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Recommended Items
Runes:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Heal
Items
Ability Order
Night Hunter (PASSIVE)
Vayne Passive Ability
Threats & Synergies
Ashe
See Matchups Section Near Bottom
Sona
See Support Matchups Section Near Bottom
Sona
See Support Matchups Section Near Bottom
Champion Build Guide
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!
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.
Vayne gains 30 movement speed towards visible enemy champions within 2000 range.
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.
Vayne tumbles forward and deals extra damage with her next basic attack.
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!
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.
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.
Vayne fires a bolt that knocks back an enemy, dealing more damage and stunning them if hit against a wall.
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.
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%.
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
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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.
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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.
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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.
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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.
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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..
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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.
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Starting Items
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Core Items
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Boots
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Offensive Items
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Defensive Items
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A S H E |
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C A I T L Y N |
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D R A V E N |
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E Z R E A L |
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J H I N |
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J I N X |
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K A I S A |
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K A L I S T A |
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K O G M A W |
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L U C I A N |
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F O R T U N E |
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S I V I R |
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T R I S T A N A |
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T W I T C H |
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V A R U S |
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X A Y A H |
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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.
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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.
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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.
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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.
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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.
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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!
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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!
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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.
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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.
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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.
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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.
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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.
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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.
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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!
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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.
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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.
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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.
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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.
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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.
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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.
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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!
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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.
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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.
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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!
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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.
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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.
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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.
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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.
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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!
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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!
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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!
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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
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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.
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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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