DISCLAIMER: This is something I didn't think I had to write, but here it is. I explain all my choices very clearly in my guide. Every single possible choice is outlined in as much detail as I thought necessary.
What does this mean? This means I have given thought to all possible options, and that you have to pick and choose what you like. The cheat sheet is specifically what I do in game as
Vayne - you DO NOT have to follow my guide like a Bible. It is a guide for a reason - to guide you.
______Before you vote down because you've read a Pro 2000 Elo guide elsewhere, I'll just state a few things. Pros may be able to play awesomely, but it doesn't mean they know more than an average player. For instance, a pro player, naming no names, chooses to go Attack Damage Seals (which give 4 damage) and puts 3 points into
Perseverence instead of
Good Hands. Just saying, Pros aren't always right, and if a Pro jumped off a cliff?
______Hey guys, I'm Jai (or jhoijhoi) and simply put, I felt like making another champion guide here on
Mobafire, and stop creating (or at least for now) general guides. This is my second champion guide, and I hope that it pleases you to read it as much as it pleased me to write. I had a look at the top Vayne guides, and they are great - I just wanted to show my own way of building the scariest female AD carry,
Vayne.
______I've played
Vayne ever since she came out, and she replaced my previous main Ranged AD carry,
Ashe (this guide will look similar to my Ashe one, so if you like this one, check out that one too :D). I love Ashe to bits, but I feel as if Ashe is not as *strong* as Vayne.
______Vayne is not a very easy champion to play. She can get kills easily, due to
Silver Bolts, but utilising
Condemnappropriately requires proper positioning. And of course, I cannot count how many times I have died activating my ultimate after I've
Tumbled, leading to no invisibility :/ Vayne is perfect for those who have mastered an easier Ranged AD Carry, like
Miss Fortune or
Ashe. Vayne's damage early and late game is on par with
Caitlyn's, so if you love ripping people to shreds, Vayne is the champion for you :D
______My biggest problem with Vayne is that she requires a team that knows her damage potential. Vayne can easily, EASILY tower dive past level 3, and kill her selected target, as long as she has help. Likewise, if you manage to run into a wild
Warwick in the woods, you may be able to outdamage him and steal his buffs if you're smart with your ultimate,
Condemn and
Tumble. If your team does not believe you can do damage, you will end up with people saying, "Vayne, wtf are you doing, back off!" when you KNOW you can secure that kill.
______And the best thing about Vayne is that you can build her any way you want, and she still does monstrous damage - there are many ways to build a successful Vayne. In this guide I will cover only three builds.
My Vayne Build,
Trinity Force Vayne, and
Tank Vayne. For other builds, feel free to browse other Vayne guides for their explanations. I have also suggested
Tumble >
Condemn for NEWER VAYNE PLAYERS. If you feel up to it, level up
Condemn first. I know I would rather play a champion safely at first, then when I get the hang of them, I'll be aggressive. As such, chillax with
Tumble or go all TRY HARD RAGE ANGRY GORAN with
Condemn. It is up to you, do not downvote just because of skill order =.=
______Here I would like to take the opportunity to thank those that have helped contribute to the growth and development of this guide:
Mowen,
PotatisFarfar,
Adonikam,
WrathOfVulk,
PsiGuard,
YoshiX,
Hahano,
TheQWERTYman,
Xenasis,
TrophyCase,
NightHawk,
Wayne3100,
Wintermond,
Seiken and
Rainbow Dashu. Special thanks to
MeridianPrime who has allowed me to use some of his formatting for my own guide ^^
______These people have posted their comments and opinions, and I have either altered the guide due to it, or added their questions to the FAQ, or added their own words into the guide itself :)
______So thus begins my guide, hopefully it'll help you win some games.
Powerful Pros / Critical Cons
As all champions, Vayne has her flaws/weaknesses and her strengths. If your team is in need of a DPS (damage per second) champion, Vayne is a fantastic choice due to the fact that her damage is virtually unbeatable without items. Pick her to counter all other ranged AD carries, and most importantly, if the enemy team has healthy, beefy champions.
Powerful Pros
+ Ranged Champion = Good Farmer + Very easy to last hit with Tumble + Condemn: a stun, a knock back + Extreme damage with, and without damage items + High initial and late game damage + Night Hunter allows for easy chasing + Final Hour allows invisibility + Fun to play | space |
|
| space |
Critical Cons
- Squishy (if targeted, she's two-shotted down) - Relatively short range - Slow initial attack speed - Slow initial movement speed - Hard to master - Easily zoned - Bad skins :/ Dragon Hunter is the best - High expectations of Vayne players |
Memorable Masteries
With Vayne (and most AD champions), it's viable to run these ways:
| spaceeeeeeeeeeeeeeeeeeee | Mainly Offense
21 - 0 - 9
| space | Mainly Utility + Defense
0 - 9 - 21
|
| spaceeeeeeeeeeeeeeeeeeee | Mainly Utility + Offense
9 - 0 - 21
| space | Equally (Offensive & Utility)
14 - 0 - 16
|
It's up to you to decide your Mastery Tree set up. If you're new to
Vayne, and are a bit hesitant with knowledge of their mana pool, perhaps putting your few points into the Utility side of the tree will suit you. If you're very offensive and want to be hitting hard early game, definitely go for the Offense side. And of course, if you're worried you might die, go for the Defensive Mastery Tree set until you're comfortable with Vayne.______Regardless of which tree you decide to level, always try and get the increased awareness (leveling up) in the Utility Tree because the sooner you hit level 6, the better.
Suggested Mastery-Tree Set Up
| MASTERIES |
3/3
 |
1/1
 |
1/4
 |
4/4
 |
3/3
 |
2/2
 |
3/3
 |
3/3
 |
1/1
 |
3/3
 |
1/3
 |
4/4
 |
1/3
 |
Here we see I've suggested 21/0/9, as it suits the play-style of most summoners used to playing Ranged AD Carries. That doesn't mean don't try out 15/0/15 (or a variation thereof), 9/0/21 or even 0/9/21 if you like - masteries are up to personal preference. With the 21/0/9 set up, last hitting should be a breeze, due to extra minion damage and
Havoc, your attack speed should be pretty sweet early game, and you're going to be doing almost true damage to the enemy carry bottom lane with
Sunder.______Masteries that are great, no matter which tree you decide to specify/major in:Offense:
Deadliness,
Sorcery,
Alacrity,
SunderDefense:
Resistance,
HardinessUtility:
Good Hands,
Awareness,
Meditation,
Quickness
9/0/21 (or any variation of 15/0/15)
|
| spa | Q: Why wouldn't I want to go 21/0/9 on my AD carry? ______// 21/0/9 is awesome, especially with AD Quints. Used to run it every game as Vayne. Then one day, in a Ranked premade, I secured Soraka for a friend, and they chose Vayne for me. Except our internet cut out, so I was stuck with Soraka with 21/0/9, and Vayne had 9/0/21. We swapped computers.
______Let me tell you. That extra movement speed, those extra Exhausts/ Flashs. I didn't notice it that game, but the next game when I was on my normal laptop, I noticed the lack of movement speed very keenly.
- Ranged carries are slow and dependent on summoners for escape. I'd rather have
Flash/ Exhaust/ Ghost up as soon as possible. My damage will come from my items, I don't NEED the extra damage from 21/0/9.
- Extra mana and experience is vital for early game dominance.
- Increased Movement Speed / Buff Duration.
- Offense tree is pretty useless unless you're jungling and even then it's not great.
- Carries are pretty heavily team dependent, since if your team feeds early it'll be extremely difficult for your survivability and killing power early/midgame. Lategame you'll probably have the items you need, but surviving ganks from fed opponents is a problem early on. Even if your team isn't screwing up, the extra utility is much superior for getting kills.
|

21/0/9 ALL THE WAY ACROSS THE SKY
Q: What if I want to spec 21/0/9 anyway and I think you're a smelly bum? ______// I thought it was pretty obvious to most people that all runes and masteries (outside of the admittedly op utility tree) do is secure a mild early game advantage. Even then, one has to know what they're doing, or at least trying to do and this advantage is more or less canceled if the person/people you're laning against know what they're doing and have a comparable setup that benefits their champ.
______That being said, early game is probably the most important part of the game. 99% of runes can easily be made up for, complimented or surpassed with a couple of items and the same could be said of masteries (outside of some of the better utility tree ones and the improved summoner skills). Mostly, it's just a small early game advantage that can easily be negated by counter builds and bad laning match ups.
______// tl;dr
______ Havoc: 50 damage at start = 2 extra damage.
______ Flash = 255 seconds cooldown. ______ Blink of an Eye takes that to 240. ______ Presence of the Master makes it 204 seconds.
______ Exhaust = 210 seconds cooldown. ______ Presence of the Master makes it 178.5 seconds. | spa |
|

I need to be babysat and hate you for giving me options.
Q: Specing in the Offense Tree, Specing in the Utility Tree... can't make my mind up, which spec should I taaaaake?____________// tl;dr______21/0/9 = Free Long Sword at level 18.______9/0/21 = Free Kindle Gem at level 18.______It's up to you to decide if you'd rather the cooldown reduction, or the 10 extra damage from the Long Sword.
My Personal Mastery-Tree Set Up
| MASTERIES |
3/3
 |
1/1
 |
4/4
 |
3/3
 |
3/3
 |
1/3
 |
4/4
 |
1/1
 |
3/3
 |
3/3
 |
1/1
 |
3/3
 |
With the set-up above, one should hardly ever run out of mana with Vayne, cooldowns are at an all-time low, and
Flash will be up a whole lot more. This set-up is better than the traditional 15/0/15 if you're wanting all the cooldown reduction. I suggest only playing with these masteries if you're comfortable losing a little bit of early game flat damage for a lot of all-game utility :)
Stupendous Summoner Spells
| space |
Aggressor / Harasser
Defender / Backdooring
| SpaceSpace | Beginners
+
+  | SpaceSpace | Mediocre
+
+  | SpaceSpace | Skilled
+
+  |
(credits to MeridianPrime, who coined the above format and the below format) While Summoner Spells all come down to personal preference, I've found these Summoner Spells suit Vayne greatly. (just kidding about the
Rally reference haha)
 | Space | Flash: Flash is extremely useful for closing the gap on enemies if they're running away, or for jumping over walls to escape from salivating enemies vying for your blood. Flash is a must have on all squishy champions with no escape mechanism. While Vayne has Tumble and Condemn to escape and push back, Flash is a fail safe, as well as being a strong offensive tool. | Space |  |

 | Space | Exhaust: Exhaust is essential on Vayne to gain the upper hand in any 1v1 fight, or clustered teamfight. Chucking Exhaust on the enemy AD or AP carry immediately shuts them down, and allows you to perform at your full potential. As with Flash, Exhaust can be used offensively, or defensively.
In the above video, I didn't really need to Exhaust Sona, but it was funny to do :P I also thought it was hilarious when she came over to try and stop me at the second inner turret. It was like, "Oh hai, Q! ... Err... k, bai *flees*"
Q: But why Exhaust? ______// Exhaust is vital for any ranged AD carry. Melee DPS is naturally far stronger than Ranged AD carries early game, and even mid game.
______Say it's a 1v1 against you and Tryndamere. Who would win? Tryndamere, hands down. What about you versus Master Yi? Master Yi, hands down. What about you versus Lee Sin? Lee Sin. Vayne vs Nocturne. Vayne vs Nasus. Vayne vs Renekton.
______All would win over you. Exhaust:
1) Reduces target attack damage by 70% 2) Reduces Ability/Item damage by 35% 3) Slows movement by 40% for 3 seconds
______ Exhaust gives you a chance to:
1) Run away if necessary 2) Chase 3) Shut down the enemy Ranged DPS carry 4) Shut down the enemy Melee DPS carry 5) Shut down the enemy Ability Power carry 6) With the upgrade in the offense tree, you also lower armor and magic resist for your team to utilise.
______Vayne excels in team-fights, not so much 1v1, as she requires that 3rd hit from Silver Bolts to deal a lot of her damage. | Space |  |

 | Space | Ghost: If you're not a fan of Exhaust, or just strongly believe in using Ghost + Flashon all AD carries, by all means, take this summoner spell. My peeve with Vayne players who use this is that with the Utility Masteries, your eventual Phantom Dancer, Night Hunter and Final Hour, Vayne DOES NOT NEED to be any faster :P | Space |  |
 | Space | Teleport: Gives you awesome map control, and being able to teleport to wards, shrooms or Heim's turrets is invaluable when you want to gank. It is also useful for backdooring. For example, if all the enemy champions are dead due to a fight somewhere on the map, you can Teleport to a minion push, destroy a tower and run/recall before they respawn. | Space |  |
Voracious Vayne's Skill Set
Night Hunter: This isn't a bad passive. But there's certainly not much to say about it. You move faster when facing an enemy champion. This allows you to catch up to fleeing enemies, run to help/save allies and gives you more of a chance to steal that kill from your jungler :P
Tumble (Q): Tumble is a great spell. Use it to last hit, use it to harrass. Use it to close gaps, to get to lanes faster after recalling, to escape an enemy. Use it to dodge skill shots, use it to get into a better position to
Condemn. You're going to want to max out
Tumble first.
Tips and Tricks
Tumble gives massive harass at a low cooldown, it's a very strong ability. If you get
Sheen
Tumble is far and away better than
Condemn. Perma-proc on Sheen? Yes pl0x. Condemn is another 'escape', you knock them away. You can also keep people knocked around during a team fight, which can severely cripple their team if done right, even without the stunning component.
- Use
Tumble often. It uses little mana, and with our mana regeneration runes and masteries, you always have enough mana to spam this beast of a move.
- The uses of
Tumble are numerous - one thing to mention though, is that Tumble DOES NOT got through any sort of wall at all. If you Tumble into something, Vayne with end up in an unpredictable location near where you Tumbled, so be careful that when fleeing/chasing you don't run into any walls.
- You CAN Tumble through
Veigar's stun wall
Event Horizon, and be stunned outside the wall, you CAN Tumble through
Jarvan IV's ult,
Cataclysm.
Silver Bolts (W): This ability is very interesting, and what makes Vayne such a beast in team fights/sustained fights. She basically has an in-built sort of
The Black Cleaver/
Madred's Bloodrazor in the sense that every third hit (reminiscent of the Black Cleaver) does true percentage damage based on the target's health (reminiscent of Madred's). The BEST thing about Silver Bolts is that it is not affected by Magic Resist.
Tips and Tricks
Silver Bolts won't start crippling enemies until late game, once HP gets higher, therefore it's less of a priority than keeping yourself alive. However,
Silver Bolts provide pretty mean burst even on squishies. It gives bonus flat damage in addition to % max health as true damage.
- Never give up in a team fight. The point of
Silver Bolts is that it rewards Vayne for continuing a fight. Keep auto-attacking, listen for that audible TWANG and watch in satisfaction as their health is ripped away.
Silver Bolts makes it very easy to push a lane. Don't auto-attack creeps, just last hit. However, if you are pushing, three hits should take out the ranged minions easily.
Condemn (E): This spell is absolutely fantastic. Those familiar with
Poppy will find the spell a bit awkward to use, whereas those familiar with
Alistar will get the hang of
Condemn immediately. It takes a bit of practice to get the best result with Condemn every fight, but you'll get used to it. You should be levelling this out before
Silver Bolts.
Tips and Tricks
- Use
Condemn to push chasing enemies away from you.
- Try to Condemn enemies into walls. This stuns them.
- Condemn has a large cooldown, despite our cooldown reduction runes and masteries, so don't just spam this ability for the lulz. Use it to save/protect allies/yourself, or to create chaos in a teamfight.
Now, in the below video, I get a kill, and am left on too little health for my liking. I immediately respond to instinct, and
Condemn
Poppy away from me, so I will be safe. I could have easily cut the part out where I fail with my
Condemn, but I leave it in to show that it is a tricky skill to land. Notice that in the space of less than one second, Poppy moves slightly to the left, and I don't move to the left to compensate for this. This error leads to me Condemning Poppy away from myself, instead of into the wall. I could have chosen to chase her, but she still had
Flash up, so I assumed she would jump over Dragon wall. Long story short: I fail with a
Condemn, I don't chase, and I lose a possible kill. If I get any more negative feedback based upon this video, I'll just simply take it out :)
In this video,
Leona and I are split pushing. However, once our allies die mid, the enemy team comes after us. I turn around to
Condemn
Nasus, but Leona takes this to mean "Let's fight!", and runs in. The most important part of being an AD Ranged carry is knowing when to fight, or to back off. I see that Leona is pretty much screwed now, and so continue running away.
Final Hour (R): Vayne's Steroid of Awesome. Gives attack damage, triple movement speed from
Night Hunterand invisibility when you
Tumble. Those familiar with
Singed may draw a comparison between the two ults.
Tips and Tricks
- Use this to chase. Use this to escape. Use this whenever it is up. Due to cooldown reduction masteries and runes,
Final Hour has a quick cooldown, and it is acceptable to use it when obtaining buffs, or going for an early Dragon.
- Pop this when taking down towers. You'd be amazed at your damage.
- When fleeing, make sure to activate
Final Hour before
Tumble'ing for the invisibility.
Skilling Order
| ABILITY SEQUENCE |
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |
The above sequence is if you are aiming for full damage from the
Tumble +
Silver Bolts proc. This sequence benefits greatly from a lot of attack speed. The above sequence comes from the mentality that a fully upgraded
Silver Bolts is not entirely useful until late game when enemies have a lot of health to shred. Seeing as you've fully maxed out
Tumble by level 9, meaning by then most champions will have one finished full item, and enough health for
Silver Bolts to be effective, especially with Critical Strike Chance.
______When I skill, I skill based upon realistic gameplay for myself. I am not going to randomly charge to bottom lane, facecheck bottom brush, pin
Garen to the wall, and then hit him for another 300 damage with auto attacks (this is my reasoning for not getting
Condemn first). Realistically I will not get a kill in lane until level 3. Pre-level 3 kills means stupid opponents, a good level 2 jungle gank (
Lee Sin,
Xin Zhao,
Nocturne), or a suicidal laning partner, who gives the enemy team a kill and an assist, when we only get one kill.
______In a normal game, I skill
Tumble first, after nothing goes wrong for our jungler (otherwise I grab
Condemn to launch invaders away), then
Silver Bolts or
Condemn, depending on whether my lane is uber aggressive.
The Math
Pretend Statistics, level 3, no items, runes or masteries and for the sake of the argument, no armour, all actions take place at the exact same time, Vayne vs Vayne:
spaaaaaaceAs you can see, the difference between sequencing QEW and EQE is of 5 damage if the
Condemn doesn't stun. If it DOES stun, the damage difference is far higher.
WHY NO CONDEMN MAXING!?
| ABILITY SEQUENCE |
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |
Q: JhoiJhoi, you make me sad, why no max
Condemn first?______// I have suggested
Tumble >
Condemn for NEWER VAYNE PLAYERS. If you feel up to it, level up
Condemnfirst. I know I would rather play a champion safely at first, then when I get the hang of them, I'll be aggressive. As such, chillax with
Tumble or go all TRY HARD RAGE ANGRY GORAN with
Condemn. It is up to you, do not downvote just because of skill order =.=
______Additionally, it is unreliable to max an ability based upon an extra component of it. While yes, there are walls to stun someone with
Condemn, it is a ridiculously retarded ability sometimes. If you're at the tiniest wrong angle, and
Condemn, the enemy can just SLIDE against the wall, not being stunned, not taking that extra damage. Elsewise, you're using
Condemn to keep enemies off your back, or away from allies, which means not positioning yourself in the best way to stun, but reacting quickly to make sure your ally/yourself doesn't die.
______Teamfights generally occur in large open areas, where
Condemn is more likely to be a bad spell to use, especially if you're surrounded by brush, like around Dragon.
Condemn an enemy champion into brush, and your whole team will rage.
______You can't anticipate how often someone's going to harass you. Vayne isn't exceptionally hard to zone with her relatively weak health pool. Therefore, you might need to push them off yourself or your partner (assuming you're laning with one) pretty often. Lower cooldown on Condemn is nice, but you should never have to use it multiple times in quick succession in the laning phase - it isn't a spell I use every 20ish seconds of lane play, whereas Tumble is. Using Condemn as a damage spell is a waste of mana, and I conserve the move for emergencies or ganks. Which is also the reason why I don't max it out. Not using it often means it is always on cooldown. If I was maxing it out first, lowering its cooldown, then I would probably spam it more. As it is,
Tumble >
Silver Bolts /
Condemn has been working fine. Vayne isn't supposed to be an AD Caster like Urgot or Ezreal. She's a primarily auto-attack ranged hero, with a disable and three damage boosts. If the whole enemy team is chasing you, condemning the right one (the one who is often closest), will allow you to escape fine.
______tl;dr - if you are a professional at playing LoL, if you have played enough games that you know the ins and outs of all champions, if your elo is above 1200, if you think you're good enough to land those GOOD condemns, go ahead, max
Condemn. Just understand, that every
Condemn you fudge up, that's an upgraded
Tumble you wouldn't have missed/got wrong.
C-c-c-c-combo Breaker-r-r-r
Sometimes it is better to simply auto-attack instead of
Tumble'ing, but as I activate
Final Hour here to finish Dragon faster, I may as well use all the abilities available to me to annihilate that beast.
In the below video, a lot of things happen.
1) I try to 1v1 a fed Caitlyn. It doesn't go well. However, I use a
Elixir of Fortitude to boost my health, and this allows me to survive her ultimate,
Ace in the Hole.
2) I go back for round two, with my Ult and other spells up.
3) I activate
Final Hour,
Tumble to position myself BEHIND Caitlyn, and then
Condemn her against the wall.
4)
Caitlyn dies.
In my
Ashe guide someone asked, "Why prioritize
Elixir of Fortitude over
Elixir of Agility?"
______My answer? You never know when that ~250 health could save your life.
Possibly Probable Finished Builds
| spaace |
My Main Vayne Build Trinity Force Vayne Attack Speed Vayne Fucking Expensive 
| spaaaaaace |
|
As you can see, there are many ways to build a successful Vayne. In this guide I will cover only three builds.
My Vayne Build,
Trinity Force Vayne, and
Tank Vayne. For other builds, feel free to browse other Vayne guides for their explanations.
How does Armour Work?
Armor Penetration and Armor Reduction are the statistics of a Champion which allows them to counter some or all of a target's armor. All champions have 0 base armor penetration but can increase it with items, runes, or abilities for a few champions.
______Armor penetration and armor reduction are applied in the following order:
______1.
Percentage Armor Reduction (
Jarvan IV's
Dragon Strike)
______2.
Flat Armor Reduction (
The Black Cleaver)
______3.
Flat Armor Penetration (
Greater Quintessence of Desolation)
______4.
Percentage Armor Penetration (
Last Whisper)
______Read more on
How Armour Reduction Works Here. Credit to
Complexicate and LoL Wikipedia.
______For the
Last Whisper vs
The Black Cleaver debate,
click here.
______What does this mean for
Vayne?
Broken Down Choices
Dubious Decisions in Detail
______The mentality behind this build revolves around three things: Vayne is a damage beast without damage items. We need Attack Speed to proc
Silver Bolts as much as possible. Critical Strike Builds are proven to be High Damage
25 Attack Speed. These boots are undoubtedly the best boots for AD carries in the entire game. They give the early game bonus of more attack speed, decent movement speed and are just legendary. The only reason you'd ever forfeit the use of these boots is if you're losing badly due to being perma-stunned by the enemy team consisting of
Sion,
Taric,
Renekton,
Irelia and
Veigar.
30 Attack Speed, 55 Attack Damage, Potential 45 Armour Reduction. There is a huge debate about whether
Last Whisper is better than
The Black Cleaver, and yes. Last Whisper wins. However, with
Vayne, an AD Ranged Carry that relies solely on auto-attacks to proc
Silver Bolts, this item just wins the cake.
60-100 Attack Damage, 15-25% Life Steal. There are many people who say Effective Health is better than Health Regenerated. That one should not be in a situation where one needs to auto-attack to come back from the brink of death. I say POPPYCOCK. AD carries need lifesteal, and
The Bloodthirster is undeniably the best life steal item in the game suited for a straight AD carry.
55 Attack Speed, 30 Critical Strike Chance, 15 Movement Speed. As my Vayne build is centred mostly on proc'ing that sweet
Silver Bolts damage, we need all the attack speed we can get. Not to mention the Movement Speed boots from an early
Zeal is heavenly. Also, if we're going for
Phantom Dancer, why not increase our critical strike damage with
Infinity Edge? :D
80 Attack damage, 25 Critical Strike Chance, 250% Damage Critical Strikes. Man oh man, dat damage. As we chose
Phantom Dancer as our other item that gives attack speed, we should definitely be getting
Infinity Edge to complete the circle. More damage for crits, more attack speed to crit, more chances to crit, criting a 3rd hit
Silver Bolts... yeeaouch.
375 Health, 375 Mana, 50 Magic Resist, Negative Spell Block Every 45 Seconds. Survivability. Everyone needs it. Even with a
Banshee's Veil, one can be three shotted down by the enemy
Veigar who patiently farmed his Q mid lane. The health is great against enemy AD champions, and the mana is very welcoming, as
Vayne's mana pool is quite small.
30 Attack Speed, 30 Attack Damage, 30 Ability Power, 15 Critical Strike Chance, 250 Health, 250 Mana, 12 Movement Speed. UNIQUE Passive: 25% chance on hit to slow the target by 35% for 2.5 seconds; on cast, increases your base Attack Damage by 150% for one attack. Yes, the Jack of All Trades, Master of None item. Behold, the mighty Trinity Force.
Now, the mentality behind buying
Trinity Force is that if you
Tumble, it will proc the 150% increase of your base damage with that shot. So, this is the sequence of events that should occur when one wants to maximize their damage as Vayne.
Final Hour > Auto Attack Infused with
Trinity Force proc >
Condemn > Auto Attack Infused with
Trinity Force proc >
Tumble > Auto Attack Infused with
Silver Bolts 3rd Hit AND
Trinity Force proc.
With this combo, you deal HUMONGOUS damage. It is almost unthinkable how much damage you do. However, the problem I have with
Trinity Force is this:
on cast, increases your base Attack Damage by 150% for one attack. That's not 150% of ALL damage, only 150% of your BASE damage. So if you outright buy Trinity Force as your first major item (lets say you bought it around level 11, because it is extremely expensive), as Vayne you'd have a natural base of around 100.
Math Time! 150% of 100 is 150.
So, assuming you used
Tumble as your
Trinity Force proc'er, then you deal the damage from
Tumble + 150 extra damage from the TF proc. *shrugs* Yes, it's an extra 150 damage at level 11, and that damage raises higher each level by about 3 (natural growth of base damage), but... when you think about it... Is it really worth it?
The thing about AD Ranged carries is that they are squishy, always targeted by
Nocturne's ultimate, and generally killed on sight by the enemy team.
Vayne is literally the only Ranged AD carry that can get away with a tanky DPS build. If you tried this build on
Ashe,
Miss Fortune or
Caitlyn, you'd fail because these champions rely on Attack Damage Items to be of utmost usefulness. The only two other Ranged AD carries that could get away with this build are
Tristana and
Corki, and even then those champions shouldn't be building tanky. The
Zeal in this build can be upgraded to a
Trinity Force, which will give you more health to return more damage with
Atma's Impaler, or you can upgrade to a
Phantom Dancer, which will give you more chances to Critical Strike.
In the above video,
Poppy ulted
Nasus and immediately came after me, while
Nasus and the rest of my team were occupied. While there was truly nothing I could have done in that situation, if I had been tanky Vayne, I may have been able to survive longer.
25 Magic Resist, 35 Tenacity. The best boots in the game, hands down. Tenacity can only be found in FOUR items in Summoner's Rift, and the fact they give Magic Resist AND are boots? These boots were made for AD/AP carries, but are most commonly bought on tanks (who shouldn't be targeted with CC anyway).
20 Attack Damage, 700 Health. Slows Enemies by 30%. We want to be tanky, we want to deal damage, we want to slow down fleeing enemies and catch up with
Night Hunter.
Frozen Mallet makes the biggest amount of sense as our first defensive AND offensive item.
40 Attack Speed, 30 Magic Resist, 42 Bonus Magic Damage, Potential Additional 20 Magic Resist upon auto-attacks. This item is absolutely fantastic. I would even go as far to say that
Wit's End is better than
Trinity Force (but don't flame me for that, for god's sake). This item is all about buffing your magic resist, proc'ing those
Silver Bolts and dealing additional dabs of damage.
45 Armor, 18 Critical Strike Chance. Auto-attacks Deal Additional 2% of Your Max Health as Damage. Ah-ha. This is the item that suddenly makes
Vayne a damage-dealing, haemorrhage-inducing, AD carry tank.
Banshee's Veil and
Frozen Mallet + Vayne's natural health at level 18, we end up doing a ton of damage due to that 2%. Aaaand, due to
Phantom Dancer, our Critical Strike Chance is nearly 50%, meaning every second hit is a guaranteed crit :D

Zilean's ult in a can.

Health shredding item.

Aura Life Steal + Attack Speed.

Blitzcrank's passive as an item.

Cleanse as an item.

Be gone, pesky tanks!
Help! I'm being dominated!
If you're being completely owned, I'd suggest these early game items:
______The above items should give you a lot of sustainability and movement speed for the laning phrase. You start with phenomenal health regeneration, and once you grab that Philo Stone, a lot of mana regen too. The HoG will give you a nice chunk of health, and the Zeal will boost your movement and attack speed. Upgrade the boots to the boots you need that game (Merc's if you need the Tenacity, Zerk's if you want to deal more damage), and then upgrade to
Phantom Dancer. You would sell Philo Stone when necessary, upgrade the HoG to Randiun's Omen, grab a
Trinity Force,
Atma's Impaler,
Wit's End and
Guardian Angel.
______The beauty of course, about the above items, is that you have two gold per 10 items which should make up for the lack of farm you are being denied ^^ I only suggest the above items if your lane is harassing you really hard and you're not getting those crucial last hits.
Generic Gameplay
Early Game
I've said a few times in my guide that
Vayne doesn't need items to be effective. Well, I may have kinda fudged the truth a bit. She doesn't need DAMAGE items, but she does need Attack Speed items to proc those
Silver Bolts.
As such, we want to spend the first 20 minutes of the game farming bottom lane with a support (hopefully
Alistar), or a tank (
Leona synergises well with Vayne). If necessary buy extra
Doran's Blades if you are getting a bit hurt in lane, otherwise, aim for an early
Zeal,
Vampiric Scepter and
B. F. Sword along with those beautiful
Berserker's Greaves.
Q: What if I can't list hit? I'm trying really hard, but my laning partner steals all the creep kills, and the enemy lane harasses me too hard... How should I build?______// If you're really worried, buy
The Black Cleaver, or
Phantom Dancer straight up instead of buying components of individual items. Basically the item sequence is set out that way so you achieve Attack Speed, Damage and Life Steal early game. If you are failing to have one complete item by the 30 minute mark, then you should try focusing on one item. Either a damage item, like
Infinity Edge (buy
Pickaxe first, as you most likely won't be able to afford a
B. F. Sword if you can't last hit), an attack speed AND damage item, like
The Black Cleaver (buy the
B. F. Sword if you can, if not,
Dagger is fine) or buy pure attack speed, like
Phantom Dancer (buy
Zeal first).
______DAMAGE:
Infinity Edge OR
The Bloodthirster______ATTACK SPEED:
Phantom Dancer______DAMAGE &
ATTACK SPEED:
The Black Cleaver______If you are failing entirely, like, the enemy is completely dominating your lane, build the tank build, or buy 3 Doran's Blades, or buy a
Doran's Shield after your first
Doran's Blade.
______I would suggest you practice last hitting with
Vayne in custom games. If you're level 30, try the full offense tree build 21/0/9 (with
Offensive Mastery for extra damage to minions) and AD Quints for the extra 7 damage. With 4 damage + 7 + 10 from Doran's Blade, you should start somewhere around 70 damage, which should make last hitting really easy if you can time it right. If you find you really can't last hit, you may have a lot of in-game lag, turn your graphics settings right down, make sure your resolution is correct, upgrade your internet, turn off utorrent through ctrl+shit+escape.
______To play an AD carry, you really need to be able to last hit.
Vayne can do perfectly well without items, as
Condemn is an incredible move for an AD carry, and
Silver Bolts melt enemy health no matter her items. But you do need some items to counter the enemy team late game - that means learning how to last hit :)
Mid-Game
______By mid game you should gotten a few kills bot lane. Don't worry if you haven't, Vayne shines late game too. Vayne really has no weak game times, for example, Ashe is weak early game, then strong late game. Vayne is just awesome all game. By the 30 minute mark you should have that
The Black Cleaver,
Zeal, possibly an
Infinity Edge if you've been doing well.
______Vayne is a great initiator if an enemy champion lets themselves become out of position. In this video,
Sona steps a bit too close, and I nail her with a
Tumble. A teamfight ensures, and
Katarina jumps in with her ultimate. I wait for her to use it, and then
Condemn her, so that her ult is wasted.
Below is another teamfight. I am cautious to approach because I can't see the enemies, and don't know who could be hiding in the brush near Blue Buff. However, once I approach the fight, I am immediately
Exhausted by an enemy, and my damage boots from my ult is unfortunately shut down. As soon as
Katarina ults, I
Condemn her. By the end of that game, Kat must have hated me :P
Well, that's all I've got ;) Everything else is up to you. The best way to learn a champion is by playing games, or watching someone play. Go watch some streams of Vayne, rewatch the videos I've created for the guide, practice in AI games, by yourself, or with a friend opposing you in middle lane. Learn the amount of damage she can take, and the amount of damage she can dish out.
Main Things To Note
1) Build Survivability if you need it! Early
Negatron Cloak to go into your
Banshee's Veil if
Galio is smiting you resolutely every few seconds.
Cloth Armor to go into
Guardian Angel if
Talon is zoning you.
2) Learn to use your abilities to full effectiveness. Learn who to target in a team fight (enemy carry, whether it be AP or AD). REMEMBER TO USE EXHAUST. You have
Exhaust for a reason!
3) It is not worth it to harass your enemy if they can hurt you more if/when you retreat.
4) It's often best to wait until your allies have engaged the enemy and attack while their
focus is elsewhere.
5) In a team fight, take out their
carry, not the
tank. Please don't focus the tank unless he is definitely going to die. You should be killing the champions that are
dangerous to your team, like
Twitch,
Katarina,
Nocturne.
Good luck with
Vayne!
By: jhoijhoi