
Doran's Bow
400 goldThis 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.
Top · Ranked FlexMatchup guidePatch 16.20.1
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
Vayne has a reviewed secondary role here. It is less common than the primary roles, but it has a recognisable role-specific plan.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Ranked Flex · Top
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

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.

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.

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.

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.

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.

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

Completes the six-item inventory with high attack damage and sustain for extended late fights.
Complete build choices
Recommendation review pending
Best when: Mortal Reminder combines armour penetration with anti-heal.
Best when: Guardian Angel protects a completed damage core from one decisive death.
Best when: Wit's End adds magic resistance without giving up attack speed.
Best when: Lord Dominik's Regards adds percentage armour penetration.
Runes and summoner spells
Use range to manage the wave and take measured trades without surrendering the escape route. Teleport supports the long solo lane.
Teleport preserves recalls and side-lane access. Ignite is a deliberate pressure trade-off, not a universal upgrade.
Keep the defensive secondary runes when repeated poke or one committed trade can decide the lane.
Matchup notes
Range, movement and percent-health damage offer a different answer to a health-stacking lane.
Mid gameThe clearest window is around first completed items, roams and isolated targets before every fight becomes fully grouped.
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.
Static alternatives
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Mortal Reminder combines armour penetration with anti-heal.

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

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

Lord Dominik's Regards adds percentage armour penetration.
Ability reference
Ability reference Data Dragon 16.20.1
Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1
Vayne ruthlessly hunts evil-doers, gaining Move Speed when moving toward nearby enemy champions.
Vayne tumbles, maneuvering to carefully place her next shot. Her next attack deals bonus damage.
Cooldown (s) 6/5/4/3/2 · Cost 30 · Listed range (units) 300Vayne 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.
Listed range (units) 750Vayne 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.
Cooldown (s) 20/18/16/14/12 · Cost 90 · Listed range (units) 550Readying herself for an epic confrontation, Vayne gains increased Attack Damage, Invisibility during Tumble, reduced Tumble cooldown, and more bonus Move Speed from Night Hunter
Cooldown (s) 100/85/70 · Cost 80Jarvan's first basic attack on an enemy deals bonus physical damage based on their current Health. This effect cannot occur again on the same enemy for a few seconds.
Jarvan IV extends his lance, dealing physical damage and lowering the Armor of enemies in its path. Additionally, this will pull Jarvan to his Demacian Standard, knocking up enemies in his path.
Cooldown (s) 10/9/8/7/6 · Cost 45/50/55/60/65 · Listed range (units) 770Jarvan IV calls upon the ancient kings of Demacia to shield him from harm and slow surrounding enemies.
Cooldown (s) 9 · Cost 30 · Listed range (units) 625Jarvan IV carries the pride of Demacia, passively granting him bonus Attack Speed. Activating Demacian Standard allows Jarvan IV to place a Demacian flag that deals magic damage on impact and grants Attack Speed to nearby allied champions.
Cooldown (s) 12/11.5/11/10.5/10 · Cost 55 · Listed range (units) 860Jarvan IV heroically leaps into battle at a target with such force that he terraforms the surrounding area to create an arena around them. Nearby enemies are damaged at the moment of impact.
Cooldown (s) 120/105/90 · Cost 100 · Listed range (units) 650Adapt the plan
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Hold a favourable wave, pressure the enemy away from farm and keep enough vision to survive the second opponent.
Push before moving to an objective; arrive through a known route rather than giving up the wave and your shutdown.
Use the lead to occupy space for the team. Do not chase through the entire enemy formation for one target.
Keep health and minions balanced so one poor trade does not decide the lane.
Move after the wave is handled and communicate if the opposing Top laner leaves first.
Choose between front-line duty, side pressure and carry access according to the champion kit.
Farm near safety, avoid repeating the losing trade and ask for help only when the wave creates a realistic window.
Do not follow a stronger opponent through unseen river. Signal the move and recover guaranteed resources.
Contribute control or pressure to the nearest safe target instead of trying to repair the score alone.
Pings, movement and objectives
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.
Pings create a shared plan; they do not replace checking waves, vision and who can move.
Push, catch or communicate the wave before leaving so the opponent does not gain a free move and free income.
Use On My Way for the route you are actually taking and Danger where an unseen opponent may arrive.
Move through controlled vision with the Jungler or another ally instead of face-checking the objective alone.
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.
Keep preparing
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.