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Vayne
By Fenixah
This build guide for Vayne is written by NightSniper, a diamond 1 ranked player on EUW.
Vayne is a hypercarry with a relatively weak laning phase but huge lategame potentional. She has a very short attack range so positioning well and kiting is a must.
Teleports your Champion to target nearby location under your mouse cursor.
Flash
Barrier
Shields your champion for 95 + (25 × level) for 2 seconds.
Barrier
Flash
Teleports your Champion to target nearby location under your mouse cursor.
Flash
Cleanse
Removes all disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 3 seconds.
Cleanse
Skill Order
Tumble
Tumble
Rolls a short distance. The next basic attack within 6 seconds deals 0.6 bonus physical damage, equal to 30/35/40/45/50% of total Attack Damage.
Cost
30 Mana
Range
300
Cooldown
6/5/4/3/2 Seconds
Tumble
Rolls a short distance. The next basic attack within 6 seconds deals 0.6 bonus physical damage, equal to 30% of total Attack Damage.
Tumble
Rolls a short distance. The next basic attack within 6 seconds deals 0.6 bonus physical damage, equal to 35% of total Attack Damage.
Tumble
Rolls a short distance. The next basic attack within 6 seconds deals 0.6 bonus physical damage, equal to 40% of total Attack Damage.
Tumble
Rolls a short distance. The next basic attack within 6 seconds deals 0.6 bonus physical damage, equal to 45% of total Attack Damage.
Tumble
Rolls a short distance. The next basic attack within 6 seconds deals 0.6 bonus physical damage, equal to 50% of total Attack Damage.
Silver Bolts
Silver Bolts
Every third consecutive attack or ability against an enemy deals an additional 20/30/40/50/60 plus 4/5/6/7/8% of the enemy's maximum Health as true damage. (Max: 200 damage vs. Monsters)
Cost
55/60/65/70/75
Range
750
Cooldown
6.0000 Seconds
Silver Bolts
Every third consecutive attack or ability against an enemy deals an additional 20 plus 4% of the enemy's maximum Health as true damage. (Max: 200 damage vs. Monsters)
Silver Bolts
Every third consecutive attack or ability against an enemy deals an additional 30 plus 5% of the enemy's maximum Health as true damage. (Max: 200 damage vs. Monsters)
Silver Bolts
Every third consecutive attack or ability against an enemy deals an additional 40 plus 6% of the enemy's maximum Health as true damage. (Max: 200 damage vs. Monsters)
Silver Bolts
Every third consecutive attack or ability against an enemy deals an additional 50 plus 7% of the enemy's maximum Health as true damage. (Max: 200 damage vs. Monsters)
Silver Bolts
Every third consecutive attack or ability against an enemy deals an additional 60 plus 8% of the enemy's maximum Health as true damage. (Max: 200 damage vs. Monsters)
Condemn
Condemn
Fires a bolt that deals 45/80/115/150/185 (+0.5) physical damage and knocks the enemy back. Enemies that collide with terrain take 45/80/115/150/185 (+0.5) additional physical damage and are stunned for 1.5 seconds.
Cost
90 Mana
Range
650
Cooldown
20/18/16/14/12 Seconds
Condemn
Fires a bolt that deals 45 (+0.5) physical damage and knocks the enemy back. Enemies that collide with terrain take 45 (+0.5) additional physical damage and are stunned for 1.5 seconds.
Condemn
Fires a bolt that deals 80 (+0.5) physical damage and knocks the enemy back. Enemies that collide with terrain take 80 (+0.5) additional physical damage and are stunned for 1.5 seconds.
Condemn
Fires a bolt that deals 115 (+0.5) physical damage and knocks the enemy back. Enemies that collide with terrain take 115 (+0.5) additional physical damage and are stunned for 1.5 seconds.
Condemn
Fires a bolt that deals 150 (+0.5) physical damage and knocks the enemy back. Enemies that collide with terrain take 150 (+0.5) additional physical damage and are stunned for 1.5 seconds.
Condemn
Fires a bolt that deals 185 (+0.5) physical damage and knocks the enemy back. Enemies that collide with terrain take 185 (+0.5) additional physical damage and are stunned for 1.5 seconds.
Final Hour
Final Hour
Gains 25/40/55 Bonus Attack Damage for 8/10/12 seconds. While active, Tumble grants invisibility for 1 second, and Night Hunter's bonus Movement Speed is increased to 90.
Cost
80/80/80 Mana
Range
1
Cooldown
70/70/70 Seconds
Final Hour
Gains 25 Bonus Attack Damage for 8 seconds. While active, Tumble grants invisibility for 1 second, and Night Hunter's bonus Movement Speed is increased to 90.
Final Hour
Gains 40 Bonus Attack Damage for 10 seconds. While active, Tumble grants invisibility for 1 second, and Night Hunter's bonus Movement Speed is increased to 90.
Final Hour
Gains 55 Bonus Attack Damage for 12 seconds. While active, Tumble grants invisibility for 1 second, and Night Hunter's bonus Movement Speed is increased to 90.
Q
Tumble
Rolls a short distance. The next basic attack within 6 seconds deals 0.6 bonus physical damage, equal to 30% of total Attack Damage.
W
Silver Bolts
Every third consecutive attack or ability against an enemy deals an additional 20 plus 4% of the enemy's maximum Health as true damage. (Max: 200 damage vs. Monsters)
Q
Tumble
Rolls a short distance. The next basic attack within 6 seconds deals 0.6 bonus physical damage, equal to 35% of total Attack Damage.
E
Condemn
Fires a bolt that deals 45 (+0.5) physical damage and knocks the enemy back. Enemies that collide with terrain take 45 (+0.5) additional physical damage and are stunned for 1.5 seconds.
Q
Tumble
Rolls a short distance. The next basic attack within 6 seconds deals 0.6 bonus physical damage, equal to 40% of total Attack Damage.
R
Final Hour
Gains 25 Bonus Attack Damage for 8 seconds. While active, Tumble grants invisibility for 1 second, and Night Hunter's bonus Movement Speed is increased to 90.
Q
Tumble
Rolls a short distance. The next basic attack within 6 seconds deals 0.6 bonus physical damage, equal to 45% of total Attack Damage.
W
Silver Bolts
Every third consecutive attack or ability against an enemy deals an additional 30 plus 5% of the enemy's maximum Health as true damage. (Max: 200 damage vs. Monsters)
Q
Tumble
Rolls a short distance. The next basic attack within 6 seconds deals 0.6 bonus physical damage, equal to 50% of total Attack Damage.
W
Silver Bolts
Every third consecutive attack or ability against an enemy deals an additional 40 plus 6% of the enemy's maximum Health as true damage. (Max: 200 damage vs. Monsters)
R
Final Hour
Gains 40 Bonus Attack Damage for 10 seconds. While active, Tumble grants invisibility for 1 second, and Night Hunter's bonus Movement Speed is increased to 90.
W
Silver Bolts
Every third consecutive attack or ability against an enemy deals an additional 50 plus 7% of the enemy's maximum Health as true damage. (Max: 200 damage vs. Monsters)
W
Silver Bolts
Every third consecutive attack or ability against an enemy deals an additional 60 plus 8% of the enemy's maximum Health as true damage. (Max: 200 damage vs. Monsters)
E
Condemn
Fires a bolt that deals 80 (+0.5) physical damage and knocks the enemy back. Enemies that collide with terrain take 80 (+0.5) additional physical damage and are stunned for 1.5 seconds.
E
Condemn
Fires a bolt that deals 115 (+0.5) physical damage and knocks the enemy back. Enemies that collide with terrain take 115 (+0.5) additional physical damage and are stunned for 1.5 seconds.
R
Final Hour
Gains 55 Bonus Attack Damage for 12 seconds. While active, Tumble grants invisibility for 1 second, and Night Hunter's bonus Movement Speed is increased to 90.
E
Condemn
Fires a bolt that deals 150 (+0.5) physical damage and knocks the enemy back. Enemies that collide with terrain take 150 (+0.5) additional physical damage and are stunned for 1.5 seconds.
E
Condemn
Fires a bolt that deals 185 (+0.5) physical damage and knocks the enemy back. Enemies that collide with terrain take 185 (+0.5) additional physical damage and are stunned for 1.5 seconds.
It's funny that people think she has a short range. She actually has the same base attack range as most champions. Only Cait, Trist, Kog with E, and Ashe have longer ones.
Yea, still, it is short since she can be focused by many champs with that range.Also, kog's W increases his range.Varus has 575 range and twitch has more range with his ult.
You will end up with more MS than you would actually get with normall boots, however, you won't have the furor enchantment to help you kite.If the enemy team is more defensive and protective, it is a good idfea, otherwise, it is better to get tier 3 boots.
Sorry i didn't answer this earlier, but HomerX221 is right, you can always sell your boots in the end for a zephyr which will help you deal with CC aswell due to the tenacity on the item and if you built a frozen mallet you will still be able to kite even without the furor enchantment.
Is there any reason why Silver Bolts's cooldown is stated as 6 seconds? I've seen that in other places too. I know it doesn't mean it only procs every 6 seconds.
The problem with frozen mallet is that normally the enemy has more than 1 anti-carry, so it is not as effective as furor, I would get furor AND zephyr if that is the case.
I think you replied to the wrong comment, but since we are speaking about really late game it shouldn't be a big problem for vayne to take care of their bruiser(s) certainly not if she gets help from her support/team.
Well you can still get it. this is my guide, my opinion, my style of playing, you don't have to do it or agree with it. BotRK is just much stronger than BT, just because of the active and that stats it gives, once you have it, if you aren't behind on the enemy ad, there is no way they can fight you 1v1. There are 2 reasons why you build BT; 1) you have awesome scalings on ur abilities, 2) you want lifesteal. The last one is already provided by BotRK and vayne just scales much harder on attack speed than AD + only your Q has a scaling with AD. So if you buy BotRK then afterwards there is no point in going BT, you have the lifesteal, IE gives u much more dmg, PD is a MUST and so is LW; and swapping your defensive item ( mallet in most cases ) out for a BT isn't a great idea unless you are ridicoulously ahead but lets be honest, if you snowball as vayne it doesn't matter which one of the AD items you buy and in what order because you'll be too strong anyway. BT isn't bad, its just the worse than the other 5 options.
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Posted 5/24/2013 3:41:05 PMIt's funny that people think she has a short range. She actually has the same base attack range as most champions. Only Cait, Trist, Kog with E, and Ashe have longer ones.
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Posted 5/24/2013 6:18:50 PMYea, still, it is short since she can be focused by many champs with that range.Also, kog's W increases his range.Varus has 575 range and twitch has more range with his ult.
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Posted 3/26/2013 3:45:53 PMfor me very late and im fed i usually end up selling boots for zephyr. is that viable?
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Posted 3/26/2013 4:23:37 PMYou will end up with more MS than you would actually get with normall boots, however, you won't have the furor enchantment to help you kite.If the enemy team is more defensive and protective, it is a good idfea, otherwise, it is better to get tier 3 boots.
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Posted 3/26/2013 9:43:52 PMthanks man
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Posted 3/29/2013 2:36:17 AMSorry i didn't answer this earlier, but HomerX221 is right, you can always sell your boots in the end for a zephyr which will help you deal with CC aswell due to the tenacity on the item and if you built a frozen mallet you will still be able to kite even without the furor enchantment.
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Posted 3/26/2013 3:33:26 PMIs there any reason why Silver Bolts's cooldown is stated as 6 seconds? I've seen that in other places too. I know it doesn't mean it only procs every 6 seconds.
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Posted 3/26/2013 4:24:22 PMI think that the bolt lasts 6 seconds on the enemy or something like that.
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Posted 3/26/2013 6:43:52 PMCorrect. It lasts 6 seconds on the enemy and the c/d is refreshed every time you hit them with Silver Bolts.
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Posted 3/29/2013 4:25:56 AMThe problem with frozen mallet is that normally the enemy has more than 1 anti-carry, so it is not as effective as furor, I would get furor AND zephyr if that is the case.
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Posted 3/29/2013 10:18:27 AMI think you replied to the wrong comment, but since we are speaking about really late game it shouldn't be a big problem for vayne to take care of their bruiser(s) certainly not if she gets help from her support/team.
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Posted 3/26/2013 3:31:39 PMAYEEEEEE Finally I found someone who takes 1 crit mark just like me :p Sigh... I don't feel original anymore though...
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Posted 3/25/2013 1:08:16 PMSo no more bloodthrister? When would I get it?
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Posted 3/26/2013 7:33:36 AMas it says in the guide
get bt after botrk when they have a heavy poke comp
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Posted 3/26/2013 12:48:41 PMWell you can still get it. this is my guide, my opinion, my style of playing, you don't have to do it or agree with it.
BotRK is just much stronger than BT, just because of the active and that stats it gives, once you have it, if you aren't behind on the enemy ad, there is no way they can fight you 1v1. There are 2 reasons why you build BT; 1) you have awesome scalings on ur abilities, 2) you want lifesteal. The last one is already provided by BotRK and vayne just scales much harder on attack speed than AD + only your Q has a scaling with AD. So if you buy BotRK then afterwards there is no point in going BT, you have the lifesteal, IE gives u much more dmg, PD is a MUST and so is LW; and swapping your defensive item ( mallet in most cases ) out for a BT isn't a great idea unless you are ridicoulously ahead but lets be honest, if you snowball as vayne it doesn't matter which one of the AD items you buy and in what order because you'll be too strong anyway. BT isn't bad, its just the worse than the other 5 options.