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Recommended Items
Spells:
Flash
Ghost
Items
Ability Order
Night Hunter (PASSIVE)
Vayne Passive Ability
Introduction
Hello and welcome to my very first guide to a League of Legends’ champion!
Here you will learn all you need to know about

I am not a veteran player of LoL, although I have played my share of games. And very early in the game, when

Oh, and I would like to credit here jhoijhoi, whose Vayne guide was an inspiration and it allowed me to learn how to play this champion. Also, her guidelines in “Making A Guide” were extremely helpful. I just hope she isn’t mad at me for creating this. ;)
And since she allowed the users to use her own line dividers, if you see something like this:

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Certainly, ![]() Just like ![]() ![]() ![]() ![]() ![]() |
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Runes




The choice of runes is pretty standard for a carry. Armor penetration, armor, magic resistance per level and flat AD.
9x Greater Mark of Armor Penetration The more armor penetration you have, the less you care about enemy armor. Thanks to this you will ignore part of the defense of the enemy carry (and others, of course, too).
9x


9x



3x

Any alternatives?
I have recently started playing with 9x


You can also change magic resistance per level runes for ones granting attack speed or (again) flat AD - but I personally believe magic resistance is a relatively better deal (in IP cost) than any other option.
Foreword
You have to bear in mind that the selection of your Summoner Spells largely depends on your and your opponent's lane setup (and often your personal preferences). Please, allow me to explain.
At first I try to look at who is my support. If it is a champion without healing ability, like



Secondly, look at your support's Summoner Spells. If he or she has already taken






Thirdly, look at your opposing team's support. If it is a really potent healer, like







Furthermore, if the opposing team has a heavy Crowd Control abilities (lots of stuns, slows or snares), it may be a good idea to consider taking

In addition, consider the type of damage your opponents will deal - if there are champions that specialize in dealing huge amounts of damage in a matter of a second,

Lastly, think about your own mobility. Would you rather chase like crazy or run away in a straight line, leaving enemy behind or quickly shorten a gap (or make it greater) and be able to jump over walls? In the former case take


My preferred Summoner Spells





Other viable options:


















Summary
I have learnt that















In short, this is what I do:
1st priority –
Final Hour
2nd priority –
Tumble
3rd priority –
Silver Bolts
4th priority –
Condemn
However, remember that this is often determined by the game itself. I max
Tumble first, because it never misses (unless you miss-click) and
Silver Bolts, because together it allows me to shread through enemy HP in an instant. Just remember to keep shooting, because you NEED to hit three times in a row for it to take effect! Bear in mind that this, however, can be redefined by the game itself. If your enemy makes lots of mistakes and positiones himself near a wall often, max
Condemn before
Silver Bolts. This also applies when you keep getting ganked a lot or struggle against lots of crowd control to keep the enemy at bay.
EDIT:
Having played this champion a lot more, I decided that maxing
Silver Bolts before
Condemn may be a pretty damn good choice. Three hits in a row grant you enormous damage output (especially against champions with more health) and often you will find that it is way easier to simply hit an enemy champion thrice than pin them towards the wall.
What is more, this increases your potential damage even more with a simple combo - try to get in range of the enemy and hit them with your auto attack, then
Tumble and hit them again (two silver rings should already be visible) and then use
Condemn which also applies the effect from your passive. If everything went right, enemy is propably running away, scared for his life, because you just ripped through his health in an instant. And, if you're lucky enough, you managed to pin the enemy to the wall, giving you even more damage output! Isn't that great?
1st priority –

2nd priority –

3rd priority –

4th priority –

However, remember that this is often determined by the game itself. I max




EDIT:
Having played this champion a lot more, I decided that maxing


What is more, this increases your potential damage even more with a simple combo - try to get in range of the enemy and hit them with your auto attack, then


There are many ways in which you can build a powerful
Vayne. Many of them are presented by jhoijhoi in her guide. I will focus on the build which I use most often and I find it very adequate.
EDIT: With some of the recent patches the
Blade of the Ruined King has undergone some serious reworks. Therefore my build over here should definitely be changed in order to benefit from it the most. Now it looks like this:
Let me elaborate a little about those picks:
Berserker's Greaves - This is the item which is present on any AD carry on the Fields of Justice. Attack speed is needed on every champion of this role, and especially on
Vayne.
Blade of the Ruined King - You absolutely have to buy this item first. Decent amount of AD, Life Steal and lots of attack speed mean an easier early-game period; not to forget about healing/damaging passive with movement speed theft. This is ideal for our
Vayne, especially perfectly comboing with Infinity.
Infinity Edge - The first choice as for the pure damage itself. Build it as soon as possible after your Ruined King. Preferably start with
B. F. Sword, but
Pickaxe is good enough if you do not have enough gold. Now, with plenty of AD and some attack speed, it's time for...
Phantom Dancer - Now we're talking serious! ~ 200 AD and nearly 1,7 attack speed turns our champion into a machine that should be feared. Now
Vayne is fast.
Vayne is deadly.
Vayne is the death itself.
Guardian Angel – It is time to think of our survivability. And the
Guardian Angel is the perfect item for this - lots of armor, some magic resistance and
Zilean's ultimate in an item.
The Bloodthirster - If you have the time and money to buy the last item, consider this. Now you will have lots of AD AND huge amount of Life Steal. Who wouldn't want that?

This section is dedicated to several items that will not be usually included in your build. This does not mean that those items are useless, quite the contrary. The thing is that an aware player is able to modify his gameplay and build-up to match the circumstances on the battlefield.
Doran's Blade - It may happen that you will have trouble in your lane. Be it the opposing AD carry that is more experienced than you are, annoying support that is successfully zoning you, a jungler that babysits your lane, or simply a worse day you are having. This item might come in handy then. It improves your sustain with additional 80HP and 5HP back with each shot and slightly improves your Attack Damage. Note, however, that there rarely is any point in stacking more than two of those.
Last Whisper - Believe it or not, but the players on the opposing team might be smart. They might notice your damage is ridiculously high and start stacking armor. You are going to need armor penetration in order to remain a danger to them.
Last Whisper should give you a hand during battles with heavily armored opponents.
Mercurial Scimitar - Just like every item that is built from
B. F. Sword, this item grants a decent amount of AD. But it's not the damage that makes it worth your while. It also builds from
Quicksilver Sash, which - besides granting you magic resistance - can free you from any Crowd Control abilities the opponents may throw at you.

A carry is only of use when it is alive. Remember it. Of course, you can count on the fact that you will overpower the opponent and make him flee. But what if he doesn't? You need an item, that will help you survive.
Guardian Angel - It is my oppinion that this is currently the best defensive item for an AD carry. It gives you a respectable amount of armor, nice magic resistance and it does not allow you to die at the first try every five minutes. It's exactly like
Zilean's ultimate
Chronoshift.
Banshee's Veil - You will want this item each time there is a heavy nuker in the opposing team, like
Veigar or
LeBlanc. Besides magic resistance, which naturally reduces incoming magic damage, it comes in set with a shield that nullifies one unfriendly spell coming your way.
Frozen Mallet - I believe the most controversial item on this list. It is usually build on melee off-tanks, but who said our AD carry cannot be a tad bit tankier? 700HP and a small amount of 30AD seems like a good idea. It is not so flashy as
Guardian Angel or
Banshee's Veil, but it is an item that should not be overlooked. Oh, and it's passive - Icy - makes the opponents you hit with a basic attack 30% slower for 1,5 second. Tempting, isn't it?

Well, the
Boots together with potions is by far the best start up set for an AD carry. It gives you some decent sustain, manouverability to dodge skillshots and chase/run away. After your first recall build up your boots into
Berserker's Greaves and then you need to stop and look at your money. If you can afford it, buy the
B. F. Sword first, if not, then go for
Pickaxe. Having your
Infinity Edge finished, buy the
Blade of the Ruined King next. You get some AD and lifesteal (not to mention the pretty damn good active) and lots of attack speed!
Then you add
Phantom Dancer to your collection (having an amazing attack speed by now) and 55% of Critical Hit. Then it is time to think about defence, therefore
Guardian Angel might be a good choice. Finish your build with good ol'
Bloodthirster.
Oh, and if you die a bit too often, think about sacrificing some damage output into survivability - it's better to hit a bit softer, but live longer to outlast the enemy. Investing in an early
Guardian Angel may be a good move.

I have not included it in my main build. Decent amount of AD, armor penetration and some cooldowns... Seems good to me. Then again, it's most useful if the enemy champions start stacking armor. Besides, since all those reworks have been made, it is no longer a good idea to buy this on AD carry anymore (except for
Miss Fortune).

Well, for some time I have kept insisting on buying
Runaan's Hurricane on my favorite AD carry. However, the longer I played, the more I found this item not so good, after all. First of all, it lacks the movement speed bonus. Even though it is not so huge on
Phantom Dancer, it can certainly make a difference since you rely on your mobility to stay alive when playing
Vayne. The second drawback of propounding Runaan's over Dancer is the lack of additional Critical Strike. The combination of
Infinity Edge and
Phantom Dancer makes more or less every second auto attack over twice as powerful. So, all in all, these are the qualities that seem to me more appealing and, therefore, I deleted
Runaan's Hurricane from my final build.

One more thing -
Infinity Edge and
Phantom Dancer give you 55% chance of applying a critical strike. This, obviously, means higher damage output - you will, as Phreak states it, deal literally TONS OF DAMAGE. So if need be, start with those two items if you feel comfortable with it. I do not advise it, but it is a valid option.

EDIT: With some of the recent patches the

Item Sequence






Blade of the Ruined King
3200

Infinity Edge
3450

Phantom Dancer
2650

Guardian Angel
3200

Bloodthirster
3400
Let me elaborate a little about those picks:
















Situational items
This section is dedicated to several items that will not be usually included in your build. This does not mean that those items are useless, quite the contrary. The thing is that an aware player is able to modify his gameplay and build-up to match the circumstances on the battlefield.







Defensive items
A carry is only of use when it is alive. Remember it. Of course, you can count on the fact that you will overpower the opponent and make him flee. But what if he doesn't? You need an item, that will help you survive.










The order of purchase
Well, the






Then you add



Oh, and if you die a bit too often, think about sacrificing some damage output into survivability - it's better to hit a bit softer, but live longer to outlast the enemy. Investing in an early


Why not The Black Cleaver?
I have not included it in my main build. Decent amount of AD, armor penetration and some cooldowns... Seems good to me. Then again, it's most useful if the enemy champions start stacking armor. Besides, since all those reworks have been made, it is no longer a good idea to buy this on AD carry anymore (except for


Where is Runaan's Hurricane?
Well, for some time I have kept insisting on buying







Additional Comments
One more thing -


The key to success when playing
Vayne is the proper use of her abilities. I’ve seen many
Vayne players who failed because of little knowledge what to do with her - I was one of them, too, when I started playing her! One general advice - do not ever start a team-fight. It’s the tank who’s supposed to initiate it, not you. You will not be of much use while waiting for your respawn.
I will divide this section into two parts - offensive situations and defensive ones.

Tumble (oh, this sweet skill has so many uses!):
Silver Bolts
Condemn
Final Hour

Tumble
Silver Bolts
Condemn
Final Hour

Remember that a carry is only good when it's alive. Don't you ever start a teamfight - you will perhaps manage to hurt one enemy badly, but that will be all you do. Wait for the tank to initiate (preferably
Leona or
Malphite with their amazing crowd control abilities). And even then, it's not yet your showtime. Let the others engage - you and the AP carry are probably the most squishy parts of your team. When the tank, jungler and support are in the teamfight, now you can show where you really shine. Try to take out AD and AP carries immediately. And I mean it. No carries = no damage. But don't take it too literally - do not engage them if you are not safe enough. It is sure that their team will also try to focus their damage and
CC on you. So what to do? Attack the ones closest - even tanks will fall under the mighty True Damage of your
Silver Bolts faster than they expect. Then, if it is safe enough, engage the carries.
Especially try to punish those who are bold enough to pass your teammates in order to get to you. Signal your team, disable them (preferably by pinning them to a wall) and unleash hell.
The only two instances when you can act bolder than usual is (1) when the enemy team is retreating and they focus on running, not fighting back; (2) one of the opponent champions is so low on health that you can get close enough with
Final Hour+
Tumble combo, kill it with two or three shots and
Flash back to safety.
Remember to use your ultimate or summoner spells when needed. Flash to get a kill or into safety. Heal yourself and teammates when you get slaughtered.
Tumble a lot during your ultiamate so that their carries cannot focus you.
Condemn anyone who can be pinned toward a wall or who tries to chase you down when you escape. Keep focusing one target to proc the
Silver Bolts.
One last thing - if you face a decission when you can kill an enemy and die or run back to safety and let him escape - DO NOT GO FOR A KILL. Unless he/she is the last dangerous enemy on the battlefield. Without you your team loses more than one third of its firepower. Several hundred gold for you is not worth sacrificing your teammates and giving the enemy a thousand.


I will divide this section into two parts - offensive situations and defensive ones.

Offensive

- In the early game, when it is not so easy to last hit minions, you can
Tumble and get this bonus gold.
- When in the lane phase, just stay behind your minions, act casually and then BOOM! Tumble towards an enemy champion and hit him hard! Believe me, if done right, he/she will be so scared of your damage that you will be safely farming and getting kills (that is, until the jungler comes to gank you).
- When chasing opponents,
Tumble towards them to shorten the distance.
- In team-fights, if you happen to be in the middle of the battle,
Tumble as much as you can - nobody can target you while rolling over!
- With your ultimate on, you can
Tumble to get behind the enemy,
Tumble to get out of their sight,
Tumble out of the brush with a nasty surprise that a bolt in the back is.
- And my personal favorite - wait in brush for the unsuspecting enemy, let him come close, then
Tumble to get into position to
Condemn the bastards to the wall and deal additional damage.

- When harrasing an enemy, try to hit him once with your auto-attack, then
Tumble to hit him again, and reapply a third hit to activate our favorite bonus: a percentage of the target's maximum health as additional true damage. This is especially useful against champions with many health points, like
Dr. Mundo,
Mordekaiser,
Singed, etc.
- During a fight - KEEP FIRING! Every third strike deals additional damage! Just remember to shoot the same target, because the bonus will not apply when switching targets before the third hit.
- Later in game, attacking minions will be so much easier, because at most the third hit should be lethal for a poor little guy.
- This is also useful when doing
Dragon,
Baron Nashor,
Ancient Golem, etc.

- Use this skill well while fighting in the jungle - there are so many walls you can pin your opponents to!
- Remember - a hit with
Condemn that does not pin your enemy deals only half of the possible damage.
Condemn is an amazing way to stop your enemy and stun him, so that you can finish him off with almost no effort.
- You can also use
Condemn to stop some champions’ ultimates - e.g.
Katarina’s
Death Lotus,
Nunu & Willump’s
Absolute Zero, etc.
Volibear or
Singed want to flip you over towards their tower? Push them away and show them that they can’t touch you.

- You have already softened your opponent, but fear you don’t have enough firepower to kill him off? Draw your heavy crossbow and show them that this is their final hour!
- When attacking an enemy tower under pressure, and you just want to destroy it so badly as fast as possible, use
Final Hour and enjoy the mayhem.
- You are hidden in brush to ambush an enemy champion, but he seems just a little to far? Pop your ultimate,
Tumble and shorten the distance during the one second of stealth.
- When chasing an opponent, but can’t get close enough for the killing blow, use the
Final Hour and catch up to him.
- Don’t be afraid to use your ultimate move in team-fights - every bolt and every AD point counts!
- Also, during the 8-12 seconds of your awesome ulti keep on tumbling - constantly disappearing out of your enemies sight will annoy them so much and make targeting you almost impossible.

Deffensive

- Most often use of
Tumble is simply to roll away from attacking opponent.
- Don’t forget to combine it with
Condemn - pushing away (or even stunning) enemies and then rolling away makes the gap between you even greater.
- Another good tactics is to get into the brush, then wait for the enemy to come, then
Tumble out of the brush and
Condemn your opponents in them. Or, if you are sure it will work, roll over so that you can pin them to the wall and then run.
- When in trouble, remember to FIRST pop your ultimate and then
Tumble - this will give you a second of invisibility. You can’t imagine how frustrating it is to do the other way around - if you won’t shoot your bolt, it will take additional six seconds before you can tumble again.
- Just so that you know - you cannot
Tumble through walls. You can, however, roll out of
Jarvan IV’s ultimate
Cataclysm.

- There isn’t much use of that in escaping. Well, you can always try to discourage the opponent by hitting him hard enough for him/her to feel it, but I wouldn’t count on it.

- You are low on health and this
Master Yi is on to you? Use your heavy crossbow and push him away, then
Tumble to make the distance between you even greater.
- Try to push away an enemy champion - if his/her range isn’t great, the distance of 600 units will be enough for him/her not being able to hit you.
- You can also try pinning them to a wall - this will stun them for 1.5 seconds, which may be enough for you to run.
- As said before,
Condemn +
Tumble is a good way to run away.

- Stealth, stealth, stealth. So what it only lasts one second? It may be just about enough for you to make it.
- You could try running towards a champion with low HP and then kill him/her, using the additional movement speed, although you may end up dead.

Additional Hints
Remember that a carry is only good when it's alive. Don't you ever start a teamfight - you will perhaps manage to hurt one enemy badly, but that will be all you do. Wait for the tank to initiate (preferably




Especially try to punish those who are bold enough to pass your teammates in order to get to you. Signal your team, disable them (preferably by pinning them to a wall) and unleash hell.
The only two instances when you can act bolder than usual is (1) when the enemy team is retreating and they focus on running, not fighting back; (2) one of the opponent champions is so low on health that you can get close enough with



Remember to use your ultimate or summoner spells when needed. Flash to get a kill or into safety. Heal yourself and teammates when you get slaughtered.



One last thing - if you face a decission when you can kill an enemy and die or run back to safety and let him escape - DO NOT GO FOR A KILL. Unless he/she is the last dangerous enemy on the battlefield. Without you your team loses more than one third of its firepower. Several hundred gold for you is not worth sacrificing your teammates and giving the enemy a thousand.

I guess this is it, the end of my very first guide. If you liked it, I would really appreciate comments and likes, however if you found something that is wrong, or you have some constructive criticism, it is also very welcome. Till we meet at the battlefield, Summoner!
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