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VAYNE BUILD GUIDE: It's All-In Vayne by DemonicTrilogy

by DemonicTrilogy (last updated 9 months ago)

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9
Greater Mark of Attack Damage(+8.55 attack damage)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Life Steal(+6% Life Steal)
View Rune Details
Summoner Spells
View Summoner Details
21
9
0
mastery 1 mastery 1 0/1
mastery 2 mastery 2 4/4
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mastery 4 mastery 4 2/2
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mastery 2 mastery 2 3/3
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mastery 2 mastery 2 1/1
21 Offense
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9 Defense
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0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Night Hunter
QTumble
WSilver Bolts
ECondemn
RFinal Hour
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 0/1
mastery 2 mastery 2 4/4
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mastery 4 mastery 4 2/2
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mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
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mastery 1 mastery 1 3/3
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9 Defense
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0 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Night Hunter
QTumble
WSilver Bolts
ECondemn
RFinal Hour

Champion Matchups

Update Log

9/23/13- Cleaning up some stuff and making the guide more condensed. I'll finish cleaning it later. As of 2 weeks ago, I've stopped playing due to priority toward real life. I may touch league to update video content for this guide.

Recent Relevant Changes

Patch 3.10a



  • 90 second cooldown up from 60 seconds
  • Active Range lowered from 550 to 450 but now takes into account bounding boxes

This item already gives a lot of utility so I can see why this item was nerfed. In my opinion, there needs to be a better reason to build on Vayne. Right now, losing half your stacks in one bad teamfight as Vayne is brutal because she has awful farming potential. On a side note, the bounding boxes probably refers to the way AA range is calculated, so if that's the case, the range nerf was non-existent.



  • Item recipe changed to +++950g=3300g

The new recipe really sucks and for a defensive item, where you're typically buying the components with a maximum of two available slots, the item really becomes too much work to get in a realistic scenario.



  • Unique Passive - Icy removed.
  • New Unique Passive - Rage: basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds.
  • Unique Passive - Spellblade
  • Damage increased to 200% base attack damage from 150%.

The item's new passive from makes it a lot more enticing and because phage is right now incredibly good for the mobility and tankiness it offers at the lowly price of 1250g. Overall, is a viable replacement for the zeal transition in the second build because of how cost effective it is, but the Trinity Force itself is still a bit too expensive for what it offers early on. I'd finish it at the very end if you get to 6 items.

Introduction

Hi, my name is DemonicTrilogy and I've been playing Vayne since her last nerf way back in Season 2, therefore I've only known Vayne in her weaker state. While I have absolutely loved how high this character's skillcap is, I hated this champion for almost half a year because of how much utility she sacrificed for her damage. Because of her truly awful laning phase, I've had to adapt from the way I typically play to compensate for this weakness. As Vayne, weak laners suddenly become lane bullies and typical lane bullies are monsters. Most people have different styles with the same champion and Vayne is no exception. While most of this guide is how I view Vayne, you may find this information to be useful so take a look.

While I'll be putting quite a bit of detail into the guide, do not take this guide as a substitute for experience. This knowledge isn't meaningful for players if they don't see the concepts I describe in application so by no means expect instant results, nor expect everything and the answer to life perfectly explained on the guide. The guide is to get you started, the skill comes with practice.


Oh yes, because practically everyone screams for credentials...

My current standing as of May 11, 2013

[http://imageshack.us/a/img341/3528/credentials.png]



Aspects of Vayne


What Vayne Offers


  • The best micromanagement kiting ability on an ADC
  • A knockback that becomes a 1.5 second stun if the target collides into a wall
  • Great single target damage
  • A stealth to break enemy focus fire
  • High chasing potential

She's very fun to play and very rewarding if you are completely in tune with her kit. She has very nice damage and has great dueling potential. If you understand her kit's limits, you can easily engage anyone in a 1v1 and win. Her mobility is very high and consistent which makes her a very good kite. Again, dueling is her forte and understanding that will make you incredibly scary to deal with.


What Vayne Lacks


  • Waveclear
  • A long-ranged escape
  • Tower sieging poke
  • Abilities to buffer attack speed slows because she's literally only single target auto attack damage
  • A direct answer to targeted burst

Her wave clear absolutely sucks; the minute you lose lane and the enemy shoves the lane across river, it takes her 3 times as long to farm it up and shove it back compared to every other ADC out there. That wasted time compared to every other ADC means the difference in contesting objectives so it's very hard for her to come back into a game if she every gets behind. Her kit is also only 550 range so she's bad at sieging objectives and she is very easy to instagib if she gets too close to burst combos. To top it all off, her Tumble is a soft escape so she's a lot harder to position.


The creator of this thread elaborates what I'm talking :
http://na.leagueoflegends.com/board/showthread.php?t=3695501

Masteries

[http://img15.imageshack.us/img15/6034/qk88.png]

This entire page is mandatory for me whenever I play Vayne. Because of how important early game is in the current meta, the defensive tree secures Vayne's survival during laning phase; 21/9/0 is the only page I ever go on Vayne.

Offensive Tree


Fury- The early attack speed noticeably shortens your auto attack animation.
Butcher- Easily pays for itself with better last hitting.
Destruction- Last hitting is so important that this mastery is a must.
Deadliness- The scaling AD is always good on ADC's and is a prerequisite to weapon Expertise. Also, better last hitting.
Weapon Expertise- For only 1 point, 8% armor penetration is extremely efficient.
Brute Force- Extra AD for better trading, but more importantly, last hitting.
Lethality- A prerequisite for Frenzy and a huge amplifier to critical strike damage.
Sunder- The early armor penetration will be useful during early trades.
Frenzy- Great for increasing your DPS to finish off targets with only half their health and a tank killer. Because this applies to minions, the best last hitting mastery.

Defensive Tree

Durability- Helps boost Vayne's low base HP.
Hardiness- Maxed to mitigate harassment from the enemy ADC.
Resistance- 2 MR will probably mitigate more damage than 20 extra shielding since you typically don't burn the entire Barrier.
Veteran's Scars- Early on, this is great for survivability and trading power.


Utility Tree

I don't get this because none of the options directly correlate to survivability. Even though these masteries theoretically have better late game relevance, the upfront boost the defensive tree offers leads to better scaling off a better early game.

Runes

Example Pages


[http://imageshack.us/a/img594/5505/gacx.png]

[http://imageshack.us/a/img163/8482/yg13.png]



These are some of the pages I run on Vayne.

Marks

Flat AD marks are pretty mandatory for last hitting as any ADC. The buff to armor penetration in Season 3 doesn't compete with how snowbally flat AD runes are. If you can get more CS from going these marks, you'll instantly outscale the armor penetration.


Seals

Armor seals help mitigate constant auto-attack harassment, which is something Vayne typically can't avoid because of her limiting range. Vayne's 550 range is pretty low because she has no longer ranged options. This means that Vayne will need to mitigate some of the incoming poke so that she can eventually outsustain it.


Glyphs

MR glyphs add to Vayne's defenses but the choice between flat or scaling depends case by case. If early magic damage is a problem, run flat MR runes. If you would rather gear toward lategame magic damage since the MR options aren't very good, run the scaling runes. You could also go a mix to better suit your needs.


Quintessences

Lifesteal allow for better lane sustain and scale with added AD throughout the game. However, Flat AD Quintessences are also a viable option because they assist with last hitting, especially under turret. You can add a mix between AD and lifesteal depending on what suits your farming needs.

Summoner Spells





Explanation:


This summoner is basically the root of most big plays because it can function as both an instantaneous gapcloser and an escape. Walljumping is also a huge factor. Because of how quickly this summoner spell change positioning, I get this every game.



Riot constantly gears the game toward earlier burst because it makes the game a lot more interesting to spectate compared to constant farming. With early game trades emphasized during this meta, Barrier has begun to outclass Cleanse since it can flat out win damage trades before CC is a factor.



Cleanse used to be very good on Vayne but it's become less useful because mitigating damage is becoming stronger than mitigating CC during laning phase. I also think the tenacity is bugged on this summoner spell. It's still a great option against heavy CC compositions such as and .


The Other Options...



This summoners got nerfed for ADC's during the Season 3 changes because Riot wanted it more support oriented. However, this is still a viable spell for ADC's over Barrier, even with the presence of Ignite. Barrier only blocks Ignite and actively shields for 2 seconds. With Heal, it's permanent HP. With your support, this spell can give more effective HP than Ignite. With your team, this spell can heal up to 1725 HP. It has a longer cooldown than Barrier but has longer lasting effects.



This spell can be doubled at bottom lane if you and your support can stagger it during a trades, making laning skirmishes incredibly easier. Another option is for your support to go a different summoner spell so that you can time it on your own circumstances. Late game, this spell makes dueling you a lot more difficult.



In a duo lane, this is a pretty bad option. In top lane, it's a great option since you'll need a longer escape if you can't ward early on. Ghost doesn't break stealths and amplifies chasing as well.


What NOT to Get



Vayne's main issue is survivability during laning phase so this spell is already unattractive in that regard. Ignite also doesn't scale into late game like Barrier and Cleanse do so overall, it isn't a very good option.



For an all-seeing summoner spell, it rarely SEES the light of day...



After the mana related buffs, Vayne's mana pool should be more than sufficient. If you need this spell to solve your mana problems, you're not managing your mana properly.



Vayne can barely stand up in her own lane, let alone attempt pressuring other parts of the map, which is the main use of this spell. Your trading will be much weaker, which may result in you prematurely burning this spell because you died at level 2.



No, Vayne shouldn't be dying enough to use this spell effectively in the first place. The ridiculous cooldown on this spell already makes this an awful choice.



Please fulfill your PvE monster hunting fantasies in another game. I heard Vayne works part-time in Diablo.



Wrong map. Consult another guide if there even is one.

Skills

Passive: Night Hunter

Vayne gains 30 movement speed when moving towards a visible enemy champion.

Range: 2000


Explanation:

This passive is not really noticeable without but it still contributes to chasing. Even with attack-moving, champions have to stop for a brief moment to launch each auto attack. In a chase scenario, most champions are forced to end the chase early because those brief delays in their movement allow the enemy to eventually run out of range. For Vayne, her passive nullifies some of this problem. It also helps with last hits because you can run to minions quicker, giving the enemy lane a smaller window of time to harass you with.

Important Notes
  • When the passive is active, blue ripples will emanate from where Vayne is standing (Be aware that it is a little hard to track when the passive immediately deactivates because the ripples take a second to disappear)
  • There must be a visible champion within range for the passive to work
  • The passive activates even when walking almost perpendicularly to the enemy champion since you are technically facing them, much like Cass's ultimate
  • Do not overestimate your mobility because this passive does not work when running away


Q: Tumble

Active: Vayne quickly rolls toward the cursor's location. For 6 seconds, Vayne's next basic attack's damage is increased by a percentage. This enhanced attack does not trigger against structures.

Range: 250
Cost: 40 mana
Cooldown: 6 / 5 / 4 / 3 / 2
Bonus Physical Damage: 30 / 35 / 40 / 45 / 50 % of total attack damage


Explanation:

This skill is essentially Vayne's core kiting ability because of its flexibility and low cooldown. Tumbling backward offers more space, Tumbling forward allows for chasing, and Tumbling sideways sets up linear skillshots jukes while remaining in range to auto-attack again. Tumble is also very crucial for positioning a stun with . Be creative and unpredictable with this skill because you can outplay people extremely hard with the jukes.

Important Notes
  • Tumble resets the auto attack timer but because of the animation, the reset isn't perfect and becomes obsolete at higher attack speeds
  • Tumble's cooldown will not reset until the buff expires or is consumed
  • Tumble does not work over any walls
  • Tumble can pass over impassable terrain such as , , and
  • After Tumbling, Vayne will automatically retain aggro on the target and immediately continue auto attacking so this skill can be a shortcut for attack-walking the same target
  • You can clear jungle camps and Baron/Dragon quicker with nearly instant auto-attack resets by Tumbling into a wall while hugging it


W: Silver Bolts

Passive: Consecutive attacks and abilities mark Vayne's target with silver rings. The third consecutive attack or spell against the same target will consume the rings, dealing true damage (capped at 200 against minions and monsters). The rings are removed if Vayne attacks a different target or doesn't attack for 3 seconds.

True damage: 20 / 30 / 40 / 50 / 60 (+ 4% / 5% / 6% / 7% / 8% target's maximum health)


Explanation:

This is strong but not OP because it only accounts for a small fraction of Vayne's health. Anyone who mains Vayne knows this for a fact. Focusing targets during fights is important since you need 3 consecutive shots to activate the passive. This is not a replacement for because she primarily outputs physical damage.


Important Notes
  • Silver Bolts does not apply life-steal
  • On and , the silver rings give away which is the real one when they and respectively.
  • Silver Bolts is weak against shields and rapid HP regeneration because it scales of % Maximum health, not effective health besides the HP bar (can be offset with 's on-hit)


E: Condemn

Active: Vayne fires a projectile at target unit, dealing physical damage and knocking the target back 470 units. If the target is knocked into a wall, the target takes the same damage again and is stunned for 1.5 seconds. Condemn also applies Silver Bolts once.

Range: 550
Cost: 90 mana
Cooldown: 20 / 18 / 16 / 14 / 12
Physical damage: 45 / 80 / 115 / 150 / 185 (+ 50% bonus AD)
Maximum physical damage: 90 / 160 / 230 / 300 / 370 (+ 100% bonus AD)


Explanation:

She is the only ADC in the game who has a stun as one of her basic abilities but it's incredibly hard to land against good opponents. Because you need to impale the enemy into a wall to stun them, positioning and anticipating the enemy's movement during the wind-up and flight of the projectile is very important. As a general rule of thumb, this skill should only be used if you can guarantee a stun, otherwise you risk saving the enemy or wasting your duel potential because of how little damage this skill does.

Important Notes
  • Anything you can't Tumble over you can use to land the wall-stun, including structures
  • Conversely, everything you can Tumble over you can't use to land the stun because they'll pass right through those objects
  • If someone gapcloses onto you, it is sometimes possible to wind-up Condemn during their start-up or flight and knock them back before they reach you, preferably into a wall


R: Final Hour

Active: Vayne temporarily gains attack damage and enhances her other abilities. While Final Hour is active, Night Hunter's movement speed increase is tripled, and using Tumble stealths Vayne for 1 second.

Cost: 80 mana
Cooldown: 100 / 85 / 70
Duration: 8 / 10 / 12
Bonus attack damage: 25 / 40 / 55


Explanation:

This is what makes Vayne so difficult to deal with in teamfights. After the nerf to , Vayne's stealth has become much more relevant during teamfights. The bonus attack damage and stealth give Vayne an edge during trades because every stealth can be 1 seconds of no targeted damage. Take advantage of the Night Hunter bonus to both chase and position for a stun with Condemn.

Important Notes
  • The ultimate is ideal for chases because it has does not interrupt movement upon casting
  • To me, Vayne's auto-attack animation is slightly slower for the duration of this ultimate
  • The cooldown is very short for an ultimate so it's a very strong snowballing tool should you win a trade because it'll be almost up after recalling
  • During the ultimate's duration, Vayne loses aggro after Tumbling so you are forced to manually attack-walk (This is probably a byproduct from when her stealth used to be 1.5 seconds and auto attacking early may have prematurely expired the stealth)
  • While every other stealth in the game doesn't break until an auto-attack lands, Riot recently targeted only Vayne's stealth to break upon launching an auto attack

Skill Order

>>>


Maxing first is mandatory. The ability gives mobility, extra attack damage, and better last hitting as the cooldown decreases. When combined with her ultimate, the extra stealth and mobility add an invaluable amount of survivability. Because Vayne needs high mobility to offset her squishiness, there really isn't any other alternative over Tumble.


is maxed second because it doesn't become effective until later on in the game. The focus of laning is farming safely and Tumble ensures the best of that. However, it's great to max this second because as engagements become more drawn out, you can activate more Silver Bolts during a fight. I get at least 1 point in this by level 3 so have my entire kit by then.


is right now a one point wonder. It offers the same 1.5 second stun on all levels so there is no reason to put more early on. You also sacrifice the mobility and sustained damage that Tumble and Silver bolts applies if you choose to max this earlier. Max this last but get 1 point in it by level 3 so that I have my entire kit ready during trades.


should be leveled whenever possible. The spell offers an edge to trading with its utility. The longer duration and bonus AD boost becomes extremely important later on when teamfights become more drawn out.

Item Builds

Starting Items



This item is so good right now; it offers sustain, HP, and added AD. All of these combined increase trading potential dramatically and because lanes are decided by level 3, it's not something to overlook.



I'd only ever go this item if you are sure that you aren't aware of how to trade against a certain lane match up. The armor and extra HP potions with help you sustain but you will probably lose lane because you aren't going to be able to trade with a 10 AD and 80 HP difference for the armor.


Laning Items



It's not on her recommended list but it's very good. HP and AD for survivability and damage during trades, and on-hit HP for sustain. Amazingly cost efficient, just don't clog your inventory with them because selling them is 285 gold lost along with it's stats.



Great for laning sustain and builds into a core Vayne's lifesteal item for survivability.



First core item. It's cheap mobility and attack speed in one item, both which greatly improve kiting.



Health potions are always a good option during laning phase. They offer sustain and regeneration during trades. Using one at the beginning of a trade will give you an upper hand.



Around level 6, I start buying mana potions over health potions so that I can use Tumble to shove the lane while retaining enough mana to commit an all-in. Vayne's mana regeneration isn't very good and she needs half her mana bar in order to activate all her abilities.



Yes, even ADC's get this item. If the support isn't doing his/her job and warding the lane properly or only bringing back 1 ward after a recall, I'd rather spend 75 gold every recall than giving away a free kill. You should have 1 ward every recall, even over Doran's Blade, to boost map awareness. 75 gold is also a very cheap price over losing a teamfight and, following that, an objective.


Core Damage Items


Always choose to rush one lifesteal item before building the other damage items. Vayne needs every bit of survivability those items offer because of her lackluster range.



The item is much easier to build that the Bloodthirster and it offers a great active for peeling or chasing. The on-hit doesn't synergize with critical strike damage and it diminishes on the same target so it's valued for its utility over its raw damage.



This item gives a high amount of raw AD and lifesteal when fully stacked. It also wins the lane because it is easy to stack during laning phase. Be aware it's a semi-snowball item since death reduces its stacks by half, and Vayne isn't the best farmer out there with her non-existant waveclear.



This item is easier to build than Phantom Dancer and offers more movement speed. It offers magic damage to avoid armor stacking and is much easier to transition the game with. The magic damage doesn't synergize with lifesteal and the item overall offers less raw damage than Phantom dancer but the waveclear that it offers for Vayne's specific case might net you more gold to buy more items.



Attack speed for a faster attack animation and movement speed for more mobility combined amplify kiting. It also amplifies damage with its critical strike chance so it's a very solid choice.



It offers the best raw single target DPS for an ADC and synergizes extremely well with other critical chance items. Building this is very difficult and offers no survivability so try to build it after you get your lifesteal item.



Even though Vayne has , most of her damage is physical. Because every champion has scaling armor, this item is mandatory as a 4th or 5th core item when people naturally have 80-100 base armor without factoring in armor on purchased items unless you're going the incredibly heavy attack speed build.



It's an option for end game but early game, getting the core items above will net you much higher power spikes. Once the game starts leveling out in end-game, this item's utility might be just the thing to make you even harder to deal with. However, get the items above first so that you have presence in the first place.



Enchantments are a good option if you have gold to spare and ideally have run out of empty slots. Furor is great for kiting and Homeguard is very good for defending your base if it's under siege.


Defensive Items


Only take 1 of these in my final build because the enemy team typically has some form of threat level. Any more than 1 and Vayne's DPS will suffer.


This is a great option gainst heavy targeted CC such as suppression or multiple . The MR is also very useful as most CC is applied by mages. Hold back on upgrading this into until you have fully built 5 core items because the upgrade is extremely cost inefficient.



Get this for champions that have a knock-up or pull based initiations such as and because you can't cleanse or them. The same goes for dangerous poke such as or . This item may also be a good answer for assassin's that rely on a high cooldown, targeted burst combo because it can remove an ability and make or break their combo.



This item is good if the game is to the point where the revive will decide the fight because you're the dominating presence on your team. Another situation is if you're so ahead that a revive would secure a disgusting lead but often times this isn't the case.



This item is a very good balance of offense and defense. However, it absolutely sucks building it as a defensive item because the new recipe requires 3 open item slots. Go for it if you are ahead but if you're in an even match, this item will usually finish way too late.


Items that are Extremely Situational


These items have their moments in very special situations.


I have tried this item and have to say that against sustained magical DPS like , this item is a good response. The magical shield can be a huge buffer in heavy trades during teamfights and the additional AD from the passive synergizes well with Vayne's typical lifesteal build; the lower her HP, the more damage and lifesteal she gets in return.



This item is kind of bad synergy with Vayne because CDR is only noticeable on her Ultimate and the recipe is incredibly awkward to build; the other attack speed items offer zeal for immediately increased movement speed. If you're ahead enough to get this item or want to deal with attack speed slows, then this item has its uses.



If targeted slows are a huge concern, such as or , these boots will offer more than the diminished 20% attack speed if you chose . Very rarely will you ever touch these boots.


What I Don't Recommend



As the meta has shifted, a defensive item's utility has become more important than the raw HP that this item offers. Right now, usually for only half of the HP, the other defensive items can provide more protection through their abilities.



This item is not good with Vayne because she already has a kit focused on kiting bruisers. Vayne is also a bad canditate for using the active because if she were to get dogpiled for the ideal active's use, she'll have no hard escape to get herself out with and get completely destroyed.



Vayne's 3 hit wonder does not justify this purchase. After 3 attacks, you have a non-existant item for the rest of the teamfight. Given how the active is very loud, good luck killing anyone who isn't deaf.



No, Silver Bolts doesn't apply to all three targets hit, only the primary target. The programming was designed to reset the counter should she hit a different target so it's already fortunate she doesn't play the lottery every time she hits multiple champions with this. This item offers no critical strike chance and gives no movement speed so overall, it's a bad item on her.



Awful option for Vayne. CDR doesn't synergize well with Vayne. As for the armor penetration and reduction, Vayne already has Silver Bolts and Last Whisper to take care of the majority of that. Because she is completely single target, she is a very bad candidate for applying the reduction. Overall, I'd prefer buying Last Whisper and building a Negatron Cloak for survivability.



Vayne's Silver Bolts do have issues against high HP regeneration but this item is so cheap that it becomes slot inefficient late game, where you could replace it with a much stronger item.


Typical Final Build





In this example build, there is a nice balance of AD, lifesteal, and critical chance along with a strong defensive option.


What I Build





I personally use this route because the Statik Shiv and Zeal offer great mobility and transition for the Infinity edge. The magic damage and attack speed from this build is also just enough to overcome the armor stacking without the need of Last Whisper. I usually decide whether or not I want QSS over GA depending on how bad the CC is.

Fundementals for Mentality

The role of the ADC is by far the most mechanically challenging. However, mastery of this role's mechanics is not the only thing that matters in this game so if you mastered only raw mechanics, you'll guaranteed get to gold but probably no higher. This section is pretty much an overview of the fundamentals of not only the ADC but gaming as a whole. I'll go over mechanics later because mechanics don't mean crap if you're unable to properly judge when to use them.



Playing to Win


This is a very huge concept that I was looking to understand why I started playing this game. Knowing what your objective is and how to get there is not only the foundation of LoL but also the foundation of life itself. If you don't know why you are doing something or don't have a specific goal and an idea of how to get there, you will probably not achieve anything. You could have the mechanics of Doublelift and still be stuck in low ELO because you're dumb enough to attempt random 1v3's out of over-confidence.

"Playing to Win" is something Chaox mentioned in the first 20 minutes of his 2 day Lesson. To understand this abstract idea at its fullest, simply look at all of your actions.

Is what you are doing helping you win?

  • Is what you are typing in chat helping you win?
  • Is your disposition prior to starting up LoL helping you win?
  • Is raging over a loss rather taking it as a lesson and learning from your mistakes helping you win?

These are all very real questions and all of these have influence on how your games will go. Knowing how to answer these questions and consciously dictating your actions according will not only help you become a better player but also help you become a better person overall when you ask these questions on any real life goal. This will also make the climb an enjoyable task and not something that you lose sleep over.

"Is what I'm doing me helping me get to my goal?"




Judging Trades


The concept of trading is very simple but it's something that comes with experience. When laning, judging a trade depends on the match-up. While you are laning, ask yourself these questions to help you become more conscious of this idea.

  • Is that CS worth the amount of the harrass I may take?
  • Is initiating a lane trade in my favor based on items and level?
  • Is my positioning worth the risk of getting caught?

Trading is what determines match-ups because in a favorable match-up, you can typically initiate trades in your favor. As Vayne, most match-ups are unfavorable; in most cases, you have to avoid trading until a good opportunity arises. Just because a match-up is bad does not mean it is impossible. Often times, if your mechanics or mindgames are good enough, you'll make that CS that typically isn't worth it for newer players suddenly worth it out of pure skill. This is how professional players carry themselves in terms of laning. The amount of trades that are exclusively favorable for them add up to the point where they can often times win their lane. This is what you call "outplaying."

On an important note, when judging your opponent for a trade, be sure to note level differences. A level lead may be more advantageous than the item or character difference. Every time you level up, your base stats are increased more than a kill's worth of stats from items. This is exactly why double golems on bottom lane's blue side were so retarded. Just by getting blue side, that bottom lane would have a level lead half the time unless they majorly screwed up, making purple side's job extremely difficult. Remember to look at not only item difference but level difference before initiating a trade, especially between levels 5 and 6.

"Is this situation worth initiating a trade?"




Reading the Mind


Note that this is my weakest fundamental because out of 5 years, I've only become conscious of this in the last 3 years. As such, I am still learning this portion myself and by no means am an expert. However, this is how I've interpreted it so far.

Reading the mind involves understanding the habits and tendencies of the enemy and using these reads to your tactical advantage. In Japanese, this is referred to as "yomi." By reading the enemy's intentions, you are not only able to predict when they will do something, but also why they are doing it in so-and-so manner. Reading the enemy's mind is equivalent to having an inside source telling you exactly what the enemy is going to do and when.

In China, Chaox (yes, I'm a Chaox fan) describes a competitive Chinese team having a specific person work as a data analyst. Their job would essentially involve watching hundreds of replays of other professional players and picking up tendencies even that player didn't know he ever had. Using this intelligence, the professional team would then be able to exploit these tendencies to their favor and win entire games from them.

By mastering "yomi," you'll be able to read situations and take the advantage. You can predict where and when you need to sideways Tumble to dodge their skillshot while spacing perfectly within auto-attack range-- all of this before they even cast the skillshot. You would even be able to read the opponent's movements and instantly know there's an incoming gank just by a slight change in their tendencies.

Taken to a further level, you could get to the point where you know exactly what tendencies your enemy is reading from you and bait them into a really bad situation.

For example, the enemy Quickdraws into you at level 6 for a full burst combo, only to have you across him preemptively before his Quickdraw starts up and Condemn him into your turret's range for a kill. From an outside perspective the enemy team might think their ADC is retarded when in reality, you just read your his mind and helped him setup his own death. For other champions, this can also apply to lead opponents into incredibly impossible looking skillshots. To others, it looks like the enemy is just walking into your skillshots.

As Vayne, this will help you preemptively start-up and wall-stun the enemy by the time the missile reaches them even though on start-up, they did were not immediately in a position to wall-stun.

Good reading allow you to judge which option is most favorable for you and unfavorable for your enemy based on a given situation.

Fundementals for Mechanics

Mechanics are the anti-thesis of "yomi." The basis of mechanics are your personal ability to execute a simple task without requiring any thought on your opponents tendencies. Basically, they are everything that you can improve by playing bot games.

For example, dodging a Blitzcrank grab on reaction via hearing the start-up sound or watching the start-up animation is purely mechanical. This task involves no mind-reading and is something that is based solely on how smoothly you can click your mouse and press your buttons on the keyboard. Of course, many people can also dodge the hook by reading the Blitzcrank's grab tendencies and already begin side-stepping before he launches the grab. Upon further analysis, the purely mechanical situation has no "direct" counterplay but the more mindgame related example has a more obvious counterplay; the opponent just has to read where you are going to walk. However, the enemy Blitzcrank can just adapt to the situation and go after your support with his grabs if he realizes you're too mechanically sound. Even though your mechanics have removed some of this Blitzcrank's options, he still has other options and is still a threat in lane.

This example clearly shows why is why you need a good balance of yomi and mechanics. Otherwise, in one situation, you can have perfect mechanics and statistical knowledge but have no clue when your opponent will all-in with something unreactable while on the other hand, you can read your opponent like the back of your palm but still can't press that button fast enough to avoid getting instagibbed for the 100th time.

Good mechanics give you more options while removing the enemy of options in a given situation.



Attack-Walking


This is the most fundamental mechanic an ADC must master to effectively kite. If you let your champion automatically attack a target, your character will remain stationary until the target moves out of range. When automatically chasing, your champion will auto-attack and then wait for the animation to finish before continuing the chase. As you can probably guess, this is extremely inefficient in terms of mobility. It's favorable to maneuver as much as possible between auto attacks to avoid getting caught by the enemy team.

In order to do this, you need move immediately after you launch your auto attack. This way, you cancel the ending animation and give yourself a window to move around before you need to auto attack again. While under constant enemy focus, this mechanic will allow you to constantly reposition yourself during a fight.

Key Points
  • Become familiar with your champion's auto attack animation so that you accidentally cancel your auto attack
  • Be familiar with certain attack speed thresholds because the more attack speed you have, the faster your attack animation and the smaller your window for moving becomes



Attack-Resetting


This is another form of canceling the auto-attack animation. Because Vayne's Tumble resets her auto-attack timer, interrupting your auto-attack animation with a Tumble will let you land two auto-attacks in quick succession. This takes some getting used to because again, you have to be very familiar with her auto attack animation so you don't accidentally cancel her animation before she launches her auto attack. However, you want to execute Tumble as fast as possible to fully benefit from the reset.



Last Hitting


Now, last hitting minions under pressure is an entirely different story but if you are simply going for CS without any obstacles, you should always net every last hit. By looking at the HP bars of the minions, you can judge how low they need to be before you can go in for a last hit. CS is the primary income in league and as the role that scales the most with gold, ADC's must master CSing. This importance is also emphasized in the rune page; the more AD you have, the greater window you have to last hit with, and the less likely you are going to miss CS.

When under turret, melee minions can tank 2 turret shots worth of damage before they are low enough to last hit. On caster minions, they can only tank 1 shot before they are a little above the threshold for last hitting so you need to have them prepped with damage beforehand if you aren't running the full AD rune page at level 1. Later in the game, the minion HP outlevels the turret's AD so these estimates become even more rough.

CSing goals I use are 80 CS every 10 minutes. The 100 CS per 10 minute rule is very unrealistic; unless you're pubstomping, you'll lose many CS due to enemy laning pressure.



Minion Wave Control


While this does tie into last hitting, most of this mechanic relies on your situational awareness and knowing what action is optimal when. With the minion wave, you need to constantly factor it in.

There are countless times where I've seen people attempt trading while a huge enemy minion wave is building up, resulting in 300 less HP from just minion attacks; I was also a criminal to this before. Before you attempt a trade, try to thin out the minion wave so they don't chunk you for a third of your HP.

Another factor is to observed when all melee minions have died and all are left are the caster minions. Because caster minion attack from a range of 600 compared to your 550, going for last hits becomes much riskier because you are forced to walk in front your minion line to attempt a last hit. This makes you a very easy target for skillshots or heavy initiations because you have no minion cover to retaliate during a trade and you are a very easy target with no minions taking the hit. Melee minions are both worth more and safer to last hit than caster minions so it's ok to miss a few caster minions for the sake of sustaining in lane.

A final note is judging how the minion wave is pushing. Typically, having the wave pushing just outside of your tower range is the most desirable; the minions aren't colliding with your turret resulting in the wave resetting and you are close enough to your turret to avoid ganks. By last hitting, you minimize the amount of push you're applying to the minion wave and keep the wave on your side of the lane.

Generally, the best time to push the lane instead of freezing it is if the enemy ADC is either forced to recall or dies in a trade. This way, you'll deny the enemy ADC at least a wave worth of minions and potentially reset the minion lines back to the center of the lane if the minions die to the tower before the next wave arrives. Vayne has really bad pushing power with just Tumble so be sure to judge whether or not pushing to reset the wave is practical. Otherwise, the enemy will come back while you have no mana, little HP, a huge amount of sitting gold, and a shoved minion wave.


Ranges, Cooldowns, and Mana Costs


All three of these are just memorization. If you do your homework on your enemies, you'll automatically have an edge without delving into your enemy's thoughts. However, don't become too reliant on this because there is a lot more to this game than rote learning. Just because all the numbers and statistics point in your favor doesn't mean you'll win the match-up.

Typically for range, you'll have to be judge the range of both your champion's attacks and the enemy's attacks without the range indicator. This way, you know exactly what space you and your enemy can zone with. If you don't become familiar with ranges, you may easily walk too close to your enemy's kill-zone or be too far to immediately start Condemn and waste time walking into range.

Likewise, cooldowns are pretty stagnant on champions because heavy early game CDR isn't the meta. After an enemy uses an ability, knowing their cooldowns will give you a rough estimate of how long you have to zone them before their abilities come up again. The same applies to summoner spells. Be sure to know which summoner spells you and your support have up and which summoner spells you know your enemy have down. This way you can initiate trades with fewer surprises.

As for the last category, it's a pain to memorize all of the numbers so get used to your own mana costs first. Then, gradually get used to the mana costs of other champions. This way, you don't go out of mana during a trade. For enemies, you'll know whether or not they have enough mana to use their abilities.



Abilities and Item Actives


It's important to master all your abilities and item actives so you can use them at their full potential. Become familiar with your abilities and also become familiar with item actives so you don't forget to immediately reach for Cleanse or QSS if you get stunned. For items, it's especially helpful to put them on familiar hot-keys so you don't waste time searching for the buttons during intense situations.

Early Game

Spawning

Immediately I buy my items ASAP and start moving. One of the easiest ways to give away an early advantage is getting to a key jungle entrance late and then getting instagibbed by that invasion you just face-checked. Once the game starts, time counts. If I started blue side, I'll be guarding either the wraith entrance or bottom lane tri-brush. If I'm on purple side, I'll be watching the area around the Dragon pit.


First 2 Minutes

At this point, I am at my post watching for an invasion and I'm also determining my actions based on what side I am on. Riot has finally addressed the double golems issue with patch 3.8 so they are now out of the picture. Regardless of what side I am on, I will basically help the jungler by dealing some damage to the buff monsters. About 4-5 auto attacks is the most I can afford, otherwise I'm bound to be behind in EXP because I'm late to the lane.


Levels 1-5

"My job is to farm. Extend for a last hit and then back off. If I have to take more than 1 auto attack's worth of damage going for the last hit, it isn't worth it. If I violate this rule, I'll probably get caught in a trade and immediately lose lane."

It took me about 2 years to learn this concept. Vayne is not initially strong so avoiding conflict is the only way she can survive. If it is safe, auto attack the enemy ADC while he is going for a last hit in order to get some free harrass. If they are close enough to the wall, going for a Condemn stun will do a lot of burst damage if not kill them, both of which give you laning pressure. The idea is to only go for the safest of pokes and the safest of Condemns because losing a trade will be very difficult to come back from. As my guide title infers, Vayne is essentially an all-in type of champion. Committing with her is extremely high risk because she doesn't have a real escape and she is easily chunked her small health pool.

At level 1, you should already be punishing enemy ADC's for last hitting if they aren't an incredibly aggressive match up. Auto-attacking into a Tumble when they go for a last hit will instantly give you a large amount of lane pressure because regenerating isn't strong early on so the damage will stick. Eventually, you can keep the wave slightly pushed onto their side so you can constantly secure a level lead and by level 3, have your entire kit ready for any openings.

Against hard laning match ups, you don't even want to do this because it's very difficult to get away with this kind of harassment without getting chunked for double in return so just play the farming game. Ideally, try to keep the wave from pushing up to your turret because you'll have to deal with their level lead for a while.

The only time I'd recommend going in is if the enemy carry is either extremely out of position and is open for an easy or if your jungler is about to gank since Vayne is very strong in a 3v3 situation.


Level 6

Vayne gets her ultimate and this is a big deal. The mobility makes it easier to net kills. The extra AD and stealth put you ahead in trades. If you were even in lane, this ultimate puts you ahead in lane. If you were behind in lane, you have a chance to get ahead.


Post-Ultimate until the first turret falls

From here on out, fish for kills with your ultimate and farm whenever there isn't an opening. Because it is on such a low CD, the ultimate is best used to win a trade, recall, and come back to lane with it already up to net another kill. Remember to kill the enemy turret as soon as possible, besides keeping it up for safer CSing for that , initiating mid-game as soon as possible will put the rest of your team ahead because you can now roam to pressure the other turrets.

Also, be mindful that trades at this point of the game will also decide Dragon so be sure to keep that in mind. Dragon is worth a little more than a turret in global gold so it is a huge objective early on. The timer on it is 6 minutes. Always have it warded and timed.

Laning Match-Ups

Because early game is practically synonymous with laning phase, knowing lane match-ups is important.


Attack Damage Carries



Recommended Starting Item:

Ashe's passive has become even more annoying for Vayne now that it doesn't reset her Focus passive while she's last hitting. Even though Ashe is still a pretty weak ADC due to her lack of escape, she is still a huge lane bully toward Vayne because of her longer range. Watch out for her bow's sparkle and wait for Ashe to last hit with Focus before attempting last hits; the damage isn't worth the creep. Standing behind creeps is generally a good idea to avoid potential Volleys. At level 6, Ashe's is a very strong initiation tool so try dodging it using it's graphic and audio cues. Try to play conservatively until Ashe makes a mistake because her slows will punish you very hard. She is one of the few match-ups I would recommend going .



Recommended Starting Items: or

This champion is the hardest laning counter there is to Vayne. Sporting 650 auto attack range, an extremely safe escape that doubles as a slow, Traps to prevent ganks, and a heavy waveclear with her Piltover Peacemaker, she is a huge problem for Vayne. Every time you go for a last hit, Caitlyn should be able to auto attack you at least once. Whenever possible, avoid her Headshot passive and wait for her to to expend it on a last hit, otherwise the bonus damage will chunk you for quite a bit. Using Tumble to avoid her and will put you massively ahead in trades. Try to shove the minion wave toward her toward her turret but expect to farm under your turret. You may have to ask for help to last hit the caster minions but just do your best. If you are 25% HP, feel free to recall early so that you don't die. If you don't die to her in laning phase, you'll outscale Caitlyn. Otherwise, you'll be playing the catch-up game for a while.



Recommended Starting Item:

He's become less common after the numerous nerfs to his kit but he's still out there. His zoning tool is his auto attack into combo but it costs him a lot of mana to do so. He's one of the more "standard" match-ups and doesn't really present any special utility to avoid. Avoid trades if he turns on his Gatling Gun and wait for the opportunity to Condemn him into the wall for some nice burst. His Valkarie has a 26 second cooldown so if he does manage to blow it, use that cooldown as a means of zoning him while he doesn't have an escape. Once he hits level 6 and obtains , his poke becomes a lot better so stay behind the minion line and DO NOT get hit by Big Ones or you'll be recalling very soon. Toward late game, you have the better single target damage but he brings a lot more utility with his poke and waveclear, and shred from his Gatling Gun's shred and true damage passive so continue to stay weary.




Recommended Starting Item:

Focus on punishing him while he attempts catching the axe if he is going for a last hit. Eventually, he'll be able to sustain through your poke because of his massive pushing power from his Spinning Axes but keep in mind of any openings to Condemn him with. Do not trade with him longterm or else you'll get wrecked. At level 6, he has better dueling until you get some CC onto him so make sure you play passively until the moment is right. Avoid his Stand Aside during chases and dodge his R in trades for a secure kill.



Recomended Starting Item:

His builds are so colorful they are starting to pick up names. However, playing against him is pretty much the same all across. Use minions and Tumble to avoid his poke and punish him whenever he goes for a last hit with an auto attack. Ezreal's strength is his potential to all-in for some decent burst should he get you low enough so avoiding his poke will prevent him from pressuring you. Besides that, avoid his bush gimmick with his Ultimate, because it does a lot of damage to the first target, and you should be fine. Later in the game he does have excellent mobility with his because Mystic Shots lower its cooldown so don't slack off in a teamfight because his survivability is very high.



Recommended Starting Item:

He's the ADC with a skillshot that isn't really a skillshot... This lane is very strange to play. Despite his slightly lower range, it's pretty unsafe to poke him because he can just Quickdraw into a Buckshot if you get too close. Even his Buckshot alone does a sizable amount of damage without all three bullets connecting. Play this lane safe and avoid his burst. You may consider investing an early second point in Silver Bolts if you are planning to trade him at level 6 to cut through his passive. Keep in mind that it is completely possible to Tumble sideways and juke both his Buckshot and Ultimate so the potential to outplay him is very high. If you mess up though, you'll probably get instagibbed. His late game isn't as good as your late game but his Smokescreen has incomparable utility be sure to avoid that.



Recommended Starting Item:

He is one of the other hypercarries you'll have to deal with late game. Whenever he turns red from his , avoid getting hit at all costs. The bonus damage and range that it gives will do a number to you, especially you get caught in his . To win this lane, watch for any positional errors to land a good Condemn to burst him because he is almost as squishy as you are and lacks an escape. When he hits level 6, his poke from is a lot similar to Corki's so walk unpredictably and Tumble to avoid the rain. Keep in mind of his passive when dueling him so that he doesn't kill you after the exchange. Late game, his lack of escape and only 6 seconds of up-time on his will get to him so use your mobility to your advantage.



Recommended Starting Items: or

She is one of the other hard match-ups that you'll have to deal with. Because of her massive health pool and her on-hit from , she is impossible to trade with pre-6. Avoid taking multiple auto attacks in a row for a last hit and stay close to the side of the caster minions so her Double-Up bounce doesn't chunk you. Occasionally, it'll be safe to harrass her when she goes for a last hit so use this opportunity to take down her Strut because its mobility often gives her free harras on you. At level 6, using a sideways Tumble to juke her Bullet Time will win you trades. She also lacks an escape so Condemn will net some nice damage on her. Beware she can return to lane quicker than others because of her Strut so if you do force her to recall, push the lane quickly before she returns.



Recommended Starting Item:

A new champion that recently got buffed. She does sport some power during laning phase and has the potential to snowball mid game so beware of her burst. A large portion of her poke comes from her so use minions and Tumble to avoid it. It shares a similar AoE to Corki's so keep that in mind. If her passive targets you, play it safe for the 5 seconds because it does a lot of damage and now gives her bonus movement speed along with the attack speed from her passive. Quinn's combo always involves the use of her and it follows up with a guaranteed Harrier mark on you while knocking you up for a split second so be wary of trading with her. Ideally, you want to bait her into Vaulting herself into a wall so that you can easily Condemn her and follow up with larger burst of your own. Against her , you can Condemn her away if you anticipate the Skystrike portion. Her late game is garbage because of her low auto attack range so play it safe until then.



Recommended Starting Item:

She was my replacement for Vayne for a while because her playstyle was pretty similar. Avoid getting nuked by her Boomerange Blade and use your longer range to harrass her whenever she goes for a last hit. Her spellshield against your Condemn is a mindgame in itself so don't get baited into wasting it. Late game she doesn't have as much damage as you do so prevent her from snowballing mid game.



Recommended Starting Item:

She is the other hyper carry that rivals Vayne late game. However, unlike Kog'Maw, who's weak laning phase bullies Vayne's weaker laning phase, Tristana's has always been strong. Her does a lot of damage for a poke and because the damage over time also applies a healing debuff, it's difficult for Vayne to lifesteal off the minions during those 5 seconds. Because Tristana's range also increases per level thanks to her passive, her poke does become more and more dominant as the laning phase draws out. Do not let Tristana's poke get you too low and Condemn her Rocket Jump mid-flight if she does attempt an all-in. At level 6 you do have a window to trade with her so wait until then before going for trades. Late game, she has 153 more range than you do so you'll need to play to your strengths and shred through her team before she shreds yours first.



Recommended Starting Item:

His early game is very strong because of his stacking Venom and Expunge as early as level 1 so respect his presence. If he tries land , dodge it and if you get hit, just back off and wait for the poison to fade. Two stacks of Venom into an Expunge is not mana cost effective for the little damage it does. Do not get caught off guard by his stealth if he suddenly goes missing and look for openings to Condemn him should he position himself poorly. He lacks a real escape so he's easy to chase if he gets low, provided that you kill him before he stealths away. Do not trade with him while his Ultimate is active, denoted by the differing auto attack particle and sound effect. His teamfight is very strong thanks to his AoE auto attacks from his Ultimate though so avoid chasing him in a line or grouping up too tightly.



Recommended Starting Item:

He is basically the damage version of Ashe if she traded her on-hit slow for on-hit damage. Because he does have 575 range, avoid his poke and do not trade with him. His Blight stacks into Hail of Arrows will chunk you for quite a bit. At level 6, his works a lot like Ashe's in lane except it travels faster and has a visually and audibly less noticeably start up. It snares instead of stuns but it's still very disruptive because half of your strength is your mobility. He also lacks escapes so punish him with Condemn whenever he's too close to a wall. Whether or not you get or for him depends on what you prefer. I usually get because the lane is usually trading before level 6. His teamfight isn't as good as yours so deal with his early game and you should be fine.



Supports


I generally put these supports in two categories. Poke and all-in.

Poke include but are not limited to...


All-ins include but are not limited to...



Generally, the supports that can poke do so that they can all-in when you're low enough. The latter category cannot really poke but zone with their all-in potential. Vayne has issues with the former category because she is extremely squishy and she can't really dodge poke, which tends to be targeted, as well as she can dodge all-in's, which tend to be skillshots.

Against poke, 1 auto attack is the most you should take for a last hit. Standing away from the lane bushes may help you avoid the enemy support. Any more and the CS isn't worth it because you'll end up vulnerable to an all in. Eventually, will help you sustain through the poke.

Against all-in, Vayne has her Condemn to cancel gap-closers and Tumble to avoid hooks. Vayne generally does better against all-in's because she has the tools to heavily outplay close quarter engagements.


Enemy Supports


I'm only going to focus on the more common supports here but in general, you can treat the supports based on the two categories I listed above. I'll list them based on what I found to be most difficult to least difficult.



She is one of the worst supports to lane against. At level 1, her auto-attack Hymn powerchord combo chunks for 200 HP. At level 3, 300. At level 5, 400. Once she hits 6, she'll be able to initiate with a wide AoE stun and chunk you for 1/3 of your health by herself. At champion select, I'd advise requesting for a support with a hard CC initiation. This way, you target Sona's squishiness and chain CC with your wall-stun into an easy kill. Anyone else and she'll still be able to retaliate with her burst, evening out the CC advantage with damage. In lane, avoid going for CS that she can use to set her spell rotation. If she hides in a lane bush, stay away from it and have it warded. Attempting any sort of confrontation will result in tanking her rotation and having your damage mitigated by her heals.




She is the other poke support that makes your life very hard. Unlike Sona, Lulu brings slightly less burst but instead brings more sustained poke and utility. Her Gliterlance is very slow so she'll be aiming to Help Pix! either you or a nearby minion to set a closer shot. Because her auto-attacks also hurt from the on-hit magic damage and share the same range as her Help Pix!, avoid stepping into that range when going for CS. At level 6, Lulu's Wild Growth makes dueling a hassle because of both the knockup and the bonus HP. Avoid getting knocked up should you go in and exploit the fact that Lulu brings no sustain to her ADC.




Nunu is a very good pick against Vayne because of his Ice Blast. Because it takes away both mobility and DPS while bringing a sizable amount of damage, he makes it very difficult to trade. His Blood Boil also gives him and his ADC a mobility advantage, making it easier for them to harrass you when you go for CS. His Ice Blast has a short range so early on, note his added movement speed and avoid getting hit by it while going for CS. At level 6, do not get hit by his Absolute Zero and try to Tumble out of it or you will lose the trade for sure.




Now, you're wondering why I placed her so high. Janna brings no lane presence in terms of aggression but she has some of the best disengage in the game. Because Vayne relies on all-ins, Janna can easily turn the tides of a trade with her shield and knock up. In this lane, try to rely on farming because Janna has a hard time punishing you for it. If a trade occurs, you have to avoid the tornado or else you'll lose for sure. At level 6, her ultimate should be expected should you start a chase so act accordingly.




Thresh got nerfed recently but he still does a lot of damage with his on-hit poke. Because he is ranged, he can punish you every time you go for a CS. Avoid his hooks with side-steps or Tumbles and punish his lack of sustain whenever he makes a mistake. At level 6, his trading power is very strong because his Box does a ton of damage with multiple walls and nullifies your chasing power.




Blitzcrank is basically an all-in version of Thresh because he is melee ranged. Avoid his hook and punish his lack of sustain. If he uses his Overdrive to get closer to you for a Power Fist, just run and read a potential hook should he run past your minion wave.




Leona is a very easy match up if you know how to play it. Her Zenith Blade is the same range as Ash's auto-attack so play around that range and bait her to missing it. This way, you'll have 13 seconds to punish her because she can't gapclose onto you. Your Condemn can nullify her Zenith Blade should she land it so she can't follow-up with her stun. At level 6, just read her Solar Flare and as long as she misses the stun, you can still Tumble her Zenith Blade or peel with Condemn.



Ally Supports


Ok, I'll be very honest here. Focusing too much on your support is often times a trap because of how wide of a skill spectrum Soloqueue offers. Because Vayne is incredibly support reliant for peels and in-lane initiation, it's very easy to lose lane because of one lapse of judgment on your partner's end. Many times, that's game as Vayne because her comeback potential is very small. I'll give very brief summaries on what the supports CAN do but what you should NOT EXPECT them to do. Focus on your own farming if they make bad plays but pay enough attention to readily follow up a good setup.

These are ordered from best to "not so great" based on my experience but this list may not suit other Vayne playstyles.



God Support: Chairman Zhao

At level 2, crush anyone who isn't a devout believer of the "Be a Man" doctrine.





He is very rare to see nowadays but he is a godly support for Vayne. He offers both hard cc setup and peels, sustain which doubles as pushing power, and the most beefiness a support can offer. Starting level 2, he can setup incredible opportunities for a chain wall-stun with Condemn. Late game, he can peel an entire enemy team off you with a well placed pulverize.




Starting level 2, she brings a lot of kill potential with her Zenith Blade into her Shield of Daybreak stun. On squishier supports, this is instant death if you can follow up with a wall-stun using Condemn because the Sunlight debuff nets a lot of bonus damage. She offers no sustain so carefully choose your trades. At level 6, watch for her Solar Flare; a center shot will also be an easy kill. Late game, she can peel for you but she may need to use her kit for initiation.




She is a very good babysitting support because of her various disruption spells. She doesn't bring sustain but she turns duels in your favor with her kit, especially at level 6 with her Wild Growth. Late game, her peel can slow the entire enemy team and zone multiple enemies at once. Do not rely on her in lane if her mana bar goes below half.




His hook is a great setup for Condemn and his Rake is a good peeling tool. Learn to utilize his shield as an escape by clicking on the lantern. At level 6, your dueling potential is very strong because his Box brings a great deal of CC and damage.




His grab and Power Fist can also lead to wall-stun set ups at level 2. However, he offers no peel and no sustain. When he lands a grab on the enemy ADC, immediately follow up for an easy kill. Be cautious if he grabs a tank support because they may use that as a means of initiating.




Janna's skill can be measured based on how well she can place her shield. If the Janna is good, you'll farm up without many complications. If she's not so good, it's practically the same as a 1v2. She offers a lot of disengage and peel with her kit, which is especially important during teamfights. Be aware that her shield doubles as an AD steroid so trading with it may be favorable. Her passive Tailwind is also very strong for Vayne because it gives her more mobility to avoid harass while farming.




Also an extremely hit or miss support depending on how well she can land her bubble. Follow up on good bubbles but don't expect her to be of any use if she can't aim them.

Mid Game

Mid game begins when the first turret falls. The moment an outer turret falls, the game mechanics change quite drastically. The lane that won can now roam while the lane that lost has to push back and make up for the lost turret. During this period, Dragon is a major objective because of the global gold and EXP it offers.

Make sure Dragon is warded at all times and continue timing it so you can be ready when it spawns. Having a or to clear the area of enemy wards will help you secure control of it. If Dragon is down, roam to lanes and push them. This way, if you siege a turret or dragon, the enemy team has to make a choice between a fight or that lane's turret. The pushing minions also give vision of that lane so you can tell whether or not the enemy is grouped for an easy Dragon. Do not attempt Dragon if the enemy team can force a fight, otherwise the compounded damage from Dragon may turn the fight in their favor.

Make sure you are on the move. Whenever you shove a lane, clear the jungle and get Red Buff. If you've already cleared everything, try to group with your team because the lanes will pushing during a siege. This way, you'll be ready if a teamfight starts.

Every time you recall, you should always be carrying a . The support cannot roam everywhere on the map and ward efficiently so help the team avoid getting caught by keeping the map visible.

Late Game

By now, at least one lane has lost its inner turret and Baron has become the primary objective. However, do not put yourself in a bad position in order to attempt baron. That is how many games are thrown-- people attempting Baron and then getting forced into a fight by the enemy team while Baron is chunking away. Clearing the baron area with and then baiting the enemy team with it into an ace is just as effective as getting the actual buff.

Bot lane also becomes off limits if the enemy is grouping around Baron but the same goes for them. Make sure bot lane is shoved so that a siege at Baron puts the enemy team in a bad position. If your team manages to get the bot lane inhibitor, the enemy team will lose a lot of control because they have to send someone to constantly clear the super minion wave.

If you win a teamfight and Baron isn't the closet objective, pushing down the inhibitor turret is just as viable. However, make sure that the enemy team doesn't respawn during your push, otherwise you'll either have an unfavorable fight or give away Baron control because you are all low.

Once you obtain the Baron buff, your team will have superior control of sieges because of the massive bonus regeneration the buff offers. During an actual fight the AD and AP bonus helps considerable shift a fight in your favor.

Your damage should be very sizable. Again, continue applying pressure to the map by shoving a lane past river and then letting the minion wave push while you are contesting an objective on another part of the map. This will force the enemy team to send someone down to defend objectives in that lane. Teamfights are now even more risky because death timers are even longer so once again, pick smart fights.

Dragon is still important but make sure you don't leave other objectives such as Baron too available if you go for it.

Team Fights

Your job as the ADC is to do the most damage you can deal without dying. Simple to read, hard to do.

Focus the Key Targets

This is a very emphasized factor as an ADC, especially as Vayne because of her . In order to maximize your DPS, focusing vulnerable and squishy targets will net the fastest kills and remove the most pressure from your team during the fight. These enemy champions are referred to as the "Backline." Because a well balanced team needs to defend these high priority targets, there will be a set of bulkier champions or champions designed to peel for the back line. This is commonly known as the "Frontline." Because you are an ADC who's name isn't Ashe or Varus, you are not able to directly initiate a fight and force the back line into a bad situation. Therefore, you must wait for your team to initiate the fight by waiting for them to catch the enemy team out of position; during this time, their back line will be exposed and improperly covered by the back line. On the same note, never put yourself in an unsafe position by walking around an area your team's frontline is not actively covering, otherwise the enemy team will easily catch you. As an ADC, especially as Vayne, that's almost certain death for you and your team.

Once the fight starts, your primary focus should be hitting the backline champions in order to net the fastest kills while shutting down the enemy team's source of damage. However, you should always keep an eye on the enemy bruisers, assassins, and peels at all times because as the frontline, they will be protecting the backline. If it's a bruiser, bait the bruiser to dive deep into the team after you so you can engages a 1v1 duel and destroy him. If it's an assassin, the same logic applies but you must prevent him from landing his entire spell rotation and then kill him with your sustained damage while his abilities are on CD. Against peels, dodge their incoming CC's and be prepared for .

If the enemy team is extremely heavy on frontline champions, target the squishiest champions and work your way toward the backline, avoiding the bulkiest if possible. However, if safety is a problem, applying one round of Silver Bolts on the bulkiest champion before redirecting your focus to an available squishier target is OK. As long as you are applying damage and constantly pressuring toward the backline without dying, you're doing your job.


Keep Track of Cooldowns

Before the fight even begins, you should be aware of what enemy ultimates and summoner spells are up. If you lost track of whether or not someone used their flash in the past 5 minutes, you might as well assume it is up so there aren't any surprises. The same applies for your own team. If your team's ultimates or major summoner spells are not up yet, it will be wise to wait until their ultimates and summoner spells are up before engaging.

During the actual teamfight, keeping track of enemy cooldowns is also necessary for survival. This means you'll have to become very familiar with all of the champions in the game and what the cooldowns are on their major abilities. This way, when they are on cooldown, you know exactly how long you have to deal damage without fear of these abilities zoning you.


Know What Objective You Are Contesting

Before or after the teamfight, you should always keep track of the potential objectives available to both your team and the enemy team should a fight break out. Not only will you be able to know what is at stake and judge whether or not a fight is worth it, you'll also be able to know what to do after the fight ends. This is how you carry your team. Many times, I've seen a teamfight conclude favorably and then my team decides that wraiths suddenly look really good instead of doing the sensible follow-up-- getting the turret, shoving the rest of the lanes, and then recalling to spend the gold advantage. In the end, turrets and inhibitors win the game, not kills, so make sure your team knows what to do after a major fight ends.

Video Commentaries

Vayne vs Varus



Vayne vs Quinn



Vayne vs Ezreal
This Ezreal tried to go blue build even though he fell behind in lane. In my opinion, it's a really bad idea to go blue build unless you are ahead.



Vayne vs Caitlyn
Vayne's hardest match up. Completely skill based and it's heavily slated against your favor. Truly a test of how well you can outplay the enemy.

Final Comments

Vayne is a very difficult character. This is said over and over again. I continue to have a love-hate relationship toward her strength in the current meta because of how awful she is during laning phase, the time where most games are decided. However, I continue to stick with her because she was by far the most fun champion I picked up and so I hope that you too will learn to appreciate the challenge that playing Vayne presents.

Feel free to check out my stream even though it has very few followers as I'm still working toward just commentating on it. My youtube channel will have my video commentaries for those who don't really want to deal with my erratic streaming schedule.

http://www.twitch.tv/demonictrilogy
http://www.youtube.com/user/DemonicTrilogy

If you have any constructive feedback or any questions toward this guide, feel free to leave a comment below as I'm currently checking on this very often.

Comments

July 2, 2013 - 03:05 AM #1

Ice Icembus XIV

Well, I figured that Mecurial Scimitar is a rather defensive item to begin with because you don't build it into it's final form until your item slots are completely full. I already put on the defensive item section to build one but no more than one.



@Pentaquark

Thank you very much for the compliments. If you see any mistakes, please let me know so I can improve the guide furthermore. Nothing confuses me more than a random dislike with no feedback. I actually have known about the Tumble wall canceling but I didn't think it was entirely necessary to put on the guide, Besides farming jungle monsters or securing Baron/Dragon a little faster, there really isn't a use for it without compromising your position when dueling. I'll just add it there in case others find another use for it.



@Hurashi

Thanks for reading my guide and the praise.

June 30, 2013 - 04:13 PM #2

Best guide NA, Thank you.

June 25, 2013 - 06:27 PM #3

You should add that you can remove the animation of her q by tumbling towards certain terrain, thus getting off 2 attacks in a matter of milliseconds.

This technique is often used to increase dps on jungle monsters, but can also be used to turn a trade into your favor.

June 16, 2013 - 12:06 PM #4

I love your guide! Even tho it needs some touches here and there, its one of the best Vayne guides ive seen untill now. Only 1 thing to say - your build is a glass cannon one. It will be better to say in the item build chapter to awlays add 1 defensive item there :). Anyways, this guide is good and deserves a Like! +1

June 15, 2013 - 03:35 PM #5

@Trickysticks



Thank you for the comment. I make sure I output good work and love it when people find it useful.



@Nooblabel



You can go that page too. I just personally find that the extra HP lets me get out of trades with a sliver of health. Anything goes though, if it works for you it works.

June 14, 2013 - 09:50 AM #6

Good guide, has a lot of valuable information about the game in general. Definitely worth an upvote from me.

June 13, 2013 - 04:37 PM #7

I still put 4 points into utility though, 3 in

mana regen and 1 in faster recall. 5 in defense,

concentration on health per level and armor.

Otherwise great guide man, a lot of information eg

Reading minds and certain game mechanics, and

where mid game exactly starts. Not nearly enough guides have valuable information like this.

June 9, 2013 - 02:09 PM #8

@Enclave Chainpullz



I combined those sections. As for the comparison between the attack speed and penetration build, I'm still pretty sure that Last Whisper is a good option on Vayne. Looking at the All-Stars tournament, I saw the Chinese team run Last Whisper on their Vayne after Blade of the Ruined King and Phantom Dancer. Given how the Asian scene is typically more open toward the more creative build types, I'm going to use their team's Vayne as a precedent until the attack speed items get patched. The math was probably for pre season 3 because of the nerfs as you said. If you were to build extreme attack speed in this meta, it'd be less cost efficient and diminish the reset on Vayne's Tumble.



I am not totally sold on the level 3 Tumble. The extra stealth you can get with maxed Tumble is more beneficial than the 20+2% extra true damage in my opinion. Mobility is Vayne's way of offsetting her squishy problem, not damage, so I'd prefer maximizing that first.

June 8, 2013 - 03:15 AM #9

Btw, you should probably combine the intro and aspects of vayne section. Slater has been lobbying this in recent guides and I didn't notice it at first. It not a huge deal but also shouldn't take more than a minute to change.

June 8, 2013 - 03:10 AM #10

There was actually some math done on reign of gaming that showed that attack speed actually offers more damage increase on vayne than the armor penetration from last whisper does, in addition to increased kiting ability. I can't remember if this was pre or post season 3 phantom dancer nerfs though - you would have to look that up yourself. I was watching robertxlee's stream one day and they told him to only put 3 points into tumble - perhaps something you could try out and compare in the future. Overall the guide is pretty well written.

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