Vayne Build Guide

The Night Hunter

Uploader Westrice
Updated 5 years ago
  • 9
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • 9
    Greater Seal of Attack Speed (+0.76% attack speed)
  • 9
    Greater Glyph of Attack Speed (+0.64% attack speed)
  • 3
    Greater Quintessence of Attack Damage (+2.25 attack damage)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Vayne is an extremely strong AD carry and duelist. Her laning phase is difficult to lane against especially with a support champion like Soraka or Taric (she can poke all day). She is also a very mobile champion meaning she can just tumble her way out of most dangerous situations or use condemn to push people away. Vayne's end game is even more deadlier than her early game because her ability to deal true damage to tanks with high attack speed will let her deal massive damage to anyone no matter what. The only downside to Vayne is that her attack range is short compared to most other AD carries so getting caught (by say, Warwick) is a higher possibility. Vayne is a strong pick overall because her damage output and survivability are outstanding.

[center][imgext=][/center] [title]Explanation:[/title] +15 Armor Penetration Marks for strong early game, mid, and late. +13% Attack Speed Seals and Glyphs for quicker Silver Bolts proc and attack speed is always good for most AD carries. Can replace Seals with Armor or Glyphs with Magic Resistance for you want more survivability. If solo laning, I recommend using MR Glyphs because in this meta, people tend to use AP carries in solo lane (especially middle) more often. +6.8 Physical Damage Quints. This provides for a stronger early game presence and last hitting. Also provides much stronger abilities (Tumble, Condemn) in the early game stage.

[title][img=skills/vayne/p.png] Passive: Night Hunter[/title] [number]Vayne ruthlessly hunts evil-doers. She gains 40 Movement Speed when moving toward nearby enemy champions.[/number] [title]Explanation:[/title] A very strong passive that allows you to chase down any runners. Great in a variety of situations including teamfights. [title][img=skills/vayne/q.png] Q: Tumble[/title] [number]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[/number] [title]Explanation:[/title] An extremely strong ability that is versatile. It can be used to poke, catch up to runners, or used to escape/position. A very strong ability because it can be used every 2 seconds (opposed to Corki's Valkyrie) and does a decent amount of damage. You can go creative with it. You can Tumble to deal more damage to dragon and baron, Tumble out of the way of Ashe's Frost Arrow, Tumble to dodge skill shots (like Ezreal), and much more. [title][img=skills/vayne/w.png] W: Silver Bolts[/title] [number]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)[/number] [title]Explanation:[/title] An ability that starts to get noticed a lot more in the end game. It will rip apart tanks because it deals true damage. In laning phase, get one point into this to help CSing and ganking when the time comes (around level 4). This ability is the only reason why you don't need Last Whisper. Neat! [title][img=skills/vayne/e.png] E: Condemn[/title] [number]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 Range 450[/number] [title]Explanation:[/title] A strong ganking ability that can be used to pin someone to the wall or shoot someone away when attempting to escape. If this ability is stacked, it will do more than you think. If you can get a support like Taric in the bottom lane with yourself, you can setup a Condemn to pin someone to the wall to deal a massive amount of damage. Laning Phase: Always look for an opportunity to pin someone to the wall, that means if someone is hiding in the brush, ask your support to CV that area so you can Tumble/Condemn them, dealing massive damage (possibly take 60% of a squishy Soraka at level 3 or 4). The key is waiting for the moment they are standing next to a wall. Credit to: Chaox [title][img=skills/vayne/r.png] R: Final Hour[/title] [number]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[/number] [title]Explanation:[/title] An ultimate that benefits almost everything: Her Attack Damage, grants stealth, and triples movement speed when running towards an enemy. Use in team fights, ganks, or even when trying to escape (Tumble grants stealth). Don't waste on trying to poke unless you're commiting on killing someone, because its a huge waste. Can be used to take Dragon or Baron if you are in a rush to kill it without high risk.

[center][imgsmall=skills/vayne/q.png][imgsmall=skills/vayne/w.png][imgsmall=skills/vayne/e.png][imgsmall=skills/vayne/e.png][imgsmall=skills/vayne/e.png][imgsmall=skills/vayne/r.png][imgsmall=skills/vayne/e.png][imgsmall=skills/vayne/q.png][imgsmall=skills/vayne/e.png][imgsmall=skills/vayne/q.png][imgsmall=skills/vayne/r.png][imgsmall=skills/vayne/q.png][imgsmall=skills/vayne/q.png][imgsmall=skills/vayne/w.png][imgsmall=skills/vayne/w.png][imgsmall=skills/vayne/r.png][imgsmall=skills/vayne/w.png][imgsmall=skills/vayne/w.png][/center] Stack E after getting one point into Q and W. This ability deals massive damage if you successfully pin them to the wall. Stack Q after E for a shorter cooldown and more damage in mid-late game when you actually start buying damage items. You will not notice the extra damage in the early laning phase when you stack this ability earlier than intended. Stack W last for a strong late game. Have one point in this for a boost in laning phase, but generally used for late game when trying to bring down a tank in the front lines. Great for hurting a Singed being cocky and trying to harass your team. Stack R whenever possible for the big damage boost and longer duration.

[title]Starting Items:[/title] [img=items/boots-of-speed.png][img=items/health-potion3.png] or [img=items/dorans-blade.png] [title]Explanation:[/title] I always go Doran's Blade whenever I'm duo laning with a healer (Sona, Soraka, Taric, etc), or else I get boots+3pots whenever I'm in a duo lane without a healer or is in a solo lane. [title]Core Items:[/title] [img=items/dorans-blade.png][img=items/dorans-blade.png][img=items/berserkers-greaves.png][img=items/phantom-dancer.png] [title]Explanation:[/title] I get an additional 1+2 Doran's Blades during laning phase to stay on top during the early game stages. I almost always get Beserker's Greaves because it helps as an AD carry to have attack speed and proc her W quicker. Phantom Dancer is probably a must because its so good on her. Movement speed, attack speed, and more crit? Yes please. I usually buy this item AFTER buying one of the BF items (Bloodthrister of Infinity Edge). [title]More Damage:[/title] [img=items/the-bloodthirster.png] and/or [img=items/infinity-edge.png] [title]Explanation:[/title] Any of these two items are good. I tend to buy one of these items after I get my Doran's Blade x2 and Beserker's Greaves. If your team has a consistant healer (Soraka, Nidalee, Taric, etc.) then I would just go ahead and buy Infinity Edge because it has more solid damage overall (and you don't have to worry about stacks). I only get Bloodthrister if my team doesn't have a consistant healer and I have to rely on staying in battle longer without losing too much health. Both items are very good and it is possible to get both items in the late game. [title]Defensive Items:[/title] [img=items/banshees-veil.png][img=items/hexdrinker.png] [title]Explanation:[/title] I usually only find myself buying Banshee's Veil as a defensive item near the mid-late game after the core items. I only get Hexdrinker if they're AP heavy (Karthus, Annie, etc.) and anything that has strong AP burst damage like these. [title]End Game:[/title] [img=items/phantom-dancer.png][img=items/trinity-force.png] [title]Explanation:[/title] I sometimes get an additional Phantom Dancer as a last item or an Trinity Force. Either is good, as long as it gives you more movement speed which is crucial in the late game. ---- [title]Usual build order:[/title] [img=items/dorans-blade.png][img=items/dorans-blade.png][img=items/berserkers-greaves.png] ([img=items/the-bloodthirster.png] and/or [img=items/infinity-edge.png]) [img=items/phantom-dancer.png][img=items/banshees-veil.png][img=items/trinity-force.png] [title]Explanation:[/title] I build in this order almost 80% of all of my Vayne games. It is similar to almost every other AD carry since all AD carries are similar is some sort of way. I don't build Last Whisper on Vayne ever, because there are much better options and her W already provides true damage which is exactly what you need mid-late game. [title]Don't forget[/title] [img=items/elixir-of-agility.png][img=items/elixir-of-fortitude.png] [title]for end game battles.[/title] [title]Explanation:[/title] Get Elixirs for dragon fight, baron fight, pushing, defending, and almost all other vital team battles.


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