Arrr, VRC.LOL

Top · Normal DraftMatchup chartPatch 16.20.1

Vayne vs Rell

Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.

VayneVSRell

Matchup chart

Pick th' matchup

Scan th' horizon every champion, choose th' assigned role, then open th' exact queue chart.

VS
Role
Picked courseTop

Pick two champions from th' list.

Arrr, role fit

TopVayne

Vayne has a reviewed secondary role here. It be less common aboard than th' primary roles, but it has a recognisable role-specific course.

Arrr, reviewed secondary
Old chart, mateyRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
16.16 Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, normal Draft · Top

Arrr, evidence-supported Vayne Top

Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Arrr, reviewed secondary
S
Draft / Ranked opening · separate from gear 1

Doran's Bow

400 doubloons

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.

1
First aboard gear

Blade of The Ruined King

3,200 doubloons

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.

2
Boots

Berserker's Greaves

1,100 doubloons

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.

3
Core

Guinsoo's Rageblade

3,000 doubloons

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.

4
Late

Terminus

3,000 doubloons

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.

5
Flexible

Infinity Edge

3,500 doubloons

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

6
Arrr, late sustain

Bloodthirster

3,400 doubloons

Completes th' six-gear inventory wit' high attack damage and sustain fer extended late fights.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, too much healingMortal Reminder combines armour penetration wit' anti-heal.Spy full course

Arrr, best when: Mortal Reminder combines armour penetration wit' anti-heal.

  1. First aboard gearBlade of The Ruined King
  2. BootsBerserker's Greaves
  3. CoreGuinsoo's Rageblade
  4. Mortal Reminder
  5. FlexibleInfinity Edge
  6. Arrr, late sustainBloodthirster
AlternativeArrr, they burst meArrr, Guardian Angel protects a completed damage core from one decisive death.Spy full course

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

  1. First aboard gearBlade of The Ruined King
  2. BootsBerserker's Greaves
  3. CoreGuinsoo's Rageblade
  4. LateTerminus
  5. Guardian Angel
  6. Arrr, late sustainBloodthirster
AlternativeArrr, magic damage reaches meArrr, Wit's End adds magic resistance without giving up attack speed.Spy full course

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

  1. First aboard gearBlade of The Ruined King
  2. BootsBerserker's Greaves
  3. CoreGuinsoo's Rageblade
  4. Wit's End
  5. FlexibleInfinity Edge
  6. Arrr, late sustainBloodthirster
AlternativeArrr, they stack armourArrr, Lord Dominik's Regards adds percentage armour penetration.Spy full course

Arrr, best when: Arrr, Lord Dominik's Regards adds percentage armour penetration.

  1. First aboard gearBlade of The Ruined King
  2. BootsBerserker's Greaves
  3. CoreGuinsoo's Rageblade
  4. Lord Dominik's Regards
  5. FlexibleInfinity Edge
  6. Arrr, late sustainBloodthirster

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, too much healingMortal Reminder combines armour penetration wit' anti-heal.Spy full course

Arrr, best when: Mortal Reminder combines armour penetration wit' anti-heal.

  1. First aboard gearBlade of The Ruined King
  2. BootsBerserker's Greaves
  3. CoreGuinsoo's Rageblade
  4. Mortal Reminder
  5. FlexibleInfinity Edge
  6. Arrr, late sustainBloodthirster
AlternativeArrr, they burst meArrr, Guardian Angel protects a completed damage core from one decisive death.Spy full course

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

  1. First aboard gearBlade of The Ruined King
  2. BootsBerserker's Greaves
  3. CoreGuinsoo's Rageblade
  4. LateTerminus
  5. Guardian Angel
  6. Arrr, late sustainBloodthirster
AlternativeArrr, magic damage reaches meArrr, Wit's End adds magic resistance without giving up attack speed.Spy full course

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

  1. First aboard gearBlade of The Ruined King
  2. BootsBerserker's Greaves
  3. CoreGuinsoo's Rageblade
  4. Wit's End
  5. FlexibleInfinity Edge
  6. Arrr, late sustainBloodthirster
AlternativeArrr, they stack armourArrr, Lord Dominik's Regards adds percentage armour penetration.Spy full course

Arrr, best when: Arrr, Lord Dominik's Regards adds percentage armour penetration.

  1. First aboard gearBlade of The Ruined King
  2. BootsBerserker's Greaves
  3. CoreGuinsoo's Rageblade
  4. Lord Dominik's Regards
  5. FlexibleInfinity Edge
  6. Arrr, late sustainBloodthirster

Arrr, runes and summoner spells

Arrr, runes and summoner spellsVayneTop

Use range to manage th' wave and take measured trades without surrendering th' escape course. Teleport supports th' long solo course.

Normal Draft, matey
Arrr, primary tree

Precision

Fleet FootworkPresence of MindLegend: AlacrityCut Down
Arrr, secondary tree

Resolve

Second WindOvergrowth
Arrr, summoner spells
FlashTeleport
Long-course safe harbour

Teleport preserves recalls and side-course access. Ignite be a deliberate pressure trade-off, nay a universal upgrade.

Respect th' matchup

Keep th' defensive secondary runes when repeated poke or one committed trade can decide th' course.

Arrr, matchup notes

What changes when Rell is opposite you?

Pre-battle kit comparison
Arrr, strategic interaction

Keep th' fight at range

Range, movement and percent-hull damage offer a different captain's answer to a hull-stacking course.

Mid battle

Th' clearest window be 'round first aboard completed gear, roams and isolated targets afore every fight becomes fully grouped.

Yer course

Use th' course ye prepared

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.

Trick reminders

Vayne reminders

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

Arrr, static alternatives

Compare th' problem afore changing th' course

These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, too much healing

Mortal Reminder

Mortal Reminder combines armour penetration wit' anti-heal.

Arrr, they burst me

Guardian Angel

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

Arrr, magic damage reaches me

Wit's End

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

Arrr, they stack armour

Lord Dominik's Regards

Arrr, Lord Dominik's Regards adds percentage armour penetration.

Trick reference

Arrr, compare both kits

Trick reference Data Dragon 16.20.1

Cooldown / Cost / Range Data Dragon 16.20.1

Vayne

  1. P
    Night Hunter

    Night Hunter be th' always-on rule shaping Vayne's normal trading and fight pattern. Watch its in-battle state afore committing.

  2. Q
    Tumble

    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 300
  3. W
    Silver Bolts

    Silver Bolts contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

    Arrr, listed range 750
  4. E
    Condemn

    Condemn 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 550
  5. R
    Final Hour

    Final 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 1

Rell

  1. P
    Break the Mold

    Break 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.

  2. Q
    Shattering Strike

    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 600
  3. W
    Ferromancy: Crash Down

    Ferromancy: 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 450
  4. E
    Full Tilt

    Full 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 1200
  5. R
    Magnet Storm

    Magnet 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 200

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Trade 'round th' wave and yer strongest cooldowns

1
Course

Keep hull and minions balanced so one poor trade does nay decide th' course.

2
Sea chart play

Move after th' wave be handled and communicate if th' opposing Top laner leaves first aboard.

3
Fights

Pick betwixt front-line duty, side pressure and carry access according to th' champion kit.

Pings, movement and prizes

Vayne Top sea chart course

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.

Ahead

Use th' side-course lead without donating it

Ping
Ping Foe Lost overboard when th' opposing Top leaves, then On Me Way afore a flank or prize move.
Arrr, stay or move
Push th' wave afore moving. Stay if leaving would hand several minions or yer tower back aboard to th' foe.
Prize
Arrive through a known course and mark whether ye be front-lining, flanking or protecting a carry. Do nay enter alone afore th' crew can follow.
Even

Make th' wave create th' first aboard move

Ping
Use Foe Lost overboard early, Peril on th' course they may take, and On Me Way only after yer own wave be handled.
Arrr, stay or move
Move after pushing or on a shared recall. Do nay follow through unwarded river merely because th' foe left first aboard.
Prize
Tell th' crew whether ye can move afore th' prize starts. Approach wit' vision and save th' cooldown needed fer th' first aboard real commitment.
Behind

Protect experience and communicate th' pressure

Ping
Ping Foe Lost overboard immediately and Retreat if teammates be about to meet th' stronger Top laner without ye.
Arrr, stay or move
Do nay clash a stronger foe through darkness. Clear th' deck th' seaworthy wave, then group by th' shortest controlled course.
Prize
State early if ye cannae contest. If th' crew still fights, provide control or protection instead o' attempting an isolated flank.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Handle th' wave

    Push, catch or communicate th' wave afore leaving so th' foe does nay gain a free move and free income.

  2. 2
    Signal th' course

    Use On Me Way fer th' course ye be actually taking and Peril where an unseen foe may arrive.

  3. 3
    Arrr, enter together

    Move through controlled vision wit' th' Jungler or another ally instead o' face-checking th' prize alone.

  4. 4
    Pick th' job

    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

Use th' champion chart or choose another foe

Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.

Unfurl full loadoutArrr, compare counter options