This meta overview presents VAYNE’s ranked performance across different roles and skill tiers. The data includes tier placement, win rate, pick rate, ban rate, and short-term trends, allowing you to evaluate her current strength and draft priority. Statistics are synced with rank buckets and role selection, helping you understand where VAYNE performs best and how her impact changes in the evolving Wild Rift meta.
The information below will help you get familiar with the game on the Adc Line VAYNE. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Long Sword. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Long Sword
+12 Attack Damage
500
Kraken Slayer
Deal bonus physical damage
+40 Attack Damage
+30% Attack Speed
Cloud Stride:
+5% Move Speed.
Bring it Down: Every third attack deals 120-160 (
) bonus physical damage (110-150 (
) for ranged champions), increased by 1% per 1% Health the target is missing, up to an increase of 70%.
2800
Kraken Slayer TIPS: This item boosts your basic attacks by providing extra damage, attack speed, and a mobility bonus for better positioning. Periodically your hits deal bonus damage that scales with the target’s missing health, making it strong both versus bulky targets and for finishing off low-HP enemies. A top pick for marksmen and auto-attack focused builds that want reliable sustained DPS and execute potential.
Berserker's Greaves
Attack Speed
+30% Attack Speed
+45 Move Speed
Blessed Blade: Attacks restore 10 Health on hit.
1200
Berserker's Greaves TIPS: These boots grant a significant boost to attack speed and movement speed, while empowering your basic attacks with on‑hit life steal. — A great pick for marksmen and auto‑attack bruisers who need mobility, rapid attack cadence, and constant sustain in fights.
Guinsoo's Rageblade
Applies on-hit effects
+30% Attack Speed
Surge: Gain 5% Move Speed.
Chaos: Gain 25 Attack Damage or 50 Ability Power (Adaptive).
Wrath: Attacks deal 30 magic damage but no longer Critical Strike. Fore every 1% Critical Strike Rate gained from items, your magic damage increases by 1.5, up to a max increase of 75 (reached at 50% Critical Rate).
Seething Strike: Attacks grant 8% Attack Speed, staking up to 4 times for a maximum of 32% Attack Speed). While fully stacked, every 3 attacks applies on-hit effects an additional 1 times.
3100
Guinsoo's Rageblade TIPS: This item is perfect for on-hit and high-attack-speed builds. It converts crit-focused stats into consistent on-hit magic damage, provides a powerful ramp of attack speed and stacking attack-speed bursts from consecutive hits. At full stacks your attacks trigger extra on-hit strikes more often, making it a top choice for players who want reliable, sustained damage in extended duels and teamfights.
Berserker's Greaves
Attack Speed
+30% Attack Speed
+45 Move Speed
Blessed Blade: Attacks restore 10 Health on hit.
1200
Berserker's Greaves TIPS: These boots grant a significant boost to attack speed and movement speed, while empowering your basic attacks with on‑hit life steal. — A great pick for marksmen and auto‑attack bruisers who need mobility, rapid attack cadence, and constant sustain in fights.
Gunmetal Greaves
Increases Attack Speed and Movement Speed
+50% Attack Speed
+5% Physical Vamp
+45 Move Speed
Noxian Gait: Attacks against enemy champions grant Movement Speed (15% for melee champions / 12% for ranged champions) decaying over 2 seconds.
Blessed Blade: Attacks restore 12 Health on hit.
2200
Gunmetal Greaves TIPS: These boots greatly increase your attack speed while improving your mobility in combat. Attacking enemy champions grants a burst of movement speed, making it easier to chase opponents or kite effectively, while Physical Vamp and on-hit healing provide valuable sustain during extended fights. They are an excellent choice for marksmen and champions who rely on frequent basic attacks to deal damage.
Kraken Slayer (Deal bonus physical damage) as your first item, followed by
Berserker's Greaves (Grants Attack Speed) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Guinsoo's Rageblade (Applies on-hit effects).
Gunmetal Greaves (Increases Attack Speed and Movement Speed).
Kraken Slayer
Deal bonus physical damage
+40 Attack Damage
+30% Attack Speed
Cloud Stride:
+5% Move Speed.
Bring it Down: Every third attack deals 120-160 (
) bonus physical damage (110-150 (
) for ranged champions), increased by 1% per 1% Health the target is missing, up to an increase of 70%.
2800
Kraken Slayer TIPS: This item boosts your basic attacks by providing extra damage, attack speed, and a mobility bonus for better positioning. Periodically your hits deal bonus damage that scales with the target’s missing health, making it strong both versus bulky targets and for finishing off low-HP enemies. A top pick for marksmen and auto-attack focused builds that want reliable sustained DPS and execute potential.
Berserker's Greaves
Attack Speed
+30% Attack Speed
+45 Move Speed
Blessed Blade: Attacks restore 10 Health on hit.
1200
Berserker's Greaves TIPS: These boots grant a significant boost to attack speed and movement speed, while empowering your basic attacks with on‑hit life steal. — A great pick for marksmen and auto‑attack bruisers who need mobility, rapid attack cadence, and constant sustain in fights.
Guinsoo's Rageblade
Applies on-hit effects
+30% Attack Speed
Surge: Gain 5% Move Speed.
Chaos: Gain 25 Attack Damage or 50 Ability Power (Adaptive).
Wrath: Attacks deal 30 magic damage but no longer Critical Strike. Fore every 1% Critical Strike Rate gained from items, your magic damage increases by 1.5, up to a max increase of 75 (reached at 50% Critical Rate).
Seething Strike: Attacks grant 8% Attack Speed, staking up to 4 times for a maximum of 32% Attack Speed). While fully stacked, every 3 attacks applies on-hit effects an additional 1 times.
3100
Guinsoo's Rageblade TIPS: This item is perfect for on-hit and high-attack-speed builds. It converts crit-focused stats into consistent on-hit magic damage, provides a powerful ramp of attack speed and stacking attack-speed bursts from consecutive hits. At full stacks your attacks trigger extra on-hit strikes more often, making it a top choice for players who want reliable, sustained damage in extended duels and teamfights.
Blade of the Ruined King
Attacks deal bonus damage
+40 Attack Damage
+35% Attack Speed
Thirst:
+10% Omni Vamp.
Ruined Strikes: Attacks deal bonus physical damage equal to 7%
of the enemy's current Health
on-hit. (Melee attacks deal 10%). Minion damage: 15. Max damage vs monsters: 60.
Drain: Hitting a champion with 3 attacks or abilities deals 30-100 bonus magic damage and steals 25% of their Move Speed
for 2 seconds. (60s Cooldown)
3000
Blade of the Ruined King TIPS: This item is a powerful tool for shredding enemy health and staying alive in extended fights. It grants attack power and attack speed, turning your basic hits into sustained damage that scales with the target’s current health — ideal against tanks and high-HP builds. Its active grants a strong slow and steals movement speed from the target, helping you chase or lock down priority targets. The lifesteal-like sustain it provides makes it a solid pick for champions who want to outlast opponents in prolonged exchanges.
Terminus
Increases Armor Pen, Megic Pen, Armor, and Magic Resist
+40 Attack Damage
+30% Attack Speed
Shadow: Attacks deal 35 bonus magic damage on-hit.
Juxtaposition: Alternate between Light and Dark on-hits when attacking. Light attacks grant 5-8 Armor and Magic Resist
for 5 seconds on hit. Dark attacks grant
11% Armor Pen and
11% Magic Pen for 5 seconds on hit. Each on-hit effect stacks up to 3 times. While you have this item, bonus
Armor Pen and
Magic Pen granted by it is capped at 40%.
3300
Terminus TIPS: This item is perfect for champions who rely heavily on auto-attacks and can benefit from mixed penetration effects and stacking resistances. It provides bonuses to attack damage and attack speed, and adds bonus magic damage to your auto-attacks. The "Juxtaposition" effect alternates between Light and Dark on-hits, granting you bonuses to resistances or penetration depending on which effect is triggered. Light attacks grant armor and magic resist, while Dark attacks grant armor and magic penetration. This item is especially useful for champions who auto-attack frequently and can take advantage of the stacking resistances and penetration effects.
Guardian Angel
Revives at death
+45 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 100% Mana after 4 seconds of stasis. (180s Cooldown)
3200
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Blade of the Ruined King
Attacks deal bonus damage
+40 Attack Damage
+35% Attack Speed
Thirst:
+10% Omni Vamp.
Ruined Strikes: Attacks deal bonus physical damage equal to 7%
of the enemy's current Health
on-hit. (Melee attacks deal 10%). Minion damage: 15. Max damage vs monsters: 60.
Drain: Hitting a champion with 3 attacks or abilities deals 30-100 bonus magic damage and steals 25% of their Move Speed
for 2 seconds. (60s Cooldown)
3000
Blade of the Ruined King TIPS: This item is a powerful tool for shredding enemy health and staying alive in extended fights. It grants attack power and attack speed, turning your basic hits into sustained damage that scales with the target’s current health — ideal against tanks and high-HP builds. Its active grants a strong slow and steals movement speed from the target, helping you chase or lock down priority targets. The lifesteal-like sustain it provides makes it a solid pick for champions who want to outlast opponents in prolonged exchanges.
Experimental Hexplate
Gain Attack Speed & Movement Speed when your ultimate is cast
+400 Max Health
+35 Attack Damage
+20% Attack Speed
Hexcharged:
Gain +20 Ability Haste for your ultimate ability.
Overdrive: After using your ultimate ability, gain 40% Attack Speed (20% for ranged champions) and 20% Movement Speed (10% for ranged champions) for 8s. (30s Cooldown)
3000
Experimental Hexplate TIPS: This item blends survivability with explosive offensive potential. It grants extra health, attack power and attack speed, shortens ultimate cooldowns, and—most importantly—grants a strong burst of attack and movement speed after using your ultimate, enabling you to convert your engage into high sustained damage and chase. Ideal for fighters and bruisers who rely on their ultimate to start fights and immediately follow up with empowered autos and mobility.
Experimental Hexplate — This item blends survivability with explosive offensive potential. It grants extra health, attack power and attack speed, shortens ultimate cooldowns, and—most importantly—grants a strong burst of attack and movement speed after using your ultimate, enabling you to convert your engage into high sustained damage and chase. Ideal for fighters and bruisers who rely on their ultimate to start fights and immediately follow up with empowered autos and mobility.
Blade of the Ruined King
Attacks deal bonus damage
+40 Attack Damage
+35% Attack Speed
Thirst:
+10% Omni Vamp.
Ruined Strikes: Attacks deal bonus physical damage equal to 7%
of the enemy's current Health
on-hit. (Melee attacks deal 10%). Minion damage: 15. Max damage vs monsters: 60.
Drain: Hitting a champion with 3 attacks or abilities deals 30-100 bonus magic damage and steals 25% of their Move Speed
for 2 seconds. (60s Cooldown)
3000
Blade of the Ruined King TIPS: This item is a powerful tool for shredding enemy health and staying alive in extended fights. It grants attack power and attack speed, turning your basic hits into sustained damage that scales with the target’s current health — ideal against tanks and high-HP builds. Its active grants a strong slow and steals movement speed from the target, helping you chase or lock down priority targets. The lifesteal-like sustain it provides makes it a solid pick for champions who want to outlast opponents in prolonged exchanges.
Wit's End
Basic Attack deals Bonus Damage
+45% Attack Speed
+45 Magic Resistance
At Wit's End: Basic attacks deal 10-55 bonus magic damage. While below 50%
Health, dealing damage to an enemy champion heals you for (Melee 100% / Range 66%) of this effect's post-mitigation damage.
2800
Wit's End TIPS: This item is perfect for champions who want to deal sustained damage and have some defensive stats against magic damage threats. It provides bonuses to attack speed and magic resistance, as well as adding magic damage to your auto-attacks, making it effective against magic-based threats. The "While below 50% Health" effect heals you when dealing damage to an enemy champion, increasing survivability in fights. This item is especially useful for champions like Vayne, Irelia, or Master Yi, who can benefit from its on-hit magic damage and health restoration effect.
Wit's End — This item is perfect for champions who want to deal sustained damage and have some defensive stats against magic damage threats. It provides bonuses to attack speed and magic resistance, as well as adding magic damage to your auto-attacks, making it effective against magic-based threats. The "While below 50% Health" effect heals you when dealing damage to an enemy champion, increasing survivability in fights. This item is especially useful for champions like Vayne, Irelia, or Master Yi, who can benefit from its on-hit magic damage and health restoration effect.
Terminus
Increases Armor Pen, Megic Pen, Armor, and Magic Resist
+40 Attack Damage
+30% Attack Speed
Shadow: Attacks deal 35 bonus magic damage on-hit.
Juxtaposition: Alternate between Light and Dark on-hits when attacking. Light attacks grant 5-8 Armor and Magic Resist
for 5 seconds on hit. Dark attacks grant
11% Armor Pen and
11% Magic Pen for 5 seconds on hit. Each on-hit effect stacks up to 3 times. While you have this item, bonus
Armor Pen and
Magic Pen granted by it is capped at 40%.
3300
Terminus TIPS: This item is perfect for champions who rely heavily on auto-attacks and can benefit from mixed penetration effects and stacking resistances. It provides bonuses to attack damage and attack speed, and adds bonus magic damage to your auto-attacks. The "Juxtaposition" effect alternates between Light and Dark on-hits, granting you bonuses to resistances or penetration depending on which effect is triggered. Light attacks grant armor and magic resist, while Dark attacks grant armor and magic penetration. This item is especially useful for champions who auto-attack frequently and can take advantage of the stacking resistances and penetration effects.
Mercurial Scimitar
Dispels crowd control
+45 Attack Damage
+10% Physical Vamp
+40 Magic Resistance
Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
3100
Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Mercurial Scimitar — This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Terminus
Increases Armor Pen, Megic Pen, Armor, and Magic Resist
+40 Attack Damage
+30% Attack Speed
Shadow: Attacks deal 35 bonus magic damage on-hit.
Juxtaposition: Alternate between Light and Dark on-hits when attacking. Light attacks grant 5-8 Armor and Magic Resist
for 5 seconds on hit. Dark attacks grant
11% Armor Pen and
11% Magic Pen for 5 seconds on hit. Each on-hit effect stacks up to 3 times. While you have this item, bonus
Armor Pen and
Magic Pen granted by it is capped at 40%.
3300
Terminus TIPS: This item is perfect for champions who rely heavily on auto-attacks and can benefit from mixed penetration effects and stacking resistances. It provides bonuses to attack damage and attack speed, and adds bonus magic damage to your auto-attacks. The "Juxtaposition" effect alternates between Light and Dark on-hits, granting you bonuses to resistances or penetration depending on which effect is triggered. Light attacks grant armor and magic resist, while Dark attacks grant armor and magic penetration. This item is especially useful for champions who auto-attack frequently and can take advantage of the stacking resistances and penetration effects.
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+25 Attack Damage
+25% Critical Rate
+15% Attack Speed
Last Whisper:
+30% Armor Penetration. Attacks that Critically Strike gain an additional
6% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3300
Mortal Reminder TIPS: This item is perfect for auto‑attackers who need to shred through armor and cut down enemy healing. It boosts your penetration to deal more damage against tanky targets and applies grievous wounds on hit, reducing all healing and regen effects. — Ideal against tanks and high‑heal champions, and for marksmen and auto‑attack fighters who need to pierce defenses and curb enemy sustain.
Mortal Reminder — This item is perfect for auto‑attackers who need to shred through armor and cut down enemy healing. It boosts your penetration to deal more damage against tanky targets and applies grievous wounds on hit, reducing all healing and regen effects. — Ideal against tanks and high‑heal champions, and for marksmen and auto‑attack fighters who need to pierce defenses and curb enemy sustain.
Guardian Angel
Revives at death
+45 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 100% Mana after 4 seconds of stasis. (180s Cooldown)
3200
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Edge of Night — This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Flash (Teleport a short distance) and
Cleanse (Removes all crowd control) as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
Lethal Tempo (Attack faster with each consecutive attack.) as your keystone, followed by
Brutal (Attacks deal bonus damage to enemy champions.),
Coup de Grace (Increases damage dealt to enemy champions with low Health.) and
Legend: Alacrity (Gains Attack Speed.) in the primary tree, as well as
Bone Plating (Reduces incoming damage.) in the secondary tree. Below you can see possible options for replacing runes.
Lethal Tempo
Attack Speed
Gain stacks of Attack Speed when attacking enemy champions. Stacks up to 6 times. At max stacks, you gain bonus range and can exceed the Attack Speed cap.
Each stack: increase 6-14% (Melee) or 3.5-8% (Ranged) Attack Speed for 6 seconds.
At max stack bonus: Gain 25 (Melee) or 50 (Ranged) Attack Distance.
Brutal
Attacks deal on-hit damage
Attacks deal (5 + 6% bonus
+ 3%
) bonus adaptive damage to enemy champions.
Coup de Grace
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Legend: Alacrity
Increase bonus Attack Speed
Gains 3% Attack Speed. Takedown monsters, enemy champions, or minions to gain up to an additional 18% Attack Speed.
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Brutal
Attacks deal on-hit damage
Attacks deal (5 + 6% bonus
+ 3%
) bonus adaptive damage to enemy champions.
Triumph
Increase damage when low in Health
Champion takedowns restore 10% of lost health and 10% of maximum Mana
Energy
and grant 35 Movement Speed for 2 second(s).
Triumph — This rune is ideal for aggressive play and extended fights, allowing you to survive in clutch moments and keep fighting after securing a takedown. It is especially effective on champions who dive into fights and finish off enemies. It works best on fighters, assassins, and some marksmen where sustaining through fights and turning engagements is crucial.
Coup de Grace
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Cut Down
Deal more damage to high Health enemies
Your attacks deal 6.57% bonus adaptive damage to enemy champions with more than 60% Health.
Cut Down — This rune increases damage against high-health targets, helping you deal with tanky enemies more effectively. It is ideal for champions who rely on consistent damage output, especially against tanks and durable fighters. It works best on marksmen and some fighters where efficiently shredding high-health targets is important.
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Sudden Impact
Triggers when in stealth or dashing
Damaging an enemy champion deals a bonus 15-65 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s.
The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 5 true damage.
Level 9: Deal an additional 5 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.
Cooldown: 10s
Sudden Impact — The rune that activates after using dashes, teleports, leaps, or exiting stealth deals bonus true damage to the enemy. This mechanic enhances aggressive play by allowing fast movement across the map and delivering powerful strikes. At higher levels, it provides additional damage and movement speed bonuses, increasing mobility and effectiveness in fights. This makes it a great choice for champions who rely on mobility and want to enhance their attacks after quick movements or stealth.
(Q) TUMBLE
5/4/3/2s
30
Dashes forward and empowers her next attack to deal an additional 19 physical damage (35/45/55/65%
).
Final Hour: Gains 1 second of invisibility on cast.
Tumble does not go through walls.
(W) SILVER BOLTS
18/17/16/15s
45
Passive: Every third consecutive attack or ability on the same target deals bonus true damage equal to 2/5/8/11% of the enemy's maximum Health.
Active: Gains 10/15/20/25% Attack Speed and 10% Omnivampfor 5 seconds.
Passive deals least 50/65/80/95 true damage.
Passive damage is capped at 200 against monsters.
(E) CONDEMN
21/18/15/12s
90
Fires a bolt that deals 50 physical damage (50/80/110/140 + 55% bonus
) and knocks back. If enemies are knocked into a wall, they take an additional 105 physical damage (105/145/185/225 + 75% bonus
) and are stunned for 1.5 seconds.
(R) FINAL HOUR
70/65/60s
100
Gains 15/25/35 Attack Damage and strengthens Night Hunter and Tumble for 8/10/12 seconds.
When an enemy champion damaged by Vayne dies within 3 seconds, Final Hour's duration is extended by 4 seconds, up to an additional 8 seconds.
We have prepared lists of champions that can really annoy you during a match with the game on the Adc VAYNE. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Adc VAYNE in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
1200
Plated Steelcaps TIPS: These boots provide reliable protection against physical damage, especially from enemy basic attacks. The bonus Armor, Health, and movement speed improve your durability, allowing you to survive longer against marksmen and AD fighters. They are an excellent choice against teams that rely heavily on auto attacks for their damage.
Randuin's Omen
Counters Critical Strike Damage
+400 Max Health
+75 Armor
Resilience: Critically Struck deal 30% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.
2800
Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Dead Man's Plate
Increases Movement Speed
+350 Max Health
+70 Armor
Relentless:
+5% Move Speed.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 75% for 1 second.
2800
Dead Man's Plate TIPS: This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.
Frozen Heart
Reduces all nearby enemies Attack Speed
+80 Armor
+250 Max Mana
+20 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.
2650
Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Warden's Mail
Reduces enemy's Attack Speed
+35 Armor
Cold Steel: Reduce the Attack Speed of enemies by 15% for 1.5 seconds when struck by an attack.
1050
Frozen Heart
Reduces all nearby enemies Attack Speed
+80 Armor
+250 Max Mana
+20 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.
2650
Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Executioner's Calling
Physical Damage reduces enemy healing
+15 Attack Damage
Rend: Physical Damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds. Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Oblivion Orb
Magic damage reduces enemy healing
+35 Ability Power
Cursed Wounds: Dealing magic damage to enemy champions applies 40% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Bramble Vest
Reflects damage and reduces enemy healing
+30 Armor
Thorns: When struck by an attack, deal 4 magic damage + 6% bonus armor
to the attacker and inflict 40% Grievous Wounds for 3 seconds if they are a champion.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
1000
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+25 Attack Damage
+25% Critical Rate
+15% Attack Speed
Last Whisper:
+30% Armor Penetration. Attacks that Critically Strike gain an additional
6% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3300
Mortal Reminder TIPS: This item is perfect for auto‑attackers who need to shred through armor and cut down enemy healing. It boosts your penetration to deal more damage against tanky targets and applies grievous wounds on hit, reducing all healing and regen effects. — Ideal against tanks and high‑heal champions, and for marksmen and auto‑attack fighters who need to pierce defenses and curb enemy sustain.
Chempunk Chainsword
Reduces enemy healing
+400 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2800
Chempunk Chainsword TIPS: This item is perfect for champions who face enemies with high sustain, such as Dr. Mundo, Soraka, and Yuumi, who have significant healing abilities. The "Punishment" effect applies Grievous Wounds, reducing the effectiveness of healing and regeneration by 50%, making this item effective against champions who rely on healing. It’s also useful against champions who rely on lifesteal, such as Aatrox, Darius, and Fiora, as it helps reduce the effectiveness of their healing.
Morellonomicon
Magic damage reduces enemy healing
+300 Max Health
+75 Ability Power
+15 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2650
Morellonomicon TIPS: This item is designed to counter champions with strong healing and sustain. Any magic damage you deal applies Grievous Wounds, greatly reducing the effectiveness of enemy healing and regeneration. It is an excellent choice for mages and AP supports against teams that rely heavily on healing, lifesteal, or regeneration.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Quicksilver Sash
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.25 seconds.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
1100
Quicksilver Sash TIPS: This enchant instantly removes most crowd control effects and briefly grants immunity to further disables. Once the effect ends, it provides increased resistance to crowd control and slows, helping you escape dangerous situations or continue fighting without interruption. It is an excellent choice against teams with heavy crowd control, allowing you to stay mobile and effective in crucial moments.
Seeker's Armguard
Turn invulnerable
+20 Armor
+35 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1200
Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Mercurial Scimitar
Dispels crowd control
+45 Attack Damage
+10% Physical Vamp
+40 Magic Resistance
Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
3100
Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
The information below will help you get familiar with the game on the Solo Baron Line VAYNE. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Long Sword. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Long Sword
+12 Attack Damage
500
Kraken Slayer
Deal bonus physical damage
+40 Attack Damage
+30% Attack Speed
Cloud Stride:
+5% Move Speed.
Bring it Down: Every third attack deals 120-160 (
) bonus physical damage (110-150 (
) for ranged champions), increased by 1% per 1% Health the target is missing, up to an increase of 70%.
2800
Kraken Slayer TIPS: This item boosts your basic attacks by providing extra damage, attack speed, and a mobility bonus for better positioning. Periodically your hits deal bonus damage that scales with the target’s missing health, making it strong both versus bulky targets and for finishing off low-HP enemies. A top pick for marksmen and auto-attack focused builds that want reliable sustained DPS and execute potential.
Berserker's Greaves
Attack Speed
+30% Attack Speed
+45 Move Speed
Blessed Blade: Attacks restore 10 Health on hit.
1200
Berserker's Greaves TIPS: These boots grant a significant boost to attack speed and movement speed, while empowering your basic attacks with on‑hit life steal. — A great pick for marksmen and auto‑attack bruisers who need mobility, rapid attack cadence, and constant sustain in fights.
Guinsoo's Rageblade
Applies on-hit effects
+30% Attack Speed
Surge: Gain 5% Move Speed.
Chaos: Gain 25 Attack Damage or 50 Ability Power (Adaptive).
Wrath: Attacks deal 30 magic damage but no longer Critical Strike. Fore every 1% Critical Strike Rate gained from items, your magic damage increases by 1.5, up to a max increase of 75 (reached at 50% Critical Rate).
Seething Strike: Attacks grant 8% Attack Speed, staking up to 4 times for a maximum of 32% Attack Speed). While fully stacked, every 3 attacks applies on-hit effects an additional 1 times.
3100
Guinsoo's Rageblade TIPS: This item is perfect for on-hit and high-attack-speed builds. It converts crit-focused stats into consistent on-hit magic damage, provides a powerful ramp of attack speed and stacking attack-speed bursts from consecutive hits. At full stacks your attacks trigger extra on-hit strikes more often, making it a top choice for players who want reliable, sustained damage in extended duels and teamfights.
Berserker's Greaves
Attack Speed
+30% Attack Speed
+45 Move Speed
Blessed Blade: Attacks restore 10 Health on hit.
1200
Berserker's Greaves TIPS: These boots grant a significant boost to attack speed and movement speed, while empowering your basic attacks with on‑hit life steal. — A great pick for marksmen and auto‑attack bruisers who need mobility, rapid attack cadence, and constant sustain in fights.
Gunmetal Greaves
Increases Attack Speed and Movement Speed
+50% Attack Speed
+5% Physical Vamp
+45 Move Speed
Noxian Gait: Attacks against enemy champions grant Movement Speed (15% for melee champions / 12% for ranged champions) decaying over 2 seconds.
Blessed Blade: Attacks restore 12 Health on hit.
2200
Gunmetal Greaves TIPS: These boots greatly increase your attack speed while improving your mobility in combat. Attacking enemy champions grants a burst of movement speed, making it easier to chase opponents or kite effectively, while Physical Vamp and on-hit healing provide valuable sustain during extended fights. They are an excellent choice for marksmen and champions who rely on frequent basic attacks to deal damage.
Kraken Slayer (Deal bonus physical damage) as your first item, followed by
Berserker's Greaves (Grants Attack Speed) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Guinsoo's Rageblade (Applies on-hit effects).
Gunmetal Greaves (Increases Attack Speed and Movement Speed).
Kraken Slayer
Deal bonus physical damage
+40 Attack Damage
+30% Attack Speed
Cloud Stride:
+5% Move Speed.
Bring it Down: Every third attack deals 120-160 (
) bonus physical damage (110-150 (
) for ranged champions), increased by 1% per 1% Health the target is missing, up to an increase of 70%.
2800
Kraken Slayer TIPS: This item boosts your basic attacks by providing extra damage, attack speed, and a mobility bonus for better positioning. Periodically your hits deal bonus damage that scales with the target’s missing health, making it strong both versus bulky targets and for finishing off low-HP enemies. A top pick for marksmen and auto-attack focused builds that want reliable sustained DPS and execute potential.
Berserker's Greaves
Attack Speed
+30% Attack Speed
+45 Move Speed
Blessed Blade: Attacks restore 10 Health on hit.
1200
Berserker's Greaves TIPS: These boots grant a significant boost to attack speed and movement speed, while empowering your basic attacks with on‑hit life steal. — A great pick for marksmen and auto‑attack bruisers who need mobility, rapid attack cadence, and constant sustain in fights.
Guinsoo's Rageblade
Applies on-hit effects
+30% Attack Speed
Surge: Gain 5% Move Speed.
Chaos: Gain 25 Attack Damage or 50 Ability Power (Adaptive).
Wrath: Attacks deal 30 magic damage but no longer Critical Strike. Fore every 1% Critical Strike Rate gained from items, your magic damage increases by 1.5, up to a max increase of 75 (reached at 50% Critical Rate).
Seething Strike: Attacks grant 8% Attack Speed, staking up to 4 times for a maximum of 32% Attack Speed). While fully stacked, every 3 attacks applies on-hit effects an additional 1 times.
3100
Guinsoo's Rageblade TIPS: This item is perfect for on-hit and high-attack-speed builds. It converts crit-focused stats into consistent on-hit magic damage, provides a powerful ramp of attack speed and stacking attack-speed bursts from consecutive hits. At full stacks your attacks trigger extra on-hit strikes more often, making it a top choice for players who want reliable, sustained damage in extended duels and teamfights.
Experimental Hexplate
Gain Attack Speed & Movement Speed when your ultimate is cast
+400 Max Health
+35 Attack Damage
+20% Attack Speed
Hexcharged:
Gain +20 Ability Haste for your ultimate ability.
Overdrive: After using your ultimate ability, gain 40% Attack Speed (20% for ranged champions) and 20% Movement Speed (10% for ranged champions) for 8s. (30s Cooldown)
3000
Experimental Hexplate TIPS: This item blends survivability with explosive offensive potential. It grants extra health, attack power and attack speed, shortens ultimate cooldowns, and—most importantly—grants a strong burst of attack and movement speed after using your ultimate, enabling you to convert your engage into high sustained damage and chase. Ideal for fighters and bruisers who rely on their ultimate to start fights and immediately follow up with empowered autos and mobility.
Terminus
Increases Armor Pen, Megic Pen, Armor, and Magic Resist
+40 Attack Damage
+30% Attack Speed
Shadow: Attacks deal 35 bonus magic damage on-hit.
Juxtaposition: Alternate between Light and Dark on-hits when attacking. Light attacks grant 5-8 Armor and Magic Resist
for 5 seconds on hit. Dark attacks grant
11% Armor Pen and
11% Magic Pen for 5 seconds on hit. Each on-hit effect stacks up to 3 times. While you have this item, bonus
Armor Pen and
Magic Pen granted by it is capped at 40%.
3300
Terminus TIPS: This item is perfect for champions who rely heavily on auto-attacks and can benefit from mixed penetration effects and stacking resistances. It provides bonuses to attack damage and attack speed, and adds bonus magic damage to your auto-attacks. The "Juxtaposition" effect alternates between Light and Dark on-hits, granting you bonuses to resistances or penetration depending on which effect is triggered. Light attacks grant armor and magic resist, while Dark attacks grant armor and magic penetration. This item is especially useful for champions who auto-attack frequently and can take advantage of the stacking resistances and penetration effects.
Guardian Angel
Revives at death
+45 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 100% Mana after 4 seconds of stasis. (180s Cooldown)
3200
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Experimental Hexplate
Gain Attack Speed & Movement Speed when your ultimate is cast
+400 Max Health
+35 Attack Damage
+20% Attack Speed
Hexcharged:
Gain +20 Ability Haste for your ultimate ability.
Overdrive: After using your ultimate ability, gain 40% Attack Speed (20% for ranged champions) and 20% Movement Speed (10% for ranged champions) for 8s. (30s Cooldown)
3000
Experimental Hexplate TIPS: This item blends survivability with explosive offensive potential. It grants extra health, attack power and attack speed, shortens ultimate cooldowns, and—most importantly—grants a strong burst of attack and movement speed after using your ultimate, enabling you to convert your engage into high sustained damage and chase. Ideal for fighters and bruisers who rely on their ultimate to start fights and immediately follow up with empowered autos and mobility.
Blade of the Ruined King
Attacks deal bonus damage
+40 Attack Damage
+35% Attack Speed
Thirst:
+10% Omni Vamp.
Ruined Strikes: Attacks deal bonus physical damage equal to 7%
of the enemy's current Health
on-hit. (Melee attacks deal 10%). Minion damage: 15. Max damage vs monsters: 60.
Drain: Hitting a champion with 3 attacks or abilities deals 30-100 bonus magic damage and steals 25% of their Move Speed
for 2 seconds. (60s Cooldown)
3000
Blade of the Ruined King TIPS: This item is a powerful tool for shredding enemy health and staying alive in extended fights. It grants attack power and attack speed, turning your basic hits into sustained damage that scales with the target’s current health — ideal against tanks and high-HP builds. Its active grants a strong slow and steals movement speed from the target, helping you chase or lock down priority targets. The lifesteal-like sustain it provides makes it a solid pick for champions who want to outlast opponents in prolonged exchanges.
Blade of the Ruined King — This item is a powerful tool for shredding enemy health and staying alive in extended fights. It grants attack power and attack speed, turning your basic hits into sustained damage that scales with the target’s current health — ideal against tanks and high-HP builds. Its active grants a strong slow and steals movement speed from the target, helping you chase or lock down priority targets. The lifesteal-like sustain it provides makes it a solid pick for champions who want to outlast opponents in prolonged exchanges.
Experimental Hexplate
Gain Attack Speed & Movement Speed when your ultimate is cast
+400 Max Health
+35 Attack Damage
+20% Attack Speed
Hexcharged:
Gain +20 Ability Haste for your ultimate ability.
Overdrive: After using your ultimate ability, gain 40% Attack Speed (20% for ranged champions) and 20% Movement Speed (10% for ranged champions) for 8s. (30s Cooldown)
3000
Experimental Hexplate TIPS: This item blends survivability with explosive offensive potential. It grants extra health, attack power and attack speed, shortens ultimate cooldowns, and—most importantly—grants a strong burst of attack and movement speed after using your ultimate, enabling you to convert your engage into high sustained damage and chase. Ideal for fighters and bruisers who rely on their ultimate to start fights and immediately follow up with empowered autos and mobility.
Wit's End
Basic Attack deals Bonus Damage
+45% Attack Speed
+45 Magic Resistance
At Wit's End: Basic attacks deal 10-55 bonus magic damage. While below 50%
Health, dealing damage to an enemy champion heals you for (Melee 100% / Range 66%) of this effect's post-mitigation damage.
2800
Wit's End TIPS: This item is perfect for champions who want to deal sustained damage and have some defensive stats against magic damage threats. It provides bonuses to attack speed and magic resistance, as well as adding magic damage to your auto-attacks, making it effective against magic-based threats. The "While below 50% Health" effect heals you when dealing damage to an enemy champion, increasing survivability in fights. This item is especially useful for champions like Vayne, Irelia, or Master Yi, who can benefit from its on-hit magic damage and health restoration effect.
Wit's End — This item is perfect for champions who want to deal sustained damage and have some defensive stats against magic damage threats. It provides bonuses to attack speed and magic resistance, as well as adding magic damage to your auto-attacks, making it effective against magic-based threats. The "While below 50% Health" effect heals you when dealing damage to an enemy champion, increasing survivability in fights. This item is especially useful for champions like Vayne, Irelia, or Master Yi, who can benefit from its on-hit magic damage and health restoration effect.
Terminus
Increases Armor Pen, Megic Pen, Armor, and Magic Resist
+40 Attack Damage
+30% Attack Speed
Shadow: Attacks deal 35 bonus magic damage on-hit.
Juxtaposition: Alternate between Light and Dark on-hits when attacking. Light attacks grant 5-8 Armor and Magic Resist
for 5 seconds on hit. Dark attacks grant
11% Armor Pen and
11% Magic Pen for 5 seconds on hit. Each on-hit effect stacks up to 3 times. While you have this item, bonus
Armor Pen and
Magic Pen granted by it is capped at 40%.
3300
Terminus TIPS: This item is perfect for champions who rely heavily on auto-attacks and can benefit from mixed penetration effects and stacking resistances. It provides bonuses to attack damage and attack speed, and adds bonus magic damage to your auto-attacks. The "Juxtaposition" effect alternates between Light and Dark on-hits, granting you bonuses to resistances or penetration depending on which effect is triggered. Light attacks grant armor and magic resist, while Dark attacks grant armor and magic penetration. This item is especially useful for champions who auto-attack frequently and can take advantage of the stacking resistances and penetration effects.
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+25 Attack Damage
+25% Critical Rate
+15% Attack Speed
Last Whisper:
+30% Armor Penetration. Attacks that Critically Strike gain an additional
6% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3300
Mortal Reminder TIPS: This item is perfect for auto‑attackers who need to shred through armor and cut down enemy healing. It boosts your penetration to deal more damage against tanky targets and applies grievous wounds on hit, reducing all healing and regen effects. — Ideal against tanks and high‑heal champions, and for marksmen and auto‑attack fighters who need to pierce defenses and curb enemy sustain.
Mortal Reminder — This item is perfect for auto‑attackers who need to shred through armor and cut down enemy healing. It boosts your penetration to deal more damage against tanky targets and applies grievous wounds on hit, reducing all healing and regen effects. — Ideal against tanks and high‑heal champions, and for marksmen and auto‑attack fighters who need to pierce defenses and curb enemy sustain.
Terminus
Increases Armor Pen, Megic Pen, Armor, and Magic Resist
+40 Attack Damage
+30% Attack Speed
Shadow: Attacks deal 35 bonus magic damage on-hit.
Juxtaposition: Alternate between Light and Dark on-hits when attacking. Light attacks grant 5-8 Armor and Magic Resist
for 5 seconds on hit. Dark attacks grant
11% Armor Pen and
11% Magic Pen for 5 seconds on hit. Each on-hit effect stacks up to 3 times. While you have this item, bonus
Armor Pen and
Magic Pen granted by it is capped at 40%.
3300
Terminus TIPS: This item is perfect for champions who rely heavily on auto-attacks and can benefit from mixed penetration effects and stacking resistances. It provides bonuses to attack damage and attack speed, and adds bonus magic damage to your auto-attacks. The "Juxtaposition" effect alternates between Light and Dark on-hits, granting you bonuses to resistances or penetration depending on which effect is triggered. Light attacks grant armor and magic resist, while Dark attacks grant armor and magic penetration. This item is especially useful for champions who auto-attack frequently and can take advantage of the stacking resistances and penetration effects.
Mercurial Scimitar
Dispels crowd control
+45 Attack Damage
+10% Physical Vamp
+40 Magic Resistance
Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
3100
Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Mercurial Scimitar — This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Guardian Angel
Revives at death
+45 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 100% Mana after 4 seconds of stasis. (180s Cooldown)
3200
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Edge of Night — This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Flash (Teleport a short distance) and
Barrier (Gain a shield) as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Barrier
Gain a shield that absorbs 120 (120–560
) damage for 2.5 seconds.
Cooldown: 100s
Teleport
After channeling for 3.5 seconds, teleport your champion to an allied champion, structure, or ward (excludes areas in range of enemy inhibitors). You can only teleport to structures during the first 6 minutes of the game.
Cooldown: 150s
Lethal Tempo (Attack faster with each consecutive attack.) as your keystone, followed by
Brutal (Attacks deal bonus damage to enemy champions.),
Coup de Grace (Increases damage dealt to enemy champions with low Health.) and
Legend: Bloodline (Gains Omnivamp.) in the primary tree, as well as
Bone Plating (Reduces incoming damage.) in the secondary tree. Below you can see possible options for replacing runes.
Lethal Tempo
Attack Speed
Gain stacks of Attack Speed when attacking enemy champions. Stacks up to 6 times. At max stacks, you gain bonus range and can exceed the Attack Speed cap.
Each stack: increase 6-14% (Melee) or 3.5-8% (Ranged) Attack Speed for 6 seconds.
At max stack bonus: Gain 25 (Melee) or 50 (Ranged) Attack Distance.
Brutal
Attacks deal on-hit damage
Attacks deal (5 + 6% bonus
+ 3%
) bonus adaptive damage to enemy champions.
Coup de Grace
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Legend: Bloodline
Increase Omnivamp
Gains 1% Omnivamp
. Takedown monsters, enemy champions, or minions to gain up to an additional 7% Omnivamp
.
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Brutal
Attacks deal on-hit damage
Attacks deal (5 + 6% bonus
+ 3%
) bonus adaptive damage to enemy champions.
Triumph
Increase damage when low in Health
Champion takedowns restore 10% of lost health and 10% of maximum Mana
Energy
and grant 35 Movement Speed for 2 second(s).
Triumph — This rune is ideal for aggressive play and extended fights, allowing you to survive in clutch moments and keep fighting after securing a takedown. It is especially effective on champions who dive into fights and finish off enemies. It works best on fighters, assassins, and some marksmen where sustaining through fights and turning engagements is crucial.
Coup de Grace
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Cut Down
Deal more damage to high Health enemies
Your attacks deal 6.57% bonus adaptive damage to enemy champions with more than 60% Health.
Cut Down — This rune increases damage against high-health targets, helping you deal with tanky enemies more effectively. It is ideal for champions who rely on consistent damage output, especially against tanks and durable fighters. It works best on marksmen and some fighters where efficiently shredding high-health targets is important.
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Sudden Impact
Triggers when in stealth or dashing
Damaging an enemy champion deals a bonus 15-65 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s.
The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 5 true damage.
Level 9: Deal an additional 5 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.
Cooldown: 10s
Sudden Impact — The rune that activates after using dashes, teleports, leaps, or exiting stealth deals bonus true damage to the enemy. This mechanic enhances aggressive play by allowing fast movement across the map and delivering powerful strikes. At higher levels, it provides additional damage and movement speed bonuses, increasing mobility and effectiveness in fights. This makes it a great choice for champions who rely on mobility and want to enhance their attacks after quick movements or stealth.
(Q) TUMBLE
5/4/3/2s
30
Dashes forward and empowers her next attack to deal an additional 19 physical damage (35/45/55/65%
).
Final Hour: Gains 1 second of invisibility on cast.
Tumble does not go through walls.
(W) SILVER BOLTS
18/17/16/15s
45
Passive: Every third consecutive attack or ability on the same target deals bonus true damage equal to 2/5/8/11% of the enemy's maximum Health.
Active: Gains 10/15/20/25% Attack Speed and 10% Omnivampfor 5 seconds.
Passive deals least 50/65/80/95 true damage.
Passive damage is capped at 200 against monsters.
(E) CONDEMN
21/18/15/12s
90
Fires a bolt that deals 50 physical damage (50/80/110/140 + 55% bonus
) and knocks back. If enemies are knocked into a wall, they take an additional 105 physical damage (105/145/185/225 + 75% bonus
) and are stunned for 1.5 seconds.
(R) FINAL HOUR
70/65/60s
100
Gains 15/25/35 Attack Damage and strengthens Night Hunter and Tumble for 8/10/12 seconds.
When an enemy champion damaged by Vayne dies within 3 seconds, Final Hour's duration is extended by 4 seconds, up to an additional 8 seconds.
We have prepared lists of champions that can really annoy you during a match with the game on the Solo Baron VAYNE. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Solo Baron VAYNE in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
1200
Plated Steelcaps TIPS: These boots provide reliable protection against physical damage, especially from enemy basic attacks. The bonus Armor, Health, and movement speed improve your durability, allowing you to survive longer against marksmen and AD fighters. They are an excellent choice against teams that rely heavily on auto attacks for their damage.
Randuin's Omen
Counters Critical Strike Damage
+400 Max Health
+75 Armor
Resilience: Critically Struck deal 30% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.
2800
Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Dead Man's Plate
Increases Movement Speed
+350 Max Health
+70 Armor
Relentless:
+5% Move Speed.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 75% for 1 second.
2800
Dead Man's Plate TIPS: This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.
Frozen Heart
Reduces all nearby enemies Attack Speed
+80 Armor
+250 Max Mana
+20 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.
2650
Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Warden's Mail
Reduces enemy's Attack Speed
+35 Armor
Cold Steel: Reduce the Attack Speed of enemies by 15% for 1.5 seconds when struck by an attack.
1050
Frozen Heart
Reduces all nearby enemies Attack Speed
+80 Armor
+250 Max Mana
+20 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.
2650
Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Executioner's Calling
Physical Damage reduces enemy healing
+15 Attack Damage
Rend: Physical Damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds. Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Oblivion Orb
Magic damage reduces enemy healing
+35 Ability Power
Cursed Wounds: Dealing magic damage to enemy champions applies 40% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Bramble Vest
Reflects damage and reduces enemy healing
+30 Armor
Thorns: When struck by an attack, deal 4 magic damage + 6% bonus armor
to the attacker and inflict 40% Grievous Wounds for 3 seconds if they are a champion.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
1000
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+25 Attack Damage
+25% Critical Rate
+15% Attack Speed
Last Whisper:
+30% Armor Penetration. Attacks that Critically Strike gain an additional
6% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3300
Mortal Reminder TIPS: This item is perfect for auto‑attackers who need to shred through armor and cut down enemy healing. It boosts your penetration to deal more damage against tanky targets and applies grievous wounds on hit, reducing all healing and regen effects. — Ideal against tanks and high‑heal champions, and for marksmen and auto‑attack fighters who need to pierce defenses and curb enemy sustain.
Chempunk Chainsword
Reduces enemy healing
+400 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2800
Chempunk Chainsword TIPS: This item is perfect for champions who face enemies with high sustain, such as Dr. Mundo, Soraka, and Yuumi, who have significant healing abilities. The "Punishment" effect applies Grievous Wounds, reducing the effectiveness of healing and regeneration by 50%, making this item effective against champions who rely on healing. It’s also useful against champions who rely on lifesteal, such as Aatrox, Darius, and Fiora, as it helps reduce the effectiveness of their healing.
Morellonomicon
Magic damage reduces enemy healing
+300 Max Health
+75 Ability Power
+15 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2650
Morellonomicon TIPS: This item is designed to counter champions with strong healing and sustain. Any magic damage you deal applies Grievous Wounds, greatly reducing the effectiveness of enemy healing and regeneration. It is an excellent choice for mages and AP supports against teams that rely heavily on healing, lifesteal, or regeneration.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Quicksilver Sash
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.25 seconds.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
1100
Quicksilver Sash TIPS: This enchant instantly removes most crowd control effects and briefly grants immunity to further disables. Once the effect ends, it provides increased resistance to crowd control and slows, helping you escape dangerous situations or continue fighting without interruption. It is an excellent choice against teams with heavy crowd control, allowing you to stay mobile and effective in crucial moments.
Seeker's Armguard
Turn invulnerable
+20 Armor
+35 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1200
Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Mercurial Scimitar
Dispels crowd control
+45 Attack Damage
+10% Physical Vamp
+40 Magic Resistance
Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
3100
Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
NIGHT HUNTER
TUMBLE
SILVER BOLTS
CONDEMN
FINAL HOUR

Gains 10/15/20 Movement Speed (
) when moving towards enemy champions.
Final Hour: Gains 70 Movement Speed instead.
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5/4/3/2s
30
Dashes forward and empowers her next attack to deal an additional 19 physical damage (35/45/55/65%
).
Final Hour: Gains 1 second of invisibility on cast.
Tumble does not go through walls.
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18/17/16/15s
45
Passive: Every third consecutive attack or ability on the same target deals bonus true damage equal to 2/5/8/11% of the enemy's maximum Health.
Active: Gains 10/15/20/25% Attack Speed and 10% Omnivampfor 5 seconds.
Passive deals least 50/65/80/95 true damage.
Passive damage is capped at 200 against monsters.
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21/18/15/12s
90
Fires a bolt that deals 50 physical damage (50/80/110/140 + 55% bonus
) and knocks back. If enemies are knocked into a wall, they take an additional 105 physical damage (105/145/185/225 + 75% bonus
) and are stunned for 1.5 seconds.
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70/65/60s
100
Gains 15/25/35 Attack Damage and strengthens Night Hunter and Tumble for 8/10/12 seconds.
When an enemy champion damaged by Vayne dies within 3 seconds, Final Hour's duration is extended by 4 seconds, up to an additional 8 seconds.
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Use this combo to unexpectedly CC and kill lone enemies.
Use (R) FINAL HOUR and (Q) TUMBLE to gap close. eAA once, then (E) CONDEMN and instantly FLASH to knock the enemy into a wall and stun them. Activate (W) SILVER BOLTS to boost your
Attack Speed. From there, continue to AA and use (Q) to reset your eAA / AA whenever possible.