
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 · Normal DraftMatchup 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.
Normal Draft · 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 / Cost / Range Data Dragon 16.20.1
Night Hunter is the always-on rule shaping Vayne's normal trading and fight pattern. Watch its in-game state before committing.
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 300Silver Bolts contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Listed range 750Condemn 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 550Final 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 1Bridge Between 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.
Wilding Claw contributes basic-attack interaction and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 6 · Cost 20 · Listed range 600Iron Mantle contributes protection or sustain. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 6 · Cost 40Blazing Stampede contributes hard crowd control. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 6 · Cost 40 · Listed range 600Wingborne Storm changes a following cast rather than acting as an isolated button. Choose the version needed before committing, then check the current tooltip for each upgraded effect.
Cooldown 6 · Cost 40 · Listed range 370Adapt 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.