and scales off of AP
- Reveals the target/area hit (makes juking Corki in the Brush a limited option) for 6 seconds
- Long range dash (800 units)
- Leaves an area of fire behind that deals magic damage
- Makes Corki difficult to kill in the lane, and an excellent chaser in teamfights
- Long cooldown at level 1 (26 seconds)
- Shreds armor and deals physical damage in front of Corki for 4 seconds
- Can be used while auto attacking
- Range is very limited (600 units)
- Primary poking ability outside the laning phase
- Spammable ultimate on a low cooldown (12 seconds)
- Try to move behind minions to avoid damage
- Two of these rockets will deal around the initial base damage of Collateral Damage
- Beware of the Big One, you can keep track by clicking on Corki and looking at his stacks
Moderate - Hard
This is an even matchup, you have slightly more burst with your full combo, but he has better dueling capabilities, especially with longer range than you, you can trade back and forth with Buckshot against his Phosphorous Bomb. Watch out from the constant pokes from his Missile Barrage, they deal considerable damage too. He can use Valkyrie to disengage or to chase, be aware of the huge range of it (nearly double of Quickdraw). You have to win this lane because since it's an even matchup, if you're behind, it can be very troublesome. He also wins during late game due to his passive Hextech Shrapnel Shells, being more useful as a lategame passive, along with negating your passive and +25 more attack range.
Not as effective mainly because he's limited to using Phosphorous Bomb, and he has a lot of killing potential, so I'm unsure why they would do this. It's irritating because it's very difficult to trade with a sustain support, and his Valkyrie alone goes very far when you catch him off guard. Wait until Ignite is up when you want to go for the kill, but play conservatively for the first few levels, because they will out sustain you.
Somewhat annoying, you can predict when he will use his Phosphorous Bomb, but him combined with his support harass will be very painful. If you have an aggressive support, try to catch the support off guard and burst her/him down before Corki can react, you want to go for the support because they hopefully won't have an escape, or wait until Corki's Valkyrie is down.
This is where it gets interesting, and whoever can trade the most effective before going in the kill will most likely win. Dodge his Phosphorous and Buckshot him whenever you can. Again, he can disengage effectively with Valkyrie, so you may have to wait for a really good opportunity. Don't get caught, use Quickdraw to reposition, and Smoke Screen to disengage when you have to.
League of Draven
- Grants Gold based on stack of "Adoration"
- Auto Attack modifier that additional physical damage based on Draven's Attack Damage
- Axes can be caught to keep the buff
- Since it procs his passive, makes it difficult to trade with Draven in lane
- If constantly caught, can deal a lot of damage and does not consume a great amount of mana
- Can Buckshot or Smoke Screen the area marked for the axe to be caught for damage
- Increased Attack Speed and increased dimiishing movement speed
- Refreshes every time Spinning Axes is caught
- Makes Draven an efficient chaser
- Will most likely be used to proc Draven's Q against you/support.
- Knocks the units hit to the side and slows
- Try dodging whenever you can in the laning phase, will most likely be used to disengage or engage in a fight
- Global Boomerang Skillshot
- Diminishing damage every unit hit, resets when it returns
Draven has one of the strongest laning phases if not the strongest, if he can constantly catch his Spinning Axes, he can do immense damage. Remember, his Spinning Axes does leave a marker of where it will land, you can Buckshot in that location for damage. Try to fight him when his Spinning Axes buff is not up. While he doesn't have a dash or blink, his Blood Rush and Stand Aside is a good disengage combo. You can fight him outside of the laning phase as his DPS isn't amazing without catching his axes and constantly proccing his passive. So try to survive the laning phase and then when it's around midgame, you can start winning fights over him. Remember his ultimate, Whirling Death is global and can be used as a sniping ability, it's not relatively difficult to dodge, but it does deal good damage if you're hit twice by it. Due to Draven's passive being changed, the laning phase is not as ridiculous, but Spinning Axes still causes a lot of damage when you are hit by them repeatedly.
Seriously, this lane is ridiculous, I think this is one of the worst harassing lanes for Graves. If he hits you with his Spinning Axes buff on, it hurts a lot, and it's very low mana and can be caught again for another one. Plus, if you try to harass him, he will fight back and possibly his support too, play a little passive, wait until he gets caught as he has no dashes or blinks, and you may want to buy more health potions.
The crowd control allows Draven to constantly attack you while grabbing his axes without harass, and if he uses Stand Aside correctly, it can be very difficult to escape after you've been caught. He has a lot of burst with just one ability, don't get caught, use Quickdraw to stay away. Hopefully your support has control of your own brush.
Rising Spell Force
- Increased attack speed every ability that successfully hits a unit (up to 50%) for 6 seconds
- Makes dueling with Ezreal difficult at max stacks
- Primary poking ability (medium range)
- Reduces the cooldown of all of his abilities by one if he hits something
- Low mana cost, can last hit minions safely from a distance
- Linear skillshot that deals magic damage towards enemies hit
- Goes right through minions
- Buffs the attack speed of allied champions
- Makes Ezreal very good at disengaging in the laning phase
- High magic damage global skillshot ultimate that diminishes upon every consecutive unit
- Can be dodged with Flash or Quickdraw with the predictable channel
- Somewhat low cooldown with the way Mystic Shot works
Ezreal is now more of a poker than a duelist (especially with Blue Build Ezreal). Stay behind minions and keep an eye out for his Mystic Shots, because he will be maxing that first from now on. Be sure you watch where you want to move, if it's outside the protection of the minions, you might be taking a Mystic Shot to the face, you don't want that. Like Draven and Ashe, his ultimate, Trueshot Barrage is global. In my opinion, if you play it right against Ezreal, you'll be fine, he doesn't really beat you without kiting unless you allow him to hit you with everything, although he can Arcane Shift away from a lot of situations it's also is a longer range than Quickdraw and acts as a blink. Dodge his skill shots, and you will come out ahead.
Constant harassment from his Mystic Shot and Essence Flux, especially since he will most likely be supplied with mana. Agains constantly dodge his skills shots, if you constantly do it, he'll never have an advantage over you. Don't expect to kill him when you go in on him, as he has Flash, Arcane Shift, and Soraka heal. Try to get him when Soraka is low on mana, has heal on CD, or when she's not with him.
You may have to play very passive, this lane can completely shut you down if you don't take the extra second to dodge skill shots. Quickdraw has a long cooldown early level + low attack speed means you can't constantly dodge everything, let alone waste your mana on just dodging projectiles. Only auto attack if the enemy support is not within range to harass, or when Mystic Shot is on cooldown. Ezreal is not the most difficult to 1 v 1 because he's mainly about ktiing, try to save Quickdraw for one of his skillshots, mainly Trueshot Barrage or Mystic Shot.
Ezreal does have a lot of potential to kill if he uses all his abilities, and having CC on his side just makes his skillshots easier to land. Only be near the enemy support if Ezreal has just recently used his abilities. Like all the other lanes, try to use minions to your advantage whether for effectively trading after they've drawn aggro or just dodging Ezreal's Mystic Shot. Smoke Screen the enemy support if you have to, to actually get some cs.
- True damage area of effect ability
- Can only be used when Kog'maw dies
- Increased movement speed can make it difficult to dodge
- Quickdraw is exactly the AoE range
- Passively increases Kog'maw's attack speed
- Magic damage nuke that reduces armor and magic resist
- Increases Kog'maw's auto attack range for 8 seconds
- Deals magic damage based on target's maximum health
- Reason why Kog'maw is feared late game
- Linear skillshot that deal magic damage upon contact, and leaves a trail that slows for 4 seconds
- Slow will be used constantly for kiting purposes
- Can make chasing Kog'maw somewhat difficult
- Long range ability that deals magic damage
- Mana costs increases every consecutive every 6 seconds
- Area indicated by a thin green line
- Reveals the area, and reveals the enemies hit
- Good at executing enemies from range
Kog'maw has more range than you when he activates his Bio-Arcane Barrage, which is somewhat of a nuisance, but that could be easily remedied by Buckshotting and Smoke Screening him (not frequently in the laning phase), and if he uses Void Ooze , Quickdraw diagonally or away from the area so you're not affected by the slow, if Quickdraw is used too early, he can harass you after using Void Ooze so I would suggest saving it in a lot of situations. You can win the lane against him, more push the hell out of it, but he can farm safely from a distance, he does have a better late game so I would suggest try to force him out of lane if possible. Also, Quickdraw can sometimes save you from Icathian Surprise if you juke properly.
The irritating thing is he can constantly use his Bio-Arcane Barrage to farm safely, try to take advantage of when the buff is off or when the ability is on cooldown. You want to constantly pressure the lane, make sure you ward potential gank spots and just try to harass him out of lane. He has no real escapes, and he's relatively weak in durability so definitely try to kill him if you have the opportunity. He'll bait you into Void Ooze if you're chasing so save your Quickdraws.
This is most likely the Nunu + Kog'maw lane, and honestly I only see that effective against skillshot reliant champions because they are relatively hard to land when Kog'maw has Blood Boil
and rushed Phantom Dancer
. You won't win straight up auto attack as his Bio-Arcane Barrage + Blood Boil will hurt, so try using Buckshot and immediately disengaging until the Bio-Arcane Barrage is over, he does significantly less DPS without it. Only go in when your support goes in, Nunu's Ice Ball
and Void Ooze slows down your movement speed by quite a lot and allows Kog'maw to constantly kite you with his range.
- Gives movement speed (up to 70)
- Negated when Miss Fortune takes damage
- Be sure to auto attack or Buckshot her to remove the passive
- Deals physical damage to an initial unit, and bounces to a unit behind it for 120% of that damage
- Will be used to poke in lane
- Passively deals additional magic damage the more auto attacks on the same target (up to a cap)
- When activated, attack speed increases and gives off a healing reduction debuff of 50% for the next 3 seconds
- Obviously, try not to use a potion right after the healing debuff unless you have to
Make It Rain
- Makes trading with Miss Fortune difficult in an auto attack duel
- Deals constant magic damage and slows for 2 seconds in an area
- Can be used to disengage or chase
- Large AoE cone that deals constant physical damage for 2 seconds
- Can be used to clear minion waves
- Can Quickdraw out of it to avoid damage
- Due to large range (1400), can be used to snipe people
Moderate - Hard
She can be a bit tough in lane, especially the way her Double Up, it's a lot of damage from her harass, she will try to harass you by hitting Doubles Up on a minion in front of you for more damage when the second part of Double up comes up, try and predict which one. With Impure Shots, if you both auto attack each other, she'll come out on top, try to constantly harass her with Buckshot and not auto attack her for long periods. As the game progresses, you will start eventually winning if you're on equal footing. Your 6 is stronger than her 6 if you do manage to get out of her Bullet Time. Otherwise, you will most likely lose to the tremendous damage of Bullet Time. Biggest tip is to save your escapes for that ultimate.
I have to give credit, Miss Fortune is really good at this type of lane, if you try to attack back, Impure Shots and Double Up will be very punishing for your HP, and she can also disengage Make It Rain if you choose to go after her. I'd say wait it out for a bit, you can win straight up dueling her, but she'll most likely just harass you until she has an advantage. She has no escapes, so be sure you have an aggressive support and go in on her.
Fleet of Foot
- Grants 50 movement speed every time Sivir auto attacks an enemy champion for 2 seconds
- One of the reason why Sivir is an excellent in kiting and chasing
- Primary poking ability (long range)
- Linear skillshot that deals physical damage twice (initial and return)
- Damage diminishes upon consecutive units hit
- Avoid whenever possible, deals tremendous damage if hit twice, especially without any minions
- Auto attacker modifier (also resets auto attack animation)
- Deals additional physical damage and bounces 5 times (every consecutive bounce deals less damage)
- Sivir will most likely try to use this if you end up trading with auto attacks
- Blocks enemy abilities used on Sivir (Buckshot, Smoke Screen, Collateral Damage)
On the Hunt
- Due to the way this functions, you have to time your abilities (especially since it returns mana). If you plan on bursting her down, use Smoke Screen first to take out the shield.
- Grants movement speed and attack speed to her and all nearby allies for 10 seconds
- Makes her very strong at disengaging, chasing, and kiting
One of Sivir's biggest weaknesses in all phases of the game is her Auto Attack range. It makes her somewhat easier to harass. You want to always Quickdraw Boomerang Blade, the damage from that alone is punishing, especially if it doesn't hit any minions. In the early levels, you don't want to really trade with her, as she has a Spell Shield and Ricochet and it really helps for her to trade. Smoke Screening her spell shield then using Buckshot is effective, but at the same time it costs a lot of mana in the laning phase. I'd suggest laying back a bit until you have an advantage or wait until the game slowly progresses because you're stronger than her mid-late game. Her passive, Fleet of Foot and ultimate, On the Hunt allows her to escape or chase very effectively, be wary of that.
It's going to be a long laning phase if you guys are at equal skill level. You can't harass her easily, and you can Quickdraw out of Boomerang Blade if she uses it. And when you do happen to harass her, she'll just be healed. Honestly, don't expect much out of this lane. Tell your jungler that you might need a gank if you want to stop this passivity. But otherwise, Sivir has no escape except her ultimate, but she has a shield, burn that shield and telling your support to go in might work.
You just want to dodge her Boomerang Blade as that is her only harass outside of 500 range. I would suggest playing passive for the first few levels, then as you slowly progress, start going aggressive, especially if you can get yourself at 10 stacks of your passive.
Sivir has a lot of burst with her Boomerang Blade and Ricochet, that with her support means she has a lot of potential to kill, and your support can't even CC her because she'll shield it, try to Smoke Screen her shield before your support goes in on her. Play passive until you feel like you're stronger, or again go in when you have 10 stacks of your passive.
Draw a Bead
- Auto attack range increases by 9 every level (703 range at level 18)
- Gives Tristana a significant range advantage later levels
- Defines Late Game Tristana
- Increases Tristana's attack speed for 7 seconds
- Long range dash that deals magic damage on the area she lands
- Cooldown resets upon assist or kill
- Contributes to Tristana's burst early game
- Quickdraw away to avoid the burst
- Passive makes Tristana's pushing very efficient, try avoiding low HP minions
- Active deals damage over time and reduces healing by 50% for 5 seconds
- A lot of damage over time combined with ignite
- As will all healing debuffs, avoiding using potions until it's over
- Deals magic damage and knocks the target and his surrounding allies back
- Combined with Rocket Jump, has a lot of burst potential, it also makes it hard to chase Tristana
Tristana has high burst with her Rocket Jump and Buster Shot combo (around 505 magic damage at level 7). But one of the mechanics of Rocket Jump is that she has to jump on you to do damage, when you can react by using Buckshot and maximizing your damage against her. If she Rocket Jumps on you, you can Buckshot and Quickdraw away from her. Don't underestimate the burst she can do. She has a somewhat awkward midgame, her abilities don't scale off AD so her burst falls off slightly, and she's restricted to using her W, take advantage of her midgame. In the laning phase, you want to bully her as much as you can, she has more presence late game because of her obnoxious range she receives from her passive Draw a Bead. Her main source of damage will be from Rocket Jump so she can't constantly trade with you unless she uses it. Always try to Buckshot her and harass her whenever you can.
Tristana's kit is designed to be aggressive in the laning phase, obviously you don't want to pop a Health Potion if her Explosive Shot debuff is on you unless you absolutely have to. Try to get an aggressive support so when she Rocket Jumps on you, she can be punished. I'd definitely try to get ahead of her simply because she's a hyper carry late game. She can disengage from fights really well with Rocket Jump, you can use Collateral Damage to snipe her if she's low enough. Your support should try to CC her as much as she/he can before she Rocket Jumps away.
- Twitch's basic attack applies a damage over time debuff that lasts for 6 seconds and can be stacked 6 times.
- Very dangerous the more stacks Twitch obtains on his enemy
- Grants Twitch attack speed and invisibility after 1.25 - 3.0 seconds depending on if Twitch is interrupted or not
- During invisbility, grants movement speed
- If Twitch is trying to escape with this spell, do as much as you can to delay it
- Gives Twitch more presence when he's not present in lane
- Area of Effect skillshot that slows upon hit and debuffs the target with 2 stacks of Deadly Venom
- Will most likely be used when harassing or initiating
- Can be dodged with Quickdraw
- Any targets within 1,200 range with the Deadly Venom debuff will be damaged based on how many stacks of Deadly Venom they have acquired
- Reason why Twitch can bully in lane
Spray and Pray
- With or without the nerf, can deal significant damage
- Auto attacks are now Area of Effect in a straight line from where he auto attacks
- Grants Twitch an additional 300 range (850)
- Auto attacks apply less damage if it strikes more targets
Moderate - Hard
Twitch can be a difficult champion to deal with, especially when he applies multiple stacks of Deadly Venom into and Expunges you. The best way to counter this is to Quickdraw his Venom Cask if he decides to engage and Smoke Screen him to prevent him from auto attack clearly. Generally, you want to avoid engaging Twitch for extended duels simply because of Expunge and Deadly Venom (which goes through your passive). Otherwise, I would suggest trading with Buckshot given the opportunity and try wearing Twitch down as he's more squishy than you.
Winning the Lane:
This is a really good scenario as this prevents Twitch from engaging you and Twitch becomes more of a terror late game due to his Spray and Pray. Keep up the pressure if possible, and always try to kill him because if he cannot 1 v 1 you, it only becomes more difficult.
Losing the Lane:
Best way to react is if you're going all-in, be sure you have CC with you simply because it's hard to fight 2 v 2 against Twitch if you do not focus properly or have any CC. And you have to make sure you have the burst or else Twitch starts applying more damage
- On kill or assist, grants 40% attack speed for 6 seconds. Killing minions grants 20% attack speed for 3 seconds
- This passive does not stack and will take the higher value
- If you want to duel with Varus, don't let him use this passive against you, because more attack speed means more Blight stacks on you
- Varus fires an arrow dealing physical damage that diminishes by 15% per unit hit (minimum 33%)
- Range can vary from short to very long
- Can predict WHEN he's casting it
- Can use Quickdraw to dodge
- Very unreliable skill for harassing the enemy (which is why it isn't maxed first)
- Varus' basic attacks deal bonus magic damage, also applying the Blight debuff which stacks up to 3 times.
- If Varus uses one of his abilities, the Blight stacks will detonate dealing magic damage based off the unit's maximum health
Hail of Arrows
- Avoid taking too many auto attacks, any aggressive Varus would use this ability along with other abilities to do tremendous damage
- Fires a hail of arrows that deals physical damage, reduces healing by 50%, and slows in an area
Chain of Corruption
- Can be used to reliably proc the blight stacks
- Fires a linear skillshot tendril that roots and deals magic damage to the enemy champion hit. The tendril then spreads towards nearby champion dealing the same damage and will also root them for 2 seconds
- Cannot be hit twice by this
- Quickdraw away from the tendril, or the teammate that has been hit
- Avoiding getting hit because Varus already has superior auto attack range, and being rooted is not the position you want to be in
Generally, Varus is very good at trading in the laning phase. His blight stacks and his abilities allow him to efficiently trade with ease. Since he maxes his Piercing Arrow ability first, I would suggest exchanging mana using Quickdraw to dodge that due to its high amount of damage when fully channeled. Varus would most likely be looking forward to activating those Blight stacks so try to dodge as much abilities if you have two or more stacks on you.
Winning the Lane:
Varus does not have the same bursting capabilities as Graves unless he successfully utilized his Blight stacks. You should be able to duel him with ease if you are ahead. However, he still has the capability of trading with you due to the range of his abilities and auto attacks.
Losing the Lane:
It is somewhat difficult to deal with this lane due to his superior range. Again, in a quick skirmish, you should come out on top. If you have any CC on your team, he should be relatively defenseless if you can close the gap on him.
- Grants movement while facing in the direction of a visible enemy champion for a certain range
- Cannot necessarily be used defensively
- Makes Vayne an excellent chaser
- Vayne's next basic attack is increased by a percentage of her Attack Damage
- Small range repositioning dash
- In the laning phase, it will be used for harass and applying Silver Bolts
- Consecutive attacks to the same target will mark the target, after 3 auto attacks Vayne will deal true damage based on percentage of health
- Rings will be removed if she switches target
- When leveled the first time in the laning phase, Vayne will say something
- When Vayne uses this ability, it will deal physical damage to the targeted enemy and will knock them back, if the target is knocked back, it will deal physical damage again and stun the unit for 1.5 seconds
- Used for disnegaging fights, knocking a bruiser back, or just for the CC and damage
- It also applies 1 tick of Silver Bolts
- When activated, Vayne temporarily gains Attack Damage and her passive effect will be tripled
- She is stealthed for 1 second every time she tumbles while Final Hour is active
- Makes Vayne very difficult to duel when used (especially because of the stealth)
Vayne is relatively easy to go against in lane, you can constantly zone her, and if she decides to take a Buckshot, it will hurt her for a tremendous amount of damage due to her low base HP and armor. Some Vaynes try to Tumble out of the Buckshot, if you're noticing this pattern, don't Buckshot too frequently, just constantly auto attack. You also want to avoid the harass from her Tumble, think of it like Caitlyn's passive. She cannot harass outside her auto attack range. If your passive is in 5-6 stacks, you can easily trade against her with auto attacks, however don't let her get 3 auto attacks in because her Silver Bolts ignores your passive and deals a good amount of damage. If she's trying to go for the third hit, smoke screen her. Avoid standing near walls because of her Condemn. She does however outscale you if she's even with you, you want to bully her out of the lane, and win the lane. However, you'll usually do well against her early game.
The most popular lane for Vayne because she has a lot of early killing potential, great chasing capabilities, and with a properly landed condemn you can be CCed for quite some time or even knocked back. Do not get caught by any of the aggressive supports, you want to properly zone Vayne out from her farm while not getting caught. Tell your support to ward the bush, or possibly even harass the enemy support so they can't land CC on you. Do not die to Vayne, or if you get behind in lane, it will be very difficult to catch up against Vayne.
Champions Soon To Be Added:
The reason why I haven't added them is because I haven't had much opportunity to play against them. Luckily, you won't see these two very much anyway.
I would also like to note that majority of this information would be used in the laning phase. This is also under the assumption that they will build Attack Damage.
abilities are the skills the champions will usually max.