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Vayne Build Guide by Zenmpsis

ADC Step into the Shadows - Vayne Season 8 build guide

ADC Step into the Shadows - Vayne Season 8 build guide

Updated on November 15, 2017
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League of Legends Build Guide Author Zenmpsis Build Guide By Zenmpsis 12,055 Views 1 Comments
12,055 Views 1 Comments League of Legends Build Guide Author Zenmpsis Vayne Build Guide By Zenmpsis Updated on November 15, 2017
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Runes:

Precision
Press the Attack
Triumph
Legend: Alacrity
Cut Down

Inspiration
Biscuit Delivery
Future's Market

Spells:

LoL Summoner Spell: Cleanse

Cleanse

LoL Summoner Spell: Flash

Flash

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

Introduction
Preparation
Runes
Spells
Build
Champion
Abilities
Tips & Tricks
Supports
In-Game
Start
Early
Mid
Late
Later
Knowledge
Mechanics
Laning
Teamfighting

I am the glow, I am the Vayne, I am the shadow of the pain



...

Pros
Cons
+High Mobility +
+True Damage
+Stun
+Stealth +
+Less Support relient
+Strong snowball potential
+Good repositioning
+1v1 Monster
+Playing from behind
+Farming under tower
-Hard to truerly Master
-Low HP
-Bad Laner
-Bullied Early game
-Needs lots of CS
-Bad wave clear without
This year, the biggest change coming to preseason is Runes Reforged, which is the biggest change to these systems since the game launched.

The old system saw separate rune and mastery pages. Rune pages would be focused on providing bonus stats, while mastery pages would provide a mix of bonus stats and new gameplay mechanics to work around. Now instead of specialist runes, and then mastery pages that lean towards offense, defense, and utilities, Runes and masteries have become the same thing.

There are 12 runes per path, with a total of 5 paths, so that’s 60 runes altogether. You’ll be able to pick six runes, four in a primary path, and two in a secondary path. The five paths are precision, domination, sorcery, resolve, and inspiration. They focus on sustained damage, burst damage, empowering abilities, durability and crowd control, and what Riot are weirdly referring to as “rule bending” respectively.

The paths you choose also offer a stat boost. The actual stats that are changed will depend on what you pick in your primary path, so for example, if you choose a combination of a domination primary path and an inspiration secondary path, you’ll get 15 ability power or 10.5 attack damage. If you pick a Resolve/Precision combo, you’ll get 70 health.

Riot says that the aim of the new runes system was an attempt to “open up the pregame system to allow people to make interesting choices,” as under the old system, rune and mastery pages were really similar. The overall aim is to broaden possibilities that you can come up with, and increase build options for champions and interactions. The hope is now that your play-style will matter just as much as the stats those runes and masteries provide. You'll also be able to make your rune pages in champion select, which was previously a privilege reserved for masteries.

All the runes are available from level one, but you’ll be pushed towards default rune pages for the first 15-20 games. Those will hang around if you want them, but you’ll still be able to customise. You can now no longer load into a game with no runes or masteries at all.

Elsewhere in the preseason updates, the level cap has been removed, and levelling up will now grant rewards as you level up further. There’ll also be veteran rewards, granting you rewards based on how much you’ve played.

In-game currency is also changed. IP is blue essence, which will now be used to purchase everything other than cosmetics in the in-client store. Also, all runes purchased before the start of the current season are refunded.

The preseason started in November 8.
The season 8 will start in January 16 2018.
Note Patch 7.22

TODO: Title for Runes
Precision

The Precision path is mostly for ADC's / Marksman.
It's based heavily on Auto-Attacks and Sustained AD damage.
Some Keystones and Runes will look familiar, while others are completely new.

Press the Attack Hitting an enemy champion with 3 consecutive basic attacks will deal 30 - 120 bonus adaptive damage (based on level) and expose them causing them to take 12% more damage from all sources for 6 seconds.
Lethal Tempo 1.5 seconds after damaging a champion, gain 30-80% Attack Speed (based on level) for 3 seconds. Attacking a champion extends the effect to 6 seconds. Lethal Tempo allows you to temporarily exceed the attack speed limit, and has a six second cooldown.

This will heavily benefit late-game hyper carries like Kog’maw, Twitch and Tristana.
Press the Attack Attacking and moving builds Energy stacks. At 100 stacks, your next attack is Energized. Energized attacks heal you for 5 - 50 (+0.10 Bonus AD, +0.20 AP) and grant 30% increased movement speed for 1 second. Fleet Footwork deals no damage to Monsters. Healing is 60% effective when used on a minion.

This is very similar to Warlord’s Bloodlust.




Overheal 50% of excess healing becomes a decaying shield, for up to 30 + 8% of your total health. Shield is built up from 30% of excess healing from self, or up to 300% of excess healing from allies (based on level).

This is similar to Bloodthirster’s passive.


Triumph Takedowns restore 15% of your missing health and grant an additional 25 gold.

Similar to Dangerous Game, but it grants gold as well.


Presence of Mind For 5 Seconds after gaining a level-up or takedown the mana you spend on abilities is fully restored.





Legend: Alacrity Gain 5% attack speed plus an additional 1.5% for every Legend stack (max 10).


Legend: Tenacity Gain 5% tenacity plus an additional 1.5% for every Legend stack (max 10).


Legend: Bloodline Gain 0.8% life steal for every Legend stack (max 10).


The previous three runes build from new Legend stacks, which are gained as follows:

Gain Legend stacks for every 30 points earned:
  • 20 points for champion takedowns
  • 20 points for epic monster takedowns
  • 4 points for large monster kills
  • 1 points for minion kills





Coup de Grace Deal 5% more damage to champions who have less than 40% health. Additionally, takedown on champions grant 15 AD/AP for 10 seconds. This effect stacks.


Cut Down Deal up to 8% more damage to champions based on how much more health they have than you.


Last Stand Deal 5-12% more damage to champions while below 60% health.


These 3 are pretty much based on how much health you have compared to enemy champs. Each has a specific power and will depend on your champ and match-up.


END: Precision
TODO: Domination





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