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Shen was recently reworked and unleashed onto Summoner's Rift. Here's our in-depth video guide to the new ninja.
All Guides Vayne Guides Vayne Guide by CloudCarry (updated for S6)
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Vayne Statistics for DinoRarr

Author's performance with Vayne compared to the ranked average.

Value
Average
Games Played
4
4
Win %
100
44
Kills
6.3
6.4
Assists
7.5
5.8
Deaths
3.8
6.2
KA:D Ratio
3.7
1.9
Gold Earned
11.1K
11.9K
Creep Score
150.0
169.8
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

You can take 7.png in almost every situation now.  If you have a good reason for taking a different summoner, then I am not opposed to that, but it's probably not right.



Runes Back to Top

  • 9x
    +0.95 attack damage Greater Mark of Attack Damage
  • 5x
    +0.64% attack speed Greater Glyph of Attack Speed
  • 4x
    +1.34 magic resist Greater Glyph of Magic Resist
  • 9x
    +1 armor Greater Seal of Armor
  • 3x
    +4.5% attack speed Greater Quintessence of Attack Speed


8.5 AD, 9 armor, 17% AS, 5.4 magic resist

This page has just enough magic resist and quite a bit of AS.  In previous seasons, I may have used more flat AD, but you have very little lane control without at least 3 AS quints.

Masteries Back to Top

5/5
0/5
5/5
0/5
5/5
0/5
FEROCITY: 18
0/5
5/5
5/5
0/5
0/5
0/5
CUNNING: 12
0/5
0/5
0/5
0/5
0/5
0/5
RESOLVE: 0

I'm recommending Warlord's Bloodlust or Fervor of Battle on Vayne.  With Thunderlord's Decree and the Precision mastery being slightly nerfed over the last few patches, Fervor of Battle's mini-rework has put it comfortably on top for auto attack based carries.  Some champs will still go Thunderlord's Decree or Warlord's Bloodlust, but unless you're building IE or an upgraded  3086.png  item first, Warlord's Bloodlust will be more reliable damage and scales decently well.  It's your choice on whether you want Secret Stash, Runic Affinity, or Assassin in Cunning, but do yourself a favor and copy the rest.

Abilities Back to Top

Passive
Q
1
5
10
12
13
W
2
4
7
8
9
E
3
14
15
17
18
R
6
11
16

I, personally, choose to max vaynesilveredbolts.png W most of the time, but it can be advantageous to have a 2nd point in vaynetumble.png Q at lvl 4.  Your vaynecondemn.png E will be a one point wonder,  so make sure if you split a few points from your primary skill that you don't put any unnecessary points in Condemn.  While the cooldown being lower and the damage being higher can be useful, 67.png  is mostly about utilizing mobility from vaynetumble.png Q and sustained damage from vaynesilveredbolts.png W.    

Items Back to Top

Starting Items

    Ideal Build by 20 minutes

Core Items

    Full offensive build (no boots replacement)

Situational Items

If you're going to build 3031.png Infinity's Edge early on in the game, you probably should go Warlord's Bloodlust.  If you build 3153.png Blade of the Ruined King, Fervor of Battle is probably your best bet.  I usually build 3153.png Bork, 3046.png Phantom Dancer first and complete 3006.png  some time in there.  I tend to only build 1 3086.png item, but occasionally will fit in one of the "situational items" (see above).  You don't necessarily need 2 3086.png items, but if they have a lot of slows, you may be better off building 1306.png Alacrity upgrade Swiftness boots. The slow resistance and high base Movement Speed can help snowball a game that you have a large lead, or keep you safe enough to mount a comeback.

Basically if you end up using a "situational" item, you fit what you can into your build.  You can do 2 situational items if it makes sense.  Your biggest deciding factor in build path, should be based around how the team fights are playing out.  Sometimes it's better to be selfish and build damage, and sometimes a pseudo-defensive item is a better choice.  Your playstyle plays a large role in this as well, so don't be afraid to try out new things.  I may not play Grasp of the Undying 3022.png Frozen Mallet 67.png Vayne in ranked, but there's nothing explicitly saying that I can't.  This game is about adaptation and part of that is your build.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Caitlyn
    Hard
  • Draven
    Hard
  • Ezreal
    Medium
  • Jinx
    Medium
  • Lucian
    Hard
  • Sivir
    Easy

VS

Caitlyn

Hard

51_64.png is a tough lane opponent to face as 67_64.png.  Look to push the wave early and try to force trades on him while he is csing.  If you can't do this effectively by lvl 2 or 3, he will probably start freezing on you, pushing himself, or forcing trades whenever possible.  It's important to read the situation correctly and try to give up as little free gold as possible.

If necessary go back for another 1055_32.png and work towards an early 3153_32.png.

3153_32.png works wonders against 51_64.png if you can get to mid game and stage all-ins against him.  In lane, you can 1v1 51_64.png very easily even if he is a little bit ahead in gold due to 67_64.png's innate scaling and unpredictability.  If the enemy support steps out too far to ward, I will immediately all-in against the 51_64.png.  If we lose, I just go back to farming and/or back.  If we win, great job, shove to tower and go back.  If you don't do anything, you likely get poked down for free every time he pushes and cost yourself potential gold and a snowball victory.  It's better to lose an all-in and back off than to never stage them at all.  67_64.png is an assassin when played correctly and will absolutely destroy 51_64.png in a true 1v1 with 1 item a piece.

VS

Draven

Hard

119_64.png is easily 67_64.png's hardest matchup.  He has a lot of damage at his disposal, a displacement, an execute in way of his ultimate with a large hitbox, a refreshable Attack Speed Steroid, access to more gold when trading kills due to his passive, and most importantly, his Q outperforms 67_64.png's Q in lane on a conceptual basis.  It deals more damage, doesn't have a cooldown (if you catch the axe every time), and if the Draven is good, he gets TWO Q's on you before you even can walk up for that cs.

Now this may seem like an impossible matchup, however, I assure you it is not.  When 119_64.png gets ahead, it's less farming, and more getting denied.  You have to understand power spikes and gold values, however, to know that if you don't give up kills and stay within 20 cs, you will have the same impact on the game as he will.  Try to save your Q to tumble away from aggression when csing and look for smart trades when they present themselves.  Only poke out far enough to land last hits then path back behind your creep line.

Don't be afraid to 4.png away from 119_64.png  early if you think you will need to use it at all.  Not flashing away early enough, will quickly lead to a fed 119_64.png and lost game.

As with most other matchups for 67_64.png right now, look to make use of your stealth and positioning to make an outplay after completing your first major item.

VS

Ezreal

Medium

UPDATE: As long as blue build 81.png Ezreal is a thing, I will consider this a counter matchup for 67.png Vayne.  It's rare that a matchup is flipped on its head like this, so I will keep the section as originally written with this caveat.



Now that I have the hard matchups explained a bit, I wanted to highlight the easiest matchup that I know of for 67_64.png.  When facing 81_64.png67_64.png can trade evenly in most parts of the game.  You can take early lane shoving to the next level against an 81_64.png, because he has few tools to deal with such a tactic.  This does two things, forces his mystic shot onto the creeps, and lets you trade damage onto him for free in most cases.

Times that you need to be careful are level 6, if he takes 14.png, or when paired with an aggressive support like 53_64.png1_64.png or  412_64.png.  The matchups should still favor you though, as 67_64.png scales much better than 81_64.png and is capable of winning even down a few kills or a few thousand gold.  

It doesn't really matter what you build first, it just matters that you stay within an item or two of his damage output.  

VS

Jinx

Medium

I wanted to list 222_64.png as a hard lane opponent, but I don't necessarily think laning against her is the hardest part about playing against her, it's more how she scales off of kills and objectives that makes her hard to play against as 67_64.png.  Considering that you have to play this lane very passively, you don't really ever go for trades against a 222_64.png, unless you have a good reason to (sustain when they have none).  She probably has more damage than 67_64.png, so the only way to beat her is to abuse 67_64.png's catching power and power spike after completing an item and getting her ultimate.  


Not the best idea to pick 67_64.png into a 222_64.png, but it's not exactly a free win for him either.  67_64.png can out mid game 222_64.png if on even footing by killing the front line exceptionally fast.  222_64.png will be forced to run away when this happens, or choose to all in knowing she could lose.  Utilize 67_64.png's mobility when playing against 222_64.png, and use your stealthed Q tumbles to make her miss her chompers.  If you get hit with chompers, you will likely lose that fight.  Ult and q tumble away as well as using E condemn to disengage.  

Call for ganks against 222_64.png, but don't forget about the potential of a counter gank.  222_64.png out skirmishes 67_64.png really hard and has way more teamfight utility and damage.  Avoid teamfighting at all costs until you are sufficiently ahead/caught up.

VS

Lucian

Hard

236.png Lucian can go Fervor of Battle or Thunderlord's Decree and abuse the heck out of 67.png Vayne in the laning phase.  This matchup got a lot worse this year with the rework of 3508.png Essence Reaver and the addition of 3094.png RapidFire Cannon.  Basically where you could expect to outscale, the free CDR and crit makes laning and mid game a nightmare.  High base damage on lucianR.png The Culling (which was reworked this year as well) makes it hard for 67.png Vayne to come online. 

VS

Sivir

Easy

Here's another matchup that has changed with time.  While not currently a huge threat, 15.png Sivir's past iterations were a lot stronger.  67.png Vayne has an easy time in this lane, so long as you don't give up a lot of kills.  Dodge spiralblade.png Bouncing Blade with a well placed vaynetumble.png Tumble and farm up as much as you can.  Giving up an early dragon or 2 should not be a concern as you can quickly fall victim to onthehunt.png On the Hunt with good coordination from their team.

Supports with Vayne Back to Top


Favorite Supports with Vayne

89_64.png is probably my favorite support to play with. She has three stuns to protect you with, and is capable of laning passively or aggressively.

267_64.png is my next favorite to lane with, because of the sustain and versatility of this lane.  Like 89_64.png267_64.png is capable of playing passively or aggressively, but with the extra damage from Tidecaller's Blessing, you are able to win lanes that you should probably lose, on paper.  Combine this with her ultimate which provides excellent zone control, it's easy to make quick engages or follow up when your team comes to gank.

Least Favorite Supports with Vayne

53_64.png is my least favorite support to lane with.  It's no secret that he either provides everything, or nothing in lane for his AD Carry/Marksman, so the ability to get ahead means less to me than the reliability that other picks provide.

1_64.png is my second least favorite support to lane with.  She provides damage and poke, but not much else.  The hard engage she provides is comparable to other supports that give more to a 67_64.png lane than she does.  Furthermore, since she provides no sustain, you quickly are banking on two people in bottom lane to hit mid game.  There is no balance of power, they are weaker together than separately.  Usually you want a champion that can shore up your early game weaknesses when playing a hyper carry, so having two people that depend on lvl 6, quickly spells disaster in an even game.  Obviously any lane is capable of snowballing or winning hard, but the all in potential of a Vayne/Annie lane is not much greater than any other combination I can think of, if at all.

Playing Against (as Vayne) Back to Top

Supports that Beat Vayne

53_64.png, 12_64.png, 1_64.png412_64.png

These are the hardest supports to lane against as Vayne in my opinion.   If you find yourself in one of these matchups, don't be afraid to deny yourself cs and hope that your front line is better than theirs come mid game.

Mid Lanes Vayne has a hard time with

 4_64.png38_64.png7_64.png157_64.png238_64.png

Against a good (insert champion here), playing 67_64.png feels like a complete waste.  Look to avoid picking her into these matchups if you are not entirely aware of what can go wrong and how.  I may pick her into 238_64.png or 157_64.png, but that doesn't mean it's a good idea if you don't know her that well.  

Junglers that Shut Down Vayne

254_64.png64_64.png32_64.png

Needless to say, a fed 254_64.png absolutely destroys 67_64.png.  The cc and damage are just too much for an AD Carry that is so fragile, to deal with.  Notably the blind monk also does well against our favorite boltmaster, but what may surprise you is that both the sad mummy, and the great fat one conceptually ruin 67_64.png's teamfighting.  Consider that you have to tumble through a potential bandage toss or explosive cask which is quickly followed up by more massive aoe damage.  Anyone that is peeling for you gets hosed as well, so the best thing you can do against these two heroes is to spread out.  However, that does something to your teamfighting which makes it easier to get caught out, as you now need to make pick-offs or avoid their damage and cc altogether.  This also makes zoning against 67_64.png much easier, and allows for the enemy back line to focus your mid laner exclusively.

There's not a lot of counterplay to these champions, other than to know what they do, how they are going to do so, and what you can do to avoid such things.  If there isn't much you can do, at least you can do the "most correct" thing and hope that your micro management is enough to win you the teamfight.

Main Body Back to Top

I left out a few matchups for champions, because at some level, the theoretical supports at bot lane currently and in the future make it tough to predict.  It's not useful to know my thoughts on every single AD Carry matchup. 

The champion 67_64.png has been hotly contested in the past.  At a certain point, we saw a change from riot to make it so that 67_64.png's auto attack primed before casting her E, would no longer go off as the target is being moved away.  This did two things.  It nerfed her trading in lane significantly and it slowed down her best combo of Ult + q, attack, wall stun, attack.  It took some time to get used to this change, but most 67_64.png players were still playing her a lot after this and abusing the game as it was prior to s4.  More emphasis needed to be put on outplaying your opponent as 67_64.png now, not just winning trades in lane with her free true damage proc.  67_64.png needed this counterplay to be introduced as her mid to late game more than makes up for a presumably weak laning phase.  I welcome nerfs to champions, as it levels the playing field when playing against them, and makes it more likely I will be able to pick my favorite champions when they fall back out of flavor/favor.  

Knowing that she can actually outscale your enemy, you should not be getting down on yourself when falling behind early.  It's not exactly the easiest thing to do in the world to lane with 67_64.png, but your assessment and decision making are probably the most important part to focus on.  

Now let's move on to some general strategy:

Surely, if you get 5 man dove, and your mid and top lane are just farming it out while you lose map control and objectives, you're going to lose that as most any ad carry.  Identify this and back off.  It's much worse to give up kills, a tower, and a dragon than to give up just a tower and a dragon.  (You may even be able to turn the dragon fight with quick regrouping).  
Some games are just not going to go well, but if you focus on playing your absolute best in order to carry games that you can have a bigger impact on, you should see more success.  I can't stress enough mechanical practice and cs drills.  

67_64.png just needs 2 items to be effective, and I usually start forcing extended trades as soon as I have 1 completed item.  Identifying when the laning phase ends is important, as you get outpressured if you are farming while your enemy is pushing down other lanes.  It's okay to split as 67_64.png, but make sure you are aggressively taking farm and towers, or you may find yourself a non issue.  Force the enemy ad back to his lane and outduel anyone that you can catch in rotations.  There is no way to get better at this style of play.  It's merely an extension of how well you cs and micromanage.  Try to know when you can pick a fight and when you can't, and don't get baited without knowing that is possible.  You want to take calculated risks, but not so many that you are going to lose strictly because you tower dove too many times.

My biggest enemy when playing as 67_64.png is the jungler and support.  The ad carry usually gets baited by his own playstyle against me.  He's going to want to keep me down, but that plays right into 67_64.png's kit (ult, tumble, condemn).  You win 1v1's all day as 67_64.png.  Force them whenever possible.  If you repeatedly get ganked, it may be a sign you are overextending.  As it's so hard to gauge this in solo queue, you really only have trial and error to fall back on.  There is a caveat to everything in League, and being honest with yourself is probably the most important thing to learn.

So here's where your assessment comes in.  If you notice that you are laning against champions that can turn on you very quickly, you try especially hard to skirt the enemy range, so as to not overcommit.  As soon as they use major cooldowns, you can get yourself in a better position to outplay.  That is not to say you can't be aggressive at times, but the most correct way to play 67_64.png is probably passive/aggressive.  Staging your all ins when you want, and not when the enemy wants, is the biggest piece of advice I can give for 67_64.png players.  If you see an opening, take it.  Don't be surprised when you get flash annie tibbered, but you won't snowball if you don't ever try.  (Again, I would wait for a completed item or 2 unless they made some obvious mistakes)

A few more tips for laning phase.  If you are in a pushing pattern against most matchups, you actually should have an easy time.  51_64.png222_64.png236_64.png and in fact 15_64.png, all do extremely well on the enemy tower, but not so well on their own (unless they get ganks all day or something).  Take farm when you can get it and always be sure to push the wave all the way into tower.  If they are trying to freeze, and all you manage to do is make them tank some of your creeps for a while as you run away, that will probably still be enough to push the wave into tower.  You absolutely never want to allow them to freeze against you.  Know how to read the waves, and know when it is going to push back to you.  Going up for that 1 cs that gets you killed is going to cost you at least 15 cs in the long run (as well as give them a couple hundred gold and experience for free).  If you can't land the cs safely, try to get in range of experience and look for a trade with the support or ad carry.  If you play it well enough, you can make an all in off of a few good trades, and indeed, if they are trying to freeze, you will heavily outdamage them with your minion wave stacked up.

A good tip I generally give to people is to go to lane and throw out two auto attacks immediately.  This will throw the cs timing off.  If you succeed, you will get an auto attack off on the enemy when he is trying to creep, and fall back when you are trying to creep.  Since 67_64.png has her q, you can usually even out trades that involve 1 or 2 auto attacks and it is much easier to win trades if you force different timing on cs.  It also makes it harder for them to tell when they are pushing.  If you fail, you will get hit for free every cs by the enemy ad and support (so you play passive from here, possibly get forced out and pick up another dorans blade). 

So if you play this tactic effectively, you will secure a free lane for 67_64.png and have kill potential on your enemy all game with your free harass.  They will get mad at some point and probably try to all in you, so you use this to your advantage because 67_64.png is an ALL IN ad carry/assassin.  You don't want to play a poke game (unless you have sustain and they don't), you want to bait them into extended trades when you hit your power spike.  When is this power spike?  Generally after 1 or 2 completed items (not including boots, with boots it would be 3)or at level 6.  This is not to say you can't just go ham, or follow up on your support/jungler, but you need to know when you are likely to die and avoid that if at all possible.  If it's not, you simply micro your ass off doing as much dmg as possible and taking as much gold home with you as you can.  

If you can escape laning phase down 10-20 cs, you can consider it an even game.  If they get a kill or dragon on you, they are a bit ahead.  If you are down in cs by 30 and a dragon, you are REALLY far behind.  If you somehow manage to be ahead in cs (this does happen actually because some people don't pressure 67_64.png hard enough), you are way ahead, but a few kills will quickly catch your enemy back up.  Consider that you also are ahead in gold if you are behind 10 cs and up 2 dragons (I think you get the idea here, figure out how to keep track of global gold and know how that plays into your build.  Pay attention to items.  Don't be afraid to build  3026_32.png , 3102_32.png, or 3140_32.png). 

General Laning Tips:

- Know when to go for kills (probably not a good idea to trade more than 1 kill to the enemy ad for 1 kill for you as you will get denied in lane if you do this too often or too early).

- Safe dps, while not as flashy, may be more consistent.  

- I like 3153_32.png a lot and with the nerfs to 3072_32.png's total ad, there isn't much of a choice for me to make.

 67_64.png outscales most ad carries at mid to late game, so with good micromanagement and decision making, you can make better use of the same items as the enemy carry and is perfectly acceptable to build the same items as them.   Compensate for whatever build you decide to go with, with your decision making.

Two defensive items are not that uncommon on 67_64.png either due to the need of the enemy team to focus her.  Only go two defensive items in a game you really need it because it will lower your dps considerably. 

Teamfighting Back to Top

I won't go into much detail about teamfighting other than to say your role in game may be wildly different depending on what composition you are a part of.  If there are high damage dealers on your team, it's probably better to sit back and wait for them to make plays.  If you have a ton of peel, you may be better off trying to make plays yourself.

You want to be aggressive when playing teamfights as 67_64.png, but not so aggressive you get yourself killed.  Depending on how comfortable you are at playing her and dealing safe damage, your decision making in team fights starts to change.

Suffice it to say, go with your gut on these things, learn from your mistakes, and never become complacent in your approach to the game.  You should always be innovating and learning.  

Last tip: Tumble and Auto Attack shit. 

Media Back to Top

Last Hitting Drill Patch 5.18 : https://youtu.be/Boe1QBHf-6M

Youtube: https://www.youtube.com/c/cloudcarry

Twitch: twitch.tv/cloudcarry

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