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Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Vayne Top · Normal Draft

Vayne has a reviewed secondary role here. It is less common than the primary roles, but it has a recognisable role-specific plan.

Reviewed secondaryStandard Summoner's Rift preparation
Champion overview
Historical referenceRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
16.16 Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Normal Draft · Top

Evidence-supported Vayne Top

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Reviewed secondary
S
Draft / Ranked opening · separate from item 1

Doran's Bow

400 gold

This is the most-supported Draft/Ranked starting item in the frozen prior-patch public role snapshot, manually checked against Riot patch 26.17. Compare its durability, sustain and damage trade-off before leaving base.

1
First item

Blade of The Ruined King

3,200 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot, manually checked against Riot patch 26.17. Treat the sample as context, then adjust only for a clearly identified matchup problem.

2
Boots

Berserker's Greaves

1,100 gold

This is the most-supported Boots choice in the frozen prior-patch public role snapshot, manually checked against Riot patch 26.17; change it when the opposing damage or crowd control calls for a different defence.

3
Core

Guinsoo's Rageblade

3,000 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot, manually checked against Riot patch 26.17. Treat the sample as context, then adjust only for a clearly identified matchup problem.

4
Late

Terminus

3,000 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot, manually checked against Riot patch 26.17. Treat the sample as context, then adjust only for a clearly identified matchup problem.

5
Flexible

Infinity Edge

3,500 gold

Keeps a reviewed late option after the prior-patch cross-check; move or replace it only when its stated match problem is present.

6
Late sustain

Bloodthirster

3,400 gold

Completes the six-item inventory with high attack damage and sustain for extended late fights.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingMortal Reminder combines armour penetration with anti-heal.View full route

Best when: Mortal Reminder combines armour penetration with anti-heal.

  1. First itemBlade of The Ruined King
  2. BootsBerserker's Greaves
  3. CoreGuinsoo's Rageblade
  4. Mortal Reminder
  5. FlexibleInfinity Edge
  6. Late sustainBloodthirster
AlternativeThey burst meGuardian Angel protects a completed damage core from one decisive death.View full route

Best when: Guardian Angel protects a completed damage core from one decisive death.

  1. First itemBlade of The Ruined King
  2. BootsBerserker's Greaves
  3. CoreGuinsoo's Rageblade
  4. LateTerminus
  5. Guardian Angel
  6. Late sustainBloodthirster
AlternativeMagic damage reaches meWit's End adds magic resistance without giving up attack speed.View full route

Best when: Wit's End adds magic resistance without giving up attack speed.

  1. First itemBlade of The Ruined King
  2. BootsBerserker's Greaves
  3. CoreGuinsoo's Rageblade
  4. Wit's End
  5. FlexibleInfinity Edge
  6. Late sustainBloodthirster
AlternativeThey stack armourLord Dominik's Regards adds percentage armour penetration.View full route

Best when: Lord Dominik's Regards adds percentage armour penetration.

  1. First itemBlade of The Ruined King
  2. BootsBerserker's Greaves
  3. CoreGuinsoo's Rageblade
  4. Lord Dominik's Regards
  5. FlexibleInfinity Edge
  6. Late sustainBloodthirster

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingMortal Reminder combines armour penetration with anti-heal.View full route

Best when: Mortal Reminder combines armour penetration with anti-heal.

  1. First itemBlade of The Ruined King
  2. BootsBerserker's Greaves
  3. CoreGuinsoo's Rageblade
  4. Mortal Reminder
  5. FlexibleInfinity Edge
  6. Late sustainBloodthirster
AlternativeThey burst meGuardian Angel protects a completed damage core from one decisive death.View full route

Best when: Guardian Angel protects a completed damage core from one decisive death.

  1. First itemBlade of The Ruined King
  2. BootsBerserker's Greaves
  3. CoreGuinsoo's Rageblade
  4. LateTerminus
  5. Guardian Angel
  6. Late sustainBloodthirster
AlternativeMagic damage reaches meWit's End adds magic resistance without giving up attack speed.View full route

Best when: Wit's End adds magic resistance without giving up attack speed.

  1. First itemBlade of The Ruined King
  2. BootsBerserker's Greaves
  3. CoreGuinsoo's Rageblade
  4. Wit's End
  5. FlexibleInfinity Edge
  6. Late sustainBloodthirster
AlternativeThey stack armourLord Dominik's Regards adds percentage armour penetration.View full route

Best when: Lord Dominik's Regards adds percentage armour penetration.

  1. First itemBlade of The Ruined King
  2. BootsBerserker's Greaves
  3. CoreGuinsoo's Rageblade
  4. Lord Dominik's Regards
  5. FlexibleInfinity Edge
  6. Late sustainBloodthirster

Runes and summoner spells

Runes and summoner spellsVayneTop

Use range to manage the wave and take measured trades without surrendering the escape route. Teleport supports the long solo lane.

Normal Draft
Primary tree

Precision

Fleet FootworkPresence of MindLegend: AlacrityCut Down
Secondary tree

Resolve

Second WindOvergrowth
Summoner spells
FlashTeleport
Long-lane safety

Teleport preserves recalls and side-lane access. Ignite is a deliberate pressure trade-off, not a universal upgrade.

Respect the matchup

Keep the defensive secondary runes when repeated poke or one committed trade can decide the lane.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Too much healing

Mortal Reminder

Mortal Reminder combines armour penetration with anti-heal.

They burst me

Guardian Angel

Guardian Angel protects a completed damage core from one decisive death.

Magic damage reaches me

Wit's End

Wit's End adds magic resistance without giving up attack speed.

They stack armour

Lord Dominik's Regards

Lord Dominik's Regards adds percentage armour penetration.

Kit reference

Vayne abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Night Hunter

What it doesVayne ruthlessly hunts evil-doers, gaining Move Speed when moving toward nearby enemy champions.

Practical readNight Hunter is the always-on rule shaping Vayne's normal trading and fight pattern. Watch its in-game state before committing.

Q
Q ability

Tumble

What it doesVayne tumbles, maneuvering to carefully place her next shot. Her next attack deals bonus damage.

Practical readTumble contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown6/5/4/3/2 secCost30Listed range300 units
W
W ability

Silver Bolts

What it doesVayne 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 max health as bonus true damage.

Practical readSilver Bolts contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Listed range750 units
Maximum-health interaction

This effect references a maximum-health value. Check whether the current tooltip uses the caster's or the target's health before comparing damage or protection.

E
E ability

Condemn

What it doesVayne draws a heavy crossbow from her back, and fires a huge bolt at her target, knocking them back and dealing damage. If they collide with terrain, they are impaled, dealing bonus damage and stunning them.

Practical readCondemn is a ranged cast involving damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

Cooldown20/18/16/14/12 secCost90Listed range550 units
R
Ultimate

Final Hour

What it doesReadying herself for an epic confrontation, Vayne gains increased Attack Damage, Invisibility during Tumble, reduced Tumble cooldown, and more bonus Move Speed from Night Hunter

Practical readFinal Hour contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown100/85/70 secCost80

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Trade around the wave and your strongest cooldowns

1
Lane

Keep health and minions balanced so one poor trade does not decide the lane.

2
Map play

Move after the wave is handled and communicate if the opposing Top laner leaves first.

3
Fights

Choose between front-line duty, side pressure and carry access according to the champion kit.

Pings, movement and objectives

Vayne Top map plan

Manage the long lane before leaving it. A useful move begins with a handled wave, a visible route and a teammate who knows you are coming.

Ahead

Use the side-lane lead without donating it

Ping
Ping Enemy Missing when the opposing Top leaves, then On My Way before a flank or objective move.
Stay or move
Push the wave before moving. Stay if leaving would hand several minions or your tower back to the opponent.
Objective
Arrive through a known route and mark whether you are front-lining, flanking or protecting a carry. Do not enter alone before the team can follow.
Even

Make the wave create the first move

Ping
Use Enemy Missing early, Danger on the route they may take, and On My Way only after your own wave is handled.
Stay or move
Move after pushing or on a shared recall. Do not follow through unwarded river merely because the opponent left first.
Objective
Tell the team whether you can move before the objective starts. Approach with vision and save the cooldown needed for the first real commitment.
Behind

Protect experience and communicate the pressure

Ping
Ping Enemy Missing immediately and Retreat if teammates are about to meet the stronger Top laner without you.
Stay or move
Do not match a stronger opponent through darkness. Clear the safe wave, then group by the shortest controlled route.
Objective
State early if you cannot contest. If the team still fights, provide control or protection instead of attempting an isolated flank.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Handle the wave

    Push, catch or communicate the wave before leaving so the opponent does not gain a free move and free income.

  2. 2
    Signal the route

    Use On My Way for the route you are actually taking and Danger where an unseen opponent may arrive.

  3. 3
    Enter together

    Move through controlled vision with the Jungler or another ally instead of face-checking the objective alone.

  4. 4
    Choose the job

    Decide whether you are engaging, front-lining, flanking or protecting a carry before the fight begins.

Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.

Use the guide

Put Vayne into a real matchup

Compare a specific opponent, return to the champion overview, or choose another champion without losing the queue distinction.

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