Vayne Build Guide

The Night Hunter

Uploader Jinsuki
Updated 1 year ago
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[imgext=http://i.imgur.com/sHxXVZY.jpg] [b][center]About the Champion[/b][/center] Hello and welcome to my Vayne guide. This guide covers any Vayne lane that is in combination with a support, but does not include Vayne solo top or mid. Although Vayne is one of the difficult and squishiest ADC's in the game, she is also one of the most powerful and rewarding ones to learn. Vayne has the potential to counter almost any bot lane composition with her combination of skills and summoner spells. In this guide, I'll teach you how to play her to her highest potential and even cover some advanced tips and tricks that will augment any other AD you wish to play as well. [b]Pros[/b] [.]High damage output [.]CC [.]Stealth [.]Ability to chase or kite [.]Able to pass through non-terrain walls [.]True damage [.]Short CD repositioning skill [b]Cons[/b] [.]Requires mastery over positioning [.]Very squishy [.]Low range [.]Unreliable CC [.]Requires a heavy-peel team [center][b]Change Log[/b][/center] 4/18/2013 - Created Log, added Vayne Update history 5/6/2013 - Vayne slightly buffed with condemn range increase. Added patch notes. 5/13/2013 - Adjusted the build according to fort pot and health pot nerfs. 7/10/2013 - Added the Attack Speed item path and explanation 7/26/2013 - Editing guide for future Vayne nerfs (possibly BotRK related) 11/25/2013 - Adjusted guide to patch 3.14 (S4 - Preseason) 12/26/2013 - Added more detail to the masteries and summoner spells section and adjusted the item builds for the targon nerfs 3/31/2014 - Rebuilt Build 2 start 4/27/2014 - Updated with new rune / mastery changes 5/30/2014 - Updated with Summoner spell changes 6/30/2014 - Updated with ADC item changes 7/23/2014 - Updated with new rune setups [b][center]About The Author[/center][/b] I'm a veteran League of Legends player who started in May 2010, I have consistently played AD since the start of Season 2 and have played in many offline and online tournaments. I held an ELO of 1600 in S1, 2100 in S2, and am currently Diamond Division I this season. If you like how I teach, please follow my stream! It'll give you e-mail notifications as to when I'm live. I also answer every question directed on my twitter page below: [.]Livestream: http://twitch.tv/jinsuki [.]Twitter: twitter.com/sukijin [center][b]Other Guides[/b][/center] [.]LoLking Adaptation: http://www.lolking.net/guides/114040 [.]Caitlyn Guide: http://www.lolking.net/guides/121617 [.]Ezreal Guide: http://www.lolking.net/guides/149660 [.]Draven Guide: http://solomid.net/guide/view/121560 [center][b]S3 Statistics[/b][/center] [imgext=http://i.imgur.com/WhCFUsh.jpg]

[center][highlight][title]-=Controlling the Wave=-[/title][/highlight][/center] One of the most overlooked tactics as an ADC. Controlling the wave is everything; everything you do as a champion in this game is focused around controlling the wave. You harass the enemy to push them away from the wave. You push the wave to turret to prevent the enemy champion from farming easily. You freeze the wave a little ahead of your turret so it forces the enemy to overextend in order to absorb experience and gold. You want to take advantage of any champion and tactic to the best of your ability to manipulate the wave at bot lane. Get as much CS and gold as possible, deny as much CS and gold as possible -- that is the mantra of your role in any role. As an ADC there are many ways to do this: [.]Get your support to push the lane with you. [.]Either you or your support harass the enemy as much as possible (without losing too much HP or CS) [.]Push as hard as possible without losing CS or getting harassed too often [.]Force them to try to harass you but push the lane instead of harassing back -- this is a dangerous tactic though, you don't want to get hit while doing this, but every autoattack they spend on you, they don't spend on pushing the wave back. [.]Attack the enemy champion to cause the whole wave to focus on you for a few seconds, then drop aggro by running into a bush or falling back. You should not take much damage from this and it causes the enemy minions to be pulled towards you while your minions are still attacking them. [.]Clear the wave with as many abilities as possible. [.]Hold the minion line at your turret for as long as possible and kill as many minions as you see fit to hold it there, but keep at least 1-2 alive a little further ahead from the turret so that his minions will just freeze in front of yours -- this will cause the jungler to be able to come gank easily without you losing too much EXP if you do decide to engage with him. [.]Hold the minion line a little ahead of THEIR turret if your jungler is coming and they are very very low -- push the remaining minions then turret dive them, waiting for either your support or jungler to make the first hit. Doing this will cause them to lose the whole wave of minions that you froze in front of the turret after they die. [center][highlight][title]-=Tips on Harassing=-[/title][/highlight][/center] A very important skill in determining lane presence is the way you harass. Harassing is difficult for ADCs because they rely on auto-attacking for both last-hitting and primary damage against enemy champions. The best ADCs can harass and weaken enemy champions, take low damage, and farm effectively all at the same time. There is no real tip for this besides practice. You want to practice positioning yourself in the \"sweet spot.\" You want to be in range of the lowest HP minion, while in range of possibly hitting the enemy ADC simultaneously. [.]To harass, be in safe distance between you and the enemy and auto-attack them and/or chain your skills to deal further damage. Advanced harassing also involves using skill shots to both harass and damage the opponent to maximize mana efficiency (i.e. Using Graves' Buckshot to farm the wave and damage unsuspecting enemy champions in range). [center][highlight][title]-=Tips on Baiting / Forcing a Fight=-[/title][/highlight][/center] This section will probably be very controversial. The general guideline for ADCs is to not initiate / engage any fight. Baiting is when you put yourself in a dangerous position in order to force the enemy to engage. You should probably heed this if you are not very comfortable with this role. Baiting is an art that has great rewards, but also very great risks. This is a good example of how to bait a fight while staying relatively safe: [youtube]http://www.youtube.com/watch?v=3UxTmUZIOsE[/youtube] Notice in this video how I predicted Blitzcrank's tendencies. I know that he was going to the tri-bush and possibly foiling Hecarim's gank. In order to thwart this, I played his aggressive card by putting myself in the open and allowing him to grab me easily. Tristana saw this as an opportunity to win the lane and got greedy by using her escape spell on me. I immediately tumbled backwards and condemned Blitzcrank into the wall, with Hecarim following up with his ultimate. We easily finish them and snowball the lane for the rest of the game. As you can see, if this had ended badly, we would have fed 3 kills and lost lane just as hard as we won it after this play. Also, notice how quickly I reacted to Hecarim's presence. Just like the Bot Lane Synergy chapter, you should react similarly to your jungler's presence. This video should suffice in explaining Jungle - Bot lane synergy. [center][highlight][title]-=Tips on Last Hitting=-[/title][/highlight][/center] [.]When you are playing against a low-medium range aggressive AD, try to stand on the side that doesn't have the support and dance outside of his attack range. The AD is most likely pacing back and forth, the second he paces backwards, you can go in for the last-hit and tumble backwards immediately. [.]When laning against an aggressive long range poke champion such as Caitlyn, you really want to thwart her aggression by combining your damage with your support's. Have your support throw as many spells and auto-attacks as you can while you auto + tumble + condemn, which procs silver bolts. This combo will result in massive damage and cause your enemy AD to back off. CS'ing may still be difficult, so I suggest trying to CS when the the enemy is going for a CS. Going for a CS while her auto-attack is on recharging allows you to get in and out safely. [.]Don't be afraid to use your skills when last hitting. If you are contemplating on whether you have time to auto-attack, just use a skill instead. Mana is a renewable energy, and with the new buffs it is even easier to maintain. A common tactic I like to use when 3 minions are about to die is: I shoot the lowest target with an autoattack, tumble and shoot the highest target, and finally condemn the last target. This tactic takes less than one second to pull off and nets you 3 CS. [center][highlight][title]-=Tips on skirmishes=-[/title][/highlight][/center] [.]Run your opponents down by running from the river-side. This causes your opponent to run towards the wall, if they don't keep attacking them until they get close to the wall. In the most opportune moment, you should tumble, and even flash, and tumble if your jungler is behind you or if you know you are sure to come out with a kill. This will always give you the lead if you are able to stun one of the two enemy bot laners. [.]Know your limitations, if you are low and know you can't finish the opponent off, don't be afraid to back out of the fight. It is better to back out and lose a few CS, than snowball the enemy to the point where you can't even gain experience. [.]Constantly keep track of your opponent's summoner spells and cool downs. You don't want to be surprised by a flash when you are turret diving or a barrier when you are expecting a kill after one more auto-attack. [.]Always engage with your support unless there is a huge wave under your turret that you are about to lose OR if you see the enemy jungler coming down and you are positive you cannot burst one of the two enemy bottom laners quickly. If your lane opponents see that your synergy is off, they will take that advantage and pressure you constantly. This is a good example of having good bot lane synergy and immediately reacting to my support. [youtube]http://www.youtube.com/watch?v=QfBPh-BmsEI[/youtube]

The term Mechanics is dominantly used when describing an ADC because of how important it is in this particular type of role compared to any other role. In theory, every single one of these skill sets is simple. In practice, maintaining good technique of all these skills determines what a bad ADC is and a good ADC. The variety of skills that entail an ADC's mechanics are as follows: ***Important concept: Attack Range Circles = the range around a champion in which he can use a skill or auto-attack. Know your enemy's range. You are a high priority target. You can force them to move to you when you are out of it. [center][highlight]-=Orb-walking / Stutter-stepping=-[/highlight] [/center] This is a technique that was derived from DotA. The exact mechanism of it was designed to cancel an animation that was/is more noticeable in DotA / DotA 2. Unlike League of Legends, characters in DotA have a turning time, champions would delay themselves to position facing the target of choice and use their auto-attack. In League of Legends, this animation is greatly diminished and is hardly noticeable. The technique however is the same. [.]To perform this technique, you right click a target to auto-attack them, and immediately right-click away to move your character to any point. The purpose of this skill is to minimize the time spent attacking while standing still, and increase the difficulty of pinning you down. You should always aim to move in a direction that would avoid skill shots or being surrounded by the enemy. You can also use this technique to keep an enemy within your attack range so you don't miss out on damage due to range. Here's a video from Rumiah who broke it down very simply: [youtube]http://www.youtube.com/watch?v=O3nRAyLoQA4[/youtube] [center][highlight]-=Attacking to an Area=-[/highlight][/center] This function derives from some very archaic RTS games that was used for multiple units. Its purpose was to move a group or singular unit to an area while hitting everything targetable along the way. In League of Legends, the feasibility of this is diminished since it is important to last hit and target correctly, but it still has its uses. When kiting, it is a lot easier to move backwards and Attack to an Area when you are positive that no other target is nearest to you except the one you want to focus. This causes you to save time and energy by not having to constantly aim your cursor and automatically target the opponent that is chasing you down. [.]To perform this technique, you press the 'A' button, and left click to any area that you wish for your character to move to and attack along the way. This skill is most commonly used when chasing into bushes, to prevent enemies from escaping due to vision loss. You can see the efficacy of this skill in the video concerning \"Bot Lane Synergy.\" In the video I chase Nami into a bush, and want to target and hit her as soon as possible, using Attack to an Area immediately as I enter the bush is the best choice of action for that purpose. [center][highlight]-=Kiting=-[/highlight][/center] Kiting is one of the most essential skills as an ADC, especially in the late game phase. Although it is quite self explanatory and simple in theory, it is also one of the toughest in practice. Kiting factors in many variables. You need to know the cooldowns of your opponents, as well as your own. You also need to know how many opponents are missing, if they are likely to come into the fight, and what direction they would be coming from. You also need to know the position of your teammates and what they can do to assist you as well. The best kiters in the game take all these into account and move accordingly. You should move in such a way that your teammates are always close enough to assist you, that you are not in range of being bursted down or imminent death, that you are not going to be surrounded by the opponent. [.]To perform this technique, you combine your knowledge of the details listed above and your new-found orbwalking technique to move along the most ideally safe path. You want to keep out of range of as many enemy skill / auto attack range circles as possible. Recall that the Flash ability and gap closers extend this attack circle so be wary of cooldowns as well. Remember, you must keep a balance of damage and survivability. Never keep attacking to the point where you are going to die, but never keep running to the point where you starve your team of damage while they are dying. [center][highlight]-=Last-Hitting=-[/highlight][/center] While kiting is the most important skill in the late game phase, last-hitting is the most important skill in the early game phase. Last hitting is the single most defining feature of whether you will carry the late game or be carried. ADCs need gold, and without a reliable source of income, you won't have a reliable chance of victory. Last-hitting in its most basic form is just killing a minion with before it is about to die, with an auto-attack, in order to gain its gold. The tricky part is countering the many things that stop you from obtaining that gold. Factors that play in preventing you from last-hitting are: 1. Ally minions focusing your target - ally minions target whatever is hitting you, if you cause your target minion to attack you, expect your minions to focus fire it down. 2. Enemy AoE heals + shields - certain champions such as Alistar or Lee sin may try to shield or heal minions just as you attack them, causing you to miss the last hit 3. Turrets - turrets deal massive damage to minions, so predicting the amount of damage they will do is a good skill-set to have. The best ADCs in the world can reliably farm under turret by manipulating their damage through skills + auto attacks (ex: using mystic shot + auto-attack). Remember that it usually takes 1 Turret shot to last hit a caster minion, and 2 shots to last hit a front-line minion. Sometimes your support will have to prepare the minion for you and hit it first so you can last hit. 4. Multiple low HP minions - sometimes it is difficult to last hit because a series of minions are going to die simultaneously. In the best case scenario, you have an AoE skill that can successfully last hit all the minions nearing death. In the worst case scenario, your character doesn't have an AoE, but that's okay. Most AD champions are armed with a single target damaging spell or auto-attack refresher. Auto-attack the lowest minion while using your more damaging skill on the next lowest. 5. Zoning - this is one of the harshest obstacles in respect to last-hitting. Often, your opponents will try to prevent you from getting last hits by punishing you with auto attacks or using skills. Sometimes they will even fully engage you if you go near them to get that last hit. My best advice is to assess whether it is worth the risk. If you are only going to take 1 auto attack, then get the last hit, other-wise don't. Instead of continuously being zoned, find out a way to counter-act your situation. You can call for jungle help, return the aggression, let the minion wave push (though you lose some CS), or farm your nearby jungle. In some extreme cases, you can also assist other lanes, but this will only work if it ends up in a kill and thus an objective. It is much more fruitful staying in the bot lane and farming as much experience and gold as possible. You want to aim for a CS of 10 for every 1 minute that goes by (i.e. 200 CS at 20 minutes). [center][highlight]-=Ability Mastery=-[/highlight][/center] The last mechanic is the most obvious, but also important and hard to recall under pressure as well. Champions like Vayne have very situational skill sets with a variety of functions. Using them properly in different situations can be the difference between life or death. For example, using Vayne's tumble to get in range of 5 enemy champions is bad Ability mechanics. On the other hand, an overzealous bruiser that is chasing you might fall prey to your tumble + condemn with aid of a wall, will in turn cause him to take massive damage and stun him for 1.5 seconds. This is demonstrating Ability Mastery. Knowing when / how to use your abilities effectively is not a skill to be taken lightly. It can be difficult to maximize the potential of your skills depending on the situation. ADCs must have a cool and calm head at all times and assess the situation and surroundings. The best ADCs can manipulate their knowledge and abilities to warp fights in their favor.

[center][highlight]-=LOADING SCREEN=-[/highlight][/center] Observe what lane you are up against and what lane partner you have. Take note of whether they have a lot of poke / range / sustain / CC and take note of what you have, this should determine what starting items you will buy. [center][highlight]-=FIRST 10 MINUTES=-[/highlight][/center] The first ten minutes is arguably the most important time slot of any bot lane composition. AD carries are by definition late-game and require an immense amount of gold in order to do well. What you do here determines how well you can get that gold. In this period of time, the enemy bot lane will determine if you are a pushover lane or not. You should be able to farm effectively while showing your lane opponents that at any given opportunity, you WILL attack them. But be careful, do not get harassed / miss CS too often while doing so or else you will get too far behind. When your support is being attacked, return the damage for free since they are focusing him, do not let them know that your synergy is flawed or they will capitalize on that as well. In the first 10 minutes you are going to: [.]Show your presence, don't let them push you over. Be aggressive. [.]Farm as effectively as you can [.]Condemn anybody that is near a wall, into the wall and [.]Farm double golems if it is on your side as much as possible [.]Ping wherever you see the enemy jungler or mid roaming [.]Assist your jungler when he is being counterjungled or when he desperately needs a leash

At this point in the game, Vayne begins to shine. Your Q should be maxed, and you should have a few skill points into your W. Depending on how many items you have, your ability to deal damage is multiplied exponentially. You want to take advantage of your presence in the game to secure objectives. Mid-game is about dominating dragon-side because of the abundance of gold surrounding that area. If you control dragon (mid / bot lanes pushed), then you have access to everything on the bottom side of the map including: two lanes, a renewable 750g resource, blue buff, red buff, wraiths, and double golems. The rewards for controlling dragon is great, and competitive teams realize that, but the biggest mistake that people make over objectives such as these is FORCING team fights. Don't be pressured to force dragon fights if you know you are going to lose because that will put you even further behind if they come out ahead. If you lose that forced fight, your enemy will not only take dragon and win the team fight, but they'll also have the ability to take the rest of your jungle camps, push turrets, gain free farm, while you WATCH. It is better to farm jungle camps or push lanes and lessen the gold difference than lose dragon and a team fight. The only exception to dragon-control is when there are 5 enemies at dragon, and you know for sure you cannot win (enemy all at full - HP, outnumbered, no ults on your side etc.). A better trade-off instead, is to split push and weaken, or hopefully take multiple turrets while they are all gathered at the dragon pit, this will not only offset the gold difference but give you more map control and future dragon control as well. Your primary goal in this portion of the game is to: Your primary goal in this portion of the game is to: [.]Run to ANY lane and ANY uncleared jungle camp and farm its gold [.]Join your team when they are taking objectives or when they are initiating a team fight shortly [.]Get as many dragons and turrets as you can [.]Control the earlier objectives such as dragon and outer turrets as best as possible [.]Try to reach a CS of 200 by 20 minutes if you're not harassing / killing

This is your game now. With your final build, you are the center of attention. During this period of the game, you should be looking to duel anyone that has overstepped their bounds, group up as much as you can and look to team fight. Be wary though, this is the time where you are the sole target of the enemy team and thus they are looking to cut you down when you're alone. Be sure to not cross the your half of the map and only wander in zones that are warded. Don't be afraid of 1v1's, with decent mechanics you should be able to destroy any opponent by yourself unless they are equally as fed and have a lot more defensive stats and burst. A good example of this would be a multi-item Akali. Your focus in this portion of the game should be on Baron and the enemy inhibitor. They are almost interchangeable in priority. If you take Baron, pushing down turrets and the inhibitor will be a lot easier --likewise if you take inhibitors, the super creeps will cause enough pressure to take Baron easily. The general guideline should be as follows: if 4 of the enemy team is down, you take their inhibitor (especially if it is primarily their carries) -- if 2-3 of the enemy team is down (especially the jungler), you take Baron. The above guideline usually guarantees the objective 90% of the time. In some cases though, you won't have the opportunity to take these for free. In diamond tier, the NUMBER ONE throw is objective control, I cannot tell you how many games I lost just because of sloppy control over objectives. ALWAYS have vision over every entrance to Baron, you want to be able to estimate to the best of your abilities whether to finish Baron or turn to fight the remaining enemy team. A common mistake that people call out is that there is 1 person bot -- automatically go for Baron. This is WRONG. That call is entirely situational -- if the 4 enemy team remaining are nearby and can stall until the 5th, you will fight a losing battle and Baron cannot make up for that. You also have to be wary of AoE teams that can lock you into Baron pit -- as an ADC you will most likely be trapped taking not only the AoE skills, but also Baron's massive damage as well. Your main priorities in this portion of the game: [.]Be there for EVERY team fight [.]Have Baron warded and controlled (pushing down top and mid turret / wave)

If you were to take away ONE message from this guide, it is this: POSITIONING. Of all the champions in League of Legends, Vayne is the one that needs it the most, and can do it the best. It is up to you to master her high potential. Your enemy should really feel like they are boxing with the shadows, when you master how to position. To begin the fight, you must be wary of everyone's initial cooldowns (flash / gap closers / CC's / heavy damage abilities). Auto-attack while you are safe, and then pop your ultimate when you have 2 or more enemies focusing you. The reason being, is that depending on the level of your ultimate, it only lasts for so long. You want to make sure that you are engaging in a full on team fight, and popping your ultimate early will rid you of the crucial stealth needed to kite if you do not end up engaging. Remember the most important role that you have is dealing as much sustained damage as possible, while taking the least amount as well. If this means that you absolutely must leave a fight, then do it, but if possible you should stay in the fight at all times lifes-stealing off of the bruisers or nearby minions. You want to be positioned in a fashion that allows easy auto attacks on a target while difficult to hit at the same time. Some examples of this would be standing behind tanks, minions, terrain etc. ALWAYS watch for who the enemy is focusing. If you have too many people focusing you, just keep running until they drop their focus, and turn once they focus someone else. In many cases, you are able to attack and kite backwards so don't be afraid to deal damage unless you know for certain you must keep running. Always value your life, if you know the fight is lost and you cannot do anything else, just run. If you are determining whether to cleanse, or flash, or tumble, or QSS, do it. There's no time to contemplate because it only takes a split second for Vayne to go from 100-0 even at max level and items. Here is a good example of kiting mechanics in a team-fight. [youtube]http://www.youtube.com/watch?v=lejwiTXUVqg[/youtube] Notice how I keep track of all the skills of my opponents. Zed uses his ultimate which deals a low base damage and a scaling damage amplified by hitting me with two more skills. I tumble in an unorthodox direction to try to avoid his E and Q to reduce the mark damage from his ultimate as much as possible. I quickly focus him without missing an auto-attack recharge by quickly tumbling and keeping myself in range. Next, I notice that Blitzcrank has 2 CC abilities but very little damage. When he runs up to me, I know he wants to knock me up, so I tumble, activating my stealth. Janna takes the knock-up instead and I am safe. I kite around keeping in mind that he hasn't used his grab yet and keep moving. Lastly, I notice that Rumble's damage output is highly dependent on a target being locked down by his ultimate and E. After dodging Blitzcrank's hook, it is not necessary for me to kite any longer, and I stop tumbling side to side and just go straight in for the kill.

This is a short 23 minute Diamond I ranked game showcasing the many skills I talked about in the previous chapters. This is more or less how your decisions as an ADC should be rationalized. There some imperfect plays, but I felt that this video is a very good example of how to be aggressive while knowing my limits. As you can see, a well-played Vayne can lead to a quick victory if the cards fall in your favor. [youtube]http://www.youtube.com/watch?v=yufDeLUM9iE[/youtube]

Having a Vayne on your team is almost a sure way to win any late-game setting provided that the Vayne knows what she is doing. In some rare cases, I find myself not being able to carry the late game due to a fed Bruiser, Jungle, and APC that cannot be outplayed (Vi, Akali etc.). It happens, that's a part of a team game. Just keep playing and move on, although ELO / LP is important, becoming a better Vayne player is more rewarding and yields more profit than one game can. Learn from your mistakes, and don't discard anything that happened in the game as completely out of your control. The best way to get better at Vayne is to practice her constantly. Reading guides should only give you a general outline as to what you should be capable of doing. It is up to you to take this guide and practice over and over. I'm glad you read up to this point and hope you support my stream and other outlets. I had the pleasure of writing this guide for you all and plan to do many more for other ADCs. [highlight][center]-=NOTE=-[/center][/highlight] If you like or dislike what you read, please give me feedback in the comment box below so I can take into consideration any alterations to my guide. Thank you all!

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