
Champion guide
Patch 26.16Vayne
The Night Hunter
- Marksman
- Bot
- Mana
Twenty minutes of misery, then the late game belongs to her. No carry kills a giant faster, and none suffers more before getting there.
Where these numbers come from
They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.
Base stats
- Health
- 442+83
- HP regen (per 5s)
- 5.05+0.55
- Mana
- 208+35
- Mana regen (per 5s)
- 6.7+0.4
- Attack damage
- 53.25+3.25
- Attack speed
- 0.658+3.1 %
- Armor
- 16.7+3.4
- Magic resist
- 30+0
- Attack range
- 550
- Move speed
- 330
Abilities
Passive
Night Hunter
Vayne ruthlessly hunts evil-doers. She gains 30 Movement Speed when moving toward nearby enemy champions.
QTumble
5 ranks- Cooldown
- 6/5/4/3/2 s
- Cost
- 30 Mana
- Range
- 300
- Damage
- 30 %/35 %/40 %/45 %/50 % AD
Vayne tumbles, maneuvering to carefully place her next shot. Her next attack deals bonus damage.
WSilver Bolts
5 ranks- Cooldown
- 0 s
- Cost
- No cost
- Range
- 750
- Damage
- 20/30/40/50/60 (+4 %/5 %/6 %/7 %/8 % of target's max health)
Every third consecutive attack or ability against an enemy deals an additional 20/30/40/50/60 plus 4/5/6/7/8% of the enemy's maximum Health true damage. (Max: 200 damage vs. Monsters)
ECondemn
5 ranks- Cooldown
- 20/18/16/14/12 s
- Cost
- 90 Mana
- Range
- 550
- Damage
- 45/80/115/150/185 (+50 % AD bonus)
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.
RFinal Hour
3 ranks- Cooldown
- 100/85/70 s
- Cost
- 80 Mana
- Range
- 1
Gains 25/40/55 Bonus Attack Damage for 8/10/12 seconds. While active, Tumble grants Invisibility for 1 second, and Night Hunter's bonus Movement Speed is increased to 90.
In short
Vayne is the most extreme bet in the botlane. Silver Bolts tear a percentage of maximum health on every third hit against the same target: the bigger the enemy, the harder she shreds. Tumble repositions her mid-duel and charges the next attack, Condemn pins a target against a wall and stuns it.
All of that requires being in contact range, with the shortest reach in her class and a tiny health pool. Before her items she suffers. After them, she decides fights. The champion rewards patience and precise positioning, and punishes rushing without mercy.
Strengths and weaknesses
Her duelling is the best on the roster once she's online. Percentage damage sidesteps the usual logic of resistances, so a tank stacking health becomes her favourite target rather than her problem. Final Hour adds damage and turns her tumble invisible: played well, you leave enemy vision in the middle of a fight and come back from a different angle. Condemn into a wall is a full stun, not just a knockback.
The downside is brutal. Her range is the shortest in the botlane, which leaves her poked at will. She survives no positioning error and has nothing against crowd control. Her early game is weak enough to be a genuine liability, and a team that pressures her before the twenty minute mark takes the whole game from her.
Laning phase
Your goal in lane isn't to win, it's to survive while farming. You are going to eat poke, that's the deal with this champion. Stay behind your wave, take minions cleanly, and only look for a trade when your support opens a real window.
When that window opens, the sequence to know is the stack. Your first two hits set up the third, and Tumble counts toward it while repositioning you: tumble toward the target rather than away, and the silver bolt lands an attack earlier. Condemn is not a random button, look for a wall behind your target, otherwise you push them out of range and lose the trade.
Power spikes
Your first attack speed item immediately changes your relationship with duelling: more hits means more silver bolts, and the stack becomes real instead of theoretical. That's the point where you stop being a lane victim.
The true swing comes with your first large damage item paired with that attack speed. From there you melt a giant in seconds and become the threat the enemy team plays around. Your ultimate is a survival spike as much as a damage one: invisibility during the tumble gets you out of a dive in the middle of a scrum.
Teamfights and positioning
Never commit first. Ever. Your place is held back until the enemy's crowd control has been spent. A Vayne who enters on the opening of a fight dies on the opening of a fight.
Once the fight is under way, pick the biggest target within immediate reach rather than chasing the enemy carry, that's where your passive pays the most. Tumble keeps you on your target without exposing yourself, it isn't a gap closer, and Condemn keeps a second life as a defensive tool: pinning an assassin against a wall is usually worth more than a little extra damage.