
Doran's Bow
400 doubloonsThis be th' most-supported Draft/Ranked starting gear in th' frozen prior-patch public role snapshot, manually checked agin' Riot patch 26.17. Compare its durability, sustain and damage trade-off afore leaving base.
Top · Normal DraftMatchup chartPatch 16.20.1
Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
Arrr, role fit
Vayne has a reviewed secondary role here. It be less common aboard than th' primary roles, but it has a recognisable role-specific course.
These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.
Arrr, normal Draft · Top
Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

This be th' most-supported Draft/Ranked starting gear in th' frozen prior-patch public role snapshot, manually checked agin' Riot patch 26.17. Compare its durability, sustain and damage trade-off afore leaving base.

This gear be part o' th' most-supported coherent core in th' frozen prior-patch public role snapshot, manually checked agin' Riot patch 26.17. Treat th' sample as context, then adjust only fer a clearly identified matchup problem.

This be th' most-supported Boots choice in th' frozen prior-patch public role snapshot, manually checked agin' Riot patch 26.17; change it when th' opposing damage or crowd control calls fer a different defence.

This gear be part o' th' most-supported coherent core in th' frozen prior-patch public role snapshot, manually checked agin' Riot patch 26.17. Treat th' sample as context, then adjust only fer a clearly identified matchup problem.

This gear be part o' th' most-supported coherent core in th' frozen prior-patch public role snapshot, manually checked agin' Riot patch 26.17. Treat th' sample as context, then adjust only fer a clearly identified matchup problem.

Keep this reviewed late cargo after the prior-patch cross-check; move or trade it only when its named match trouble is aboard.

Completes th' six-gear inventory wit' high attack damage and sustain fer extended late fights.
Shipshape loadout choices
Recommendations await inspection
Arrr, best when: Mortal Reminder combines armour penetration wit' anti-heal.
Arrr, best when: Arrr, Guardian Angel protects a completed damage core from one decisive death.
Arrr, best when: Arrr, Wit's End adds magic resistance without giving up attack speed.
Arrr, best when: Arrr, Lord Dominik's Regards adds percentage armour penetration.
Arrr, runes and summoner spells
Use range to manage th' wave and take measured trades without surrendering th' escape course. Teleport supports th' long solo course.
Teleport preserves recalls and side-course access. Ignite be a deliberate pressure trade-off, nay a universal upgrade.
Keep th' defensive secondary runes when repeated poke or one committed trade can decide th' course.
Arrr, matchup notes
Range, movement and percent-hull damage offer a different captain's answer to a hull-stacking course.
Mid battleTh' clearest window be 'round first aboard completed gear, roams and isolated targets afore every fight becomes fully grouped.
Treat Vex as one part o' th' sea chart state. Their Jungler, nigh th' ship waves and which teammates can move determine whether th' same trade or rotation be seaworthy.
Arrr, static alternatives
These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Mortal Reminder combines armour penetration wit' anti-heal.

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

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

Arrr, Lord Dominik's Regards adds percentage armour penetration.
Trick reference
Trick reference Data Dragon 16.20.1
Cooldown / Cost / Range Data Dragon 16.20.1
Night Hunter be th' always-on rule shaping Vayne's normal trading and fight pattern. Watch its in-battle state afore committing.
Tumble contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 6/5/4/3/2 · Cost 30 · Arrr, listed range 300Silver Bolts contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Arrr, listed range 750Condemn be a ranged cast involving damage. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.
Cooldown 20/18/16/14/12 · Cost 90 · Arrr, listed range 550Final Hour contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 100/85/70 · Cost 80 · Arrr, listed range 1Break th' Mold be an automatic part o' th' kit involving damage. Track when its condition be active instead o' treating every fight th' same way.
Shattering Strike contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 11/10.5/10/9.5/9 · Cost 50 · Arrr, listed range 600Ferromancy: Crash Down contributes a slowing effect and protection or sustain. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 10 · Cost 40 · Arrr, listed range 450Full Tilt contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 14/13/12/11/10 · Cost 40 · Arrr, listed range 1200Magnet Storm contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 120/100/80 · Cost 100 · Arrr, listed range 200Adapt th' course
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Hold a favourable wave, pressure th' foe astern from farm and keep enough vision to survive th' second foe.
Push afore moving to an prize; arrive through a known course rather than giving up th' wave and yer shutdown.
Use th' lead to occupy space fer th' crew. Do nay chase through th' entire foe formation fer one target.
Keep hull and minions balanced so one poor trade does nay decide th' course.
Move after th' wave be handled and communicate if th' opposing Top laner leaves first aboard.
Pick betwixt front-line duty, side pressure and carry access according to th' champion kit.
Farm nigh safe harbour, avoid repeating th' losing trade and ask fer lend a hand only when th' wave creates a realistic window.
Do nay follow a stronger foe through unseen river. Signal th' move and recover promised resources.
Contribute control or pressure to th' nearest seaworthy target instead o' trying to repair th' score alone.
Pings, movement and prizes
Manage th' long course afore leaving it. A useful move begins wit' a handled wave, a visible course and a teammate who knows ye be coming.
Pings create a shared course; they do nay replace checking waves, vision and who can move.
Push, catch or communicate th' wave afore leaving so th' foe does nay gain a free move and free income.
Use On Me Way fer th' course ye be actually taking and Peril where an unseen foe may arrive.
Move through controlled vision wit' th' Jungler or another ally instead o' face-checking th' prize alone.
Decide whether ye be engaging, front-lining, flanking or protecting a carry afore th' fight begins.
Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.
Arrr, keep preparing
Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.