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Bot · Normal DraftMatchup guidePatch 16.20.1

Vayne vs Vex

Build, runes, abilities and practical pre-game checks in one queue-aware reference.

VayneVSVex

Matchup guide

Choose the matchup

Search every champion, choose the assigned role, then open the exact queue page.

VS
Role
Selected laneBot

Choose two champions from the list.

Role fit

BotVayne

Vayne has an established Bot carry plan that can scale through shared-lane farm and work with a Support partner.

Primary role
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 · Bot

Evidence-supported Vayne Bot

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

Primary role
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 spellsVayneBot

Press the Attack supports a deliberate short damage sequence. Flash and Barrier preserve firing space when the opposing duo commits.

Normal Draft
Primary tree

Precision

Press the AttackPresence of MindLegend: BloodlineCut Down
Secondary tree

Sorcery

CelerityGathering Storm
Summoner spells
FlashBarrier
Coordinate the Support

Avoid duplicating the same defensive spell without a reason. Barrier protects the user; Heal can protect both nearby lane partners.

Cleanse is specific

Choose Cleanse only when removable crowd control is the lane or fight problem and you can use it reliably.

Matchup notes

What changes when Vex is opposite you?

Pre-game kit comparison
Kit comparison

Respect the opponent's reliable threat

Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.

Your plan

Use the route you prepared

Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.

Ability reminders

Vayne reminders

  • Tumble has many uses, but it cannot pass over walls.
  • Condemn can be used to both pin targets to walls to ensure a kill, or to escape a pursuer.
  • Don't go in first to a large teamfight. Wait for your teammates to initiate.

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.

Ability reference

Compare both kits

Ability reference Data Dragon 16.20.1

Cooldown / Cost / Range Data Dragon 16.20.1

Vayne

  1. P
    Night Hunter

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

  2. Q
    Tumble

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

    Cooldown 6/5/4/3/2 · Cost 30 · Listed range 300
  3. W
    Silver Bolts

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

    Listed range 750
  4. E
    Condemn

    Condemn 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.

    Cooldown 20/18/16/14/12 · Cost 90 · Listed range 550
  5. R
    Final Hour

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

    Cooldown 100/85/70 · Cost 80 · Listed range 1

Vex

  1. P
    Doom 'n Gloom

    Doom 'n Gloom is an automatic part of the kit involving hard crowd control and damage. Track when its condition is active instead of treating every fight the same way.

  2. Q
    Mistral Bolt

    Mistral Bolt is a ranged cast involving its listed effect. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

    Cooldown 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range 1200
  3. W
    Personal Space

    Personal Space contributes protection or sustain and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 16/15/14/13/12 · Cost 75 · Listed range 475
  4. E
    Looming Darkness

    Looming Darkness creates setup or area pressure. Place it where the opponent must choose between entering its space, changing route or giving up the immediate contest.

    Cooldown 12 · Cost 70/80/90/100/110 · Listed range 800
  5. R
    Shadow Surge

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

    Cooldown 140/120/100 · Cost 100 · Listed range 2000/2500/3000

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

Prioritise farm, spacing and coordination with Support

1
Lane

Match the opposing carry's income and trade when both lane partners can participate.

2
Map play

Finish the wave before rotating unless the fight is immediate and clearly reachable.

3
Fights

Stand behind allied control and build damage on reachable targets before stepping toward the back line.

Pings, movement and objectives

Vayne Bot map plan

Protect income and coordinate with Support. Your movement should follow the wave, while your pings make target choice and danger clear before the fight begins.

Ahead

Carry the lead into the next safe fight

Ping
Use Target on the reachable opponent, Danger when Support or Jungle is too far away, and On My Way after the wave is secured.
Farm or rotate
Finish the wave, recall on the item timing and rotate with protection. Do not cross river alone to save a few seconds.
Objective
Attack from the safe side of the objective and keep damaging the nearest reachable threat. Preserving the shutdown matters more than chasing.
Even

Build the item timing and move together

Ping
Use Target to align with Support, Enemy Missing when either Bot opponent leaves and Danger if an engage begins outside your safe range.
Farm or rotate
Rotate after the wave or when the objective fight is immediate and reachable. Communicate if staying for the wave is the safer call.
Objective
Enter behind vision and allied control. Keep a route away from the enemy engage before starting sustained damage.
Behind

Shorten exposure and recover guaranteed gold

Ping
Use Retreat before Support or Jungle forces a fight you cannot damage, and Enemy Missing as soon as the winning Bot lane leaves.
Farm or rotate
Avoid being first into river. Move with Support after the safe wave, or trade an unsafe objective for protected farm.
Objective
Stand beside peel and attack whoever enters safe range. Do not cross enemy control to reach the opposing carry.
Objective setup

Four calls, in order

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

  1. 1
    Secure the wave

    Finish safe farm and communicate the recall or move before the objective setup begins.

  2. 2
    Enter protected

    Walk with Support or another ally and choose the side where enemy engage cannot reach you first.

  3. 3
    Set attack space

    Keep an exit route and identify the nearest target you can damage without crossing enemy control.

  4. 4
    Stay alive

    Continue useful damage without chasing away from the objective or donating a shutdown.

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.

Keep preparing

Use the champion page or choose another opponent

The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.

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