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Top · SwiftplayMatchup guidePatch 16.20.1

Vayne vs Olaf

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

VayneVSOlaf

Matchup guide

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

VS
Role
Selected laneTop

Choose two champions from the list.

Role fit

TopVayne

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

Reviewed secondary
Review patch unknownRecommendation review pending

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

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

Swiftplay · Top

Marksman solo-lane reference

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

Reviewed secondary
S
Swiftplay opening · separate from item 1

Guardian's Hammer

950 gold

Adds attack damage, health and life steal for physical champions who rely on repeated basic attacks in Swiftplay.

1
First item

Kraken Slayer

3,000 gold

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

2
Boots

Berserker's Greaves

1,100 gold

Adds attack speed and movement speed for champions whose repeated basic attacks remain central to the route.

3
Core

Infinity Edge

3,500 gold

Increases critical-strike damage after a reliable critical core is established; it does not repair a route with too little critical chance.

4
Late

Lord Dominik's Regards

3,300 gold

Adds percentage armour penetration against targets who have built meaningful armour.

5
Flexible

Guardian Angel

3,200 gold

Adds a revive for a high-value late fight after the functional damage or durability core is established.

6
Late sustain

Bloodthirster

3,400 gold

Adds high attack damage and sustain after the route can already reach targets and survive long enough to keep attacking.

Buy this only after selling the Guardian starter when all six permanent slots are needed.

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 itemKraken Slayer
  2. BootsBerserker's Greaves
  3. CoreInfinity Edge
  4. Mortal Reminder
  5. FlexibleGuardian Angel
  6. Late sustainBloodthirster

Buy this only after selling the Guardian starter when all six permanent slots are needed.

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 itemKraken Slayer
  2. BootsBerserker's Greaves
  3. CoreInfinity Edge
  4. Wit's End
  5. FlexibleGuardian Angel
  6. Late sustainBloodthirster

Buy this only after selling the Guardian starter when all six permanent slots are needed.

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 itemKraken Slayer
  2. BootsBerserker's Greaves
  3. CoreInfinity Edge
  4. Mortal Reminder
  5. FlexibleGuardian Angel
  6. Late sustainBloodthirster

Buy this only after selling the Guardian starter when all six permanent slots are needed.

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 itemKraken Slayer
  2. BootsBerserker's Greaves
  3. CoreInfinity Edge
  4. Wit's End
  5. FlexibleGuardian Angel
  6. Late sustainBloodthirster

Buy this only after selling the Guardian starter when all six permanent slots are needed.

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.

Swiftplay
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.

Matchup notes

What changes when Olaf is opposite you?

Pre-game kit comparison
Strategic interaction

Keep the fight at range

Range, movement and percent-health damage offer a different answer to a health-stacking lane.

Mid game

The clearest window is around first completed items, roams and isolated targets before every fight becomes fully grouped.

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.
Ability reminders

Against Olaf

  • Olaf becomes more dangerous the lower life he is. Save your disables to finish him off.
  • Preventing Olaf from reaching his axe will minimize the amount of harassment he can cause in the laning phase.
  • Olaf has reduced defenses from damage during Ragnarok, despite being immune to disables. If you can't escape from Olaf during Ragnarok, try focusing your damage on him with your teammates.

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.

Magic damage reaches me

Wit's End

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

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

Olaf

  1. P
    Berserker Rage

    Berserker Rage is an automatic part of the kit involving basic-attack interaction. Track when its condition is active instead of treating every fight the same way.

  2. Q
    Undertow

    Retrieve the axe only when safe; check the remaining cooldown before casting again.

    Cooldown 9 · Cost 50/55/60/65/70 · Listed range 1000
  3. W
    Tough It Out

    Tough It Out contributes protection or sustain and basic-attack interaction. 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 50 · Listed range 700
  4. E
    Reckless Swing

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

    Cooldown 11/10/9/8/7 · Listed range 325
  5. R
    Ragnarok

    Ragnarok is part of Olaf's R pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

    Cooldown 100/90/80 · Cost 100 · Listed range 400

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.

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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