Vayne Build Guide

Clouds In My Coffee

Uploader Rockpops
Updated 4 years ago
  • 9
    Greater Mark of Attack Damage (+0.95 attack damage)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 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

[imgext=] [center][title]Why should i play Vayne?[/title][/center] Vayne is an AD Carry with ridiculously high damage output capable of melting tank lines and quickly snowballing a teamfight in your favor. However she has a deceptively high skill cap and a weak early game. [highlight]Because of this, I would not recommend Vayne to players new to the AD Carry role.[/highlight] She has fallen out of popularity due to her most recent round of nerfs in the Sejuani Patch, but they only accentuated her early game weakness and did little to effect her late-game deadliness. Vayne is not the pubstomping assassin carry hybrid of doom she once was, and rightfully so. It is likely it will take you much pratice with Vayne herself or other champions in her role before you achieve some success with her. [center][title]Whats with the title?[/title][/center] It's the lyrics to a song called "You're so Vain". Vain? Vayne? Geddit? I didn't like the old title.

[imgext=] After much experimentation, I only run one rune page for Vayne and it's pretty standard stuff for AD carries. [highlight]Greater Marks of Strength[/highlight] +0.95 Attack Damage Flat AD improves your early game damage trading and last-hitting, which is important on someone who is weak early on like Vayne. Some people sacrifice their early game to get Armour Penetration, but i dont run them on any AD carry due to the lack of synergy between flat armour penetration and the percentage armour penetration on [imgsmall=items/last-whisper.png]. You get diminishing returns from the percentage penetration as flat penetration increases. [highlight]Greater Seal of Resilience[/highlight] +1.41 Armour Flat Armour is to, once again, improve your early game. Vayne is too susceptible to burst to consider running much else. [highlight]Greater Glyph of Warding[/highlight] +1.34 Magic Resist While it is not so obvious at first, there is actually a lot of magic damage bot lane from Corki and every single (conventional) support. Much like with seals, too susceptible to burst to run much else. AP mid's will also deal true damage to you after getting [imgsmall=items/sorcerers-shoes.png] without these. [highlight]Greater Quintessence of Strength[/highlight] +2.25 Attack Damage You get these for the same reason you get the marks. You can also run Movement Speed quintessences, but keep in mind that... [.]Vayne has naturally low movespeed, the lowest in the game in fact. She does not receive as much benefit from these quints as other champions do because they're percentage based. [.]Running Movement Speed will make your already weak early game more difficult. [highlight]I personally dont use Movement Speed Quintessences, run them at your own risk.[/highlight]

[title][img=skills/vayne/p.png] Passive: Night Hunter[/title] [number]Vayne ruthlessly hunts evil-doers. She gains 30 Movement Speed when moving toward nearby enemy champions.[/number] [title]Explanation:[/title] [.]Being a good chaser is Vayne's niche, this passive puts her on par with the fastest champions in the game, namely Pantheon and Master Yi while chasing. [.]When this passive is not active, Vayne is among the slowest champions in the game with the likes of Anivia and Nautilus. [.]This passive will not activate if the champion is not visible. [.]Please note that this does nothing to help you escape enemies, and you are still fairly easily ganked. [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 30/35/40/45/50% of her total Attack Damage. Cooldown 6/5/4/3/2 seconds Cost 40 mana[/number] [title]Explanation:[/title] [.]This is your bread and butter skill that improves chasing, allows you to quickly reposition yourself every two seconds in teamfights, and improves your damage output. [.]Tumble resets your auto attack timer, which is to say if you attack and then tumble, you may attack again immediately regardless of your attack speed. [.]The cooldown on Tumble will not begin refreshing until you either auto attack afterwards, or wait six seconds for the steroid to fall off. Attacking immediately after every Tumble will increase how often you can use it. [.]Tumbling during Final Hour will stealth you, and Vayne will not auto attack and wait for the entire duration of stealth before attacking again unless instructed to attack something and break stealth prematurely. If you do not want Vayne to stop attacking, quickly attack move after the tumble. [.]This skill helps with last hitting if it is not your strong suit. You can increase your damage so you have more of a margin for error with last hitting, or use it to reset you attack timer and get creep kills you would otherwise miss between attacks. [.]You cannot tumble through a wall. [.]The bonus damage does not apply to structures. [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] [.]Allows you to do significant damage to even the tankiest of opponents with enough attack speed. Even if you lack a Last Whisper. [.]Its usually a good idea to stop trading hits in lane after this procs. [.]Although this gives a big incentive to build attack speed, understand that the mutiplicative relationship between crit chance, attack damage and attack speed will give you the most damage output. Dont go too crazy on attack speed. [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 45/80/115/150/185 (+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] [.]This is a fairly situational ability that isn't used too often. However, if you can knock someone into a wall with it, do so. The stun, high base damage and good scaling pretty much guarantees a kill. [.]Condemm has a lengthy animation before the knockback actually hits the enemy. Similair to how you have to predict a targets movements with a long range skillshot, you need to predict where your target will be by the time the condemm lands and position yourself accordingly. [.]Condemm will not stun if an enemy is knocked back into player created terrain such as Anivia's Wall. [.]Condemn has a fairly high mana cost, for an AD carry anyways. If you are running defensive masteries, dont be too liberal with this one. [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] [.]Has a fairly low cooldown, so activate it any time there is a teamfight or small skirmish [.]Use the stealth on Tumble to juke enemies or sneak into a position for a Condemn into the wall.

[title]Ask yourself these questions to determine your skill order.[/title] [highlight]DO MY ENEMY LANERS HAVE A COLLECTIVE IQ OF 20 AND CONSTANTLY PUT THEMSELVES INTO SITUATIONS WHERE I CAN STUN THEM?[/highlight] If yes, max Condemn. Get fed fatty. [highlight]ARE MY ENEMY LANERS TANKY AS FUCK BECAUSE THEY'RE RAMBO IN REAL LIFE AND REFUSE TO DIE?[/highlight] If yes, max Silver Bolts. True damage lol. [highlight]DID I SAY NO TO THE PREVIOUS TWO QUESTIONS?[/highlight] If yes, max Tumble. Tumble will consistently improve your damage and mobility. Maxing Condemn or Silver Bolts will only improve your damage SITUATIONALLY. Skill accordingly.

Vayne must itemize for the following things in order to be a threat. [.]Attack Damage must be gotten on any AD carry. Combined with attack speed and critical chance, these stats have a [highlight]mutiplicative relationship[/highlight], they synergize with each other to give you large amounts of damage output, the highest sustained damage output in the game in fact. [.]Attack Speed for reasons I already explained. [.]Critical Chance for reasons I already explained. [.]Movement speed to more adequately position ourselves in a teamfight. [.]Given our huge physical based damage output, buying lifesteal is the most efficient way of sustaining ourselves over things like health regen, and provides a more noticeable boost to our survivability in a teamfight siuation. [.]A small modicum of resistances in order to prevent getting one-shot late game by particularily bursty and particularily mobile champions like Talon, Akali, and Wukong. Even with near flawless positioning, these guys can usually get off a cheap lick or two. With these things in mind, here is my build. [highlight]Starting Items[/highlight] [img=items/boots-of-speed.png][img=items/health-potion3.png] No Dorans for me. A few reasons why I dont start Dorans. [.]It's inherently risky without a sustain support. [.]Proper aggression and harassment with any AD carry is positioning dependent. Yes, statistically I would do less damage without a Doran's Blade on individual attacks, but the boots give me the mobility I need to get MORE attacks. [.]Gives you the mobility advantage against aggressve supports who want to kill you like Leona, Blitzcrank, and Alistar who usually don't start boots. That 80 HP will do a hell of a lot less than 50 movespeed will. [highlight]Early Game[/highlight] [img=items/berserkers-greaves.png][img=items/dorans-blade.png][img=items/dorans-blade.png] Optional additional:[img=items/vampiric-scepter.png] [.]Double Doran's Blades are taken because they're incredibly cost efficient and you need the boost to your weak early game on Vayne. [.]Berserkers Greaves are cheap, cost effective attack speed early game. This is all the attack speed you will need for quite a while. [.]Vampiric Scepter if your level of sustain in lane is not sufficient. [highlight]Mid Game[/highlight] [img=items/berserkers-greaves.png][img=items/dorans-blade.png][img=items/dorans-blade.png]([img=items/infinity-edge.png]/[img=items/the-bloodthirster.png])[img=items/phantom-dancer.png] [.]Infinity Edge or The Bloodthrister can be gotten as your first big item. [.]It's expensive as fuck but Infinity Edge provides the most raw damage output, especially in combination with Phantom Dancer due to the synegry between their stats. [.]Although you can get more raw DPS from Infinity Edge, The Bloodthrister offers more survivability against pokes and low sustained damage output in teamfights, whether its from a bruiser or an AoE spell like Anivia's Glacial Storm. If you don't need the survivability, opt for an Infinity Edge instead. [.]Buy Phantom Dancer after your IE/Bloodthrister to skyrocket your damage output and make Vayne's otherwise abysmal movement speed much more tolerable. [highlight]Late Game[/highlight] [img=items/berserkers-greaves.png][img=items/infinity-edge.png][img=items/phantom-dancer.png][img=items/last-whisper.png][img=items/the-bloodthirster.png]([img=items/quicksilver-sash.png]/[img=items/guardian-angel.png]) [.]The order in which you get your last three items, and which survivability item you choose is entirely situational. [.]Last Whisper needs to be gotten whenever your enemies are stacking significant amounts of armour in order to counter you, assuming you do not have any survivability issues first. If the choice is between Bloodthrister and Last Whisper, trust me, Last Whisper will do far more and should be gotten first. [.]Whichever of the first two items you did not get should be gotten for the same reasons I outlined in the previous section, to improve your damage output or boost your survivability respectively. [.]Quicksilver Sash is a super cheap item offers a Cleanse that also clears Supressions and enough Magic Resist to survive the burst damage of various AP mids. Get it anytime after Phantom Dancer if you are having trouble with CC or burst casters. [.]Guardian Angel offers more general durability and is more handy against particularly bursty AD Bruisers or Assassins like Wukong and Talon. The revive can also be situationally awesome if you have a team to back you up. Get this OR Quicksilver Sash, not both. [center][title]Uncommon Items[/title][/center] These items are by no means bad, they're just very situational and aren't built too often. [center][img=items/the-black-cleaver.png][/center] Isn't used too often due to a lack of synergy with the percentage based penetration on Last Whisper, and the fact that Last Whisper offers more penetration at armour values past 120. This makes it more of a midgame item than a lategame carry item. I grab this if i get fed and feel like i can snowball hard with it. Use it in place of Last Whisper in your build. [center][img=items/trinity-force.png][/center] The Sheen effect offers more upfront burst, and the utility of having a slow can be nice, but you will sacrafice raw sustained damage output to use this. This makes Vayne feel more like a mid-game assassin then a late game carry. Substitute this for Phantom Dancer if you are going to use it. I would also use it in combination with Black Cleaver to compensate for the attack speed lost. [center][img=items/wriggles-lantern.png][/center] This item and Phantom Dancer will offer similair damage-per-second to an Infinity Edge and Dorans, but you get extra movespeed, armour, and lifesteal for around the same price. This can let you be more of a midgame force too, and you can exchange it for a Bloodthrister later on. Nice for letting you split push, keep dragon control and deal with difficult lanes. [center][img=items/banshees-veil.png][/center] This item isn't bad, its just that QSS is too stronk. It offers significantly less effective HP versus casters but costs considerably less. The main attraction is that QSS has a freaking amazing passive that makes Banshee's look crappy when it gets broken by an Ashe auto-attack. If you dont need the Cleanse on QSS and you need more effective HP against casters, then and only then would I consider this. The recent nerf to QSS makes this a more attractive option for effective HP against casters now that the costs and relative MR is more in line. [center][title]Consumabubbles.[/title][/center] [center][img=items/sight-ward.png][/center] Although you are fufilling the most gold-dependent role in the entire metagame, you should still buy one of these if you have 75 gold and a free slot. It certainly wont kill you to grab a few throughout the game. [center][img=items/elixir-of-agility.png] and [img=items/elixir-of-fortitude.png][/center] If you have your full build, or the entire game depends on the outcome of this next teamfight, but these elixirs. [highlight]Dont worry about Vision Wards and Oracles Elixirs, they should be bought by your support when neccessary.[/highlight] [center][title]Items I never build on Vayne and why.[/title][/center] [center][img=items/boots-of-swiftness.png][/center] I find the extra 25 movespeed redundant on a champion that already has Phantom Dancer and is already amazing at chasing. It forces you to itemize for attack speed earlier because you are no longer getting it from your greaves and it costs more. [center][img=items/executioners-calling.png][/center] Theres only one reason you would want this, the active, which can be a valid reason on a few champions. But on Vayne? She simply does way too much freaking damage to really give a fuck about some healing effect. [center][img=items/frozen-mallet.png][/center] This item offers less survivability than the survivability items i use, and a very insignificant amount of attack damage. The slow? You should constantly be getting red buff after red buff by the time you have to build a survivability item anyways. Besides, Vayne was never bad at chasing. [center][img=items/ionic-spark.png][/center] As i said earlier in the guide, carries get their huge damage output from the mutiplicative relationship between AS, AD, and Crit. On-hit effects only scale with more and more attack speed. While on-hit effects are capable of doing fairly significant damage, it's not "HOLY SHIT TOO STRONK NERF NOW PLZ" damage. [center][img=items/madreds-bloodrazor.png][/center] This item is worthy of a complete reworking and shouldn't even be used by bruisers who love on-hit builds like Warwick (Use Wits End instead). First of all, it has the same problem as Ionic Spark with it being an on-hit item on an AD Carry, which just screws your lategame. Second of all its not even effective in the niche it was designed to fill. While it at first appears to be an anti-tank item, the % Shred is magic damage, and those same tanks usually boast a heavy helping of Magic Resist if they itemize correctly, meaning that the on-hit effect doesn't do anywhere near as much damage as it seems. The shining cherry on top of this steaming pile of useless is that it's expensive as hell costing about the same as a freaking Infinity Edge. [center][img=items/malady.png][/center] Mid-game on-hit stuff again. Same problem as Ionic Spark and the Madreds. [center][img=items/manamune.png][/center] I like to buy this item a lot when i want to have insufficient stacks and base mana to get enough benefit from this items passive by mid-game, and not do enough damage in teamfights and lose. The MP5 is totally excessive on Vayne and it kills your mid-game for no gain when you actually DO get stacks on the thing. Avoid. [center][img=items/maw-of-malmortius.png][/center] You just cannot make use of this items passive as an AD carry. There is usually a very small timeframe between 100% HP and dead as an AD Carry. If you need MR a Quicksilver Sash is cheaper and it's cleanse is usually more useful than a damage shield. [center][img=items/nashors-tooth.png][/center] AP Vayne? My brain is full of fuck. [center][img=items/sword-of-the-occult.png][/center] This item will "break even" in terms of cost effectiveness at around 5-7 stacks. That's at least three deaths on the enemy team without you dying a single time. If you get enough kills to give yourself enough confidence to say to yourself "Im going to get Sword of the Occult" and get a further three kills, you have probably ALREADY WON THE GAME. You realize that you are already at a HUGE advantage here right? As far as im concerned, its a needless risk that offers a reward thats pointless because you're going to win anyways. [center][img=items/tiamat.png][/center] I should cut you for even considering buying this item. [center][img=items/warmogs-armor.png][/center] The HP/5 is unneccessary when you have lifesteal to sustain yourself with, and a Guardian Angel or Quicksilver Sash will provide you with more effective HP than this item will. The other items are also cheaper. [center][img=items/wits-end.png][/center] On-hit items again. Just outclassed by an AD carry build for damage output. But hey, its probably the best on-hit item of the bunch. [center][img=items/youmuus-ghostblade.png][/center] The active sucks unless you are a melee carry, the flat armour penetration is poorly itemized with Last Whisper, and CDR is pretty useless on Vayne. Too poorly itemized for me to use.

[.]Early Game can be problematic. A lack of range, low base stats, and a kit that lacks a high damage skill for trading that ISN'T situational as hell makes for a pretty weak laner amongst the AD carry role. [.]Focus on getting as many last hits as you possibly can, if you have the choice between getting off some harassment and getting a last hit, get the last hit. [.] Aggressive supports like [imgsmall=champ/alistar.png] and [imgsmall=champ/leona.png] can still work with you, but any aggression must be tempered with caution due to your low base health, paper thin defenses and lack of a really significant escape ability like Valkyrie. If you can land a Condemn and have your ultimate, chances are its a good idea to commit to it. [.]Do not be discouraged if you come out a little bit behind in last hits, you scale harder than most other carries anyways. Just secure as much CS as possible without dying and allow yourself to get zoned if you must.

[.] The ideal situation for mid-game is to have enough ward coverage, and items to become a split pusher. Vayne is not too good at escaping from multiple opponents, but she is an incredible duelist by now, especially if you have Wriggles or Bloodthrister. Constantly be pushing, and if multiple people want to gank you, leave. If only one person comes chances are good that you can kill them, and you should do so. Done correctly, this will get you a lot of farm, maybe a few kills, and put a lot of pressure on the enemy team. [.]If the enemy team has someone capable of 1v1ing you for whatever reason, or if you lack the ward coverage, your best bet is to just stick with your team and go for objectives like Baron together. Even at this stage at the game, you are a fairly strong teamfighter compared to other carries, and its very possible you can win those teamfights if your team is not at a disadvantage. Try and keep up in farm in the meantime by killing jungle creeps and clearing waves before the greedy towers gobble them up. [.]If your team is behind in mid-game, and you have the luxury of being in a premade team, it could be better to stall for time while Vayne's even better late-game to kicks in rather than forcing teamfights and contesting objectives that you are more likely to lose. This is difficult to pull off without losing objectives or getting less farm, but done right it can win an otherwise lost game. Don't even bother trying it in solo queue. You want to do this if the enemy team has good early-mid game champions that fall off like Leblanc, AP Sion, Gragas or you have really good lategame champions of your own like Vayne, Karthus, and Nasus.

[.]No more risky stuff for you, you absolutely cannot afford to die. If their carry is up and you're dead, you lose the teamfights and usually the game. [.]Late game, the emphasis shifts from how much money you can get from kills to how many objectives you can take while they're dead. [.]Stick with your team, wait for a teamfight to break out (usually over Baron) and win it, because you are lategame Vayne and lategame Vayne wins everything forever. Your damage output is absurd and destroys the hell out of everything, even tanks. [.]Be extremely wary, death can come very suddenly at this stage of the game, and even a single person down can snowball an entire game into a loss right now.

[center][img=champ/alistar.png][/center] I like him a lot. He can zone people pretty hard with the threat of his cc, especially considering it will probably lead to an easy to land Condemm. All this zoning makes it a lot easier for you to farm and get past your early game, which is all you could ever want. If your opponent is unfazed by the huge amount of CC you have available, you can easily get a few kills too. The mutiple heal nerfs he has endured patch after patch makes him less potent at shrugging off harass, but its still incredibly efficient. Just dont play like an idiot and you should have no problem sustaining. [center][img=champ/blitzcrank.png][/center] Is kind of dependent upon the enemy to make mistakes and the individual skill of the player, but when the player is decent and the enemy does make mistakes? Oh boy. If he lands a grab, get into position to land a Condemn as soon as the knock-up is over and its pretty much a guaranteed kill. That being said, he is risky. No sustain means a bad engagement can put you behind really fast. He is also risky because he is probably the most gold dependent support in my opinion, because with no kills, assists or last hits he usually lacks the tankiness necessary to intiate teamfights and disrupt targets with CC. [center][img=champ/janna.png][/center] With proper usage of her shield the extra AD and damage mitigation allows Vayne to trade with lane opponents favorably that she normally could not trade with. The rest of her skillset thwarts the attempts of aggressive kill lanes that people often pick if you pick Vayne. Her nerfs are more demanding on the Janna player than anything. Her mobility nerf means she has to have better positioning then she normally has and her ability to save your ass will be a little more infrequent with the Monsoon nerf. Still just as potent as ever later on in the game. [center][img=champ/leona.png][/center] Another support that zones people super hard with the threat of stupid amounts of crowd control. This support is absolutely exceptional with proper synergy between you and her. Her passive does a ridiculous amount of damage if you coordinate well and proc it every time, and stacking your CC's efficiently on top of that will guarantee a kill. You need to pick your fights carefully though, no sustain on her either. She needs to pick her fights more carefully than Blitz does too, because there's a big difference between initiating upon two people and bringing one person you for a five second 1v2 before it becomes 2v2. [center][img=champ/lulu.png][/center] Fairly similar to Janna. Both have hefty slows, a disable, no sustain and a shield. Plays much the same way as her except her Whimsy will only stop them from damaging you, not from running away, and her shield's effectiveness is more inconsistent because Pix can fire at minions instead of the target you're attacking. Monsoon is usually better at saving your ass, but Lulu's ultimate has more aggressive potential. I personally prefer Janna, but Lulu is by no means bad. [center][img=champ/nunu.png][/center] Blood Boil is awesome. Keep in mind that the attack speed boost should influence your decision on what skill you should max first, because of the synergy between attack speed and Silver Bolts. The attack speed debuff on his Ice Blast on top of his Blood Boil lets you win trades you otherwise wouldn't. These same tools and his ultimate can be used to thwart aggressive kill lanes dead in their tracks. Just be wary that he is highly dependent on you to deal damage, and he has no sustain to help you if a trade goes unfavourably. [center][img=champ/sona.png][/center] The nerfs were excessive, she's in a bad spot at the moment but the recent mana change to Hymn of Valour is welcome. If you play to her strengths, you can still win a lane. Her kit favours poking your opponent down with her burst damage and avoiding initiations like a Blitz Hook or Alistar Pulverize until they are low enough to stun and go in for the kill. Try not to eat harassment, while she has sustain it will tax her and cause some mana issues preventing her from using Hymn of Valor to poke. I personally do not like this support, it feels she does very little past the laning phase and isn't even particularly dominant in laning. [center][img=champ/soraka.png][/center] Im not going to lie im beginning to hate this Support because I feel she cant be aggressive in lane, breaks even with the enemy support and the enemy support becomes FAR more useful than she does unless they happen to be Taric. However, in the context that you happen to be motherfucking Vayne and outscale most AD carries, stalemating is actually okay. Just be aware that Sorakas early game from 1 to 3 is notoriously bad. [center][img=champ/taric.png][/center] A jack of all trades with a strong early game. His early game can easily "carry" you and give you kills and farm for you to take over later. While most supports that zone you with the threat of CC have little to no sustain, Taric is the exception, which means a bad engagement can be more easily recovered from. Along with his CC is fairly respectable burst damage, which can get you easy kills. Abuse Taric's early-game, and get fed fatty, because he falls off later and is probably the worst teamfight support. [title]Unconventional Supports[/title] I'm not going to bother to cover the more niche and unconventional supports because i would lack experience with them anyways.

[highlight]Each of these matchups will be different depending on the enemies support and your own, this is just a general guide.[/highlight] [center][img=champ/ashe.png][/center] Simply a weak laner as well as you. I find harassing her early before she has mutiple ranks of Volley to be effective. Try to move into a position to bait the Volley and [imgsmall=skills/vayne/q.png] into your own creep wave. Then, while it is on cooldown, go in for an auto-attack and follow up with a tumbled auto-attack, try and pursue for a third hit to proc silver bolts as well. The reason this is effective is because Volley has a ridiculous cooldown early on that undergoes huge reduction on every rank and your Tumble and Silver Bolts allows you to outdamage her in straight up auto-attack fights. Cleansing her stun at level 6 and popping your own ult will usually let you win an engagement. Be absolutely sure that you can win an engagement though, because her slow will not let you easily escape. [center][img=champ/caitlyn.png][/center] Oh jesus, don't even try and harass or kill her without support initiation or a jungler gank. Her range will pester you, and her pushing power will make you lose last hits. You will need to learn how to auto-attack to push the lane but still manage to get all the last hits to stop your lane from being constantly shunted. Try and save your Tumble to juke her Piltpover Peacemaker. Be wary of her ability to easily finish you at level 6 with Ace in the Hole. You will more than likely lose this lane, and that's fine, just try not to miss too much CS and or die. [center][img=champ/corki.png][/center] His Phosphorus Bomb is a strong nuke, his auto-attacks hit harder than yours, and missile spam at level 6 will make you lose damage trades even harder. You can simply let him zone you, or you can put on your skillshot dodging pants and Tumble away from his abilities until he lacks the mana to do anything. Dodging Missile Barrages should be pretty simple by juking with Tumble or diving into minions. Most Corki's do an auto-attack + Phosphorus Bomb combo to harass you, so timing Tumble just right will allow you to dodge it. Running him out of mana will also prevent him from being able to chase/escape ganks with Valkyrie, so request jungler assistance if you can. [center][img=champ/draven.png][/center] This guy is too damm reliant on this juggling thing. As soon as he misses catching an axe (or two if he is juggling two), he will have a 12-8 second cooldown on his next one. This is when you want to go in and force a damage trade. This way, he wont have extra AD on his attacks, he wont get his passive to proc, and he cannot refresh the cooldown of his very short very small attack speed steroid. You can win by doing these short sharp damage trades before his cooldowns come back up with Tumble and Silver bolts damage. If he tries to trade with you while catching axes, simply Condemn him for the knockback effect and he shouldnt be in a good enough position to catch the axe 99 percent of the time. [center][img=champ/ezreal.png][/center] Similair to Corki, but his nuke is easier to juke and can't go behind minions. Be aware that his Arcane Shift is a smaller part of his burst and automatically hits the nearest target, so hug the minions all day. He can still hit you with his W and win auto-attack trades that way though. Without landing any of his abilities, it is possible to win damage trades by virtue of Tumble and Silver Bolts in straight up auto-attack duels, but don't feel obligated to beat him, you scale much harder than he does. [center][img=champ/graves.png][/center] This guy's damage is highly dependent on a skillshot too, do not try to trade straight up or you will lose, hard. Try and bait him to Quickdraw towards you to get off a Buckshot, only to dodge it with a backwards Tumble. The cooldown is quite lengthy and during this time you can abuse your extra range and mobility with Tumble to stay just beyond the outskirts of his range and safely last hit. Even with his Buckshot down, he will win engagements just due to his stupid passive. Just farm against him. [center][img=champ/jayce.png][/center] His range sucks, his burst is high, he has a poke similair to Corki's rockets and his mobility consists of MS bonuses instead of any dash. This usually means you can get away with cheeky auto-attacks here and there from behind minions where he cannot hit you with his nuke. Poke in this manner and he should not be an issue, but dont confront him directly because he will out trade you. All in all, a similair matchup to Corki and Ezreal only without the threat of them dashing onto your face at any moment. I don't think hes that strong. [center][img=champ/kennen.png][/center] Okay first of all, i would like to dedicate this section of the guide to the proffessional LoL team Moscow Five, the ones who experimented with and popularised AD Kennen. [highlight]Dear M5, fuck you.[/highlight] YASEL, Yet Another Strong Early Laner. Has a stun, and just trades harder than you in general. On top of that, he isn't reliant on his skillshot to murder you and maxes Electrical Surge. Keep an eye on his Electrical Surge proc and try to avoid Kennen until he is forced to use that auto-attack or miss a last hit. If he frequently uses Lightning Rush to get in range for the Electrical Surge auto-attack, call for the jungler and bait him into doing that so you can gank him. You are just going to have to play it safe and farm 99% of the time. Thankfully, they nerfed his auto-attack range so it should be a little easier to play passive. Dont worry about losing the lane a bit, he will fall off later in the game. [center][img=champ/kogmaw.png][/center] He can poke you with his ranged steroid, but it can only have an uptime of around 40% on it. As soon as it falls off him, just attack him. He cant win due to the extra damage on Tumble and Silver Bolts, and he cant run from you because he has the mobility of a mill worm. If he turns around to use his slow, you can probably dodge it with Tumble if it is up. [center][img=champ/missfortune.png][/center] Trades harder than you, doesn't need no fancy skillshots, will beat you every time if she knows what she is doing. Her Impure Shots gives an Ignite effect, so Soraka's burst healing probably wont save you in a pinch. Also be wary of her ultimates ability to snipe you off at low HP. You can avoid Double Up by being at an awkward angle from the first target. Save Tumble to get yourself out of Make It Rain, and allow yourself to get zoned or even leave the lane if you have to, just don't feed and destroy her later in the game for all the crap she gave you earlier. [center][img=champ/sivir.png][/center] Two highly exploitable weaknesses make her a pretty easy matchup. Her lack of range and her high reliance upon landing her skillshot to win damage trades. Simply auto-attack her and save [imgsmall=skills/vayne/q.png] for dodging her Boomerang Blade. Keep in mind her base movement speed is higher than yours, and gets even higher if she hits you. This makes for a very interesting matchup, as you can chase her, and she can chase you, and if she hits you you cant chase her. Weird huh? The good thing is that even if you suck at trading with her, you can very easily play passive in this lane because of her lack of range. [center][img=champ/teemo.png][/center] As mediocre of an AD carry as this guy makes, he can give you SOME trouble in early laning. His on-hit poison lets him win damage trades, he has high movespeed whenever your OP caster minions decide not to attack him, and he is not dependent upon skillshots. Thankfully, he lacks range and the cooldown on Move Quick is too long to let him harass you as hard as he wants to. Later on in laning it is easy to outsustain/outdamage him. Also keep in mind that if he blinds you, you can still hit him with a Tumbled auto-attack and Condemn, meaning that as long as you land a single auto-attack beforehand you can quickly proc Silver bolts in trades. [center][img=champ/tristana.png][/center] Dont underestimate this little Yordle, her burst damage is through the roof on her Rocket Jump and Buster Shot, and she has an ignite effect on her Explosive Shot. This makes her an early game force to be reckoned with. The most dangerous levels are 2 and 6 in particular. Thankfully, there's a significant delay between using Rocket Jump and when it actually lands, so if you stay wary, and keep Tumble on cooldown, you should be able to dodge it. If you do dodge the Jump before she hits level 6, its a good idea to just attack her because she is now separated from her support and yours is still with you. On top of that, her missed Rocket Jump may put herself into a position where she can be easily hit into a wall with Condemn. Cleanse can be used to get rid of the DoT effect on Explosive Shot, and should be done ASAP if you think you are at any risk of dying or want to commit to a kill. Post 6 i don't recommend fighting her after a missed jump, that Buster Shot just hits like a truck. If you don't feed her, well done, you are now much better off because she has a very very poor mid-game, but she is arguably the best carry in the game late. [center][img=champ/twitch.png][/center] Twitch is better in lane post remake, but as far as im concerned hes kind of lackluster. A full 6 stack Expunge barely hits as hard as a fucking Buckshot or Phosphorus Bomb despite requiring WAY more setup and better positioning due to Twitches lack of mobility. Still, the fact he actually has a reliable nuke and that poison means he wins trades against you. Just be wary of his stealth and stick by your support at all times if hes gone. If you can manage to survive a Graves lane, this guy hasn't got shit on you. [center][img=champ/urgot.png][/center] Save Tumble to dodge his Noxian Corrosive Charge and be very careful once he hits level 6, because his Hyper-Kinetic whatever the fuck its called can easily lead to a terrible terrible death and CANNOT BE CLEANSED. It's okay though, we just need to take some (heavily paraphrased) advice from the pros... [highlight]SK Wickd (Playing Talon): "Want to hear my awesome idea on how to counter Malzahar in lane? Rush QSS first item. (laughing)"[/highlight] In all seriousness though, just be careful and farm. [center] [img=champ/varus.png][/center] Oh my guwd, he is like MF but better. Hope that he maxes his Q, because its pretty easy to see when its coming and Tumble allows you to dodge it easily, then you win straight up auto-attack duels because he has no/few points in W. If he maxes his W? He wins all the trades like MF because of his extra magic damage, and you cant really dodge his Hail of Arrows with your Tumble and it will detonate blight stacks and hit you even harder. Once again, just farm and play it safe, because he is a weaker late-game carry. Be wary he can also detonate blight stacks with an instantly casted Q pretty easily, and you will have no warning.

[.]First things first. Before the teamfight begins position yourself behind the bulkier members of your team, which is to say almost everyone. Being at the front allows confers no advantage to you because you are not an initiator, and you risk being initiated upon yourself and being instantly focused by the entire enemy team. Don't facecheck any brushes either, that's your tank's job. [.]Recognise what an initiation looks like so you do not prematurely blow your ultimate. An initiation is usually when a durable champion lands a form of crowd control on one or more members of the other team and they cannot escape without dying/taking significant damage from the rest of the team, so they choose to fight. [.]When the teamfight begins, immediately begin attacking whatever target you can attack without getting yourself out of position. 9 times out of 10, this is usually the enemy tank line and you will focus the enemy tank line, but poor play on the enemies part can make juicier targets like the enemy carry or AP caster available and you should focus them. DO NOT PUT YOURSELF OUT OF POSITION TO ATTACK SQUISHIES! PRIORITY ONE IS TO LIVE, PRIORITY TWO IS TO DEAL DAMAGE TO SOMETHING. [.]If an overzealous bruiser begins making a beeline for you, he should have to run through your ENTIRE TEAM to get to you. Kite him and use attack move from time to time while your team (should) focus the crap out of him. He should eventually be overwhelmed by your combined damage output and crowd control, just don't get instagibbed. [.]Cleanse or use QSS on any CC effect interrupting your damage output or compromising your positioning. [.]Learn to recognize when the teamfight is entirely lost. Given that you should be at the back of the team, you should be able to escape and cut your losses. It isn't worth it to get off two auto-attacks before you get focused by five people. A good indicator you're about to lose a teamfight is when your bruisers/tanks are being killed extremely quickly but their bruisers/tanks remain healthy. Be careful not to abandon something too prematurely though. [.]It's very possible for both tank lines to die pretty much simultaneously. In that case, carry versus carry is usually won by whoever attacks first. If possible, go into brush or stealth tumble to avoid them and then attack them or land a Condemn into wall. A good Condemn will always win a carry versus carry.

I hope you enjoyed my guide and it had a positive impact upon your Vayne or AD Carry play in general. I will update this whenever a game balance patch changes something relevant to playing Vayne, whether its a change to Vayne herself, other champions, runes, masteries, items, or summoner spells. Any feedback is appreciated in the comments section below. I would like to give a special thanks to the following people. [.]Doublelift - His Vayne 1v2 against a Corki and Shaco that i watched in a livestream was what initially inspired me to play Vayne. Theres a Youtube video of it floating around to this day. [.]IJunglerSoraka - For helping me improve this guide and making the necessary changes to get it approved. [.]Juiced Fish, Lpvx, and Cthulhu Rises - My Skype buddies who i premade often with who read and helped me improve the guide. [.]Rosuto - Whose forum post found here: I applied to my own guide. It solved many potential problems before the guide was even released. [.]Moscow Five - Nah, not really, fuck you and fuck Kennen. Furry little prick.

I've forgotten everything that happenened prior to getting this approved and didn't think of this at the time. Sorry. 27/05/2012: Guide approved. 31/05/2012: Layout of the guide in the Item Builds chapter and onward changed to make it easier to read. 8/06/2012: Updated the guide to include Vayne's matchup against Draven. Redid the Item Builds section once again. 11/07/2012: Updated the guide for the Jayce Patch (V1.0.0.142). Included the matchup for Jayce, and adjusted a few support entries in accordance with balance changes. Also noted that the QSS nerf makes Banshees Veil a slightly more attractive option as a defensive item. 31/07/2012: Updated the Twitch matchup for the recent rework. Twitch no longer sucks as much dick early game.

Comments coming soon!
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