

Vayne
The Night Hunter
How this differs from the live game
- Final Hour (R) can not be extended
Build
Runes and masteries
x9Mark of Attack DamageMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Attack DamageQuint
- Attack Damage +15.75
- Armor +9.00
- Magic Resist +12.60
Flat AD marks and quints strengthen last-hitting and short trades, and they directly increase Tumble's next-hit damage because Q scales from total AD. Armor seals handle the enemy marksman lane, while MR glyphs cover support poke and mid-game magic damage.
This is a corrected 21/9/0 ADC page: 21 offense for attack speed, AD, armor penetration, crit scaling and Executioner, then 9 defense for lane durability. The defense tree spends 8 points in rows above row 2 before taking Veteran's Scars, so the unlock requirement is met.
Skill order
ultimate at 6, 11 and 16Night Hunter
- Tumble (Q) takes points at levels 1, 4, 5, 7, 9.
- Silver Bolts (W) takes points at levels 2, 8, 10, 12, 13.
- Condemn (E) takes points at levels 3, 14, 15, 17, 18.
- Final Hour (R) takes points at levels 6, 11, 16.
Max Q first for Season 3 lane trading and Final Hour stealth uptime, with W second for sustained tank killing once attack speed items arrive. Take E by level 3 for disengage and wall-stun threat, but leave it low until later because its mana cost is steep.
Alternative — R > W > Q > E was also played when the lane was passive or the enemy front line was health-stacking early, prioritizing Silver Bolts damage over Tumble poke.
Why these items
Openingsall within the 475 starting gold
Doran's Blade start — Default start for most bot lanes: the health, AD, and on-hit sustain give Vayne the safest first few waves while still helping last-hit under pressure.
Boots and potions start — Use against heavy skillshot poke or engage lanes where early movement speed matters more than Doran's combat stats.
Long Sword sustain start — Use when you want an earlier Vampiric Scepter/Bilgewater path and expect to avoid all-in fights before first recall.
Corein buy order
1Berserker's Greaves900gBerserker's Greaves are the standard ADC boots and help Vayne trigger Silver Bolts more often.
2Blade of The Ruined King3,200gBlade of The Ruined King was a defining Season 3 Vayne rush, stacking attack speed, lifesteal, current-health damage, and an active slow for duels.
3Phantom Dancer2,800gPhantom Dancer gives the attack speed, crit, movement speed, and unit-walking Vayne needs to kite and repeatedly proc Silver Bolts.
4Infinity Edge3,800gInfinity Edge turns the Phantom Dancer crit package into real late-game carry damage once Vayne has enough attack speed.
Situationalonly when the game asks for it

Mercurial Scimitar3,700gBuy Mercurial Scimitar when a single suppression, stun, or pick spell is the main thing stopping you from dealing damage.

The Bloodthirster3,200gBuy The Bloodthirster when you are ahead or need more raw AD and lifesteal instead of an immediate defensive slot.

Banshee's Veil2,750gBuy Banshee's Veil against long-range engage or poke mages where blocking one spell is more valuable than Guardian Angel's revive.

Mercury's Treads1,200gSwap to Mercury's Treads when crowd control and magic damage matter more than maximum DPS from Berserker's Greaves.

Ninja Tabi1,000gSwap to Ninja Tabi against fed auto-attackers or double-marksman physical damage comps.
One build, written by a player. Newest first.
Write a Vayne buildBuild
Runes and masteries
x8Mark of Attack DamageMark
x1Mark of Critical ChanceMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Attack SpeedQuint
- Attack Damage +8.00
- Attack Speed +13.50%
- Critical Strike Chance +1.00%
- Armor +9.00
- Magic Resist +12.60
As published: the page names no opening, only a buy path. Left as the author set it.
Skill order
ultimate at 6, 11 and 16Night Hunter
- Tumble (Q) takes points at levels 1, 4, 5, 7, 9.
- Silver Bolts (W) takes points at levels 2, 8, 10, 12, 13.
- Condemn (E) takes points at levels 3, 14, 15, 17, 18.
- Final Hour (R) takes points at levels 6, 11, 16.
Why these items
Corein buy order
1Doran's Blade475g
2Vampiric Scepter800g
3Bilgewater Cutlass1,400g
4Blade of The Ruined King3,200g
5
6Mercury's Treads1,200g
Situationalonly when the game asks for it

The Bloodthirster3,200g

Mercurial Scimitar3,700g

Maw of Malmortius3,200g
Notes
the author's own wordsVayne becomes extremely powerful once she has two or three items. She deals significant damage and is harder to kill than other ADCs thanks to her stealth and her dodging through Tumble. The goal is to reach two or three items and dictate team fights from that point on.
Build by Zhorrua, transcribed from the League Classic Wiki archive.
Abilities
per rankNight Hunter
Vayne ruthlessly hunts evil-doers. She gains 30 Movement Speed when moving toward nearby enemy champions.
Tumble5 ranks
Vayne tumbles, maneuvering to carefully place her next shot. Her next attack deals bonus damage.
- Damage
- 30 / 35 / 40 / 45 / 50% AD
- Cooldown
- 6 / 5 / 4 / 3 / 2s
- Cost
- 30 Mana
- Range
- 300
Silver Bolts5 ranks
Vayne tips her bolts with a rare metal, toxic to evil things. The third consecutive attack or ability against the same target deals a percentage of the target's maximum Health as bonus true damage. (Max: 200 damage vs. Monsters)
- Damage
- 20 / 30 / 40 / 50 / 60 + 4 / 5 / 6 / 7 / 8% Max HP
- Cooldown
- 0s
- Cost
- Passive
- Range
- 750
Condemn5 ranks
Vayne draws a heavy crossbow from her back, and fires a huge bolt at her target, dealing damage and knocking them back. If they collide with terrain, they are impaled, dealing bonus damage and stunning them.
- Damage
- 45 / 80 / 115 / 150 / 185 + 50% bonus AD
- Cooldown
- 20 / 18 / 16 / 14 / 12s
- Cost
- 90 Mana
- Range
- 550
Final Hour3 ranks
Readying herself for an epic confrontation, Vayne gains increased Attack Damage, invisibility during Tumble, and triple the bonus Movement Speed from Night Hunter.
- Cooldown
- 100 / 85 / 70s
- Cost
- 80 Mana
- Range
- 1
Matchup against
62 champions, one-on-one
AhriUnfavoured
Ahri wins if she lands Charm or keeps the fight broken up with Spirit Rush, while Vayne wins only by dodging the first catch and forcing a continuous auto-attack duel.
Watch for Charm: it stops your kiting and lets Orb of Deception, Fox-Fire, and Spirit Rush land before you can stack Silver Bolts.
How to beat
Hold just outside Charm angle and use Tumble sideways, not forward, until Charm is down. Once she misses it or burns a Spirit Rush charge defensively, turn on Final Hour and stay close enough to keep Silver Bolts cycling through her dashes.
Later Finished Vayne is stronger in a side-lane all-in if Charm is dodged, but Ahri still offers safer pick threat in teamfights. Do not front-line into fog; enter fights after Charm is shown and use Final Hour invisibility to make her Spirit Rush targeting awkward.
- Tumble perpendicular to Orb so you avoid both the outgoing magic damage and the return true damage.
- Condemn is best after her first Spirit Rush dash, when she has committed a direction.
- Do not chase in a straight line through minions; Charm becomes easier for her to line up.
- If she uses Spirit Rush only to kite, count charges before committing Flash or Condemn.

AkaliEven
Vayne can kill Akali during revealed windows, but Akali's repeated Shadow Dance resets and Twilight Shroud deny the clean auto spacing Vayne needs.
Watch for Twilight Shroud: it breaks your target access long enough for Mark of the Assassin and Shadow Dance charges to come back.
How to beat
Keep maximum auto range before she has Shadow Dance stacks and punish every last-hit with an auto-Q-auto trade. When she enters shroud, back out of its edge instead of standing inside it; commit with Final Hour only when she has used a dash and must leave the shroud to finish you.
Later In a side lane, Vayne wins if she can keep vision and terrain for Condemn, while Akali wins messy fog fights. In teamfights, wait for Akali to spend Shadow Dance onto someone else, then reveal your position with damage only when you can immediately peel with Condemn.
- Do not Condemn her into shroud unless it pins to a wall; otherwise you lose follow-up autos.
- Save Tumble for the dash arrival, not the Q mark, so she cannot instantly proc it for free.
- If she has multiple Shadow Dance charges, one knockback is not enough; kite toward a wall or teammate path.
- Final Hour invisibility can waste one of her target reacquisition windows after she dashes.

AlistarFavoured
Alistar cannot reliably kill a disciplined Vayne alone, but he can make the duel pointless during Unbreakable Will.
Watch for Headbutt into Pulverize: it removes your spacing and buys time for Trample and tower or teammate damage, even if his solo damage is low.
How to beat
Stay at max range and never Tumble into Headbutt range unless Pulverize has already been used. Condemn him away after Headbutt or as he walks in, then stop hitting during Unbreakable Will unless you can safely maintain Silver Bolts without being displaced.
Later Vayne wins the side lane by kiting him, but Alistar is far more valuable as a teamfight disruptor. Save Condemn for his engage path or for the carry he is enabling, not for damage into his ultimate.
- Condemn after Headbutt can prevent the Pulverize follow-up if you are not already in melee range.
- Do not chase through narrow jungle paths; Pulverize becomes unavoidable there.
- Silver Bolts is your real damage into his tank stats, but Unbreakable Will sharply delays the kill.
- If he uses ultimate to cleanse Condemn's knockback timing, reset instead of forcing.

AmumuEven
Vayne shreds Amumu in open space, but one Bandage Toss into Curse of the Sad Mummy lets him keep her inside Despair long enough to win or force her out.
Watch for Bandage Toss: it starts the entire fight on Amumu's terms and puts you in range for Curse of the Sad Mummy and Despair.
How to beat
Fight at 550 range with minions or angles between you and Bandage Toss, then Tumble sideways when he casts it. If he misses Q, you can commit with Final Hour and kite backward; save Condemn for after he closes, not as poke.
Later Vayne wins side lane if she has room and Bandage Toss is missed, while Amumu is much stronger in grouped fights because Curse can lock multiple targets. In teamfights, stay split from your frontline and attack whoever is safe until Curse is spent.
- Do not stand close enough for Curse unless Bandage Toss is already down or you can instantly Condemn.
- Tumble directly backward is often still hit by Bandage Toss; move laterally.
- His Tantrum reduces physical poke, so do not judge the all-in by early autos alone.
- Final Hour movement speed helps chase after missed Q, but only if you are moving toward him.

AniviaUnfavoured
Anivia's range, wall, stun, slow, and egg make it hard for Vayne to get a clean kill before being zoned or bursted.
Watch for Flash Frost: if the stun lands, Frostbite doubles down and Crystallize can trap you inside Glacial Storm.
How to beat
Stay outside Flash Frost's center line and use Tumble only after the projectile is committed, because she can punish predictable tumbles with wall. Commit only when Flash Frost is down and you have enough space to chase past egg; otherwise take short autos and back out before Glacial Storm controls the ground.
Later Vayne can eventually win a long side-lane duel if she dodges Q and has room to finish the egg, but Anivia's teamfight zone control is much stronger. Let her spend wall or stun on your frontline before entering Final Hour range.
- Do not Condemn her away if Rebirth is available and you cannot reach the egg afterward.
- Crystallize can ruin your Condemn angle by changing the wall geometry; wait for the wall if possible.
- Tumble out of Glacial Storm first, then decide whether to re-enter.
- Her 600 range means you cannot trade autos for free before she commits a spell.

AnnieUnfavoured
Annie's point-and-click stun burst outranges Vayne's safe all-in window and can kill her before Silver Bolts matters.
Watch for Pyromania-stunned Summon: Tibbers: it locks you in place and front-loads enough burst that you may die before kiting starts.
How to beat
Track her stun counter and refuse the duel when Pyromania is ready unless you can Condemn her away before she casts. If she spends stun on a spell that misses or on minions, immediately use Final Hour and fight from max auto range before Tibbers and Disintegrate cycle again.
Later Vayne wins extended side-lane fights only when Annie's stun is down; otherwise Annie's burst remains decisive. In teamfights, never be the first target in Tibbers range, and buy enough magic defense or cleanse access to survive the stun window.
- Annie's 625 attack range lets her threaten stun setup before you can auto her.
- Do not Tumble forward into a charged stun; invisibility does not help if she can point-click as you reappear.
- Condemn is strongest when it denies her follow-up after Tibbers, not when used early for damage.
- If Molten Shield is active, avoid wasting a low-value poke trade into extra resistances and return damage.

AsheEven
Vayne has the stronger short-range all-in, but Ashe controls the start and end of the duel with 600 range, Frost Shot, Volley, and Enchanted Crystal Arrow.
Watch for Enchanted Crystal Arrow: it removes your first movement window and lets Ashe chain Volley and Frost Shot before you can close.
How to beat
Do not walk straight at her through Frost Shot; use brush, minions, or Final Hour movement speed to enter auto range. If Arrow is down or missed, Tumble aggressively enough to keep Silver Bolts stacking, and save Condemn for when she tries to kite backward rather than opening with it.
Later Vayne wins the side lane if she reaches Ashe without eating Arrow at long range, while Ashe brings more reliable engage and peel in teamfights. Stay off predictable flank lines and join after Arrow is used or blocked.
- Her 600 range means the first auto is usually hers; do not bleed health before the all-in.
- Tumble sideways through Volley gaps instead of backing away while slowed.
- Condemn can interrupt her chase pattern by knocking her out of Frost Shot chain range.
- Boots of Swiftness specifically reduce the pain of Frost Shot kiting.

BlitzcrankFavoured
Blitzcrank is dangerous only if Rocket Grab lands; without it, Vayne kites him and punishes his large melee hitbox with Silver Bolts.
Watch for Rocket Grab: it pulls you into Power Fist and Static Field range, deleting the spacing Vayne relies on.
How to beat
Stand behind minions and treat open lanes as danger until Rocket Grab is used. Once he misses, step forward with Final Hour or normal autos, Condemn his Overdrive approach, and keep enough distance that Power Fist never connects.
Later Vayne wins isolated side-lane fights cleanly if Grab is dodged, but Blitzcrank can decide teamfights with one pick. Do not show first around objectives; make him hook someone else or spend Q before you enter damage range.
- Tumble sideways when his arm starts, not backward along the hook line.
- Condemn after Overdrive starts wastes his best way to reach Power Fist range.
- Mana Barrier makes his last 20% health deceptive; keep kiting until it expires or you can finish through it.
- Do not chase around blind corners where Rocket Grab has no minion blockers.

BrandUnfavoured
Brand's spell combo and Blaze punish Vayne's short range, so she must dodge the stun setup before any real duel begins.
Watch for Sear on a Blazed target: it stuns you and guarantees Pillar of Flame, Conflagration, and Pyroclasm follow-up.
How to beat
Keep minions between you and Sear when Blaze is on you, and Tumble out of Pillar of Flame's delay instead of using Q for damage greed. Commit only after Sear misses or Brand has used Conflagration without creating a stun threat; then stay close enough to finish before cooldowns return.
Later Vayne can win side lane if she dodges Sear, but Brand is more dangerous in grouped fights because Pyroclasm punishes clustered allies. Approach from an angle, avoid standing near teammates or minions during his ultimate, and use Final Hour to break his targeting rhythm.
- If Blaze is active on you, every Sear angle becomes lethal; reset your pathing first.
- Do not fight him inside your own minion wave when Pyroclasm is available.
- Condemn can stop his follow-up spacing, but it does not save you if Sear has already stunned you.
- Hexdrinker is strongest before his full combo starts one-shotting.

Cho'GathEven
Vayne can kill Cho'Gath through health stacking, but Rupture into Feral Scream and Feast can end the fight before she gets enough Silver Bolts procs.
Watch for Rupture: it knocks you up and slows you long enough for Feral Scream to stop Tumble and Feast to finish.
How to beat
Hold max range and keep moving diagonally so Rupture has to predict, not react. If Rupture misses, fight forward with autos and save Condemn for after he walks into silence range; never Tumble aggressively while Feral Scream can prevent your next escape.
Later Vayne becomes one of the best side-lane answers to Cho'Gath once her attack speed and damage are finished. In teamfights, respect his silence and Feast range, and hit him only when he is the closest safe target rather than tunneling past him.
- Silver Bolts ignores his large health pool, so extended uptime matters more than burst items.
- Do not stand near terrain unless you are ready to Condemn him into it; his model can body-block your escape.
- Feral Scream can stop both Tumble timing and Condemn peel, so bait it with spacing first.
- If Feast can execute you, lifesteal trades are less reliable than staying out of range.

CorkiEven
Corki has stronger ranged poke and armor shred, but Vayne wins the committed duel if Valkyrie is down and she avoids eating Gatling Gun for free.
Watch for Gatling Gun: it keeps shredding your armor during the all-in and makes his autos and missiles win the damage race.
How to beat
Trade in short angles where Phosphorus Bomb and Missile Barrage do not both land, then back out before Gatling Gun gets full value. Commit after Valkyrie is used or forced defensively; Condemn him out of Gatling Gun's cone or into terrain when he turns to fight.
Later Vayne is the better pure side-lane duelist if she can force Corki to spend Valkyrie, while Corki contributes safer poke before teamfights. Do not lose half health to missiles before the fight; enter after his poke pattern is interrupted and force short-range autos.
- Tumble across Gatling Gun's cone rather than straight away from it.
- If Valkyrie is up, Condemn alone usually does not secure the chase.
- Do not stand in Valkyrie's burn trail while trying to finish Silver Bolts.
- Corki's true-damage autos make small health leads less stable than they look.

Dr. MundoFavoured
Mundo's health and regeneration are exactly what Silver Bolts punishes, provided Vayne dodges cleavers and does not get run down during Sadism.
Watch for Infected Cleaver: repeated slows let Mundo stay close enough for Burning Agony and Masochism autos despite Vayne's range.
How to beat
Keep max range and Tumble sideways on cleaver windups; do not kite in a straight retreat path. When Sadism starts, keep attacking if you have space and apply Grievous Wounds if available, but Condemn him away the moment a cleaver slow lets him enter melee.
Later Vayne wins the side lane very hard once she has attack speed, while Mundo is mostly a soak and disruption body in teamfights. Hit him when he is the closest target and do not overchase through cleaver angles if the enemy backline is still free-hitting.
- Executioner's Calling is specifically valuable because Sadism is the duel extender.
- Silver Bolts keeps scaling through his health buys, so patience beats burst racing.
- Condemn after a landed cleaver is often better than before, because it denies the melee follow-up.
- Boots of Swiftness can matter if cleavers are the only way he reaches you.

EvelynnUnfavoured
Evelynn's camouflage and burst start the fight from too close, making it difficult for Vayne to set range before Ravage and Agony's Embrace land.
Watch for Shadow Walk opener: it lets Evelynn choose the first contact and appear inside the range where Vayne wants to kite, not start.
How to beat
Avoid isolated fog paths and keep near walls where Condemn can punish her reveal. When she appears, Condemn immediately if she is in melee pathing range; if she uses Agony's Embrace first, Tumble out of the slow edge before turning with Final Hour.
Later Vayne can win a clean side-lane duel with vision and wall access, but Evelynn is better at finding unfair fights before teams are set. In teamfights, stay near peel and do not reveal yourself chasing until Evelynn has shown or committed ultimate.
- Her camouflage means the matchup is often decided before health bars trade.
- Do not save Condemn too long; Ravage range means she is already where she wants to be.
- Final Hour invisibility can break her follow-up targeting after she reveals.
- A ward item or defensive vision is more matchup-specific here than another damage component.

EzrealEven
Ezreal wins extended poke and disengage patterns, while Vayne wins if Arcane Shift is forced and the fight becomes continuous autos.
Watch for Arcane Shift: it denies your Condemn or third Silver Bolts proc timing and resets the duel back into Mystic Shot range.
How to beat
Stand behind minions to reduce Mystic Shot poke and do not Tumble forward until Arcane Shift is used or you can Condemn him into terrain immediately. Once Shift is down, use Final Hour to stay attached and sidestep Mystic Shot between autos rather than chasing in a straight line.
Later Vayne is stronger in a true side-lane all-in, but Ezreal is safer in teamfights and sieges because he can contribute before committing. Preserve health before objectives, then force him to Shift defensively before you spend Condemn.
- Do not Condemn while Arcane Shift is available unless the wall angle is immediate.
- Essence Flux's attack speed reduction can swing an auto duel; wait it out if he lands it early.
- Minions are your best defense against Mystic Shot cooldown cycling.
- Trueshot Barrage's channel is a free reposition cue; Tumble out of the line, then re-engage.

FiddlesticksUnfavoured
Fiddlesticks can point-click fear and Drain through Vayne's short range, so she needs an interrupt or cleanse window before fighting.
Watch for Terrify: it removes control long enough for Drain or Crowstorm to deal damage while you cannot kite or Condemn.
How to beat
Stay outside Terrify range until he spends it or you have Quicksilver Sash available. Interrupt Drain with Condemn as soon as it starts, then commit during that cooldown; if Crowstorm channels from fog, Tumble out first and fight only after the fear threat is answered.
Later Vayne can kill Fiddlesticks in side lane if she has cleanse access and interrupts Drain, but Fiddlesticks has much higher teamfight swing with Crowstorm. Keep spread, keep vision over flank channels, and save Condemn or QSS for the first crowd-control chain.
- Condemn cancels Drain; holding it too long lets him heal through your autos.
- Quicksilver Sash is a real damage item in this matchup because it buys auto uptime after Terrify.
- Do not duel from brush or fog entrances where Crowstorm can start on top of you.
- Dark Wind silence can prevent your escape after fear, so cleanse timing matters.

GangplankEven
Gangplank's Parrrley poke and Remove Scurvy make short trades annoying, but Vayne wins the sustained duel if she avoids being slowed inside Cannon Barrage.
Watch for Cannon Barrage: its slow disrupts Vayne's spacing and lets Gangplank keep Parrrley and Grog-Soaked Blade pressure going.
How to beat
Do not let him soften you with repeated Parrrley before the all-in; answer with auto-Q-auto only when you can reset safely. Commit after Remove Scurvy is used for healing or after he drops Cannon Barrage poorly, then Condemn him away when he tries to convert the slow into melee autos.
Later Vayne generally wins the side-lane duel when she has lifesteal and attack speed, while Gangplank brings global zone control and team buffs. In teamfights, leave Cannon Barrage before chasing and do not rely on Condemn's crowd control to stick him because Remove Scurvy cleanses it.
- Remove Scurvy can erase Condemn's stun value, so use Condemn more for distance than lockdown.
- Parrrley applies his lane pressure without entering your auto range; avoid losing the fight before it starts.
- Boots of Swiftness helps against Cannon Barrage and passive slow patterns.
- If Raise Morale is active, respect his movement speed before choosing an all-in angle.

GarenFavoured
Vayne wins if she keeps Garen out of melee, because his only real access is Decisive Strike and Condemn ruins the run-in.
Watch for Decisive Strike: the speed burst and silence take away Tumble/Condemn long enough for Judgment and Demacian Justice to finish you.
How to beat
Hold just outside his melee range and tag him often enough to stop Perseverance. Save Condemn for Decisive Strike, not for damage; once Q is spent or he is knocked back, chase with Night Hunter and stack Silver Bolts.
Later Vayne owns the side lane unless she face-checks into silence range, while Garen is mostly a frontliner in teamfights. Hit whoever is closest and do not Tumble forward while Demacian Justice can execute you.
- Auto him periodically so Perseverance never gets a free reset.
- Condemn after he starts Decisive Strike, not before; Q breaks slows, not knockback.
- If he spins away with Judgment, keep following only while Condemn is available.

GragasUnfavoured
Gragas can break Vayne's spacing with Body Slam and Explosive Cask, and Barrel Roll's attack-speed slow cuts into her Silver Bolts timing.
Watch for Body Slam: the dash collision gives Gragas the range to land his burst and makes your 550 range unsafe.
How to beat
Stand off-angle from Barrel Roll and keep Tumble for Body Slam rather than poke. If he misses Body Slam, you have the window to Final Hour and chase; if he still has Explosive Cask, avoid walls and do not let it throw you back into him.
Later Finished Vayne can kill him in a long side-lane fight, but Gragas is more dangerous in grouped fights because Cask can split you from peel. Buy magic protection if his combo is deciding fights, then wait out Body Slam before committing.
- Do not auto through Barrel Roll's attack-speed slow unless you are already winning the all-in.
- Tumble sideways from Body Slam, not straight back.
- After Explosive Cask is down, he has far less control over your Final Hour chase.

HeimerdingerUnfavoured
Heimerdinger is weak in a clean chase but strong when Vayne has to fight through turrets, blind, and closest-target rockets.
Watch for CH-1 Concussion Grenade: the direct stun or outer blind denies your basic attacks during the only window where you can clear turrets or all-in.
How to beat
Do not take the duel inside a prepared turret nest. Clear from max range when grenade is down, then look for a Condemn angle as he retreats; if grenade is available, keep Tumble to dodge it rather than to trade.
Later Vayne wins open side-lane chases, but Heimer stalls areas and makes teamfight entrances awkward. Force him to move first, then fight away from turrets instead of proving you can drain-tank them.
- If rockets are targeting the closest enemy, minion positioning matters before you step up.
- A blinded Vayne loses Silver Bolts pressure; back off until it ends.
- Condemn can push him out of turret protection if he walks forward to grenade.

JannaEven
Janna rarely kills Vayne by herself, but Eye of the Storm, Zephyr, Howling Gale, and Monsoon can deny the all-in long enough that the duel often goes nowhere.
Watch for Monsoon: the knockback resets your Final Hour chase and erases the Condemn follow-up window.
How to beat
Stay at auto range and chip the shield rather than blowing Condemn into it. Bait Howling Gale or Zephyr first, then use Final Hour after Monsoon or when she is too close to disengage cleanly.
Later Vayne wins side lane if Janna is isolated and Monsoon is down, but Janna is much better in teamfights because she peels your dive. Attack the frontline and save Tumble invisibility to dodge tornado or re-enter after Monsoon.
- Do not Condemn into Eye of the Storm unless it pins her to a wall.
- Her 475 attack range lets you punish autos without entering tornado charge range for long.
- If Monsoon pushes you away, stop chasing until Night Hunter can re-engage safely.

Jarvan IVUnfavoured
Jarvan's armor shred, knockup, slow, and Cataclysm force Vayne into close quarters where she cannot freely kite.
Watch for Cataclysm: the arena removes your retreat path and can force you to spend Condemn defensively instead of using it to win.
How to beat
Hold max range and never line up with Demacian Standard plus Dragon Strike. If he misses the knockup, punish hard; if he ults, Condemn him away inside the arena and use Final Hour Tumble to buy time until the wall drops.
Later Vayne can shred Jarvan in side lane if his combo is down, but he remains a high-value teamfight engager. Stay behind terrain or allies until Cataclysm is used, then clean up with Silver Bolts.
- Tumble perpendicular to the flag line, not backward along it.
- Martial Cadence hurts most on his first hit; avoid giving him a free opener.
- Condemn does not remove Cataclysm, but it can create enough space inside it.

JaxUnfavoured
Jax is one of the worst duelists for Vayne because Counter Strike blanks her autos and Leap Strike keeps him attached.
Watch for Counter Strike: the dodge window removes your Silver Bolts stacking and sets up his stun if you keep fighting in range.
How to beat
Do not trade into Counter Strike; Tumble away and save Condemn for the end of the dodge or the Leap Strike follow-up. Commit only after Counter Strike is down, then kite at max range and use Final Hour invisibility to break his target timing.
Later Finished Jax usually wins extended side-lane duels if he reaches you, while Vayne is stronger at killing tanks in structured teamfights. Keep side waves short, ward flanks, and force him to spend Leap before you use Condemn.
- Counting Counter Strike matters more than counting his health bar.
- Condemn after he lands or as Counter Strike ends; firing during dodge wastes the fight.
- Final Hour Tumble can make him mistime the stun radius.

KarthusEven
Vayne can dodge Lay Waste and kill Karthus quickly, but Wall of Pain and Death Defied make close finishes dangerous.
Watch for Wall of Pain: the slow and resistance shred trap you in Defile range and make Lay Waste much easier to land.
How to beat
Fight at the edge of auto range and Tumble sideways after every attack rhythm instead of running in straight lines. If Wall of Pain is missed or crossed late, turn on him; after he dies, leave Death Defied range immediately and respect Requiem cleanup.
Later Vayne wins the side-lane duel if she avoids Wall, but Karthus often has more teamfight value through Defile, passive casting, and Requiem. Build a spell shield or revive effect if his global damage is deciding close fights.
- Do not stand still for isolated Lay Waste; that is his best damage pattern.
- Condemn him out of Defile if he walks at you after Wall.
- After killing him, stop autoing and walk out before spending lifesteal time in passive.

KassadinUnfavoured
Kassadin's Riftwalk and Null Sphere let him choose short burst trades where Vayne cannot freely stack Silver Bolts.
Watch for Null Sphere: the silence blocks Tumble and Condemn during his Riftwalk burst window.
How to beat
Keep enough distance that Riftwalk alone does not put him behind you. If he spends Null Sphere early, you can Final Hour and chase; if he holds silence, wait it out with movement before using Condemn to stop the second Riftwalk sequence.
Later Kassadin becomes harder to pin down in side lane once Riftwalk is low cooldown, while Vayne is stronger in front-to-back teamfights if he cannot reach her. Keep vision deep and do not isolate yourself where he can stack Riftwalk damage before the duel starts.
- His passive does little against your physical and true damage; the problem is access, not durability.
- Do not Tumble aggressively while Null Sphere is ready.
- A spell shield blocking Null Sphere can turn the duel completely.

KatarinaFavoured
Vayne wins the isolated duel if she saves Condemn for Death Lotus and does not waste damage into Shunpo's reduction window.
Watch for Death Lotus: if uninterrupted, it front-loads enough damage to race your autos.
How to beat
Harass at 550 range and hold Condemn until she channels Death Lotus. After Shunpo is used, step away from Sinister Steel range, interrupt the ultimate, then chase with Final Hour while her reset passive has no target to trigger.
Later Vayne wins side lane unless she is already low, but Katarina can clean teamfights if Vayne's team spends crowd control too early. Keep Condemn available when she is missing from vision and do not give her a reset off you.
- Condemn cancels Death Lotus; do not spend it for poke.
- When she Shunpos in, Tumble away before firing your second and third Silver Bolts hits.
- No minion wave means fewer Shunpo escape targets.

KayleUnfavoured
Kayle matches Vayne's ranged DPS during Righteous Fury and Intervention denies the moment Vayne normally wins the duel.
Watch for Intervention: the invulnerability blanks your Silver Bolts finish and lets Kayle keep attacking while you cannot damage her.
How to beat
Do not all-in while Righteous Fury and Intervention are both available. Kite out Reckoning's slow, trade only after Righteous Fury duration is partly spent, then disengage during Intervention and re-enter as it ends.
Later Kayle is very dangerous in both side lane and teamfights because her ultimate can erase your kill timing or save a carry. Vayne should force Intervention on someone else before committing, then use Final Hour to clean up after it expires.
- Count Righteous Fury duration; when it drops, Kayle becomes much easier to kite.
- Do not proc your third Silver Bolts hit into Intervention if you can delay the auto.
- Reckoning slow is the start of her winning trade, not just poke.

KennenUnfavoured
Kennen has equal attack range and can chain Mark of the Storm into Slicing Maelstrom, making Vayne's short-range dueling window risky.
Watch for Slicing Maelstrom: it forces you to either leave the fight or eat repeated marks into a stun.
How to beat
Track marks carefully and back off before the third stack, even if you are winning the health trade. Save Tumble for Thundering Shuriken or Lightning Rush engage; once his stun cycle or ultimate is down, Final Hour lets you run him down.
Later Vayne can win side lane after dodging engage, but Kennen's teamfight ultimate is far more explosive if you stand near allies. Split his attention, keep QSS or magic defense for stun chains, and enter fights after Maelstrom starts on someone else.
- A marked Vayne cannot greed for one more auto near Electrical Surge.
- Condemn during Lightning Rush can stop his path into Maelstrom range.
- Do not fight in minions if they block your movement but not his ultimate.

Kog'MawEven
Kog'Maw outranges and out-pokes Vayne during Bio-Arcane Barrage, but Vayne wins once she survives that window and gets close enough to chain Silver Bolts.
Watch for Bio-Arcane Barrage: the bonus range lets Kog'Maw hit you before your 550 range can answer.
How to beat
Do not start the duel while his W is fresh unless you have terrain for Condemn. Back out during Bio-Arcane Barrage, dodge Void Ooze, then Final Hour forward when W falls and he has no escape beyond slows.
Later Both scale extremely well, but Vayne is the better isolated duelist if she gets inside his W range safely; Kog'Maw is scarier in protected teamfights. Flank only when you know Void Ooze cannot trap your path, and leave space for Icathian Surprise after the kill.
- His dead-body explosion punishes close chases; kill, then immediately Tumble away.
- Void Ooze on your retreat path can make Bio-Arcane Barrage last long enough to win.
- Condemn is strongest when it turns his range advantage into a wall stun.

Lee SinUnfavoured
Lee Sin can force close combat with Sonic Wave, reveal Vayne through stealth, and displace her with Dragon's Rage.
Watch for Sonic Wave / Resonating Strike: landing Q gives Lee Sin guaranteed access and execute pressure.
How to beat
Stand behind minions or angle so Sonic Wave cannot start the duel. If Q misses, punish immediately; if Q lands, save Condemn for the Resonating Strike arrival or the Dragon's Rage follow-up, then kite after his second cast is spent.
Later Vayne outscales Lee Sin in sustained damage and can win side lane if she denies Q, but Lee remains dangerous as a pick and kick threat in teamfights. Keep vision on flank angles and use Final Hour after Tempest reveal is gone.
- Tempest reveals you, so Final Hour invisibility is weaker after he tags you with E.
- Condemn can interrupt the flow after he follows Q, but only if you hold it.
- Do not duel near his ward or ally escape routes if Safeguard can reset spacing.

LeonaFavoured
Leona has threatening crowd control but low solo damage, so Vayne wins if she dodges Zenith Blade and avoids being chain-stunned under terrain or turret pressure.
Watch for Zenith Blade: if it connects, Leona reaches melee range and starts the Shield of Daybreak plus Solar Flare chain.
How to beat
Keep max range and Tumble sideways when she casts Zenith Blade. After E misses, she has no reliable way to reach you; kite out Eclipse, then chase with Silver Bolts once its resistances fade.
Later Vayne always threatens Leona in side lane, but teamfights are different because Leona's engage enables her carries. Do not spend Condemn casually when Solar Flare is available; use it to break the follow-up engage.
- Her Eclipse window is not the time to judge your damage.
- If Zenith Blade misses, punish hard before it comes back.
- Condemn can stop her from walking into Q range after a failed E.

LuluUnfavoured
Lulu's polymorph, shield, slow, and Wild Growth deny Vayne's all-in timing while Pix lets her trade back at the same range.
Watch for Whimsy: polymorph removes your ability to Tumble, Condemn, or keep attacking during Lulu's best disengage window.
How to beat
Trade lightly at max range and do not Final Hour until Whimsy is used or you can force it defensively. If she shields with Help, Pix!, switch to repositioning rather than burning Silver Bolts into the shield; commit after Glitterlance misses and Wild Growth is down or forced early.
Later Lulu is hard to kill in side lane but usually does not kill Vayne alone unless she catches her with polymorph into slow. In teamfights she is a major anti-assassin support, so hit frontliners until Whimsy and Wild Growth are committed.
- Polymorph beats your Final Hour timing more than her damage does.
- Help, Pix! changes where Glitterlance fires from; watch Pix, not only Lulu.
- Do not Condemn into Wild Growth bonus health unless it gives a wall stun.

LuxEven
Lux can kill Vayne if Light Binding lands, but she is vulnerable to Final Hour chase once her root and slow field are down.
Watch for Light Binding: the root holds you in place for Lucent Singularity and Finales Funkeln, taking away your dodge window.
How to beat
Hold 550 range only when minions or angle protect you from Light Binding. Tumble sideways out of binding or singularity, then all-in after Q is missed; if she still has barrier, keep chasing but delay Condemn until it can wall-stun or stop her retreat.
Later Vayne wins side lane when she dodges binding, while Lux can decide teamfights from long range before Vayne enters. Consider spell shield or QSS when one bind means death, and flank only after Lux has shown Q.
- Do not Tumble forward before Light Binding is cast.
- Lucent Singularity's slow is often bait for an easier binding line.
- Final Hour invisibility can break her beam setup if you vanish before she confirms Q.

MalphiteUnfavoured
Malphite is one of Vayne's worst equal-duel targets because he can force contact with Unstoppable Force, cut her damage with Ground Slam, and keep her in range with Seismic Shard.
Watch for Ground Slam: the attack speed slow guts the Silver Bolts window after he lands on you.
How to beat
Stay outside his ultimate angle until Granite Shield is broken, then use short autos and Tumble away rather than chasing. If he spends Seismic Shard without reaching you, you can kite backward and look for a Condemn into terrain after his dash is down. Never commit Final Hour while Ground Slam is still available unless you can finish before the slow matters.
Later In a side lane, Vayne can eventually kill him if she dodges the engage and has space, but Malphite still wins any clean ult hit. In teamfights he is a better initiator than duelist, so hold back until Unstoppable Force is used or aim Condemn at his follow-up path.
- Break Granite Shield before judging your damage.
- Condemn after Unstoppable Force lands, not during the charge.
- Do not stand near walls that let him ult and instantly pin you.
- If Ground Slam hits during Final Hour, disengage until the debuff ends.

MalzaharUnfavoured
Malzahar beats Vayne if Nether Grasp starts while his damage zones are set, but he is vulnerable when his suppression is unavailable or cleansed.
Watch for Nether Grasp: suppresses you long enough for Null Zone, Malefic Visions, and Voidling damage to finish the duel.
How to beat
Hold 550 range and avoid fighting inside minions that let Malefic Visions spread pressure for free. Bait Call of the Void or make him use Nether Grasp defensively, then cleanse it or Condemn him immediately after the channel breaks. Commit only when his passive Voidling is not already chewing on you.
Later Finished Vayne wins the side lane if she owns Quicksilver Sash or Mercurial Scimitar; without cleanse, Malzahar can still one-button her. In teamfights, save QSS strictly for Nether Grasp and avoid walking into Null Zone to chase.
- QSS is the matchup breakpoint.
- Do not Tumble forward when Call of the Void is available; silence can deny the reset trade.
- Kill or kite away from the Voidling before committing.
- Condemn can stop his follow-up only after suppression ends.

Master YiEven
Vayne can outplay Master Yi with Condemn and Final Hour invisibility, but Highlander removes slow-based kiting and Alpha Strike can dodge her key shot.
Watch for Alpha Strike: makes Yi untargetable and can dodge Condemn or a Silver Bolts third hit timing.
How to beat
Hold max auto range and do not Condemn until Alpha Strike has been used or he is locked into melee after it. Kite in straight retreating lines during Highlander, then Tumble invisibly to break his attack rhythm and pin him if he follows near terrain. Commit when Meditate is down or interrupt it with Condemn.
Later The side lane is very execution-heavy: Vayne wins with clean spacing and Condemn, Yi wins if he reaches her with Alpha Strike still ready. In teamfights, let someone else absorb Highlander entry, then hit him after Alpha Strike exits.
- Do not fire Condemn into Alpha Strike startup.
- Condemn interrupts Meditate and denies the reset heal window.
- Final Hour Tumble can make Yi waste time between autos.
- Do not rely on slows; Highlander ignores them.

Miss FortuneEven
Miss Fortune wins front-loaded trades with Double Up and Bullet Time, while Vayne wins extended duels once she sidesteps the channel and stacks Silver Bolts.
Watch for Bullet Time: locks a cone of damage that can erase you if Condemn or Tumble is unavailable.
How to beat
Do not stand behind low-health minions where Double Up can bounce for a winning trade. Keep the fight lateral, save Tumble to leave Bullet Time's cone, then run her down while the channel is wasted. Commit after Make It Rain is down so she cannot slow your chase.
Later Vayne is the stronger side-lane duelist once she can dodge Bullet Time, but Miss Fortune contributes more immediate AoE in grouped fights. Flank or wait for her ultimate channel, then Condemn or Tumble across it and finish her.
- Angle away from minions to deny Double Up bounce crits.
- Condemn cancels Bullet Time if you are in range.
- Strut makes first contact hard; damage her once before chasing.
- Do not duel inside Make It Rain unless you already have the kill.

MorganaEven
Morgana is hard to punish through Black Shield and Dark Binding, but Vayne wins if she dodges Binding and avoids the second Soul Shackles hit.
Watch for Dark Binding: roots you long enough for Tormented Soil and Soul Shackles to force the duel on Morgana's terms.
How to beat
Stand at max range and Tumble sideways, not backward, when Binding is available. Do not Condemn into Black Shield unless the knockback is worth losing the stun; instead wait it out and keep firing. If Soul Shackles starts, immediately Tumble out of tether range or Condemn her away before the stun lands.
Later Vayne wins isolated late duels if she has cleanse and space, but Morgana is more valuable in teamfights when Binding or Soul Shackles catches multiple targets. Treat Black Shield as a cooldown to wait out before looking for a wall stun.
- Black Shield blocks Condemn's stun but not the physical damage.
- Soul Shackles is only lethal if you stay for the second hit.
- Tumble sideways through Binding angles.
- QSS can remove Binding or Soul Shackles slow, but use it for the stun setup that kills you.

NasusUnfavoured
Nasus turns off Vayne's duel pattern with Wither, then survives through lifesteal and Fury of the Sands while Siphoning Strike finishes the short-range fight.
Watch for Wither: cripples both movement and attack speed, denying the spacing and Silver Bolts tempo Vayne needs.
How to beat
Keep him at the edge of 550 and only poke when Wither cannot immediately start a full chase. If he casts Wither early, disengage with Condemn and wait out the ramp before committing. Fight after Fury of the Sands ends unless you have enough space to keep Silver Bolts proccing while he never reaches Q range.
Later Nasus usually wins the side lane once his Wither and Siphoning Strike are scaled, unless Vayne has cleanse and perfect terrain. In teamfights, Vayne should hit him only when forced and save QSS for Wither if he is the threat reaching her.
- Wither is the whole matchup; do not spend Q aggressively before it.
- Condemn him after Wither starts to buy distance during the worst seconds.
- Do not stand in Spirit Fire while trading; it makes his Q hurt much more.
- Executioner's Calling matters if his lifesteal is deciding the duel.

NidaleeEven
Nidalee wins if a long Javelin Toss lands first, but Vayne wins the close all-in if she dodges spear and punishes cougar entry.
Watch for Javelin Toss: long-range poke can remove enough health that Nidalee's cougar form finishes before Vayne gets a real duel.
How to beat
Stay behind minions or move perpendicular at long range so spear damage never opens the fight. Once Javelin Toss misses, step into auto range and force her to choose between healing and cougar commit. Condemn her as she Pounces in, then use Final Hour Tumble to keep proccing Silver Bolts while she has no clean target.
Later In side lane, Vayne wins direct all-ins, while Nidalee wins if she gets repeated spear resets and brush movement. In teamfights, Vayne should not chase through traps or fog; let Nidalee waste poke before committing.
- A missed spear is your engage timer.
- Do not chase through Bushwhack; the resistance shred flips the burst math.
- Condemn after Pounce places her in melee, not before.
- Her heal attack speed lets her trade autos better than expected.

Nunu & WillumpFavoured
Nunu can slow and stall Vayne, but he lacks the burst or reliable lockdown to win a clean equal duel if Absolute Zero is interrupted or escaped.
Watch for Ice Blast: the movement and attack speed slow makes it hard to maintain Silver Bolts pressure or leave Absolute Zero.
How to beat
Hold max range and chip him down without letting Blood Boil movement create a free Ice Blast chain. Save Condemn or Tumble for Absolute Zero; interrupting or leaving the channel removes his only real kill threat. Commit after Ice Blast is used, because he cannot match your sustained damage without the slow.
Later Vayne wins the side lane hard unless Nunu can disengage forever. In teamfights, Nunu is mainly a peel and zone champion, so keep Condemn ready for Absolute Zero rather than spending it for damage.
- Condemn cancels Absolute Zero.
- Do not judge his health by poke trades; Consume can heal off nearby minions or monsters.
- Boots of Swiftness reduce the Ice Blast chase problem.
- If Blood Boil is active, start farther back before trading.

OlafUnfavoured
Olaf is dangerous because Ragnarok ignores Condemn's displacement control, and Undertow chains let him stay on Vayne through her short range.
Watch for Ragnarok: makes him immune to Condemn's knockback and stun during the window where he runs you down.
How to beat
Before level 6, punish missed Undertow and never walk toward his axe pickup path. After 6, do not commit until Ragnarok is down or he is too low to survive the chase; Condemn before he activates it if possible, then kite away until it expires. Keep distance diagonal to his axe line so each missed Undertow costs him ground.
Later Olaf remains a side-lane threat because he can force through peel, but Vayne can win if Ragnarok is wasted before the true duel begins. In teamfights, kite back while he ults and resume hitting when his immunity ends.
- Condemn does not save you during Ragnarok.
- Move away from the axe landing spot, not just away from Olaf.
- Low-health Olaf hits faster, so do not greed the final Silver Bolts proc in melee.
- Fight him after Vicious Strikes expires if you can reset.

PantheonUnfavoured
Pantheon's point-click stun and early burst deny Vayne the clean spacing she needs, and Aegis Protection can block a key auto in short trades.
Watch for Aegis of Zeonia: point-click stun puts Pantheon in range for Heartseeker Strike before Vayne can kite.
How to beat
Stay just outside his jump range and use minion waves only if they do not let him walk up for Spear Shot trades. If he jumps, Condemn him away immediately after the stun ends and Tumble out of Heartseeker Strike's cone. Commit only when Aegis Protection is down and his stun is unavailable.
Later Vayne outscales the side-lane duel if she survives the stun burst and has armor or Guardian Angel, but Pantheon can still delete her if he starts from fog. In teamfights, track Grand Skyfall flanks and do not be the first target he lands on.
- Aegis Protection can eat the auto you needed for Silver Bolts setup.
- Tumble sideways out of Heartseeker Strike, not straight back through it.
- Condemn after his W stun, since you cannot act during it.
- Respect brush; point-click W removes your reaction window.

RammusUnfavoured
Rammus is built to punish basic attackers with taunt, armor, and damage return, so Vayne must kite cooldowns rather than stand and fire.
Watch for Puncturing Taunt: forces you to attack Defensive Ball Curl and eat reflected damage while losing control of spacing.
How to beat
Never start the duel by hitting Defensive Ball Curl; back up and wait for it to drop if he cannot taunt you. Use Condemn to stop Powerball or create distance after taunt ends, then fight during the gap before his next engage. If you have QSS, cleanse the taunt and immediately Tumble away from his return-damage window.
Later Vayne can kill Rammus eventually because Silver Bolts ignores his armor, but the side lane is still dangerous if taunt lands into Ball Curl. In teamfights, do not free-hit him during Defensive Ball Curl unless he is the only target and you are protected.
- QSS removes Puncturing Taunt and is often required.
- Condemn can interrupt Powerball before impact.
- Do not auto through Defensive Ball Curl unless the kill is guaranteed.
- Final Hour invisibility helps after taunt ends, not during it.

RyzeUnfavoured
Ryze's point-click Rune Prison and low-cooldown spell chain punish Vayne's 550 range before she can stack enough autos.
Watch for Rune Prison: roots Vayne in spell range and starts Ryze's full cooldown rotation.
How to beat
Trade only at the edge of auto range and back out after one or two shots before Rune Prison starts a full combo. If he uses Rune Prison without Desperate Power, cleanse or wait it out, then Condemn him away and re-enter after his first rotation. Commit when his ultimate move speed is down and Spell Flux has not already reduced your magic resist.
Later Ryze is still favored in a direct side-lane catch because his spells are targeted and repeat quickly, but Vayne can win with QSS and enough room. In teamfights, stay outside Rune Prison range until he spends it on someone else.
- Do not stand near minions when Spell Flux can bounce value onto you.
- QSS turns one losing root into a playable duel.
- Desperate Power move speed makes chasing him harder than it looks.
- Condemn for distance is usually better than fishing for a wall stun.

ShacoEven
Shaco can choose the start with Deceive and fear boxes, but Vayne wins if she survives the opener and identifies the real target.
Watch for Deceive: lets Shaco appear behind Vayne for Backstab burst before she can establish spacing.
How to beat
Avoid fighting near boxes or fog where Deceive gives him the first hit for free. When he appears, Tumble during Final Hour to break his follow-up and Condemn him away from your back, then kite until the clone is obvious. Commit after Deceive is down; without it, he has trouble staying on you.
Later Vayne wins honest side-lane duels, but Shaco wins messy ones around boxes, clone confusion, and brush. In teamfights, hold position until he shows, then punish his exit path rather than chasing the clone.
- Condemn the Shaco that applies Two-Shiv Poison or moves like the player, not the clone.
- Do not chase into Jack In The Box nests.
- Keep your back away from his likely Deceive angle.
- A defensive ward item helps prevent the opener more than combat stats do.

ShenFavoured
Shen can taunt and shield, but his damage is too low to beat Vayne in a long duel unless Shadow Dash catches her near bad terrain or reinforcements.
Watch for Shadow Dash: taunts Vayne long enough for Shen to force melee contact and deny her kite timing.
How to beat
Stand at max range and Tumble sideways when he angles Shadow Dash, then punish the long cooldown. Save Condemn for after he dashes, not before, and keep firing through Feint once the shield is nearly gone. If he channels Stand United, interrupt it with Condemn if you can reach him.
Later Vayne wins the side lane and can threaten Shen under pressure, but Shen's global ultimate can make the 1v1 irrelevant. In teamfights, he is peel and disruption, so avoid wasting all cooldowns into Feint if his carries are reachable.
- Condemn interrupts Stand United's channel.
- Do not Tumble forward until Shadow Dash is down.
- Feint can absorb a Silver Bolts setup auto, so track your third hit carefully.
- If he misses taunt, he has no way to keep you in melee.

SingedEven
Vayne shreds Singed if she keeps him at range, but Fling into Poison Trail and Mega Adhesive can turn a chase into a losing fight.
Watch for Fling: throws Vayne behind Singed into poison and breaks her chosen spacing.
How to beat
Do not chase directly behind him; attack from the side so Poison Trail does not tax every auto. Hold Tumble for Mega Adhesive or Fling spacing, and Condemn him away the moment he turns in. Commit after Fling misses or is used, especially if Insanity Potion is not active.
Later Vayne wins the isolated side lane with enough room, but Singed can refuse the duel and proxy or drag her into bad terrain. In teamfights, hit him only while kiting backward and avoid following him away from higher-value targets.
- Never chase in the poison trail just to finish Silver Bolts.
- Condemn when he turns toward you, before Fling range.
- Mega Adhesive can make Final Hour chase fail despite your speed.
- Insanity Potion makes short all-ins worse; extend only if you have space.

SionEven
Sion's point-click stun and lifesteal ultimate can overpower short-range mistakes, but Vayne can kite and interrupt his shield timing with careful spacing.
Watch for Cryptic Gaze: targeted stun gives Sion time to detonate Death's Caress and start Cannibalism attacks.
How to beat
Stay just outside stun range until he uses Death's Caress, then either break the shield from range or back away before detonation. If Cryptic Gaze lands, Condemn him away as soon as you can act and reset the fight before Cannibalism gets value. Commit when his shield is down and he has no stun to force melee.
Later Vayne wins the side lane if she prevents Cannibalism from turning into repeated autos, but Sion can still win any stun-start fight. In teamfights, kite him and apply Grievous Wounds if his ultimate healing is keeping his front line alive.
- Do not stand near Death's Caress when it is about to pop.
- Executioner's Calling cuts Cannibalism's duel swing.
- Condemn after Cryptic Gaze to deny his lifesteal window.
- His passive damage reduction makes early poke look worse than your real all-in damage.

SivirEven
Vayne has the stronger sustained duel, but Sivir can deny Condemn with Spell Shield and force short trades with Boomerang Blade plus Fleet of Foot.
Watch for Spell Shield blocks Condemn or a Tumble-enhanced shot setup, removing Vayne's clean punish window.
How to beat
Hold just outside Sivir's 425 attack range and make her spend Spell Shield on a visible Condemn threat before you all-in. Tumble sideways through Boomerang Blade's line, then commit while Q is down and Spell Shield is unavailable.
Later Finished Vayne wins the side-lane duel if she does not waste Condemn into Spell Shield; Sivir is better in grouped fights because On The Hunt starts team engagements. Flank late, wait for Sivir's shield to drop, and kill her after the first spell exchange.
- Do not Condemn first unless Spell Shield is already down.
- Tumble perpendicular to Boomerang Blade, not backward along its return path.
- Fleet of Foot lets Sivir exit after one hit, so chase only with Final Hour active.

SkarnerUnfavoured
Skarner is difficult because Crystalline Exoskeleton closes the gap and Impale stops Vayne from kiting during the only window that matters.
Watch for Impale suppresses Vayne and drags her into Skarner's follow-up damage or team position.
How to beat
Stay at max auto range and hit Skarner's shield first; if Crystalline Exoskeleton breaks, his chase collapses. Save Condemn for after he commits forward, not for poke, and use Final Hour Tumble to break his target tracking before he reaches Impale range.
Later With Quicksilver Sash, Vayne can win side lane by cleansing Impale and kiting; without it, Skarner can still force the duel. In teamfights, do not show in his flash-Impale angle until QSS is available or he has used R.
- Break Crystalline Exoskeleton before judging whether you can kite him.
- Condemn after his speed shield is committed; early Condemn just resets the chase.
- If Impale is down, Skarner has trouble ever touching Final Hour Vayne.

SonaFavoured
Sona's damage and Crescendo are dangerous, but she is fragile enough that Vayne wins if she dodges the ultimate or survives the first Power Chord trade.
Watch for Crescendo stuns Vayne long enough for Sona to land her full spell rotation and Power Chord.
How to beat
Trade from 550 range only when Sona's Power Chord is not primed, then step back before she stacks another aura. Save Tumble for Crescendo's line, and all-in immediately if it misses.
Later Vayne crushes Sona in side lane, while Sona's value is in grouped auras and Crescendo. In teamfights, do not tumble aggressively until Crescendo is either dodged or spent.
- Count Sona's spell casts; the third one arms Power Chord.
- A wall Condemn usually ends the duel because Sona has no dash.
- Do not let her tag you with Power Chord before your Final Hour commit.

SorakaFavoured
Soraka can stall with Astral Blessing, Wish, and Infuse, but she lacks the damage or mobility to beat Vayne in a clean isolated duel.
Watch for Infuse silences Vayne, preventing Tumble or Condemn during Soraka's escape and heal window.
How to beat
Force Soraka to use Astral Blessing before committing, then keep attacking through the armor buff to stack Silver Bolts. Do not start the all-in while silenced; wait it out, then use Condemn to stop her retreat.
Later Vayne wins side lane decisively, but Soraka is stronger when she is protected by teammates and can spend Wish across the map. Buy anti-heal only if her healing is actually deciding fights, not for the duel alone.
- Expect Wish to extend the fight once; do not stop attacking at low health.
- Infuse is her only real way to interrupt your kill pattern.
- Silver Bolts cuts through the temporary armor from Astral Blessing better than most carries can.

TaricEven
Vayne can kite Taric forever in open space, but Dazzle into Shatter armor and Radiance can punish her if she lets him start close.
Watch for Dazzle stuns Vayne, giving Taric the range to walk into Shatter and Radiance damage.
How to beat
Keep the fight at 550 range and never walk into a brush or corner where Dazzle starts the trade for free. If he uses Dazzle from long range, the damage is lower; cleanse or wait out the stun, then Condemn him away and chase during its cooldown.
Later Vayne wins the side lane when she has space, while Taric is far more valuable grouped because Shatter and Dazzle protect his carry. In teamfights, hit whoever Taric cannot stun you for attacking.
- Long-range Dazzle hurts less than point-blank Dazzle, but the stun still matters.
- Do not Condemn Taric before Dazzle unless it pins him or denies melee range.
- His armor aura slows the kill, so commit only when you can keep Silver Bolts rolling.

TeemoUnfavoured
Teemo is hard because Blinding Dart removes Vayne's auto attacks during the exact window she needs to stack Silver Bolts.
Watch for Blinding Dart blinds Vayne, causing her attacks to miss and breaking her Silver Bolts timing.
How to beat
Do not all-in while Blind is available unless you can cleanse it. Bait Blinding Dart with a short trade, back off during the blind, then re-enter with Final Hour Tumble and keep the fight out of mushroom paths.
Later Vayne outscales Teemo in a true side-lane duel if she has cleanse or enough magic resistance, but mushrooms make the map fight awkward. In teamfights, wait out Blind or cleanse it before committing onto high-value targets.
- A blinded Vayne is not stacking Silver Bolts, so stop forcing autos into it.
- Final Hour invisibility can dodge follow-up autos, but it does not remove poison already applied.
- Fight in swept or known ground; one Noxious Trap can flip the duel.

TristanaUnfavoured
Tristana's late range, Rapid Fire, Rocket Jump, and Buster Shot let her control spacing better than Vayne unless Vayne finds a Condemn angle.
Watch for Buster Shot knocks Vayne out of her all-in, denying the Silver Bolts finish and resetting Tristana's range advantage.
How to beat
Before late levels, trade when Rapid Fire is down and punish Rocket Jump if she uses it forward. Late, do not chase in a straight line; look for Final Hour Tumble into Condemn against terrain, because a pure front-to-back auto fight favors Tristana's range.
Later Finished Tristana usually wins open side-lane spacing, while Vayne is better at killing tanks and outplaying in messy terrain. In teamfights, avoid walking through her frontline into Buster Shot; enter from fog or after she uses it defensively.
- Rocket Jump forward is your best punish window.
- If Buster Shot is up, your first all-in often gets reset.
- Condemn angles matter more as Tristana's passive range grows.

TryndamereEven
Vayne has the tools to kite Tryndamere, but Spinning Slash plus Mocking Shout can force Undying Rage and turn the chase if Condemn is mistimed.
Watch for Undying Rage prevents Tryndamere from dying during Vayne's burst finish, forcing her to kite instead of execute.
How to beat
Hold max range and save Condemn until after Spinning Slash, then create enough distance to wait out Undying Rage. When he ults, stop trying to finish immediately; tumble away, use slows if you have them, and re-engage as it expires.
Later Vayne can win side lane with space and cooldown discipline, but Tryndamere can punish any wall-less lane or missed Condemn. In teamfights, do not spend every defensive tool before Undying Rage is active, because he wants to force panic kiting.
- Condemn before Spinning Slash is usually wasted.
- Turn away before Mocking Shout if you can; the slow only hits fleeing targets.
- Count Undying Rage duration, then fire the final Silver Bolts proc after it ends.

Twisted FateFavoured
Twisted Fate can stun and poke, but Vayne wins the isolated duel if she avoids Gold Card setup or cleanses it.
Watch for Pick A Card Gold Card stuns Vayne and guarantees Wild Cards plus follow-up autos.
How to beat
Watch his card cycle and back up while Gold Card is locked. Once he throws it or you cleanse it, Final Hour forward and keep Tumble for dodging Wild Cards rather than for the first auto reset.
Later Vayne wins side lane if Destiny and Gold Card do not create a numbers play, while Twisted Fate is better at avoiding the duel and joining fights. Track Destiny before splitting too deep, and force him to answer waves where you can threaten all-in.
- Do not duel on his terms while Gold Card is visibly locked.
- Destiny reveals Final Hour stealth, so his ultimate can ruin your outplay window.
- If Gold Card is down, Twisted Fate has no reliable way to stop your chase.

TwitchEven
The duel is volatile because Twitch can open first from Ambush with Spray and Pray, but Vayne wins if she survives the opener and forces a close-range outplay.
Watch for Ambush opener gives Twitch the first attacks and stacks Deadly Venom before Vayne can choose the fight.
How to beat
Do not face-check likely Ambush angles; make Twitch reveal on minions, wards, or a bad engage. If he opens with Spray and Pray, tumble sideways out of the bolt line and Condemn him away or into terrain before Expunge reaches lethal stacks.
Later Twitch is stronger in grouped fights when Spray and Pray pierces the team, while Vayne is better in a contained side-lane duel after the opener is absorbed. Late, preserve Final Hour for repositioning across his ultimate line, not just for damage.
- Side-step Spray and Pray's line; do not kite straight backward through it.
- Expunge is most dangerous after several autos, so disengage before full stacks if you lost the opener.
- If Twitch opens without ultimate, Vayne can usually turn with Final Hour.

VeigarEven
Vayne kills Veigar quickly if she gets past Event Horizon, but one stun into Dark Matter and Primordial Burst can end the duel.
Watch for Event Horizon stuns Vayne if she crosses the edge, setting up Veigar's full burst combo.
How to beat
Hold outside Event Horizon range until Veigar places it, then tumble within the cage without touching the wall or wait it out. Commit only after the stun zone is gone; Veigar has little answer to Final Hour Vayne once his cage is down.
Later Side lane is Vayne-favored if she has magic protection or QSS, but Veigar's burst becomes lethal if she disrespects the cage. In teamfights, enter after Event Horizon is used or from an angle that does not force you through its edge.
- Do not Tumble through the Event Horizon wall; it still stuns you.
- Primordial Burst is less punishing to Vayne than to AP champions, but the base burst is still real.
- A missed Dark Matter is your signal to chase hard.

WarwickUnfavoured
Warwick's sustain keeps him alive through poke, and Infinite Duress removes Vayne's ability to kite unless she has Quicksilver Sash.
Watch for Infinite Duress suppresses Vayne and lets Warwick heal through the duel while she cannot move or attack.
How to beat
Keep him at 550 range and do not let Blood Scent bait you into fighting while low. Save Condemn for after he walks or ults into range; if you can cleanse Infinite Duress, immediately tumble away and restart the fight with Silver Bolts stacks.
Later With QSS, Vayne can win side lane by breaking Infinite Duress; without it, Warwick's point-click lockdown remains dangerous. In teamfights, assume his job is to hold you still and do not show until QSS is ready.
- Warwick wants you below half health before the chase starts.
- Do not poke forever into Hungering Strike sustain unless you can commit after it is down.
- QSS turns his ultimate from a kill button into a wasted cooldown.

WukongUnfavoured
Wukong's dash, invisibility, armor shred, and Cyclone knockup give him enough forced contact to punish Vayne before she can fully kite.
Watch for Cyclone knocks Vayne up and keeps Wukong in melee range during his burst window.
How to beat
Stay away from your own minion wave so Nimbus Strike cannot start for free, and do not Condemn the Decoy clone. Wait for Wukong to reveal after Decoy or commit with Nimbus Strike, then Condemn the real one and use Final Hour Tumble to dodge his second contact.
Later Vayne can beat Wukong in a long side-lane chase if she denies Cyclone value, but Wukong is much better at disrupting grouped fights. In teamfights, keep enough distance that Nimbus Strike plus Cyclone cannot instantly reach you.
- If he stops moving suddenly, hold Condemn until Decoy expires.
- Standing near minions gives Nimbus Strike an easy bridge to you.
- Cyclone can interrupt your spacing even after you knock him back if he saved dash.

ZileanFavoured
Zilean can kite and revive himself, but he lacks the burst to stop Vayne once Time Warp or Chronoshift is forced.
Watch for Chronoshift revives Zilean after lethal damage, wasting Vayne's first all-in if she keeps committing into it.
How to beat
Hold outside his 600 poke when possible, then use Final Hour only after he spends Time Warp aggressively or defensively. If Chronoshift appears, stop chasing into bad ground, reload your position, and kill him again after the revive.
Later Vayne wins the side-lane duel, while Zilean is far stronger in teamfights because Chronoshift can deny a pick on a carry. In grouped fights, do not spend everything killing a target with Chronoshift already active unless your team can control the revive spot.
- Time Bomb damage is delayed, so do not panic-tumble before the real detonation pressure.
- Time Warp used as a speed boost means he has no slow for your chase.
- When Chronoshift is active, switch targets or wait unless the revive location is controlled.
No champion by that name.
18- Attack damage
- 274.2
- Ability power
- 0
- Armor
- 139.5
- Magic resist
- 84.6
- Attack speed
- 1.755
- Cooldown reduction
- 0%
- Critical strike chance
- 55%
- Move speed
- 393.75

Click an item to leave it out of the numbers.
Resources
- Health
- 1,991
- Health regen
- 14.4 / 5s
- Mana
- 803
- Resource regen
- 13.5 / 5s
Offense
- Attack range
- 550
- Crit chance
- 55%
- Crit damage
- 250%
- Life steal
- 15%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 43%
- Lethality
- 6
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QTumblerank 5/5
- Damage
- 140
WSilver Boltsrank 5/5
- Damage
- 60 + 8% of the target's maximum health
ECondemnrank 5/5
- Damage
- 273
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.755
- Average hit
- 609
- Normal hit
- 330.7
- Critical hit
- 750.2
- On-hit damage
- 98.6
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Life steal healing
- 134.4 / s
- Time to kill
- 0.9s
On-hit
- Blade of The Ruined King51
Ruination · physical damage
Not counted: the active.
- Silver Bolts47.6
W, rank 5/5 · true damage · 142.8 every 3rd attack, averaged
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 108.5
- Ability power
- 0
- Armor
- 74.5
- Magic resist
- 30
- Attack speed
- 1.005
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 330
Resources
- Health
- 1,853
- Health regen
- 14.4 / 5s
- Mana
- 803
- Resource regen
- 13.5 / 5s
Offense
- Attack range
- 550
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at max rank
QTumblerank 5/5
- Damage
- 54
WSilver Boltsrank 5/5
- Damage
- 60 + 8% of the target's maximum health
ECondemnrank 5/5
- Damage
- 185
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.005
- Average hit
- 155.2
- Normal hit
- 108.5
- Critical hit
- 217
- On-hit damage
- 46.7
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 6.4s
On-hit
- Silver Bolts46.7
W, rank 5/5 · true damage · 140 every 3rd attack, averaged
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 336.45
- Ability power
- 0
- Armor
- 89.5
- Magic resist
- 46.6
- Attack speed
- 1.844
- Cooldown reduction
- 0%
- Critical strike chance
- 56%
- Move speed
- 393.75
Click an item to leave it out of the numbers.
Resources
- Health
- 1,991
- Health regen
- 14.4 / 5s
- Mana
- 803
- Resource regen
- 13.5 / 5s
Offense
- Attack range
- 550
- Crit chance
- 56%
- Crit damage
- 250%
- Life steal
- 27%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 43%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QTumblerank 5/5
- Damage
- 172
WSilver Boltsrank 5/5
- Damage
- 60 + 8% of the target's maximum health
ECondemnrank 5/5
- Damage
- 305
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.844
- Average hit
- 730.1
- Normal hit
- 394.2
- Critical hit
- 909
- On-hit damage
- 98.6
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Life steal healing
- 314.3 / s
- Time to kill
- 0.7s
On-hit
- Blade of The Ruined King51
Ruination · physical damage
Not counted: the active.
- Silver Bolts47.6
W, rank 5/5 · true damage · 142.8 every 3rd attack, averaged
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.