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Vayne Build Guide by Uncouthlol

ADC [9.12] Vayne to Diamond

ADC [9.12] Vayne to Diamond

Updated on June 13, 2019
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283
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platinum
League of Legends Build Guide Author Uncouthlol Build Guide By Uncouthlol 283 14 747,991 Views 8 Comments
283 14 747,991 Views 8 Comments League of Legends Build Guide Author Uncouthlol Vayne Build Guide By Uncouthlol Updated on June 13, 2019
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Runes:

Precision
Press the Attack
Triumph
Legend: Alacrity
Coup de Grace

Inspiration
Magical Footwear
Biscuit Delivery
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Heal

Heal

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[9.12] Vayne to Diamond

By Uncouthlol



►Introduction◄

Hello everyone, I'm Uncouth. I've mained ADC for the last 4 years. I used to two-trick Kalista/Vayne in season 5/6 but then began switching to more traditional AD Carries. I ended last season Diamond 4.

In case you were curious, I'm almost always playing hyper-carry champions like Vayne, Kai'Sa, or Twitch in Solo Q and competitive. These champions fit my "high-risk, high-reward" playstyle as an ADC main, and are super fun to play in my opinion. If you like to carry games too, then you've come to the right place!


I love to answer questions about builds or talk league in general, so feel free to pop in my live stream whenever I'm live and ask me anything, or just say hi!


twitch.tv/uncouthlol

I also answer questions on discord now too!


Vayne is surprisingly one of the most effective ADCs recently. While her early game isn't superb compared to some meta champs such as Lucian, however, her mid to late game power spikes are what make her so good at the moment. She is able to self-peel, and out bring out consistent DPS higher than every other champion in the game in the late game. She not only is a tank shredder in teamfights, but also perfect for dueling other ADCs once she has some items. Her build path and Silver Bolts make winning vital fights in the mid and late game easy with her mobile and high damage-dealing kit.


TLDR: Vayne is an excellent champion in the current meta.

Champions like Lucian focus mostly on winning over the early-mid game, snowballing his lead to win the game. However, Vayne is a champion that suffers early game, in order to become that juicy late-game hyper carry we all know and fear.

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PASSIVE: Night Hunter



Vayne gains 30 movement speed towards visible enemy champions within 2000 range.

While this passive is simplistic and seems negligible, it is actually vital to Vayne’s ability to chase and secure kills. 30 movement speed is enough to secure a couple extra auto attacks when chasing down a low HP enemy, and can make a big difference in teamfights. This is especially true because of the bonus movement speed applied to Vayne while she is in her Final Hour. It is important to note that the passive only works when champions are visible, unlike abilities like Tryndamere’s W, which allows him to see when enemies are nearby.

It is also important to note that you will gain the bonus movement speed from enemies within a 2000 unit range. Additionally, keep in mind that Vayne can only gain the movement speed bonus while moving towards enemies, so this is only helpful for certain situations, NOT just a flat stat-like passive for running away or towards allies.



Q: Tumble



Vayne tumbles forward and deals extra damage with her next basic attack.


Tumble is her most versatile ability, and the reason she is such a slippery ADC to play against. While you can’t use it over terrain, it gives her extra mobility and damage in critical fights where she needs slightly more damage, or a way to dodge a skillshot such as Ezreal’s Mystic Shot. Additionally, you can use it as an auto attack reset just to get some extra damage off. Using this in lane to get off some quick trades will highly benefit you if used correctly.

You can choose to use Tumble both offensively and defensively to gain the most out of it. Be mindful not to charge in 1v2 in lane, but you can get off some decisive trades and escape sticky situations when you absolutely need to. Tumble is also helpful for landing tricky CS, but be careful not to blow all of your mana just for the extra AD on securing the minions, although it can be helpful when farming under tower.

You cannot use Flash when in the Tumble animation, only before and after.
If you Tumble into terrain, your auto attack will reset much faster, and can reset instantly if timed correctly (Try this in training tool first)!
Tumble forces you to move in some direction, so try to use it sideways most of the time.
You used to be able to Tumble through some terrain, click here if you’re interested!



W: Silver Bolts



Vayne’s basic attacks and Condemn apply a stack of Silver Bolts for 3.5 seconds, dealing bonus true damage after 3 stacks have been applied to the same target.


Our build path revolves around Silver Bolts for the maximum amount of damage and efficiency when playing Vayne. It remains as one of the only abilities in the game that deals Percent HP True Damage, and is why building Guinsoo's Rageblade in absolutely essential. While you generally have to auto attack the same target 3 times in order to proc Silver Bolts, it will only require two attacks to proc 14 %HP True damage.

Silver Bolts is especially powerful versus tanks, and is the reason why Vayne is considered such a monster to play against when facing compositions with lots of Armor or Health. Also, keep in mind that we can only apply Silver Bolts to a single target at a time, and switching targets will dissipate all current stacks on the previous target.

Try to focus down the same person to use Silver Bolts most effectively, but don’t bait yourself into dying, no matter how tempting the third proc may seem.

E: Condemn



Vayne fires a bolt that knocks back an enemy, dealing more damage and stunning them if hit against a wall.


Vayne’s Condemn is one of the hardest abilities on ADC to use effectively, as most people tend to use it incorrectly or otherwise waste it completely. It is used most of the time to either pin a target against a wall that you need to stun, or disengage an enemy from jumping onto you and/or your team. If you use Condemn and the target does not connect with any terrain, (Including Pillar of Ice, Crystallize, and Cataclysm), they will only be knocked back without being stunned. Using Condemn for the knockback can still be very useful when disengaging from champions like Alistar or Leona, but can also be fatal if in a fight versus a carry like Syndra or Draven who can run you down if you don’t land the stun.

While your other abilities grant you damage and mobility, this is your only real form of realistic self-peel and crowd control, so try your best to use it wisely! It is a long cooldown and drains lots of mana.

You can Flash while Condemn is being casted to redirect the target into a wall. This is possibly the most “Flashy” mechanic she has.
You can Condemn for the final proc on a Low HP Target, since Condemn can be used immediately after an auto attack.
Condemn deals double damage when your target collides with terrain, and does more damage than a basic attack early game.

R: Final Hour



For 8 seconds, Vayne gains bonus AD, triples her movement speed bonus from Night Hunter, and
her Tumble grants Invisibility for 1 second with a reduced cooldown by 50%.


Final Hour grants Vayne a total of 5 bonuses for 8-12 seconds.

1. Vayne gains 20/30/40 bonus AD, amplifying both her basic attacks and tumble damage.
2. Tumble grants true invisibility for 1 second.
3. Tumble cooldown is reduced by 50% (The cooldown doesn’t begin until you’ve basic attacked).
4. Vayne’s Night Hunter bonus is tripled, giving her 90 movement speed towards enemy champions.
5. Vayne’s Final Hour duration is extended by 4 seconds for every kill or assist received within 3 seconds

When you enter Final Hour, you are looking for a time to deal as much damage as possible, and essentially enter “pop-off mode.” Being patient with Final Hour is generally OK, however, keep in mind that the duration is extended by kills, so don’t be afraid to use it if you know you can secure an easy first kill. Despite how desirable it is to just Tumble every time it’s off cooldown, try to use it patiently to both dodge abilities and deceive enemies with your movement. You can easily pull off some nice jukes as long as you Tumble in a direction your opponents don’t expect. Just be careful not to Tumble directly into the bulk of the enemy team.

Try to trick your opponents by moving in a single direction, then constantly changing directions with your Tumble invisibility.
You can surprise your opponents if you Flash while invisible for 1 second.
Be conservative with Final Hour, because an enemy can easily disengage if you can’t secure a kill with it in time and gain the advantage.
It is OK to use it defensively, like when a Zed begins using Death Mark on you, use it as soon as you expect him to throw his Razor Shuriken




Fleet Footwork
Although all three of these Keystones are viable, I highly recommend taking Fleet Footwork, as it is the most effective on a game-to-game basis. Vayne can always benefit from early survivability and sustain, but doesn't always benefit from extra early-game damage, making Fleet Footwork a more optimal choice in almost all scenarios. Feel free to experiment with the others, since this can be up to preference.

Triumph
Triumph is the most beneficial of these runes in most cases, simply because of the close calls that Vayne can get in when fighting. While Overheal isn’t too bad of a choice, Triumph is generally the most commonly taken because of its helpfulness in winning teamfights where you’re constantly getting taken to low HP as an ADC. Overheal can work in some situations when you have a champion such as Soraka or Sona on your team to make the rune as effective as possible.

Legend: Alacrity
For the next line of precision, we want to take Legend: Alacrity because of the bonus attack speed it grants us. We don’t need any tenacity as an ADC, so Legend: Tenacity is out of the question since we don’t plan on front-lining for our team. While Legend: Bloodline seems like a more viable choice, the attack speed is going to be more valuable. Our first item Blade of the Ruined King grants us plenty of lifesteal, so we value the attack speed much more in this case.

Coup De Grace
For our last rune in the precision tree, Coup de Grace is the best choice because of the overall damage output. Analysts and all pro players take Coup de Grace over the other choices because quite simply-- it does more damage. Options like Cut Down are better on champions like Tryndamere, who rely on being low HP, however, every ADC currently benefits more from Coup de Grace than the other options available to us.

Absolute Focus
In the sorcery tree, we want to amplify our damage as much as possible. For this reason, our first choice is Absolute Focus, which grants us Bonus Adaptive Damage while we are above 70% health. While this might seem unconventional since it only works when high HP, pro players and most high elo players take this option because they find that it ends up dealing more overall damage than any of the other rune choices..

Gathering Storm
Finally, our final choice in the Sorcery tree is Gathering Storm. This rune is commonly taken on ADCs because of the scaling AD it grants us. The longer the game lasts, the more we gain from it! This also works wonders with our build choice-- since we are building critical strike items, this will essentially grant double the damage we are earning from items like Phantom Dancer and Infinity Edge, which we coincidentally buy around the time that Gathering Storm starts to take large effect on the game.


Starting Items

►Doran’s Shield◄
When considering starting items, you generally want to account for the support matchup more than anything else. If you are versus a ranged poke champion such as Brand, Janna, or Morgana, you will want to take Doran's Shield. You will regenerate health back from the poke they deal to you, giving you an easier time sustaining and farming during the laning phase. Taking Doran's Shield is essentially the safer route to surviving the lane phase.

►Doran’s Blade◄
Doran's Blade is a riskier pick, but more rewarding for certain lane matchups, and scales better into the mid game. Since it grants you extra HP and Lifesteal, it is still a nice choice for laning as long as you are constantly pushing to regenerate some extra life. If you are verus melee supports such as Leona or Alistar, and passive ADC’s such as Kai'Sa or Tristana, you can almost always get away with taking Doran's Blade because of how often you will push the lane without being harassed.
Core Items

►Blade of the Ruined King◄
Our first pickup is going to be Blade of the Ruined King. It not only grants Vayne an optimal starting build path with Vampiric Scepter, but also early kill pressure from the Bilgewater Cutlass. Vayne greatly benefits from this item because of its stats well, granting her much needed AD and Attack Speed to keep the champion relevant in the early game. Most importantly though, it synergizes perfectly with her next essential item, Guinsoo's Rageblade, since you’ll be able to deal % Health damage twice with the on-hit passive.

►Guinsoo's Rageblade◄
Guinsoo's Rageblade is the core part of our build because of Vayne’s W, Silver Bolts. Her W will proc off of every other auto attack, which shreds both squishy and tanky targets in the mid to late game. Regardless of how much armor the enemy has, you will deal % HP Physical and % HP True damage. Once you reach this item, you’ll want to start looking to make plays on the map by either roaming to mid / top lane, or staying bot and pushing with good vision. As long as you keep your Guinsoo's Rageblade stacked from the minions, you will be able to fight anyone who challenges you alone. You can easily fight anyone aside from assassins like LeBlanc or Talon once you finish this item. This is similar to champions such as Twitch or Jinx who want to start teamfighting once they finish building their Runaan's Hurricane.
Boots

►Berserker’s Greaves◄
Berserker's Greaves is by far the most offensive choice of Boots you can take. This grants you an additional 35% Attack Speed and will strongly improve your early game damage on any champion. While they do grant great offensive stats, they offer no defense compared to the other Boots choices. When thinking of when to take Berserker's Greaves, think about it the same way between Doran's Blade and Doran's Shield. In this case, if you don’t think you’re going to get one shot by anyone or versus a Full AD Team, then strongly consider taking these!

►Ninja Tabi◄
Similar to Doran's Shield, these are the boots you want to take when you are deathly afraid of being one-shot by someone like Talon, Zed, or simply against a Full AD team. Ninja Tabi is by far the best defensive choice to take when playing ADC. It grants you a total of +20 Armor, in addition to reducing all basic attack damage by 12%. Take these boots over Berserker's Greaves when you need the extra defensive stats the most!

►Mercury’s Treads◄
As a Disclaimer, I want you to strongly consider the other options before choosing Mercury's Treads. These boots can be helpful in some scenarios, but generally the stats from the other boots offered are much more valuable than Mercury's Treads. From these boots, you gain +25 Magic Resist in addition to 30% Tenacity against certain CC types. Most of the time, consider taking items such as Hexdrinker or Mercurial Scimitar instead! Take these boots only when versus extreme amounts of AP and CC (Especially slows!)!

Offensive Items
Phantom Dancer
Phantom Dancer is generally the most optimal 3rd item pickup for Vayne for two reasons. The main reason is the extra attack speed/critical strike chance-- granting you a much more consistent damage output in fights when your Guinsoo's Rageblade isn’t stacked up. Secondly, the survivability from the item makes you much harder to kill from champions such as LeBlanc, Talon, and other assassins/bruisers that are looking to take you down.


Rapid Firecannon
Rapid Firecannon is the second most optimal Zeal item you can buy, and is also often taken third. It grants you with the range needed to stay away from potential threats such as Sejuani, Thresh, LeBlanc, etc. It grants a great amount of crit and attack speed as well, and is always a safe buy when you need some extra damage.


Infinity Edge
Infinity Edge is only needed when you know you're going to need more damage, and that you can survive without an extra defensive item. You must always build this AFTER a Zeal item such as Rapid Firecannon or Phantom Dancer, or else it is effectively useless. Anyways, if you're versus plenty of tanks like Sion or Rammus, this item can work wonders for you.


Statikk Shiv
Statikk Shiv generally isn't as great of a pickup compared to Rapid Firecannon and Phantom Dancer, it can be useful in some scenarios. For example, if you're team is heavily lacking wave clear, or if you are verus squishy champions that you're looking to really pop in fights. Otherwise, Phantom Dancer is going to be much better suited.


Runaan's Hurricane
Runaan's Hurricane is another item that is extremely situational. You can build this in very rare instances where you believe that the enemies are constantly clumping and readily available to hit. It does not work with Silver Bolts, but the reason we consider taking it is for the extra AoE damage. I would recommend against it, as its really only useful every 1 in 30 games or so.


Mercurial Scimitar
Mercurial Scimitar is a very common and great option as a final item in the build. It serves you both offensively and defensively, granting you some extra damage and lifesteal, in addition to some MR and the active that removes all crowd control effects. Take this when versus champions like Sejuani, Lissandra, or Malzahar who can easily CC you and deal lots of Magic Damage.


Maw of Malmortius
Maw of Malmortius is a Magic Resist item taken in more extreme situations where you are versus heavy AP burst mages. If you find yourself facing a fed Ekko, LeBlanc, Karthus, or high magic dealing champions, this will save you in many instances where you would've died. Another choice is to grab a Hexdrinker and just wait until late game to finish upgrading it.


Wit's End
While I don't generally recommend this, another Magic Resist alternative is Wit's End. It grants you lots of Magic Resist and on-hit damage, which synergizes very kindly with your Guinsoo's Rageblade and Blade of the Ruined King. It also steals the enemy's Magic Resist with each basic attack which can be powerful when the majority of your team deals Magic Damage. Overall though, stick to Maw of Malmortius except for some extreme situations.

Defensive Items


Guardian Angel
Guardian Angel is one of the best defensive items for Vayne and All ADCs. It costs a low amount of gold compared to other Defensive options, and gives you nice stats in addition to the unique passive. Getting an "extra life" is great in situations where you generally get one shot by someone like Rengar or Talon, because they will have used everything to kill you, and give your team enough time to respond and save you the second time around.


Frozen Mallet
Frozen Mallet is my personal favorite pick up defensively on Vayne, and can be built very early on. I tend to build this whenever I think there is a threat of me being one shot on the other team. Don't be afraid to build this third or fourth item after your Guinsoo's Rageblade, because you will already have plenty of damage and Lifesteal at your belt. It works great for kiting and staying alive in crucial fights, and optimizes Health, which works well versus all kinds of damage.


Randuin's Omen
Randuin's Omen isn't always the greatest choice, but definitely works well in some cases. When Ninja Tabi simply isn't enough to save you, this works great into Full AD Teams, and works especially well versus enemies that rely on Critical Strikes, such as Yasuo, Caitlyn, or Shaco. Just try to be careful with itemizing this when you absolutely need it, because you won't benefit from the active very much.









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►Laning◄
Ashe can be one of the most annoying matchups during the laning phase because of her attack range advantage and Volley poke. Your best way to deal with this is to try and position yourself behind your own minions and avoid short trades. After level 6, you will certainly lose every fight if you’re hit by her Enchanted Crystal Arrow, so if you’re planning an all-in, make sure you’re ready to dodge it with your Tumble or Flash! Also, it is very common for junglers to try and gank an Ashe at level 6, so save your Tumble in case she randomly ults you to setup the gank!
►Mid-Late Game◄
Once you’ve obtained some items, you can easily kill Ashe in a 1v1 situation, but it’s very dependent on whether or not she hits her Enchanted Crystal Arrow still. For this reason, I highly recommend taking Quicksilver Sash as a third item to guarantee that you kill her. In teamfights, you’re going to both deal incredible amounts of damage to a front-line, but if you manage to reach her, you’ll need to get up close or she will just kite you out. Her range and slow advantage makes it difficult to fight unless you are right on top of her. Try to use your high mobility to your advantage!

►Laning◄
Caitlyn is another really annoying laner to deal with. She has the highest base attack range in the game (650), which makes it very hard for you to farm. She’s one of your hardest counters, because of her ability to shove waves constantly, and disengage with her 90 Caliber Net while dealing tons of damage to you. Your best chance of winning lane is calling for ganks because of how overpushed she will be. Try to farm the best you can, and make sure you start Doran's Shield when against her. Lastly, keep an eye out for any sneaky traps next to the turret when you’re pushed in.
►Mid-Late Game◄
Even later on, Caitlyn can still be a nightmare to play against. She can deal half of your HP with a Headshot crit when she has Infinity Edge and Rapid Firecannon. Even worse, she can do this from 800 range away. The best way of handling a Caitlyn when isolated is to use your Blade of the Ruined King slow to try and catch up after she E’s away. In team fights, you’re going to want to stay away from her until your team catches her with CC and you are guaranteed the ability to hit her safely. To win versus her, melt the enemy frontline before she melts yours.

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►Laning◄
Draven is your hardest counter when playing as Vayne. He deals far more damage than you level 1 because of his Spinning Axe, and you will never win in short or extended trades. Your only chance of winning a trade or duel is when he doesn’t have any Spinning Axes. You can pressure him when he’s about to catch one, CC him, or wait for them to expire. Don’t expect to do anything but farm unless you get this opportunity or get ganked, because fighting him is usually impossible.
►Mid-Late Game◄
After the lane-phase, you’re win condition is generally the same. Your team needs to CC the draven and catch him out as much as possible. He lacks real mobility other than his Blood Rush, making him easy to hard engage onto. Fighting him alone is very difficult, but can be managed if you have your stacks of Guinsoo's Rageblade, and land a nice Condemn onto him. Because of how dominant Draven is in this matchup, I’d consider banning him or Caitlyn occasionally when thinking about playing Vayne.

►Laning◄
Ezreal is much easier for you to deal with in lane. You can dodge his Mystic Shot easily with your Tumble and as long as you position behind your own minions, you’ll deny him plenty of poke and Kleptomancy stacks. You can take trades with him with an Auto Tumble frequently as long as the enemy support isn’t in a position to attack you. All-ins on Ezreal aren’t as easy because of his Arcane Shift, but he is definitely kill-able for you in lane.
►Mid-Late Game◄
After the laning phase, Ezreal’s poke starts to get much more annoying, but you can still deal with him with your mobility. As most 1v1’s are for Vayne, you’re going to want to try and get up and close, but be as deceptive as possible with your Tumbles. He can poke you down pretty hard when you’re clearing waves, so be mindful of his position. Since he always builds Iceborn Gauntlet he is effective at catching you with his team around. Lastly, always keep in mind that he might use Trueshot Barrage when you’re low HP or in a fight. Try your best to dodge this because it does up to 1000 damage since the rework!


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►Laning◄
Jhin is another aggressive laner that you’ll have to play defensively against before level 6. His Dancing Grenade + Auto is really difficult to out trade in most scenarios. Your best time to trade with him is when he has already used his Dancing Grenade, and his 4th shot isn’t available. Jhin is also very immobile in the early game, so try and take advantage of this and ask your jungler for help when he can. If you find yourself fleeing a gank, try and save your Tumble for a crucial ability like his Deadly Flourish. After level 6, you can hard engage on him. Vayne does really well versus him because he can’t out-DPS you in a 1v1 or 2v2 and you can kill him before he gets any damage off.
►Mid-Late Game◄
Post-Lane, try to get directly onto Jhin in fights. As mentioned earlier, there’s really nothing he can do to you when your damage deletes him before he can even get off a third auto attack. Be careful of his Curtain Call and try to save your Tumble for his 4th shot. If he is fed, be careful that he doesn’t poke you with his Rapid Firecannon poke. Similarly to Ezreal, he can easily catch you out of position with help from his team since his Curtain Call slows and his Deadly Flourish roots. Lastly, don’t be afraid to try and cheese Jhin when he goes for farm because of his weakness in duels. Just try to make sure it is a 100% play that won’t get you killed.

►Laning◄
Jinx is more-less a skill matchup for Vayne. You win in any extended trades versus her, but can be poked down by her Rocket Form easily due to the increase in range. It’s easy to fight her head on because you can avoid her Zap! by dodging with Tumble, or fighting in the minion wave. The one condition that can either get you killed or cost you a kill is her Flame Chompers!. She can use this alongside other CC to keep you stun locked and put you at a major disadvantage. Try your best to dodge all CC when laning against her because of this. Final note: Be careful for her Super Mega Death Rocket!
►Mid-Late Game◄
Later on, your team fights will depend on whether or not Jinx is fed and / or is getting resets. If she gets her Get Excited! passive when fighting you, she will gain tons of mobility and attack speed-- making it extremely hard to fight her. She can essentially run you down if your team dies before you. The good thing is that she is quite easy for you to kill as long as she doesn’t run your whole team down. Dodge her Zap! to avoid getting hunted similarly to Jhin and his Deadly Flourish.


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►Laning◄
When laning versus Kai'Sa, try your best to avoid isolated trades because of her Icathian Rain. Since it targets all nearby targets, you will take a lot of damage when not near minions if you try to trade. Try your best to avoid her Void Seeker because of its high damage that applies two stacks of Plasma. She can surprise you with some insane burst with the Plasma Proc and Void Seeker, so be ready to Heal in case she is guaranteed to land it! Pay close attention to her items because her Evolve passive can be very powerful once she reaches the minimum amounts. This matchup is highly dependent on skill-- try your best to land your Condemn and it could be what wins you the fight.
►Mid-Late Game◄
Similarly to you, she also builds Guinsoo's Rageblade and is very strong with it. Generally, you are going to be stronger than her when you’re even in items because you benefit from it more than she does. In team fights, she might attempt to Killer Instinct dash to you, so be ready to react in case she does! Finally, her damage is very dependent on her items since she can evolve her abilities, so always make sure you’re pressing Tab to see what items she’s purchased! (Needs 100 AD, 100 ATK SPD, or 100 AP for evolves)

►Laning◄
Kalista is a lane dominant champion that relies on her Rend stacks to deal high amounts of burst damage and execute. Since her Martial Poise passive lets her dash on every auto attack, slowing works as an attack speed debuff--- so encourage your support to take Exhaust or play something that can slow her (Ex: Soraka, Nami, Janna). If you don’t have any ways to lock her down, try and play it safe because she will always win in extended trades versus you. Keep her from getting a lead because she falls off very hard in the late game.
►Mid-Late Game◄
After the laning phase try to be careful because she will reach her core items of Blade of the Ruined King and Runaan's Hurricane. She out-damages you and is very hard to deal with if she is snowballing. Your easiest guarantee of winning is to wait until late game because of how hard she falls off. You are one of the hardest scaling champions in the game and can easily win as long as you hit late game. Her 6 item is very weak and she becomes entirely dependent on her support and Fate's Call, so keep an eye on her support!

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►Laning◄
Kog'Maw is one of the weakest laning phase AD Carries, so try and abuse him if possible. If you have an aggressive support like Thresh or Blitzcrank, try to setup plays to keep him from scaling up. Be careful when he activates his Bio-Arcane Barrage, as it grants him bonus attack range and % HP Damage. It lasts for 8 seconds, and after he’s used it is your best time to trade. The cooldown is 17 seconds, so you have 9 seconds to make an all-in or even just secure a nice trade. If he lands his Q, Caustic Spittle, try to back off because it heavily reduces your armor.
►Mid-Late Game◄
Kog'Maw becomes a much larger problem in the mid to late game. Once he’s reached his Guinsoo's Rageblade he will become incredibly strong versus tankier targets. He’s a late-game monster like you, but a big trade-off. He has much more range than you, but you are much more slippery because of your Tumble and invisibility. Your ideal play is to get directly onto him and finish him quickly before he can finish you. Try to get your team to focus him with their CC as much as possible.

►Laning◄
Lucian is another lane dominant champion that is like a slightly easier version of Draven. His all-ins are extremely dangerous, but you can counter him by dodging his Piercing Light with your Tumble. Be very careful of his level 2 power-spike with his Q E and Press the Attack combo. This can take you down to ~30% HP if you aren’t careful. Try to push the lane early so he doesn’t hit level 2 before you, and avoid fights unless his abilities are on cooldown. He has very high cooldowns in the early game. (Q = 9s, E = 22s)
►Mid-Late Game◄
Lucian’s core build involves buying a Blade of the Ruined King and Black Cleaver for CDR and health. He will be hard to kill when he has these, so I don’t generally recommend trying to fight him unless he has used his spells already. In teamfights he’s going to be slippery like you but with long CD’s that he will rotate in between his The Culling. Try to use your team for cover or dodge horizontally if he tries to kite you with it, as it can 100-0 you if you get hit by all of it. Your general win condition versus Lucian is to play for late game and try to take advantage of his spell-relient kit with long cooldowns.

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►Laning◄
Miss Fortune is annoying to lane against because of her Q, Double Up. It deals double damage if it kills the minion it bounces off of, dealing massive damage to anyone behind it. This is her main way of poking you down and harassing you aside from her Auto Q. She wins short trades, but you do much better in extended trades. Her passive Love Tap deals extra damage on the first hit, but her following auto attacks are extremely weak. Keep an eye on your minions HP to dodge her Q, and farm up unless you get a good opportunity to hard engage.
►Mid-Late Game◄
In the Mid Game, Miss Fortune can pack a serious punch with her Auto Q combo because she generally builds lethality items like Duskblade of Draktharr. She isn’t a DPS type of champion like Vayne, but she can single-handedly win a teamfight with her Bullet Time. You can interrupt this with your Condemn, but I’d usually recommended just fleeing unless your team’s lives depends on it and you’re not in a vulnerable position. To win versus her, try to hard engage because she can poke you down to below 50% HP with ease.

►Laning◄
Sivir is usually your easiest matchup as Vayne, and you hard counter her. This is because the only ability she can Spell Shield is your Condemn, and she can’t out-damage you because of how easy it is for you to dodge her Boomerang Blade. In the lane phase, you want to avoid her Ricochet by standing away from your minions when she activates it, as it will poke you down significantly over time. Be careful not to overstay in lane once she is level 6, because she can easily run you down with On The Hunt.
►Mid-Late Game◄
Sivir is still very easy for you to take care of in the Mid-Late game, but she does provide a lot of utility with her ultimate. While she will almost never be able to kill you, you can get run over by her team with the movement speed bonus they gain. Careful when defending turrets because her Boomerang Blade deals massive damage later in the game, doing around 600+ damage if she hits it on both sides. Stay on your feet and ready to react when playing versus Sivir and you’ll do very well.


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►Laning◄
Tristana is really annoying to lane against because of her hard engage. If she Rocket Jumps on you with her Explosive Charge, you’ll most likely die because of the insane burst damage with Press the Attack. To avoid this, try to poke her down a bit when she goes for farm. She has extremely low attack range, and if she is ~70%HP or lower, she won’t risk jumping in because she would die before she could finish stacking her E. Push in the lane as much as you can because it is hard for her to farm under turret because of her AoE damage upon killing a unit. At level 6, she does even more burst damage and I’d recommend avoiding any fights until you have a major advantage. You will likely lose in any 1v1 against her unless you land a decisive Condemn to either cancel her jump, or stun her while she needs to stack the Explosive Charge.
►Mid-Late Game◄
Out of Lane, you need to still be worried about her trying to duel you, as you generally lose because of her insane burst. Aside from that, your objective is the same-- try to out-damage her in fights, but avoid her unless you have some kind of clear advantage. (Ex: Her Buster Shot is down, or she is low HP) Try to focus her down if she ever goes for a risky jump to finish one of your allies, otherwise she will get the Rocket Jump reset and get out safely.

►Laning◄
Laning versus Twitch is pretty easy early on, but don’t underestimate his damage. His Contaminate deals damage based on how many stacks he has on you, dealing up to 150 damage in the early game (~2 auto attacks worth) with full stacks. Avoid his Venom Cask, and if you have several stacks of poison applied, try to stay out of range of his Contaminate. His Spray and Pray grants him extra AD and attack range, making it extremely hard to fight him unless you can get close in range. If you don’t see Twitch in lane, he could be stealthed with his Ambush, so always be prepared to fight him! Final note: you can dodge his auto attacks if you move horizontally in the early game because he will have low attack speed.
►Mid-Late Game◄
Twitch is much harder to deal with in the late game. He will go out of his way to try and assassinate you before you can react with his Ambush stealth. Your best chance of surviving these engages it to instantly Condemn him back and Tumble away-- unless you believe you are stronger. It’s essentially fight or flight, so always think to yourself how you should react if he appears out of nowhere. If you expect him to show up, you will find yourself having a much easier time fighting him. In teamfights, try your absolute best not to clump next to your team unless you are all prepared to hard engage onto Twitch potentially showing up with his Spray and Pray. Lastly, try to warn your team with pings if you think he is on his way to a fight! You’ll be more aware of this than your team.


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►Laning◄
Varus is an extremely lane-dominant AD, so you’ll be playing defensively during the laning phase. His Piercing Arrow and Hail of Arrows are extremely difficult abilities to deal with, as they poke you down hard without much counter-play. Do not try to trade with Varus unless he has already used one of these abilities, or else it is nearly guaranteed you won’t come out on top. Try to farm the absolute best you can, and don’t push up. His Chain of Corruption is lethal long range CC that can setup easy ganks, similar to Ashe’s Enchanted Crystal Arrow.
►Mid-Late Game◄
At pretty much all points out of lane you’re going to need to be very focused when near Varus. If he lands a Flash Chain of Corruption, you will die instantly. You should position yourself behind your team because it will stop on the first ally hit with it. Aside from this, try to dodge his Piercing Arrow in the mid-late game because it can deal some heavy damage if they choose to build Lethality items. Don’t expect to win 1v1 if he hits his Chain of Corruption-- he has 25 more attack range and you won’t be able to fight back while you’re snared.

►Laning◄
Xayah is a winnable lane for Vayne because your mobility helps tremendously when dealing with her spells. Xayah depends on hitting you with her feathers, but you can Tumble out of bad positions and continue dealing damage in extended trades safely. Try to abuse her as much as possible when her Deadly Plumage is on cooldown-- play around it like Kog'Maw’s W. Avoid getting hit by her Bladecaller with 3 feathers or more, or else you’ll take lots of damage and be snared. Overall, keep an eye on her feather locations, cooldowns, and trade accordingly with your Tumble.
►Mid-Late Game◄
Fighting Xayah works essentially the same later on. Watch closely where her feathers are located, and position yourself with Tumble or even Flash when chasing to prevent getting one shot by multiple feathers. Try not to fight in tight spaces in the jungle, where her feathers have the largest advantage. If your team is trapped in a chokehold, she’s guaranteed to snare most of your team and deal tons of damage. If you’re hard engaging on her, be prepared for her to use Featherstorm and potentially Flash with Bladecaller to one shot you!


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►NOTE◄
If you want to fully understand what I'm referring to in this section, please take the time to watch this video by xFSN Saber. It fundamentally explains how to classify different support champions, and how to play with/against them. He is an excellent AD player and an excellent coach, and I highly recommend checking out his YouTube or Twitch channel for more detailed explanations on laning as an AD Carry.


What is Catch?
Catch usually counters Trade
Catch supports are ones that are able to catch an enemy and force them out of position. The most obvious example of Catch is Blitzcrank’s Rocket Grab. He can directly pull an enemy into him and his team in order to get either free kills, secure objectives, or help win an upcoming fight. The term overall is generally synonymous with “Pick.” These supports have the ability to catch and secure an enemy out of position with ranged CC, making them a large threat, especially to ADCs.

What is All-In?
All-In usually counters Catch
All-In supports are similar to similar to Catch supports, but involve putting themselves into the fights first. They come with more CC and tankiness, but much less range. They are able to serve as top tier tanks, and are great at both peeling and disrupting enemies. Leona’s Zenith Blade, or Alistar’s Headbutt Pulverize combo are perfectly examples of All-In. Their abilities are not hard to use or land, but must risk themselves by hard-engaging in order to make a play.

What is Poke?
Poke usually counters All-In
Poke supports are mostly consisted of the “off-role” supports, like Brand or Xerath, but also include some like Soraka who can spam her Starcall from long range. The purpose of picking these supports is to deal damage without being retaliated against. Poke supports always take Spellthief's Edge for their gold income, and generally want to push lane in order to harass the enemy ADC while they are CS’ing under turret.

What is Trade?
Trade usually counters Poke
Trade supports are focused on enhancing their ADC’s trades and being able to sustain through difficult lanes. Most Trade supports are also efficient at using Poke. Champions like Nami with her Ebb and Flow are able to both heal her ADC, while damaging the enemy. Shielding supports like Janna and Lulu are also great at Trade, and can help sustain ADCs with poor early game like Vayne to late game.



Now for the actual matchups!




Alistar
Primary: All-In
Secondary: Catch
With Alistar?
When playing with Alistar, your win condition in lane is to get an excellent all-in. His combo will CC lock the enemy for around 3 seconds, so make sure you’re on the same page in order to follow up properly, you don’t want to leave him hanging! Try to ping your jungler for ganks, because Alistar is exceptionally good at setting up ganks and turret dives once he hits level 6. You can easily Condemn the enemy ADC into terrain if your Alistar knocks them up in a good position for you.


Versus Alistar?
When playing versus Alistar, you have to be careful once he hits level 2. His knockup combo range is about the same as your auto attack range, making poking him a risky choice unless your support can back you up. Try not to clump with your support, or else his Pulverize will hit you both and make his life much easier. If he is level 6, don’t risk staying under turret with below 50% HP, or else he can easily turret dive with his Unbreakable Will. Lastly, you can Condemn him out of his Headbutt combo if you think he’s about to engage onto you.




Bard
Primary: Trade
Secondary: Catch
With Bard?
While Bard and Vayne aren’t the greatest combo, you can still setup some neat plays with his Cosmic Binding and your Condemn. Since his Q stuns them against walls, this can definitely help you setup some neat stuns and CC lock the enemy for a while. If the enemy support is melee, try to help your Bard harass them if possible. Possibly the most important thing to keep in mind when playing with Bard is to stay safe when he is roaming. He will often leave lane to collect chimes and make plays in the jungle/mid, so don’t risk dying while he does this. Don’t get upset because he left you, because he will help other lanes win and provide a lot of pressure as long as you don’t die.
Versus Bard?
Bard can be a handful to deal with, so try to avoid making trades with him if possible. He can heal himself or his ADC with Caretaker's Shrine, although they aren’t super powerful. Ping your team when Bard is missing because he will often spend most of the time roaming to make plays around the map and collect his chimes. If you can collapse on him alone, it’s generally a free kill. Lastly, be ready to dodge his Tempered Fate if you sense that you’re about to get ganked, as you’ll have to burn either Flash, Final Hour, or just die most of the time.







Blitzcrank
Primary: Catch
Secondary: All-In
With Blitzcrank?
When playing with Blitzcrank, you want to give him the opportunity to actually Rocket Grab the enemy. Usually your best chance of accomplishing this is by keeping the minion wave in the middle of the lane, or on your side of the lane. This way there’s a chance of pulling them under your turret, and also lets you setup ganks easily. Blitzcrank can pull off ganks by running up and Power Fisting them, then pulling them after they’ve run away or blown Flash. When playing Vayne with him, try to Condemn immediately after he has pulled them to CC chain as much as possible.
Versus Blitzcrank?
When playing against Blitzcrank, your main goal is to stand behind your minions and keep enough distance that he cannot Hextech Flashtraption out of a bush or chase you with his Power Fist. If possible, recommend that your support picks Morgana, in order to Black Shield his Rocket Grab and other forms of engage. To succeed as Vayne versus Blitzcrank, save your Tumble for his grab, and try to keep your distance. Most Blitzcrank’s don’t try to pull Vayne, and run you down by going for the knockup instead! Note: Don’t Condemn as he is pulling, or he will pull you even further!



Brand
Primary: Poke
Secondary: Catch
With Brand?
Playing with Brand is going to make your life a lot easier in the early game because of how aggressive he is. As long as he is landing his Pillar of Flame often, he will be able to alleviate pressure away from you, allowing you to CS comfortably. However, you should try to help him when possible so that he doesn’t run the risk of getting engaged on 2v1. If Brand hits his Sear stun, be ready to hard engage since because of the heavy damage the both of you can deal to a single target. Later on, Brand doesn’t provide you much as a support, but deals insane damage with his ultimate in teamfights.


Versus Brand?
Playing against Brand is an absolute nightmare if unprepared, but you can definitely survive the lane and make picks on him if played correctly. First off, you need a Doran's Shield. This will let you constantly take advantage of the passive healing, since his abilities burn you overtime for several seconds. His main form of poke comes from his Pillar of Flame, so be ready to Tumble away from the center of the circle in order to dodge it. Even moreso, constantly move around in between your auto attacks in order to lower the chances of him hitting you. Lastly, don’t clump up when he uses his Pyroclasm, unless you want to get melted in 2v2’s and teamfights.



Braum
Primary: All-In
Secondary: Catch
With Braum?
When playing with Braum, try to focus on farming unless he manages to apply his Concussive Blows. This can be applied by his auto attacks, or by Winter's Bite. If he manages to apply it, consider engaging unless there is an obvious reason not to (ex: Braum backs off, or you are at a severe health or mana disadvantage). He is going to help you greatly in skirmishes and teamfights with his heavy CC and peel that keeps you safe and dealing as much damage as possible. If Braum gets caught, go near him if possible so that he can use his Stand Behind Me to jump to you and get out. Other than this, stand behind his Unbreakable shield and focus any targets with Concussive Blows.
Versus Braum?
When playing versus Braum, abuse him by poking him down behind minions. The only way he can apply his Concussive Blows is if lands a Q or jumps to a minion and autos you. You can easily harass him when he walks up to hit minions, and your Silver Bolts is great for getting off quick and easy trades. If you get Concussive Blows applied just walk back until it expires-- it deals heavy damage in the early game, and the CC is going to get you killed most of the time. Once he’s 6, be aware that he can engage with his Glacial Fissure from long range and set up easy ganks for his jungler. As long as you keep these in mind, Braum won’t be much of a problem.



Fiddlesticks
Primary: Poke
Secondary: All-In
With Fiddlesticks?
Fiddlesticks is great at constantly annoying the enemy. His Reap crow will deal lots of damage with Aery or Comet in the early game, making his poke game quite strong. You can mostly just sit back and focus on farm unless Fiddlesticks gets someone surprisingly low. Keep in mind that Fiddlesticks can set up kills with a Flash Terrify, fearing the enemy for a couple seconds as a point and click ability. When level 6, try to coordinate an All-In with his Crowstorm out of vision.
Versus Fiddlesticks?
Facing Fiddlesticks is really annoying, but not super effective. Quite frankly, it’s almost impossible to dodge his Reap crow, so I recommend just taking the magic resist rune instead of HP, and to start with a Doran's Shield. Be careful of his Terrify, and to keep your distance if you sense a gank coming. After level 6, he will try to Crowstorm out of vision over a wall or out of a bush so be careful. If he does, Condemn him right away in order to avoid taking damage from the circle.



Janna
Primary: Trade
Secondary: Poke
With Janna?
Janna is going to help you tremendously with your poor early game as Vayne, because of her Eye of the Storm shield, and ability to poke down the enemy. Try to 1v1 trade with the enemy ADC or Support when you get a shield, since there’s no way they can fight back without a second hand. Your Janna will most likely be poking down the enemy quite often with her Zephyr and Howling Gale, making laning a bit less stressful for you. The downside is that you have little kill pressure in this lane, but you can likely force them out of lane or gain a CS advantage. Later on, Janna will be super helpful in keeping you alive in those fights where it really matters most.
Versus Janna?
Playing against Janna can be frustrating because of her long range, but dying to her is difficult unless they have an ADC like Lucian or Draven. Focus on the CS in this lane, and try to stay out of range of her. I strongly recommend positioning yourself on the opposite side of the wave, so that there is a diagonal line between you and Janna. If she tries to harass you, try to get your support on the same page and fight back 2v1 so that she doesn’t win free trades, or give her ADC good trades. Play it safe unless you have an aggressive support that can easily fight back. Additionally, you can Condemn Janna out of her ultimate, Monsoon to cancel the healing.



Karma
Primary: Poke
Secondary: Catch
With Karma?
When playing with Karma, you can utilize the high mobility and CC she has to become a hyper carry quick. Since her Inspire shield gives a lot of movement speed, you’re going to be even more slippery with your Final Hour, and they’ll have a much harder time killing you in fights. During lane, try to follow up with poke, and ping for ganks because of Karma’s catch potential. She can run someone down easily if she gets in range of her Focused Resolve, which snares enemies who stay connected to it. Most often, you’ll get free flashes from enemies who are scared of the stun. Keep track of your Karma’s Mantra cooldown, (about 45 seconds), because it can easily dictate who wins a fight.
Versus Karma?
Karma’s poke can be really annoying to deal with, so try to save your Tumble in order to dodge her Mantra Q. It deals a lot of damage early on, and has a wide hitbox, meaning you have to dodge really wide to avoid the damage. Although Karma gives a shield, it’s not that large and can be broken with just an auto most of the time. Constantly keep track of her Mantra cooldown, since that will be how she pokes you down in lane, and is a good indicator of whether she’s going to try and poke you or not. Additionally, don’t let her finish her Focused Resolve, which will root you for up to 2 seconds if used with Mantra.






Leona
Primary: All-In
Secondary: Catch
With Leona?
Playing with Leona means you need to be ready to engage with her if she chooses to. She can deal an insane amount of damage, while completely CC locking a single target for several seconds. She will soak up all of the damage thanks to her Eclipse and Aftershock bonuses. Try to position yourself to Condemn the enemy who is CC’d, or deal as much damage as possible. Since you do plenty of single target damage with Silver Bolts, getting kills in lane can be easy if you’re healthy enough to do it. At level 6, her Solar Flare can reach and stun enemies from extremely far, which is fantastic for ganks. Try to ask your jungler to come help once the time is right.
Versus Leona?
Playing against a Leona is easy for Vayne because of your massive tank shred. In lane, you should be mainly concerned about her hitting her Zenith Blade, which is the beginning of her massive CC combo that can get you killed really quick. If you know she is going to hit it, you can Condemn her as she uses it, which will push her off before she can stun you again. In teamfights, be ready to dodge her Solar Flare, since it can snipe you from very far, making you an easy target for the enemy team. If you’re getting hit by them consistently, I recommend building a Quicksilver Sash to get out of bad situations before its too late.





Lulu
Primary: Trade
Secondary: Poke
With Lulu?
Playing with a Lulu helps you become an unkillable hyper-carry, and is great with Vayne. However, this effect doesn’t totally kick in until the mid-late game, meaning you need to try and farm up and survive during the early game. Lulu can poke and harass quite well, but doesn’t do great in all-in’s until she is level 6. Once she has her Wild Growth, you can generally win fights because of your stats. You gain extra damage from her Pix, movement speed, a shield, and lots of bonus health to save you in the difficult fights where you need it.



Versus Lulu?
When playing against a Lulu, don’t get in range of her Help, Pix!, or she will get lots of poke on you during the laning phase. It’s about the same range as your attack range, so it’s recommended to avoid trading with her if possible. Be prepared for her to use Whimsy on you for the polymorph effect. This can be really annoying and turn a fight quickly since it prevents you from attacking. As Vayne you want to be as slippery as possible, so try to bait out her polymorph, or see if she grants movement speed to her ally first since they both use the same cooldown. Finally, be careful not to get baited by her Wild Growth heal, since it knocks up nearby enemies and can turn fights into a disaster if not prepared.



Morgana
Primary: Catch
Secondary: All-In
With Morgana?
If you have Morgana as your support, do your best to farm up, and try to follow up if she lands a Dark Binding that won’t get you killed. Be aware that if your Morgana isn’t on the same page, it isn’t worth trying to attack someone even if they are binded-- since they can still attack you back. While Morgana can use her Black Shield to protect you from CC, don’t always depend on it, as it’s rare for the majority of Morgana’s to use it effectively 100% of the time. At level 6, your Morgana might want to hard engage using her Soul Shackles and Flash. If so, just follow up and ping which target you want to focus after the stun and/or bind connects.
Versus Morgana?
Playing against Morgana is simple-- dodge the Dark Binding. This is really easy if you have a minion wave to play around, since you can maneuver your way to safety most of the time with ease. If you find yourself getting pushed in without any minions all the time, you’re going to need to play it safe. Ask yourself: Will I die if I am rooted where I’m standing right now? If the answer is yes, you need to be ready to Tumble to safety, or stand further back. Additionally, be prepared for her to engage with Soul Shackles and Stopwatch once she hits level 6. This can be hard to play around, so try to keep your Flash ready around this time!




Nami
Primary: Trade
Secondary: Catch
With Nami?
When playing with Nami, you want to trade as much as possible in lane. Don’t go crazy with it, but her W, Ebb and Flow, will both heal you and deal significant damage to the enemy. Additionally, her Tidecaller's Blessing giving your auto attacks more damage and a slow, which is great for catching up to enemies as Vayne. Nami also has a lot of catch potential because of her Aqua Prison, which can stun multiple targets if it lands. At level 6, her Tidal Wave is great for cutting off enemies, since it slows heavily, or can zone the enemy towards you. Try to call for ganks at level 6 or just farm up and she can use it to easily disengage.
Versus Nami?
When playing versus Nami, you cannot afford to trade. She is essentially the queen of trades because of her Ebb and Flow, meaning you need to either commit to a hard engage (catch or all-in), or avoid fighting completely and go for farm until you have a better advantage. Try to save your Tumble for her Aqua Prison. While it’s easy to dodge, the punishment for getting hit is very large. The stun can easily turn fights, and cause lots of headaches for yourself, so really try to dodge it to win fights. At level 6, just do your best to sidestep her Tidal Wave, or try fight if she’s already used it to 2v2.




Nautilus
Primary: All-In
Secondary: Catch
With Nautilus?
Playing with Nautilus, he’s going to have to hit his Dredge Line hook, or otherwise be completely useless. Nautilus is very tanky, but deals little damage overall and is basically a CC meat shield for you. In lane, he has no way of dealing damage except for his hook, so you’re mostly on your own. Your best bet of winning a lane with him is to keep the minion wave in the middle of the lane. This way, Nautilus has a decent chance of landing his hook, while also keeping the enemies farther away from their tower. Once he’s level 6, you can easily commit to roams or ask for a gank. Since it’s literally a point and click knockup, it’s almost guaranteed death for anyone who doesn’t have Flash or form of escape.
Versus Nautilus?
Playing versus Nautilus is super easy as Vayne. You can shred his health, and easily dodge his Dredge Line with your Tumble. His abilities are mostly useless against you as long as you dodge the hook. If he does get onto you, just Condemn him off, and kite him afterwards. He relies on getting off his auto attack in order to snare you, so the Condemn will come in handy for this. Once he’s 6, he will use Depth Charge on you almost every fight since it’s guaranteed to hit (even when invisible). With this in mind, be ready to disengage to safety if necessary after he’s used it. Overall, this is one of the easiest supports to play against as Vayne.




Pyke
Primary: Catch
Secondary: All-In
With Pyke?
Playing with Pyke is great as Vayne because of how dangerous and slippery you both are combined. Pyke can make great picks with his Bone Skewer and Phantom Undertow combo, which is super effective early game. As long as you’re attacking the same target as Pyke, you will pick up some easy kills if you avoid getting CC’d. An easy way to get kills in lane is to, if possible, stand away from the bot-side wall so that Pyke can hook them towards the wall in order to set up am easy Condemn. This is a super lethal combo, and at level 6, you guys are even more dangerous. Pyke’s Death from Below execute will make fights easy as long as you don’t get hit by any big CC.
Versus Pyke?
Playing versus Pyke isn’t too difficult, since you can easily dodge and juke his Bone Skewer with your Tumble. Try to deceive him with your movement by changing directions while walking away, and using Tumble at the last second. If he ends up connecting a Bone Skewer, and tries to follow it up with his Phantom Undertow, just Condemn him away, or Tumble to the side. You can even stun him if you combine the two, and could possibly lead to a free kill. When it comes to skirmishes post 6, try to stay away from Pyke’s melee range. While it’s OK to stand over tanks that you’re shredding, a Pyke will delete you with his short Q and auto attacks since he builds full AD.



Rakan
Primary: All-In
Secondary: Trade
With Rakan?
When playing with Rakan, focus on utilizing his trade potential during lane. While he can choose to All-In with his Grand Entrance, it can also serve as a quick trade. How it works: he uses Grand Entrance to knock them up -> You attack the target(s) -> Rakan uses Gleaming Quill and jumps back to you for the heal and shield. This can be used over and over again to get pressure in the lane, and potentially get them low enough to set up an All-In. Also, Rakan can heal you quite often if he is good at hitting his Gleaming Quill. At level 6, make sure you’re on the same page for a hard engage, because Rakan has fairly long cooldowns and isn’t useful after he’s used everything-- make it count!


Versus Rakan?
Playing against Rakan means you’re going to have to be on the lookout for several things. First off, recognize that his cooldowns are very long in the early game, and if he misses his Grand Entrance, you can punish him for about 15 seconds after. Also, try to position yourself behind the minions so that he can’t land his Gleaming Quill, which grants a heal to himself and his ADC. If you’re playing against a Xayah and Rakan, be super careful of their early game damage. They can easily cheese you, so be ready to Tumble or Flash if they are close to you-- they shred quick with her Deadly Plumage. If Rakan lands an engage on you at level 6, be sure to Condemn the ADC away, not Rakan. Rakan can’t do anything to you after his combo, and the ADC becomes the main threat.



Sona
Primary: Trade
Secondary: Poke
With Sona?
When playing with Sona, you can play slightly more aggressive when her Hymn of Valor is available. Sona will often walk up to poke on her own, but you can maximize damage by helping her for a safe Tumble + auto every so often. If the enemy does trade back with an auto attack, it’ll be mitigated by her Aria of Perseverance. Remember not to go too ham with the early trades, since her heal is quite low in the early game. At level 6, she can make a great engage with her Crescendo, but overall, Sona is at her strongest during the late game.

Versus Sona?
When playing versus Sona she’s going to constantly poke and harass you, making Doran's Shield a must-- regardless of the matchup. While it’s generally difficult to avoid her Hymn of Valor, you can tell when she’s going to try and poke. You have two choices here: Walk back and try to avoid it, or try to trade/engage back with your support onto her. For this reason, supports like Thresh, Blitzcrank, or Braum do great if they can catch her. At level 6, be ready for to Tumble or Flash away from her Crescendo in order to win fights. If she lands Crescendo, winning fights will be almost impossible.



Soraka
Primary: Trade
Secondary: Poke
With Soraka?
When playing with Soraka, you’re going to be soaking up most of the damage, meaning the hard engages are not your friend. Soraka is great at both poking, and healing you up after a bad or even trade-- however, if you or her get blown up, the healing obviously can’t be used efficiently. For this reason, try to play cautiously when you trade, and avoid enemy CC as much as possible. Especially in the early game, when her Astral Infusion cooldown is still relatively high. Soraka can also do a great deal of poke with her Starcall and Equinox, and are quite annoying to deal with. At level 6, her Wish will help save you when you’ve gone too far away from her in fights, and overall, Soraka works great with Vayne.
Versus Soraka?
If you’re up against a Soraka, you want to mitigate as much poke as possible. Her Starcall is very predictable, making it easy to Tumble or sidestep out of the way when necessary. Additionally, since the cooldown on Astral Infusion is relatively high in the early game, you want to try and force All-Ins or catch out the enemy ADC. Having a support like Thresh or Blitzcrank make it easy to catch out a Soraka. Later on in the game, Soraka will be your primary focus when given the choice. One last tip, is that it is vital that you build an Executioner's Calling, since it reduces all healing effects that Soraka provides. This can win you games in some cases.





Tahm Kench
Primary: All-In
Secondary: Catch
With Tahm Kench?
If you’re playing with Tahm Kench, you’re going to survive a lot of close calls thanks to his Devour, which makes you completely untargetable. Tahm Kench is great at catching enemies off guard with his dangerously long slows from Tongue Lash, and helps you run down enemies as Vayne. Additionally, he can eat and spit out an enemy with Devour, meaning that you can position yourself towards a wall to Condemn and stun them once he spits them out. At level 6, Tahm Kench doesn’t gain much, but his Devour can be very helpful for roaming, or ganking your own lane with the help of a jungler.
Versus Tahm Kench?
When facing Tahm Kench, you’re going to stand behind minions as much as possible. Tahm Kench’s only kill condition on you is if he lands his Tongue Lash, settings up the rest of his damage/combo. It also slows for a heavy amount, and is almost certain death if he eats you too. For this reason, do your absolute best to keep him at max range when attacking him. You can shred him with Silver Bolts, but you have to keep your distance. At level 6, Tahm Kench can roam with Devour, so be prepared for unprecedented ganks from the enemy bot lane!





Taric
Primary: All-In
Secondary: Trade
With Taric?
When playing with Taric, you’re going to play it a bit safe in the early game, unless taric can land a nice stun with Dazzle. His Bastion grants you bonus stats and allow him to heal you with Starlight's Touch, meaning that trading isn’t necessarily out of the question. The heals are quite minimal, so mainly focus on potential All-Ins that can be setup with a Flash Dazzle, or a gank. At level 6, you can become completely unkillable as Vayne, which is super powerful with your Final Hour. You can dish out loads of damage without punishment, which is a big reward if set up properly in fights.

Versus Taric?
When up against Taric, there isn’t much you have to do. The most important two things are to dodge his Dazzle with your Tumble, and to disengage when he uses his Cosmic Radiance. While Taric grants bonus armor, you’re going to be able to shred them regardless because of the heavy true damage with Silver Bolts. Try to stay out of his melee range, since his auto attacks deal a surprisingly large amount of damage in the early game because of his attack speed buff. Lastly, just disengage if you can’t confirm a kill when he uses his Cosmic Radiance. It’s super powerful if you are stuck in a fight while this is active.



Thresh
Primary: Catch
Secondary: All-In
With Thresh?
When playing with Thresh, you’re playing completely around his ability to catch out the enemy. He can’t really poke enemies because of his short attack range, so you’ll usually trade by hitting anyone hooked by Death Sentence. Often a Thresh will also set up a play by walking into the enemy and using Flay to secure a hook, making it easy to catch out an enemy. Because of his large amount of CC, you can easily secure a Condemn stun when appropriate. At level 6, Thresh becomes a raid boss of a CC support, keeping enemies locked in place as long as he does his job. Lastly, make sure you’re ready to click his Dark Passage lantern in time!


Versus Thresh?
When playing versus Thresh, you need to be careful because you’re usually walking on thin ice. Save your Tumble to dodge the hook if possible, since it will be your Death Sentence if he lands it. Additionally, be careful if he walks up close to you, since he can Flay you for the slow and guarantee that he lands a hook. He can be frustrating to deal with, but try to mind game him with jukes and random maneuvers as best as you can. Lastly, be prepared that he might set up a gank with his Dark Passage, potentially bringing a jungler into lethal range very quickly. At level 6, stay out of his melee range and you can usually avoid his The Box. However, if necessary, Tumble through it to reduce the amount of time slowed.



Vel'Koz
Primary: Poke
Secondary: Catch
With Vel'Koz?
When playing with Vel'Koz, he’s going to be doing most of the work early on. He has insane range with his Plasma Fission, which is how he take control of the lane. While he can be caught out easily, his Plasma Fission also slows to help disengage, and potentially catch out an enemy. Additionally, he can use Tectonic Disruption to catch enemies if they’re within a close enough range. To win with Vel'Koz, just farm up, and pressure the enemy if Vel'Koz can get them to low enough HP. At level 6, he can use Life Form Disintegration Ray to finish off any low HP enemies that flee from you both in fights.
Versus Vel'Koz?
Playing versus Vel'Koz can be tough, so I recommend taking Doran's Shield to sustain against him. His main source of poke comes from his Plasma Fission, so be ready to dodge it by using your minions. He can use some complex geometric equations to hit you, so counter him with your math skills you learned and probably forgot. After level 6, fights will be rough as Life Form Disintegration Ray will shred your health, so be ready to Condemn him in order to cancel it, or run out of it. Vel'Koz is also completely immobile, so try to catch him out when possible.





Xerath
Primary: Poke
Secondary: Catch
With Xerath?
When playing with a Xerath, he’s going to be constantly poking out your opponents with long range. Playing with Xerath is actually very similar to laning with a Vel'Koz, since they both use their long and range to their advantage. While lacking heavy CC and healing, his ability to pressure and siege/anti-siege is enough to serve as a surprisingly useful support. The main problem however, falls with his immobility-- so don’t give up your life if he over-steps after getting caught. Try to use his pressure to your advantage and get the most CS you can during the laning phase.
Versus Xerath?
Playing against Xerath isn’t too rough, since you can always Tumble out of his Arcanopulse. Try to play aggressively with an All-In support if possible, since Xerath is completely immobile. If you aren’t confident in dodging his Arcanopulse every ~9 seconds, it is strongly recommended to pick up a Doran's Shield. Out of lane, be ready to dodge his Shocking Orb, since it’s his only real CC, and can wipe you out in teamfights if he lands it. Once he uses Rite of the Arcane, be ready to dodge, weave, and Tumble the best you can!



Zilean
Primary: Poke
Secondary: Catch
With Zilean?
Playing with Zilean can require a lot of patience overall. It can be a bit frustrating if he’s not talented at landing his Time Bomb, but all it really takes is for one good combo in order to set up a kill. If he hits two Time Bombs on the same target, it will instantly explode the first, and stunning all surrounding enemies, meaning that he can truly blow up the enemy bot lane if used correctly. Regardless of his performance with poking in the early game, Zilean is meant to scale extremely well with his Chronoshift and Time Warp later on in the match. It’ll help you tremendously, and allows you to play more aggressive in teamfights since you get an extra life!


Versus Zilean?
If you’re against Zilean, all you really have to do during the laning phase is dodge his Time Bomb. They do some meaningful damage with Summon Aery, but are quite predictable to dodge since the range is pretty short. Do your best to dodge them early on and you’ll do well during the lane. Later on, he’ll likely try to use his Time Warp to slow you first, and then throw his Time Bomb. Lucky for you, you can use Tumble for the full dash even while heavily slowed, meaning that you can still dodge it after this. Post-level 6, be ready for his Chronoshift, since it can drastically turn the tides of a fight when he or his ADC gets a free revive. Don’t let it surprise you, keep it in mind before you choose to fight!



Zyra
Primary: Poke
Secondary: Catch
With Zyra?
When playing with Zyra, let her do the poking. She can make lane a breeze for you since you can spend most of your time farming, and occasionally harassing. If you choose to harass, you should do so while she has plants attacking. This generally guarantees that you win the trade, since it’s like they’re taking heavy minion aggro simultaneously. Additionally, if she manages to land her Grasping Roots, you can chunk them really hard or even kill them if Zyra follows up with you. At level 6, her Stranglethorns do tons of damage, and is great for winning 2v2’s and teamfights later on. Just try your best not to use Condemn until after the knockup! You don’t want to push them out of it :D



Versus Zyra?
When playing against a Zyra, Doran's Shield is once again a must. Regardless of her ability to land Deadly Spines or Grasping Roots, her Rampant Growth (little plants on the ground) are going to attack you after she casts her other abilities. With this in mind, you want to keep your distance from these plants in advance, since they can pack a real punch. You can also walk over the seeds of the plants to destroy them before spawning. Additionally, her Grasping Roots is super dangerous, and generally hard to see. Luckily, the cast time is quite long, so make sure you ward a bush if you think she’ll try to catch you from it. At level 6, try your best to dodge her Stranglethorns knockup, but keep in mind that the knockup doesn’t damage you-- the initial cast does.

►Conclusion◄

Thank you guys so much for checking out my guide! I spent a lot of time making sure it looked the exact way I wanted it to, and made this entirely by myself! I'm a total Vayne enthusiast, and I hope you are all too :D. If you want to talk more about Vayne or any ADC/League-related shenanigans, hop in my livestream when I'm live and we can chat! Thanks again for reading folks!
http://www.twitch.tv/uncouthlol

P.S.
I'm considering adding sections on Mid-Late Game and Teamfighting. Let me know in the discussion section if that's something you guys are interested in, and what kind of stuff you'd like to see in it!
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