Vayne: The Night Hunter

Vayne is a champion in League of Legends played in the Bot lane, classified as a Marksman (Marksman / Assassin). She uses Mana (232 – 920.28) and deals Physical / True damage. Vayne was released on May 10, 2011, and was last updated in patch V25.17. Store price: 1575 Blue Essence / 790 RP.

📊 Base Statistics

StatisticBase ValueMax Value (lvl 18)
HP5502575.5
Mana (MP)232920.28
Attack Damage (AD)60106.21
Armor (AR)23113.46
Magic Resist (MR)3055.56
Movement Speed (MS)330330 (fixed)
Attack Range550 (Ranged)550 (fixed)
Base AS0.658
Bonus AS0 – 64.89%
Missile Speed2000

⚠️ Lowest HP Among ADCs: Vayne’s 550 base HP and 2575.5 max HP at level 18 is among the lowest HP pools of all ADC champions. Combined with 23 base armor, she is one of the most fragile ADCs in the game during the laning phase. This squishiness is the direct trade-off for Silver Bolts‘ true damage scaling against tanky targets and Final Hour’s burst window. Protect this weakness with Tumble repositioning and Night Hunter’s approach speed — Vayne wins the DPS race against tanks but loses instantly to any burst combo that connects cleanly.

🌙 Passive: Night Hunter

ParameterValue
Effect Radius2000
Bonus Movement Speed30 (while facing visible enemy champion)
Bonus MS during Final Hour90 (tripled)
RequirementFacing a visible enemy champion within 2000 units

INNATE: Vayne gains 30 bonus movement speed while facing a nearby visible enemy champion, increased to 90 while under the effects of Final Hour

💡 Night Hunter as Chase Tool: 30 bonus MS while facing the target means Vayne accelerates toward targets she’s pursuing — making her one of the hardest ADCs to kite away from in extended chases. The 90 MS during Final Hour is a 60-unit movement speed swing that turns Vayne into a literal sprint-speed melee-range ADC for the R duration. Against champions trying to Flash and retreat after a teamfight, Final Hour + Night Hunter catches them through the Flash distance in 1–2 autos. The passive requires the target to be visible — Fog of War or invisibility removes the MS bonus entirely.

⚡ Q: Tumble

ParameterValue
Cost30 Mana
Cooldown6 / 5 / 4 / 3 / 2 seconds
Cast TimeNone
Range300
Speed500 + 100% total movement speed
Empowered Auto Window3 seconds after dash
Bonus Physical Damage75 / 85 / 95 / 105 / 115% AD (+ 50% AP)
Special PropertiesUncancellable windup, resets basic attack timer
Final Hour Cooldown Reduction30 / 40 / 50%
Final Hour Invisibility1 second per Tumble (ends on attack/ability cast)

ACTIVE: Vayne dashes a fixed distance in the target direction (not through terrain), empowering her next basic attack within 3 seconds to have an uncancellable windup and deal 75–115% AD bonus physical damage. Tumble resets Vayne’s basic attack timer.

💡 Tumble Attack Timer Reset — The Core Mechanic: Tumble resets the basic attack timer, meaning the empowered auto fires immediately after the dash lands — not after the normal attack windup. The correct usage pattern is: auto → immediately Tumble → empowered auto fires with reset timer → auto → Tumble → repeat. This creates a DPS burst rate significantly higher than normal attack speed allows. At rank 5 Tumble (2-second cooldown) + 60%+ bonus AS, the Tumble-auto-auto-Tumble cycle fires 3 Silver Bolt stacks in under 2 seconds. During Final Hour, Tumble’s 50% CD reduction at rank 5 brings it to 1-second effective cooldown — near-constant repositioning with 1 second of invisibility on every cast.

🔩 W: Silver Bolts

ParameterValue
TypePermanent Passive
Stack ApplicationBasic attacks and Condemn (on-hit), expires on attacking a new enemy
Stack Duration3.5 seconds (refreshes on application)
Max Stacks3
3rd Stack True Damage6 / 7 / 8 / 9 / 10% of target’s maximum health
Minimum True Damage50 / 65 / 80 / 95 / 110
Monster Damage140 / 155 / 170 / 185 / 200 (modified)
Stack ResetImmediately upon targeting a new enemy

PASSIVE: Vayne’s basic attacks and Condemn apply a stack of Silver Bolts on-hit for 3.5 seconds, refreshing on subsequent applications, expiring upon attacking a new enemy, and stacking up to 3 times. The third stack consumes them all to deal bonus true damage equal to 6–10% of the target’s maximum health (minimum 50–110).

💡 TRUE DAMAGE — Why Resistances Don’t Matter: Silver Bolts 3rd stack true damage ignores both armor AND magic resistance completely. A 5000 HP tank with 300 armor and 200 MR takes the same 500 true damage (10% of 5000 HP at max rank W) as a squishy 2000 HP target takes 200 true damage — zero mitigation from either resistance type. The critical implication: building HP against Vayne scales her damage proportionally, while building armor or MR provides no reduction to Silver Bolts. The correct counter-itemization against Vayne is not HP stacking — it’s CC, burst damage to prevent the 3-auto cycle from completing, and healing reduction.

⚡ E: Condemn

ParameterValue
Cost90 Mana
Cooldown20 / 18 / 16 / 14 / 12 seconds
Cast Time0.25 seconds
Target Range550
Speed2200 / 2000
Knockback Distance475 units
Base Physical Damage50 / 85 / 120 / 155 / 190 (+ 50% bonus AD)
Terrain Collision Bonus Damage75 / 127.5 / 180 / 232.5 / 285 (+ 75% bonus AD)
Stun Duration (terrain)1.5 seconds
Silver BoltsCondemn applies 1 Silver Bolt stack on-hit

ACTIVE: Vayne fires a heavy bolt at the target enemy dealing physical damage and knocking them back 475 units, though not through terrain. If the target collides with terrain, they take bonus physical damage and become stunned for 1.5 seconds

💡 Condemn Wall-Pin Positions — Map Knowledge Wins Games: Condemn wall-pins require Vayne to be positioned between the target and a wall — not in front of them. This means Vayne needs to Tumble past or around the target to create the wall-pin angle. Consistent Condemn stun positions at Dragon: stand at the pit wall corner while the target stands near the wall. At Baron: Vayne positions at the narrow rock face. In lane: corner of the fountain wall or Baron wall. Any thin terrain creates a pin opportunity — small bushes do not count as terrain for the stun, only actual walls. Wall-pin Condemn + Silver Bolts 3rd stack + Tumble empowered auto represents Vayne’s full burst combo in a 1.5-second window.

🌟 R: Final Hour

ParameterValue
Cost80 Mana
Cooldown100 / 85 / 70 seconds
Cast TimeNone
Duration8 / 10 / 12 seconds
Bonus Attack Damage35 / 50 / 65
Night Hunter MS Bonus (during R)90 (tripled from 30)
Tumble CD Reduction30 / 40 / 50%
Tumble Invisibility Duration1 second (per cast)
Extension ConditionChampion takedown within 3 seconds of damaging them
Extension Duration+4 seconds (up to original duration)
Invisibility Break ConditionAttacking or casting abilities

ACTIVE: Vayne equips her crossbow, gaining 35/50/65 bonus attack damage for 8–12 seconds. While active, Final Hour empowers Night Hunter to have tripled bonus movement speed (90) and Tumble to have a reduced cooldown (30–50% reduction). Additionally, Tumble’s cast grants Vayne invisibility for 1 second. Attacking or casting abilities ends the invisibility immediately.

Scoring an enemy champion takedown within 3 seconds of damaging them will extend Final Hour’s duration by 4 seconds, up to its original maximum duration.

💡 Final Hour — The 1-Second Invisibility Micro: Each Tumble during R grants 1 second of invisibility — broken by the next attack or ability. The correct usage: Tumble (invisible) → reposition before breaking invisibility with the empowered auto → attack → Tumble again (invisible) → reposition → attack. In fights where the enemy has targeted abilities waiting (Ashe R, Lux E, Zed Death Mark), the invisible window during each Tumble forces the enemy to either fire their ability into empty space or wait until the invisibility breaks — by which point Vayne has already fired the empowered auto and is re-dashing. Against Akali or Teemo in a 1v1, Final Hour’s invisible Tumbles makes tracking Vayne effectively impossible.

🎯 Strategies and Gameplay Tips

Early Game (Levels 1–6)

  • 3-Stack Silver Bolts Priority: Every trade in lane must complete 3 consecutive autos on the same target to deliver Silver Bolts true damage. This means committing to the same target for 3 autos rather than auto-switching between support and ADC mid-trade. Switching targets resets Silver Bolts stacks immediately. Against high-poke lane opponents, use Tumble to close distance on the first auto, ensuring all 3 autos land before the opponent escapes auto range.
  • Tumble as Dodge, Not Only Engage: Tumble’s 300-range dash at 500 + total MS speed makes it one of the fastest short-range repositioning tools among ADCs. Against Blitzcrank Rocket Grab, Thresh Death Sentence, or Nautilus Dredge Line — a reactive Tumble sideways completely dodges the skillshot. The 30-mana cost and 6-second base cooldown (2 seconds at max rank) make Tumble available frequently enough to use reactively rather than saving it exclusively for aggressive plays.
  • Conservative Laning — Survive to Mid Game: Vayne’s early game is genuinely weak. 550 base HP, 23 base armor, and no early burst means she loses most level 1–6 all-ins against standard ADC + support combinations. The goal is survive the laning phase without dying, farm safely with Tumble autos, and avoid extended trades until Silver Bolts‘ true damage output competes with the opponent’s physical/magic damage.

Mid Game (Levels 7–13)

  • Wall-Pin Setup Priority: At mid game, identifying wall-pin angles before engaging determines whether Condemn is a stun or just a knockback. Approach targets from the open-field side so Vayne is between them and the nearest wall. The Tumble → auto → auto → Condemn (wall-pin) → 3rd stack Silver Bolts → Tumble combo: Tumble closes range (empowered auto = 1 stack) → second auto (2 stacks) → Condemn wall-pin (3rd stack = true damage + stun) → Tumble reposition during the stun → auto continuation. All within the Condemn stun window.
  • Final Hour Engagement Timing: R should activate at the start of a guaranteed fight — not reactively after damage is already coming in. The 65 bonus AD at R3 converts directly into Tumble’s AD scaling (115% AD empowered auto = 75 additional damage from R’s AD alone) and Silver Bolts‘ minimum threshold scales with AD items. More importantly, the 1-second invisible Tumble repositioning during R prevents the opponent from reliably targeting Vayne during the fight, which is what enables sustained Silver Bolts stacking through heavy CC pressure.
  • Tumble Direction Into Brushes: Tumbling into a brush resets visibility for 1 second (standard brush stealth) — combined with Final Hour’s Tumble invisibility, brushes extend the stealth duration significantly. Against opponents without vision control in the brush, this creates moments where Vayne is functionally unkillable — she’s invisible inside the brush, moving at 90 MS toward the target, preparing the next empowered auto. Clear this advantage by controlling brushes with vision before approaching Vayne.

Late Game (Level 14+)

  • Silver Bolts 10% Max HP True Damage: At max rank Silver Bolts against a 5000 HP tank, every 3rd auto delivers 500 true damage — bypassing all armor and MR. In a sustained 10-second fight with Final Hour active (50% Tumble CDR = 1-second Tumble), Vayne delivers approximately 6–8 Silver Bolt procs — 3000–4000 true damage against a 5000 HP tank, before any physical auto damage or Tumble empowered hits. No item in the game counters this damage output. This is why the late-game 1v1 against any HP-investment champion is Vayne’s guaranteed win condition.
  • Final Hour Extension Chain: Each kill within 3 seconds of damaging extends R by 4 seconds, up to the original duration. In a teamfight where Vayne kills 3 champions over 15 seconds, R can effectively last for 20–24 seconds rather than the base 12. The only condition is dealing damage within 3 seconds before each kill — which is automatic in continuous fighting. Manage R duration by continuing to attack between kills rather than repositioning passively.
  • Night Hunter 90 MS Chase: At Final Hour R3, the 90 bonus MS facing a visible enemy champion creates a 420 effective movement speed (330 + 90) while pursuing fleeing targets. Combined with Tumble repositioning every 1 second (50% CDR at R3), Vayne closes 300-unit dashes with near-sprint speed between each dash. Against champions with Flash on cooldown attempting to retreat after a lost teamfight, this chase sequence has a near-100% catch rate. Night Hunter MS drops to 0 the moment the target enters Fog of War — prioritize maintaining visual on retreating targets.

❌ Common Mistakes and How to Avoid Them

  • Auto-Switching Targets Mid-Trade: Silver Bolts stacks reset the moment Vayne attacks a different target. In bot lane 2v2s, commit to one target for 3 consecutive autos before switching. The 3.5-second stack duration means even with movement interruptions between autos, the stacks persist if the same target is reached within the window. The most common early game mistake is auto-attacking the support once, then switching to the ADC, resetting stacks on both.
  • Tumbling Toward Walls During R: Final Hour’s invisible Tumble requires the dash not to put Vayne against a wall after landing — she needs space to reposition during the 1-second invisible window. Tumbling into a corner during R means she’s predictably in one location when the invisibility breaks. Always Tumble past targets or sideways, never into terrain that limits subsequent movement options.
  • Condemn Without Wall Proximity: Condemn as a pure knockback (without wall collision) is a 20-second cooldown ability that deals physical damage and creates 475 units of distance from the target — arguably a self-harm tool in a fight where Vayne needs to stay in auto range. Never use Condemn unless a wall is within 475 units of the target in the knockback direction, or unless the distance creation is genuinely needed to disengage. Wasting Condemn on open-field knockbacks is a consistent Vayne loss pattern.
  • Activating R Too Late: Final Hour activated after taking burst damage or after the fight has turned unfavorable doesn’t provide the invisible Tumble safety the R window is designed for. Activate R before engaging or at the very first sign of a fight beginning — the bonus AD, invisible Tumble repositioning, and 90 MS Night Hunter are all most valuable when the fight is at full resources, not after Vayne has taken a rotation of damage.
  • Fighting 5v5 Teamfights Without Peel: Vayne has 550 base HP, no defensive ability, and requires sustained auto-attack range to function. In a 5v5 teamfight against a dive composition, Vayne dies before completing a Silver Bolts cycle against any target. Vayne wins 1v1 and 1v2 duels, not 5v5 teamfights without support. Position behind frontline, use Tumble to dodge specific CC abilities rather than general repositioning, and focus the closest high-HP target for Silver Bolts true damage throughput.

⚙️ Recommended Build and Itemization

Core Items

  • Kraken Slayer: True damage every 3rd hit stacks with Silver Bolts true damage — both proc on the 3rd auto, creating a dual true damage 3rd-hit interaction. Kraken Slayer’s true damage is applied separately from Silver Bolts, meaning a tank receives both the Silver Bolts % max HP true damage and Kraken Slayer’s flat true damage simultaneously on the 3rd auto. The combined true damage burst on the 3rd auto is the highest single-auto true damage output of any ADC.
  • Blade of the Ruined King: Percent current HP physical damage on-hit amplifies damage against high-HP targets — the same profile Silver Bolts already targets. BORK’s passive plus Silver Bolts creates three separate percent-HP damage sources: BORK on-hit (% current HP), Silver Bolts 3rd stack (% max HP true damage), and Kraken 3rd hit (flat true). The active lifesteal and MS slow also provides survivability and chase in fights where Vayne needs to stay in range.
  • Guinsoo’s Rageblade: On-hit effects fire as if they crit — Silver Bolts‘ passive fires on-hit. Rageblade’s Seething Strike stacks double the frequency of on-hit effects, meaning Silver Bolts effectively procs every 1.5 autos instead of every 3 at full Rageblade stacks. Combined with Tumble’s attack timer reset, 100% Rageblade stacks turn Silver Bolts from a 3-auto passive into a near-constant 1.5-auto true damage machine against tanky targets.

Situational Items

  • Wit’s End: Magic resistance + attack speed + on-hit magic damage. Against heavy AP burst compositions where Vayne’s low HP is targeted by AoE magic damage. The MR shred passive amplifies any magic damage source while also providing Vayne personal survivability against AP champions who dive her.
  • Phantom Dancer: Crit, attack speed, and the ghost movement effect through units during Tumble chase patterns. The Spectral Waltz effect prevents being bodyblocked mid-chase — important for Vayne who needs to stay in melee-adjacent range despite being a ranged ADC.
  • Guardian Angel: Revive provides a second life during Final Hour if the fight goes wrong. GA + R active means even if Vayne dies during R, GA revive triggers with R still active — effectively providing a second R window from the revive position, potentially extending Final Hour duration through the revive with additional takedowns.

⚔️ Counter Picks & Matchups

✅ Vayne Counters

1. Malphite

Malphite’s armor stacking provides zero mitigation against Silver Bolts true damage. Every 3rd Vayne auto deals 10% max HP true damage regardless of his 300+ armor. Unstoppable Force (R) knockup allows Vayne to Tumble sideways during the brief airborne window and reposition — the knockup provides Vayne separation from Malphite’s brief melee window rather than preventing Silver Bolts stacking. Malphite’s primary defensive tool (armor) is completely negated by Vayne’s primary damage tool.

2. Tryndamere

Tryndamere’s Undying Rage provides a 5-second death immunity floor — Silver Bolts true damage still ticks during R. A Tryndamere at 1% HP during R takes full true damage from every 3rd Vayne auto through the R window. At max rank Silver Bolts against a 2800 HP Tryndamere, each 3rd stack deals 280 true damage — 7 procs during a 5-second R window potentially deals 1960 true damage that cannot be mitigated. Additionally, Blood Rush’s movement speed toward Vayne is countered by Condemn wall-pin, which removes Tryndamere’s primary threat (sustained melee contact).

3. Cho’Gath

Cho’Gath explicitly builds to maximum HP through Feast stacks — each additional HP stack from Feast increases Silver Bolts‘ true damage proportionally. At 6000+ HP from Feast stacks, 10% max HP Silver Bolts delivers 600 true damage per 3rd auto — the more Cho’Gath eats, the harder Vayne’s 3rd auto hits. Silencing Shriek’s slow cannot prevent Tumble repositioning. Cho’Gath becomes functionally easier for Vayne the longer the game runs and the more HP stacks he accumulates.

❌ Vayne is Countered By

1. Caitlyn

Caitlyn’s 650 base range (scaling to 700+ with items) outranges Vayne’s 550 range — Vayne cannot auto-attack Caitlyn from a position where Caitlyn cannot retaliate. Headshot ranged proc creates burst windows that exceed Vayne’s low HP margin. Yordle Snap Traps placed at Tumble landing positions root Vayne mid-dash repositioning. 90 Caliber Net creates 475 distance — sufficient to reset Silver Bolts stacks by interrupting the consecutive-auto requirement.

2. Miss Fortune

Make It Rain (E) slows Vayne during Tumble approach, and Love Tap (passive) bonus damage on first hit after retargeting punishes Vayne’s necessary target focus for Silver Bolts stacking. Bullet Time during Final Hour periods is an unavoidable AoE channel that deals massive damage regardless of Vayne’s invisible Tumble positioning — the Bullet Time fires in a cone, not single-target. MF’s early harass pattern also exploits Vayne’s low base HP before Silver Bolts true damage becomes relevant.

3. Lulu

Lulu support completely neutralizes Vayne’s 1v1 identity. Whimsy (Q) polymorph prevents Tumble during the polymorphed duration (1.5–2 seconds). Wild Growth (R) knockup interrupts Silver Bolts stacking sequences. Help, Pix! (E) shield absorbs Silver Bolts‘ minimum threshold damage. A Vayne against a Lulu support loses the fundamental premise of the champion — isolated duels don’t happen because Lulu prevents the isolation. The entire Vayne game plan requires 1v1 or 1v2 situations; Lulu prevents them entirely.

FAQ

Q: Does Silver Bolts deal the same damage against all champions regardless of resistances?

A: Yes — Silver Bolts 3rd stack deals true damage, which ignores both armor and magic resistance completely. A 300-armor Malphite and a 0-armor Zed both receive identical Silver Bolts damage when the 3rd stack proc fires. The damage is purely based on maximum health — scaling with HP investment, not with resistance investment. Building armor specifically to counter Vayne provides zero Silver Bolts mitigation. Only healing reduction (Grievous Wounds), percentage health reduction (Garen E), or increasing HP through items that also provide damage (like Sterak’s) have any meaningful interaction with Silver Bolts.

Q: What is the correct Tumble direction during Final Hour invisibility?

A: Tumble in a direction that (1) closes the gap to the target, (2) avoids walls that limit subsequent movement, and (3) creates a wall-pin angle if terrain is nearby. The 1-second invisible window during R Tumble is for repositioning — use it to move to a position that the enemy cannot predict from your previous visible location. Tumbling directly toward the enemy is readable. Tumbling slightly to the side, using the 1-second invisible window to adjust approach angle, then firing the empowered auto from an unexpected direction is the high-level usage.

Q: When is Condemn used WITHOUT a wall?

A: Rarely — but there are specific legitimate cases. Against a diving champion who has closed inside Vayne’s auto range and lacks escape (Nocturne, Tryndamere after Undying Rage), Condemn as a 475-unit separation creation buys time to Tumble away and reset the fight at range. Against Thresh hook mid-fly, Condemn pre-emptively can interrupt the hook arc. Against any champion burning their gap-close attempting to re-close to Vayne after she’s kited, Condemn’s knockback resets their approach cooldown for 20 seconds. These cases are minority usage — wall-pin is always preferred when available.

Q: Is Vayne viable in Top lane?

A: Vayne Top is a niche but historically proven off-meta pick — primarily famous at high elo Challenger gameplay. The matchup depends entirely on the opponent: against melee juggernauts like Urgot, Malphite, or Cho’Gath who cannot kite and whose HP investment feeds Silver Bolts, Vayne Top is genuinely oppressive. Against mobile champions with ranged harass, gap-close burst, or heavy CC (Fiora, Camille, Quinn), Vayne’s low HP and short range make Top lane untenable. Not recommended for general play, but effective in specific counter-pick scenarios.

Q: What is the priority ability leveling order?A: Max E (Condemn) first — the stun duration stays at 1.5 seconds regardless of rank but the cooldown reduction from 20s to 12s is the most impactful scaling. A 12-second Condemn cooldown available in every extended trade vs. a 20-second cooldown used once per fight is the difference. Max Q (Tumble) second for cooldown reduction (6s → 2s) and damage scaling (75% → 115% AD). Max W (Silver Bolts) last — the true damage scales from 6% to 10% max HP, meaningful but secondary to ability frequency from Q and E cooldown reduction. R at 6, 11, 16.

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