IntroductionVayne is one of the strongest sustained AD ranged carries. Vayne's always scaled well with items; ergo, with the increased gold generation in Dominion, she gains strength much quicker than other carries. At the moment, there is no definitive Early/Mid/Late game meta for Dominion; however, I will update with those chapters as they take form.
For the offense tree, there are no neutral mobs in Dominion, so we won't be picking up smite. Vayne doesn't dish out any magic damage, so we'll stay away from Archmage's Savvy and Archaic Knowledge. Ignite doesn't stop tanky dps from eating you for dinner, so skip that too. Rally is still not a good summoner spell, so we'll pass on that mastery as well. Then we fill up the rest of the tree, favoring Alacrity over Sorcery since attack speed synergizes with Vayne's Silver Bolts and the cooldown reduction from Sorcery is a big deal on Vayne with her already short cooldowns. It is much easier to last hit in Dominion, so we only put 1 point in Offensive Mastery. You can put that point in Sorcery if you desire; the difference is minimal. Sunder gives armor penetration which is always good on AD carries and Lethality will be worth quite a bit with the high amount of crit in late game. As always, Havoc is just too good to pass up.
Over in the Utility tree, the amount of time spent dead isn't as long as it is in normal mode, so Good Hands has a soft nerf to it. Promote isn't a very strong summoner spell, so we won't spec into that. Mana doesn't synergize with anything on Vayne, so we'll skip Expanded Mind; concordantly, you shouldn't spec into Clarity or Meditation either. Greed is ok, but with the immense gold generation in Dominion, it's just a drop in the ocean. So, with that said, let's fill in the rest of the points: Ghost for the summoner spell we picked, Perserverance to help sustain our health and mana, Awareness to get levelled up faster and get an edge on the opponent. Getting your ultimate skill 10 seconds before the opponent can make a kill happen. Last, but not least is the Utility Mastery, allowing you to have that essential Storm Shield buff up longer.
RunesMarks: Flat AD
Seals: Scaling Mana Regen/Attack Speed
Glyphs: Scaling Magic resist/Attack Speed
Quints: Flat AD
With the standard Dominion buff granting 15% armor penetration, ArPen's contribution isn't better than flat damage anymore. So naturally, we'll be utilizing the flat AD marks and quints. For seals and glyphs, you can put attack speed runes in to maximize early game DpS; however, most people don't have those runes due to the IP cost. For straight attack speed glyphs and seals, it will cost you 7380 IP and you may not be willing to shell out that much for runes you'll probably only use on Vayne. I run scaling mana regen and scaling magic resist runes and all of my AD carries. First, because they take care of mana problems and help more than you think with enemy casters. Second, with how fast you level up in Dominion, you'll outscale flat runes fairly quickly. Lastly, because they're on the cheapest rune tier, at 205 IP each, totalling 3690 IP for runes that you can use on most champions in the game.
Dodge and armor seals are okay to use as well since Vayne doesn't drain mana like that sewage dump of an AD carry named Ashe.
With how the obstacles in Crystal Scar are set up, and the speed buff platforms located throughout the jungle, Flash loses its strength here; vis-a-vis, Ghost becomes much stronger in escape as well as chasing people down.
Exhaust is always a great pick. It turns duels with tanky DpS into stand-and-deliver fights. And you'll be delivering like a pizza driver on a Friday night.
Passive: Night Hunter
Vayne ruthlessly hunts evil-doers. She gains 40 Movement Speed when moving toward nearby enemy champions.
CHASE ALL THE THINGS! With the current movespeed trend, you'll need all that you can get.
Vayne tumbles a short distance and her next basic attack within 6 seconds deals bonus physical damage.
The bonus is equal to 40/45/50/55/60% of her total Attack Damage.
Cooldown 6/5/4/3/2 seconds
Cost 40 mana
Another movement buff to help you get to that unoccupied enemy node. Or to chase. But not for running. Demacians never retreat.
W: Silver Bolts
Vayne tips her bolts with a rare metal, toxic to evil things. The third consecutive attack or ability against the same target deals an additional 20/30/40/50/60 plus 4/5/6/7/8% of the target's maximum Health as true damage. (Max: 200 damage vs. Monsters)
KILL ALL THE THINGS. This skill alone sets you above and beyond pretty much every other ranged AD carry.
Vayne fires a huge bolt, dealing 45/80/115/150/185 (+50% of attack damage) physical damage and knocking her target back.
If they collide with terrain they take 60/100/140/180/220 (+50% of attack damage) additional physical damage and will be stunned for 1.5 seconds.
Cooldown 20/18/16/14/12 seconds
Cost 90 mana
With walls everywhere, this skill is now amazing. You don't even have to aim. They will hit something and eat wall or my name isn't Chuck Norris.
R: Final Hour
For 8/10/12 seconds Vayne gains 25/40/55 Bonus Attack Damage, Tumbling grants Vayne stealth for 1.5 seconds, and the bonus Movement Speed from Night Hunter is tripled.
Cooldown 70 seconds
Cost 80 mana
Need to get away, need to make a dash? DEMACIANS NEVER RETREAT. Use this and tumble and destroy everyone. AD steroid, stealth, move buff... can't ask for much more.
Skill OrderR > W > Q > E
Final Hour's steroid is just too good to skip over. W for the excellent sustained damage. Q for positioning as well as one-time steroid. E's stun length never changes, but at max level, it lands for 405 damage before armor and penetration are applied. Great for burst, but if they get away, you may regret not having tumble on a shorter cooldown to chase with. It's really up to you and your play style.
Explanation: Need some speed and attack speed to get the ball rolling on dishing out those silver bolts. You'll most likely head top with 2 other teammates to duke it out and with correct positioning, you'll have no problem destroying the opposition.
Explanation: With the final build putting you near 2.5 attack speed, we can put that pair o' Berzerker's Greaves in the trash. They were never that good anyway. If there's a lot of hard crowd control, you can pick up Mercury Treads, but Boots of Swiftness are prime pickings purely for the ability to properly position yourself. Lightbringer now means you never have to facecheck when the tanky dps runs into a bush and tries to force you into a close fight. Also great for assassins like Akali, Shaco, Talon, Wu Kong, etc. Sanguine blade is great for you as well since you'll be shooting so fast that you'll max your stacks in a heartbeat. Seriously though, if your heart is actually beating slow enough to build up all 7 stacks in one beat, you might want to call 911. Just saying.
Explanation: The pinnacle of your DpS. You probably won't be building this exact build every time, but if you do, everything will run at the mere sight of you. Unless you popped Final Hour. In which case they won't see you at all... they'll just kind of die. With 3 Phantom Dancers, your movement speed will come out at 519. You'll be faster than offspring of Forrest Gump and some Kenyans. You will backdoor everything and be able to respond to backdoors expedas well.
Defense (Pick one):
Explanation: Now I know what you're thinking, "Defense is for wusses!" But occasionally (and by occasionally, I mean, "Pretty freakin' often"™), there's gonna be a Rammus who built a thornmail. This is a bad thing and that small amount of magic resist from your runes isn't gonna do much good. So don't be a nooblord and get a magic resist item. The type of item you should get depends on who you're up against. Assassins like Akali require Banshee's veil. It will make them hesitant to initiate if her Q and its mark are rendered useless. Hard CC? QSS. Poison? FoN. It is imperative you get one of these items so the thornmail return damage doesn't kill you.
Get this if there's a Jax or Udyr on the opposite team.
Get this to counter Warmog's. Get this instead of Lightbringer if there's no stealth champs.
) Get this instead of a 3rd Phantom Dancer if you have the extra money.
Early GameStarting Metas:
Top: 1 Tank, 1 Ranged AD Carry, 1 Tanky DpS/AP Carry
Friendly Mid: 1 Support/AP Carry
Friendly Bot: 1 Summoner-type champ (Heimer, Shaco, Yorick)
The idea behind this meta assumes no one is going to come backdoor your mid. As Vayne, you'll be heading top and autoattacking the closest enemy champ since no one is going to be terribly tanky at level 1. Make sure not to draw tower aggro. After capping friendly mid, they will join you at top as a reinforcement and someone to close off the escape route into the jungle.
Top: 1 Tanky DpS, 1 Carry/Poker Champ (Cait, Nidalee, Corki)
Friendly Mid: 1 Tank
Friendly Bot: 1 Tanky DpS, 1 Carry/Poker Champ
The idea behind this meta is that the tanky champs are all stationary at those points with the carry/pokers assisting mid or their own tower as required. This meta also means you need to be able to lock down and defend against 3-4 champs with only 2 friendly champs.
With the disarray of not having a metagame to follow though, any sort of coordination (Vent, Mumble, etc.) will give you a definitive edge.