Normal order: R > W > Q > E.
N/A
elementy / Procent zwycięstw / Popularność
N/A
26.9N/A
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,000
- Cena
- 500
+40 Attack Damage +20% Attack Speed +450 Health Hexcharged Gain 30 Ultimate Ability Haste. Overdrive After casting your Ultimate, gain +50% Attack Speed and +20% Move Speed for 8 seconds.
- Cena łączna
- 3,050
- Cena
- 500
+50 Attack Damage +20 Ability Haste +25% Critical Strike Chance Spellblade: After using an Ability, your next Attack deals bonus physical damage and grants Mana On-Hit.
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,050
- Cena
- 500
+50 Attack Damage +20 Ability Haste +25% Critical Strike Chance Spellblade: After using an Ability, your next Attack deals bonus physical damage and grants Mana On-Hit.
- Cena łączna
- 3,200
- Cena
- 700
+50 Attack Damage +20% Attack Speed +25% Critical Strike Chance Energized Moving and Attacking generates an Energized Attack. Bolt Your Energized Attack applies bonus magic damage and grants 45% Movement Speed for 1.5 seconds.
- Cena łączna
- 3,050
- Cena
- 500
+50 Attack Damage +20 Ability Haste +25% Critical Strike Chance Spellblade: After using an Ability, your next Attack deals bonus physical damage and grants Mana On-Hit.
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,200
- Cena
- 700
+50 Attack Damage +20% Attack Speed +25% Critical Strike Chance Energized Moving and Attacking generates an Energized Attack. Bolt Your Energized Attack applies bonus magic damage and grants 45% Movement Speed for 1.5 seconds.
N/Aelementy
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
52.21%- Cena łączna
- 3,500
- Cena
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
52.97%- Cena łączna
- 2,650
- Cena
- 850
+45% Attack Speed +25% Critical Strike Chance +4% Move Speed Night Vigil Gain 30 Ultimate Ability Haste. Opening Barrage After casting your Ultimate, your next 3 basic attacks gain +50% Attack Speed and Critically Strike for 80% of your normal Critical Strike damage for 8 seconds. If an attack would already Critically Strike, instead it deals 15% bonus true damage.
54.64%- Cena łączna
- 3,200
- Cena
- 700
+50 Attack Damage +20% Attack Speed +25% Critical Strike Chance Energized Moving and Attacking generates an Energized Attack. Bolt Your Energized Attack applies bonus magic damage and grants 45% Movement Speed for 1.5 seconds.
54.19%- Cena łączna
- 3,050
- Cena
- 500
+50 Attack Damage +20 Ability Haste +25% Critical Strike Chance Spellblade: After using an Ability, your next Attack deals bonus physical damage and grants Mana On-Hit.
54.99%- Cena łączna
- 3,000
- Cena
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
49.27%- Cena łączna
- 3,200
- Cena
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
52.16%- Cena łączna
- 3,000
- Cena
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
51.51%- Cena łączna
- 3,000
- Cena
- 500
+40 Attack Damage +20% Attack Speed +450 Health Hexcharged Gain 30 Ultimate Ability Haste. Overdrive After casting your Ultimate, gain +50% Attack Speed and +20% Move Speed for 8 seconds.
55.21%- Cena łączna
- 3,400
- Cena
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
55.40%- Cena łączna
- 3,300
- Cena
- 550
+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.
56.61%- Cena łączna
- 2,650
- Cena
- 950
+65% Attack Speed +25% Critical Strike Chance +10% Move Speed Spectral Waltz Become Ghosted.
53.38%N/A
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
51.52%- Cena łączna
- 1,300
- Cena
- 1,300
+40 Attack Damage
55.78%- Cena łączna
- 600
- Cena
- 100
+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.
54.95%N/A
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,000
- Cena
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
- Cena łączna
- 3,333
- Cena
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
- Cena łączna
- 3,000
- Cena
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,200
- Cena
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,000
- Cena
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
- Cena łączna
- 3,200
- Cena
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
N/Aelementy
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
48.51%- Cena łączna
- 3,000
- Cena
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
47.60%- Cena łączna
- 3,200
- Cena
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
49.71%- Cena łączna
- 3,400
- Cena
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
50.76%- Cena łączna
- 3,333
- Cena
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
47.28%- Cena łączna
- 3,500
- Cena
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
49.88%- Cena łączna
- 2,650
- Cena
- 850
+45% Attack Speed +25% Critical Strike Chance +4% Move Speed Night Vigil Gain 30 Ultimate Ability Haste. Opening Barrage After casting your Ultimate, your next 3 basic attacks gain +50% Attack Speed and Critically Strike for 80% of your normal Critical Strike damage for 8 seconds. If an attack would already Critically Strike, instead it deals 15% bonus true damage.
48.40%- Cena łączna
- 2,800
- Cena
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
48.63%- Cena łączna
- 3,000
- Cena
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
44.10%- Cena łączna
- 3,000
- Cena
- 500
+40 Attack Damage +20% Attack Speed +450 Health Hexcharged Gain 30 Ultimate Ability Haste. Overdrive After casting your Ultimate, gain +50% Attack Speed and +20% Move Speed for 8 seconds.
51.41%- Cena łączna
- 3,200
- Cena
- 650
+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.
46.44%- Cena łączna
- 3,000
- Cena
- 1,025
+30 Attack Damage +30 Ability Power +25% Attack Speed Wrath Attacks deal 30 bonus magic damage On-Hit. Seething Strike Attacks grant +8% Attack Speed for 3 seconds. (stacks 4 times). While fully stacked, every third Attack applies On-Hit effects twice.
50.88%N/A
- Cena łączna
- 600
- Cena
- 100
+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.
50.13%- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
46.09%- Cena łączna
- 1,300
- Cena
- 1,300
+40 Attack Damage
51.94%N/A
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,200
- Cena
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Cena łączna
- 3,000
- Cena
- 1,025
+30 Attack Damage +30 Ability Power +25% Attack Speed Wrath Attacks deal 30 bonus magic damage On-Hit. Seething Strike Attacks grant +8% Attack Speed for 3 seconds. (stacks 4 times). While fully stacked, every third Attack applies On-Hit effects twice.
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,200
- Cena
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Cena łączna
- 2,800
- Cena
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
- Cena łączna
- 3,200
- Cena
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Cena łączna
- 3,000
- Cena
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
N/Aelementy
- Cena łączna
- 3,200
- Cena
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
53.39%- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
53.06%- Cena łączna
- 3,000
- Cena
- 1,025
+30 Attack Damage +30 Ability Power +25% Attack Speed Wrath Attacks deal 30 bonus magic damage On-Hit. Seething Strike Attacks grant +8% Attack Speed for 3 seconds. (stacks 4 times). While fully stacked, every third Attack applies On-Hit effects twice.
54.30%- Cena łączna
- 2,800
- Cena
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
52.62%- Cena łączna
- 3,000
- Cena
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
53.10%- Cena łączna
- 3,000
- Cena
- 1,100
+30 Attack Damage +35% Attack Speed Shadow Attacks deal 30 bonus magic damage On-Hit. Juxtaposition Alternate between Light and Dark Attacks against champions: Light Attacks grant Armor and Magic Resist for 5s. Dark Attacks grant +10% Armor Penetration and Magic Penetration for 5s.
54.35%- Cena łączna
- 3,000
- Cena
- 625
+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.
51.20%- Cena łączna
- 3,200
- Cena
- 650
+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.
54.18%- Cena łączna
- 3,400
- Cena
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
55.21%- Cena łączna
- 3,500
- Cena
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
51.79%- Cena łączna
- 2,650
- Cena
- 850
+45% Attack Speed +25% Critical Strike Chance +4% Move Speed Night Vigil Gain 30 Ultimate Ability Haste. Opening Barrage After casting your Ultimate, your next 3 basic attacks gain +50% Attack Speed and Critically Strike for 80% of your normal Critical Strike damage for 8 seconds. If an attack would already Critically Strike, instead it deals 15% bonus true damage.
55.03%- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
55.15%N/A
- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
52.86%- Cena łączna
- 600
- Cena
- 100
+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.
52.34%- Cena łączna
- 50
- Cena
- 50
Consume Restores +120 Health over 15 seconds.
53.71%- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
53.71%Ulepszenia
Ulepszenia / Procent zwycięstw
| Nazwa | Rzadkość | Tier | Pick rate | Gry | |
|---|---|---|---|---|---|
Wybierz Dual Wield, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 62.38% | 12.19% | 3,737 |
Wybierz Fan the Hammer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 61.13% | 10.81% | 3,314 |
Wybierz Double Tap, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 60.63% | 6.27% | 1,923 |
Wybierz Vampirism, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 59.48% | 10.98% | 3,366 |
Wybierz Transmute: Prismatic, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 58.71% | 6.05% | 1,855 |
Wybierz Shadow Runner, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 58.15% | 10.09% | 3,092 |
Wybierz Goredrink, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 57.37% | 7.06% | 2,163 |
Wybierz Giant Slayer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 57.30% | 6.95% | 2,131 |
Wybierz Critical Missile, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 56.91% | 16.65% | 5,103 |
Wybierz Light 'em Up!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 56.54% | 10.15% | 3,113 |
Wybierz Scopier Weapons, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 55.73% | 18.18% | 5,572 |
Wybierz Deft, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 55.43% | 14.06% | 4,310 |
Wybierz Lightning Strikes, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 55.41% | 16.08% | 4,929 |
Wybierz Scopiest Weapons, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 54.65% | 8.87% | 2,719 |
Wybierz Typhoon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 54.09% | 12.85% | 3,938 |
Wybierz Critical Rhythm, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 54.06% | 14.96% | 4,586 |
Wybierz Firebrand, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 54.05% | 5.79% | 1,776 |
Wybierz Tap Dancer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 53.77% | 9.48% | 2,905 |
Wybierz Twice Thrice, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 53.69% | 19.53% | 5,988 |
Wybierz Scoped Weapons, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 53.53% | 8.54% | 2,619 |
Wybierz Magic Missile, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 52.32% | 5.28% | 1,619 |
Wybierz Get Excited, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 52.20% | 9.11% | 2,793 |
Wybierz Symphony of War, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 51.43% | 5.38% | 1,649 |
Wybierz Red Envelopes, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 63.53% | 1.70% | 521 |
Wybierz Transmute: Gold, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 59.71% | 2.66% | 814 |
Wybierz Transmute: Chaos, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 58.94% | 2.10% | 643 |
Wybierz Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 58.85% | 1.53% | 469 |
Wybierz Outlaw's Grit, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 57.56% | 3.43% | 1,051 |
Wybierz Draw Your Sword, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 57.49% | 1.74% | 534 |
Wybierz Stats on Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 56.16% | 2.81% | 860 |
Wybierz Kill Secured, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 55.44% | 2.25% | 689 |
Wybierz Upgrade Infinity Edge, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 55.17% | 3.88% | 1,189 |
Wybierz Blunt Force, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 55.17% | 1.67% | 513 |
Wybierz It's Critical, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 54.90% | 3.13% | 960 |
Wybierz Swift and Safe, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 54.78% | 3.69% | 1,130 |
Wybierz Clown College, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 54.74% | 1.79% | 548 |
Wybierz Leg Day, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 54.73% | 1.48% | 455 |
Wybierz Soul Siphon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 54.12% | 3.76% | 1,153 |
Wybierz Shrink Engine, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 53.98% | 3.77% | 1,156 |
Wybierz Vulnerability, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 53.97% | 1.76% | 541 |
Wybierz Tank It Or Leave It, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 53.76% | 1.13% | 346 |
Wybierz Ethereal Weapon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 53.61% | 1.17% | 360 |
Wybierz It's Killing Time, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 53.32% | 1.33% | 407 |
Wybierz Pandora's Box, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 53.28% | 1.24% | 381 |
Wybierz EscAPADe, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 52.83% | 2.37% | 725 |
Wybierz Donation, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 52.23% | 1.54% | 471 |
Wybierz Upgrade Collector, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 52.20% | 3.71% | 1,138 |
Wybierz Nightstalking, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 51.26% | 4.13% | 1,266 |
Wybierz Thread the Needle, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 50.89% | 3.65% | 1,120 |
Wybierz Slap Around, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 50.88% | 1.47% | 452 |
Wybierz Shrink Ray, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 50.77% | 4.21% | 1,292 |
Wybierz Cerberus, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 50.51% | 3.49% | 1,071 |
Wybierz ReEnergize, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 50.12% | 2.81% | 862 |
Wybierz Mystic Punch, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 50.00% | 3.63% | 1,112 |
Wybierz Bread And Butter, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 49.86% | 2.36% | 722 |
Wybierz Cheating, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 49.86% | 1.13% | 347 |
Wybierz Executioner, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 48.81% | 3.71% | 1,137 |
Wybierz Critical Healing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 48.77% | 1.59% | 486 |
Wybierz Upgrade Hubris, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 48.72% | 3.45% | 1,057 |
Wybierz Dashing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 48.31% | 3.28% | 1,004 |
Wybierz Wind Beneath Blade, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 48.19% | 1.26% | 386 |
Wybierz Jeweled Gauntlet, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 45.71% | 1.86% | 571 |
Wybierz Slow and Steady, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 42.54% | 1.33% | 409 |
Wybierz Stats on Stats on Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 62.57% | 1.12% | 342 |
Wybierz Restless Restoration, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 56.82% | 0.57% | 176 |
Wybierz Homeguard, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 56.61% | 0.79% | 242 |
Wybierz Hextech Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 56.46% | 0.48% | 147 |
Wybierz Recursion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 56.25% | 0.63% | 192 |
Wybierz Buff Buddies, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 54.98% | 0.69% | 211 |
Wybierz King Me, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 54.89% | 0.77% | 235 |
Wybierz Don't Blink, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 54.50% | 0.65% | 200 |
Wybierz Growth Spurt, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 54.14% | 0.59% | 181 |
Wybierz Quest: Urf's Champion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 54.02% | 0.57% | 174 |
Wybierz Nightstalking, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 54.00% | 0.49% | 150 |
Wybierz Spiritual Purification, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 53.64% | 1.08% | 330 |
Wybierz Ultimate Awakening, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 52.94% | 0.67% | 204 |
Wybierz Escape Plan, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 52.65% | 0.99% | 302 |
Wybierz Earthwake, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 52.08% | 0.47% | 144 |
Wybierz Poltergeist, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 51.72% | 0.47% | 145 |
Wybierz Speed Demon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 51.54% | 0.74% | 227 |
Wybierz Blade Waltz, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 50.91% | 0.72% | 220 |
Wybierz Can't Touch This, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 50.86% | 0.57% | 175 |
Wybierz Upgrade Sword of Blossoming Dawn, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 50.68% | 0.95% | 292 |
Wybierz Quest: Steel Your Heart, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 50.52% | 0.63% | 194 |
Wybierz From Beginning to End, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 50.48% | 0.69% | 210 |
Wybierz Infernal Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 49.77% | 0.69% | 213 |
Wybierz Glass Cannon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 49.69% | 0.53% | 161 |
Wybierz Infinite Recursion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 49.66% | 0.49% | 149 |
Wybierz Marksmage, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 48.98% | 0.48% | 147 |
Wybierz Flashy, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 48.88% | 0.58% | 178 |
Wybierz Tank Engine, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 48.88% | 0.58% | 178 |
Wybierz Soul Eater, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 48.74% | 0.65% | 199 |
Wybierz Heavy Hitter, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 47.86% | 0.46% | 140 |
Wybierz Divine Intervention, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 47.62% | 0.48% | 147 |
Wybierz Dropkick, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 45.99% | 1.06% | 324 |
Wybierz The Brutalizer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 44.74% | 0.74% | 228 |
Wybierz Crit Ncast, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 44.16% | 0.50% | 154 |
Wybierz Ultimate Unstoppable, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 43.69% | 0.72% | 222 |
Wybierz Apex Inventor, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 42.55% | 0.46% | 141 |
Wybierz Pinball, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 59.79% | 0.32% | 97 |
Wybierz Dawnbringer's Resolve, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 58.89% | 0.29% | 90 |
Wybierz Mad Scientist, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 58.06% | 0.30% | 93 |
Wybierz Juiced, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 57.41% | 0.18% | 54 |
Wybierz Snowball Roulette, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 57.00% | 0.33% | 100 |
Wybierz Perseverance, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 56.47% | 0.28% | 85 |
Wybierz Celestial Body, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 54.05% | 0.36% | 111 |
Wybierz Goliath, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 53.70% | 0.35% | 108 |
Wybierz Upgrade Sheen, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 52.38% | 0.21% | 63 |
Wybierz Erosion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 52.27% | 0.29% | 88 |
Wybierz Poro Blaster, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 52.11% | 0.23% | 71 |
Wybierz OK Boomerang, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 51.95% | 0.25% | 77 |
Wybierz Watch Out Grapefruit, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 51.52% | 0.32% | 99 |
Wybierz Veil of Warding, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 50.81% | 0.40% | 124 |
Wybierz Goldrend, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 50.00% | 0.35% | 108 |
Wybierz Repulsor, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 50.00% | 0.30% | 92 |
Wybierz Searing Dawn, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 50.00% | 0.20% | 62 |
Wybierz Omni Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 49.21% | 0.41% | 126 |
Wybierz Biggest Snowball Ever, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 48.62% | 0.36% | 109 |
Wybierz Ocean Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 48.31% | 0.29% | 89 |
Wybierz Poro King, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 47.69% | 0.21% | 65 |
Wybierz Mad Scientist, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 47.46% | 0.19% | 59 |
Wybierz Feel the Burn, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 47.27% | 0.18% | 55 |
Wybierz Ultimate Revolution, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 46.36% | 0.36% | 110 |
Wybierz Snowball Upgrade, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 46.02% | 0.37% | 113 |
Wybierz Dive Bomber, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 44.94% | 0.29% | 89 |
Wybierz Little Devil, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 43.10% | 0.19% | 58 |
Wybierz Quantum Computing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 42.19% | 0.21% | 64 |
Wybierz Self Destruct, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 39.78% | 0.30% | 93 |
Wybierz Bread And Cheese, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 39.08% | 0.28% | 87 |
Wybierz With Haste, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 38.14% | 0.32% | 97 |
Vayne Skill Combos
Extracted from the skill order guide
Switch to R > Q > W > E when your augments heavily reward repeated repositioning, short burst windows, stealth-like reset patterns, or spell-triggered damage tied to using abilities.
Put points in R whenever it is available, max W first, max Q second, and leave E for last.
Vayne Counters
Counters and threats extracted from the matchup guide
Counters
5Vayne counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
6Vayne is countered by these champions in ARAM: Mayhem.
Read counter detailsVayne Team Comp Highlights
Partner patterns extracted from the team comp guide
Highest Value Enchanter Peel And Reset Support
Lulu gives Vayne the one thing she cannot buy with damage: a second chance when assassins or bruisers reach her. Shields, speed, polymorph-style disruption, and emergency protection let Vayne keep attacking instead of burning every movement tool just to survive.
Best Bodyguard For Front-to-back Fights
Braum gives Vayne a wall to play behind and a hard punish for enemies who walk straight at her. His protective style fits Vayne because she wants enemies forced into a narrow approach, not scattered across the lane. When Braum stands between Vayne and the engage angle, she can attack the nearest target without instantly losing the fight to a hook, projectile, or dash follow-up.
Reliable Setup, Brush Control, And Condemn Angles
Maokai gives Vayne stable engage and zone control. He can start fights from a safer distance than Vayne, force enemies to move in predictable lines, and create wall-adjacent scrambles where Condemn becomes much easier to land. He also checks brush, which matters because Vayne hates being surprised before she can choose her spacing.
Shielding, Zone Control, And Punish For Clumped Dives
Orianna gives Vayne controlled protection without forcing a pure peel style. The shield helps Vayne take short trades, while Orianna’s zone threat makes enemies hesitate before diving in a straight line. If they clump to kill Vayne, Orianna can punish that commitment hard.
Pick Threat, Lantern-style Rescue, And Flexible Fight Starts
Thresh covers Vayne’s two biggest ARAM problems: getting trapped after stepping up, and needing enemies held still long enough to start her damage pattern. His pick tools force respect, his peel interrupts divers, and his rescue option lets Vayne take aggressive attack windows that would be too risky with most supports.
Vayne ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Drafted as a late-game DPS answer to bruisers and tanks, wanting front-to-back fights, a stable frontline, and time to stack repeated hits on targets. | Must swap between melting durable targets and instantly chasing low-health carries when augments, Snowballs, or crowd control chains create gaps. | Adapt flexibly between tank shredding and assassination rather than only front-to-back DPS. |
| Tumble Discipline | Players often use Tumble whenever they can auto again because fights are slower and enemies have fewer surprise entries. | Wasting Tumble for small trades can get you killed. Hold it when enemies have visible engage threats. Use sideways, backward, or forward only when target lost their answer. | Treat Tumble as a survival tool first, damage second, or risk being caught with no escape. |
| Condemn Usage | Players look for wall stuns but often save Condemn mostly as peel against approaching threats. | Functions as both peel and tempo control. Condemn divers early before their team follows, or convert chaotic chase openings into kills. Missing it punishes harder. | Use Condemn proactively for tempo, not just reactively, but never fish blindly. |
| Ultimate Timing | Players sometimes hold Final Hour until the fight is already clearly committed before activating. | Waiting too long means getting forced out before gaining value. Use Final Hour when teams are about to collide or when you need invisibility windows to survive dives. | Activate Final Hour early to reposition through chaos, not after you are already trapped. |
| Tempo and Scaling | Vayne has time to last-hit, wait for lifesteal, and slowly become a late-game problem through patient scaling. | Early deaths and augment interactions decide whether you ever get to stand and fire. Take free minions but do not tunnel on waves while your team sets up fights. | Prioritize short trades, resets, and punish windows over passive farming and slow scaling. |
| Augment Priorities | Build and summoner spell decisions carry most customization. Generic pages function because game pace is predictable. | Augments determine whether you play as backline shredder, duelist, or reset hunter. Choose for safe autos, surviving first dive, or sticking to targets after they burn movement. | Build for survival and uptime first; flashy damage augments fail if you get deleted instantly. |
Champion Analysis
Rola / Procent zwycięstw
Vayne the Night Hunter is a ranged physical damage carry in Hextech Mayhem whose identity is defined by extraordinary single-target burst damage, exceptional mobility, and a unique ability to shred even the tankiest opponents. Her passive, Night Hunter, grants bonus movement speed when moving toward enemy champions, giving her powerful chasing potential against low-health targets and reinforcing her role as a relentless hunter. Vayne's core mobility tool is Tumble, a short dash that empowers her next basic attack with bonus damage, making it essential for dodging skillshots and repositioning during chaotic fights in the narrow ARAM corridor. Her Silver Bolts is the signature ability that makes her a threat to all enemy compositions: every third consecutive attack on the same target deals true damage scaling with the target's maximum health, meaning fully-built tanks cannot withstand Vayne's sustained damage over time. Condemn allows Vayne to knock back an enemy and stun them if they impact terrain, and in the confined space of the Howling Abyss, wall-stuns are remarkably consistent, providing powerful pick potential and self-peel. Her ultimate, Final Hour, temporarily boosts her attack damage, halves Tumble's cooldown, and greatly amplifies her passive movement speed, transforming her into the most lethal hunter on the map for a brief duration. In team fights, Vayne must rely on her Tumble and positioning to stay safe while applying Silver Bolts stacks to priority targets, particularly the enemy front line, as her true damage ignores all resistances. Her playstyle rewards aggressive, calculated movement and precise condemn usage against terrain. While Vayne demands exceptional mechanical skill in Hextech Mayhem, mastering her mechanical execution makes her the most feared single-target damage dealer on the map, capable of deciding fights single-handedly if kept alive.
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Vayne wins Mayhem fights by surviving the first wave of nonsense, then cutting through whoever is still in range. Do not play her like a front-to-back turret from second one; she is short-ranged and fragile, and easy to punish if she Tumbles forward before enemy engage tools are spent. The best fights start with patience: let tanks show, let mages throw their first crowd control, then step in and attack the closest safe target until a better one walks into Condemn range. Stand just behind a tank or bruiser and slightly off-center, so that when they force the enemy to turn, Vayne gets free autos without eating every spell. Use Tumble to adjust angle, not just for damage; a side Tumble that avoids a skillshot is worth more than a forward Tumble that gives one extra hit and gets you rooted. If the enemy still has hook, stun, charm, or knock-up available, hold the dash until you see it miss or hit someone else. Open on the nearest target because Vayne’s damage profile lets her punish tanks over time; chasing a backline champion through a narrow lane often puts her between their frontline and turret, where she dies fast. Use Condemn as a threat before using it as damage. When you stand near a wall angle, enemy divers must respect the stun threat. Save Condemn for the champion who actually reaches you, not a tank walking forward if the real danger is an assassin waiting with Snowball, dash, or invisibility. When a diver lands on you, Tumble sideways first if possible because backward movement is predictable and often lines you up for follow-up skillshots, while side movement breaks angles and can create a Condemn wall path. Fight during enemy recovery frames: if a melee champion misses their engage, instantly hit them while walking back. Vayne punishes failed dives harder than she starts clean fights. If you use Final Hour defensively, commit to spacing, not ego dueling; the goal is to break vision, reposition, and reset the fight angle. Respect the walls on both sides, but drift in and out of wall threat rather than hugging one side too long. Retreat diagonally, not straight back, to make hooks and linear ultimates harder to land. When trapped under turret, do not chase past the turret line after one good trade; kill the diver, collect the wave, and reset your spacing. For target priority, hit the safest high-value target, usually the closest tank or bruiser until an enemy carry wastes mobility. Switch targets when a carry enters auto range without protection, but do not tunnel on low health targets behind the enemy team because escapes and defensive augments can ruin greedy chases. Take Snowball only when it solves a real range problem, and do not recast into five visible enemies; using it defensively to mark a minion or front target can create an escape angle. After a Snowball entry, Condemn immediately if a wall angle or peel support is nearby. Play around your own augment trigger condition; if it rewards repeated attacks, choose extended front-to-back fights and do not chase untouchable targets. Trigger offensive augments after enemy control is spent. Use defensive augment windows to bait a dive. Push when the enemy wave is thin and their engage is down, but pull back after taking the first turret plate of pressure. When behind, last-hit and thin waves, stand farther back, and hit whoever crosses the midpoint; make enemy engages expensive. Trade health only when you can finish a Silver Bolts cycle or force a key cooldown.
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Vayne wins Mayhem by surviving the first messy waves, then turning every overstep into a chase. She is not a blind front-to-back turret early; play her like a short-range carry with a punish button. Stay just outside the enemy’s engage line, hit what is safe, and only walk forward when a target has already spent their threat or your team has created a clean angle. In the early game, position behind your frontline and slightly off-center to avoid random poke and Mayhem effects. Take short trades: auto once or twice, reposition, then back out before the enemy can answer with crowd control. Treat Snowball as a defensive threat more than an opener before level 6—use it to punish isolated targets but do not take the recast into five enemies unless your team is already committing. Early augments should help you live through the first engage or give you a cleaner way to keep attacking; value mobility, defensive shielding, sustain, or safer damage patterns. Usually stall and last-hit to let the wave come closer if the enemy has strong engage or poke. If ahead, control the brush and punish whoever steps up first; if behind, give space and avoid dying before level 6 so you can clean up targets who overcommit. In the mid game, stand close enough to hit the enemy frontliner yet far enough that a single engage spell does not force your Flash or kill you. Shift from tiny trades into controlled all-ins: hit the frontline until they retreat or commit. Snowball becomes stronger as a follow-up tool after an enemy is slowed or displaced; do not use it as first engage without ally follow-up. Build your augment plan around fight length—if your team has peel and the enemy has tanks, choose augments that reward extended attacking; if the enemy has burst, take options that buy time or reset. Push when you have removed the enemy’s main engage; stall when outranged or key peel is down. With a lead, hold the lane near the middle and convert skirmish wins into turret damage or health relic control. If behind, stop dueling, hit the nearest target, and save mobility for the second threat. In the late game, stand where you can attack the closest enemy while keeping an escape path behind you, and spread just enough that one engage cannot win the whole fight. Avoid meaningless poke wars unless you can hit safely—your health bar is a win condition. Commit after the first wave of enemy control has passed; late Vayne is strongest when the fight lasts long enough for her to keep moving and choose the safest target. Late Snowball is high risk; use it only to secure a kill, dodge a collapsing angle, or follow your team into a won fight. Your late augments should complete the role your team needs: if you are the only damage source, prioritize consistency and survival; if your team has multiple carries, take tools that help reposition or finish targets. Push hard after a clean pick or won fight, hitting the safest structure first. If ahead, force front-to-back fights and burn impatient divers; if behind, hide your movement until the enemy commits to someone else, then attack the nearest exposed target. Before every late fight, choose your first target and your escape path; if the escape path disappears, back up immediately. Vayne wins the final fights by staying alive one spell rotation longer than the enemy expects, then turning that small window into a full chase down the lane.
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When ahead, Vayne must convert her lead by controlling space and extending fights rather than forcing flashy dives. She is strongest after enemies have used their engage tools, allowing her to attack the nearest target safely from behind her frontline. Standing just behind the first engager and hitting whoever steps into range forces the enemy to either back up or dive into Condemn, stealth movement, and focused damage. If an enemy bruiser or tank walks in alone to test her damage, focus them immediately while keeping movement lateral, burning their frontline before the real fight begins. Resist chasing low backliners unless Snowball, hard crowd control, or team engage has already locked the target, preserving your bounty and forcing the enemy to spend resources defensively. After a won fight with multiple enemies dead, hit structures or clear waves from a side with escape space, converting kills into permanent map pressure. Back up early when enemy respawns reconnect, avoiding the classic throw of dying under the enemy side without a wave. Diving the last survivor is only safe if the target is controlled and you can exit behind your frontline. Use Final Hour as a fight reset tool, activating as the enemy commits engage so that Tumble changes angles after each threat is spent. Against point-and-click lockdown, hold your movement tool until the lock threat is used. When a diver follows your stealth movement, kite toward a wall or allied crowd control, then use Condemn for separation even if the stun angle is not perfect. Augments when ahead should prioritize survivability, shields, cleanse-like safety, damage reduction, or emergency movement over pure damage, since the enemy’s win condition is killing you once for the bounty. If you cannot reach fights before they are decided, augments that improve attack uptime or repositioning allow you to hit earlier without walking into the lane center. Against multiple tanks and low burst, damage and attack speed augments become safer because the fight length favors your shred. When behind, Vayne wins by refusing the first bad fight, surviving the opening engage, taking free hits on overextended targets, and making the enemy spend more resources than your kill is worth. Give ground until the enemy overreaches, standing far enough back that they use a real cooldown to reach you, and do not walk up to compensate for a chunked tank or support. If an enemy carry steps forward without their frontline, take two or three safe attacks if your escape path is open, then back off. Use Condemn defensively first, saving it for the moment a diver commits movement toward you, pushing them away or angling into safe terrain. Skip aggressive wall stuns that require tumbling forward unless your team is already collapsing. Against hooks, knockups, or long-range engage, stay behind minions or a teammate who can absorb the first spell, then move after it misses. Take fights in layers, not all at once: hit the closest diver, kite backward under your side of the lane, and let structure, wave, and allied respawns stretch the fight. If a teammate lands hard crowd control on an enemy carry, follow only if you can reach without crossing the enemy frontline alone; otherwise, kill the tank first. After losing a player early, do not force a revenge fight; instead, clear waves, protect your health, and make the enemy choose between slow pushing and overdiving. Augments when behind should buy time and access: defensive value, healing support, shields, resistances, or escape options if you die before getting multiple attacks. If outranged, augments that help safely enter range or survive poke are crucial.
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Vayne the Night Hunter is a short-range marksman whose power in ARAM Mayhem depends entirely on disciplined spacing, target discipline, and ability timing. Her passive, Night Hunter, gives her chase speed when moving toward enemy champions, which matters less for chasing from full health and more for turning a small window into a forced elimination before the target resets. This movement speed is best used after an enemy burns mobility, Snowball, or a defensive augment, and requires angling forward rather than standing still at max range. The passive only works when moving toward champions, so kiting sideways or backward removes its benefit, and chasing without tracking enemy crowd control often leaves Vayne stranded with no escape path. Her Q, Tumble, is the most frequent decision point: a short reposition that empowers the next auto attack. In Mayhem’s fast collapses, Tumble should create a better angle or dodge rather than just add damage. Rolling forward is only safe when the enemy’s main punish tools are already used. A wasted Tumble opens Vayne to engage, as she has no way to dodge the next crowd control chain. Silver Bolts, her W, is the reason Vayne can cut through durable champions. In messy Mayhem fights, target discipline is critical: picking one realistic target and finishing the three‑hit stack before swapping is essential. Swapping too early loses pressure, and even hitting a tank repeatedly can open the rest of the fight. Poor target discipline wastes the ability without pressing a button. Condemn, her E, is a knockback that stuns if the target hits terrain. The narrow ARAM map gives real threat near walls, tower ruins, and chokepoints, but its primary value is often defensive peel. Using it to poke a tank away leaves Vayne vulnerable to the next diver. A missed or wasted Condemn is one of her biggest punish windows, removing both a kill opportunity and her only immediate answer to engage. Final Hour, her R, is her all‑in steroid that makes Tumble more dangerous and enables aggressive repositioning. It should be activated only when a fight is truly starting, not during pre‑fight posturing, and works best after the enemy has spent one layer of crowd control. Using it into disengage or a fake engage wastes her strongest threat window, leaving her as a short‑range marksman with limited safety for the next fight. Overall, Vayne’s identity is that of a controlled hypercarry who thrives on clean spacing, patient target selection, and punishing overextended champions rather than diving recklessly, with each ability carrying clear risks and rewards that dictate her effectiveness in Mayhem.
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Vayne punishes bad spacing harder than most marksmen, but she also gets punished harder for forcing fights prematurely. In Mayhem, survive the first burst, find a wall or isolated target, and turn the fight after enemy cooldowns are spent. A common mechanical error is using Tumble straight forward to start damage, spending the main repositioning tool before the enemy shows engage, leaving her exposed to hooks, dashes, roots, or burst combos with no clean escape. Correct habit: Tumble sideways or backward until the enemy frontline commits, reserving forward rolls for when the target is already controlled or isolated. Another mistake is Condemning the first target seen without checking wall angle, pushing the enemy away from the team and possibly saving a bruiser. Correct approach: hold Condemn until it pins into terrain, interrupts a key dash, or creates space from a diver; if the wall angle is absent, keep autoing and moving. Standing still to finish a Silver Bolts pattern is dangerous because enemies predict the hit timing. Treat every damage proc as a bonus for good kiting, moving between each auto and breaking the pattern to dodge crowd control. Using ultimate stealth only as a damage steroid reveals position along the same lane line, allowing enemies to pre-aim. Correct action: use the unseen moment to change angle—step diagonally, cross behind minions, or reposition toward terrain. Condemning during an ally’s displacement can ruin a teammate’s combo by pushing the target out of follow-up range; let allied engage land first, then decide if Condemn extends the kill or interrupts an escape. Tumbling into brush or fog without confirming who is missing walks into melee range of threats. Use minions, allied bodies, and safe range to check space, assuming a dangerous assassin or engage support is waiting. Firing Snowball just because an enemy is low delivers Vayne into the middle of the enemy team; use it as a controlled reposition or follow-up when the enemy team is already split, not as first engage. On the decision side, picking every fight as if Vayne is automatically the late-fight carry burns health before the real engage. Judge each fight by cooldowns and formation—play slow if enemy engage is ready, step up when key control spells miss. Chasing tanks too deep because Vayne can shred durable targets leads into the enemy backline’s threat zone. Hit the closest safe target but do not chase past peel; tank damage is valuable only while kiting. Saving all defensive tools for the perfect moment results in dying with Flash, ultimate, or defensive augments unused. Use defensive tools early when the enemy commits multiple resources; surviving with space is better than dying with options. Building or augmenting only for damage when the enemy has reliable dive leaves Vayne vulnerable; choose survivability or anti-burst options when the enemy plan is to delete her first, and adjust play pattern if the setup is too greedy. Ignoring wave state because ARAM fights feel constant forces Vayne to fight under bad minion cover; clear enough minions to create room to kite. Treating every wall as a Condemn opportunity positions Vayne too close to terrain, giving divers predictable angles; use walls as a threat not a leash, standing where a pin is possible while still having room to kite. Entering fights before enemy poke and crowd control are spent leads to chip damage or lockdown before meaningful DPS; let higher-range teammates or minions draw first spells, then step into auto range once those miss or land elsewhere.
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Is Vayne a good pick in ARAM: Mayhem? Yes, if your team can give her time to hit. Vayne is strongest when fights stretch out and she can keep attacking the nearest safe target instead of chasing deep. The tradeoff is that she offers little poke before a fight starts, so your team may lose ground if you cannot contest waves or engage decisively. What is Vayne’s main job in a Mayhem fight? Your job is to stay alive while cutting down the highest-value target you can safely reach. If a tank walks into your range, hit the tank and build pressure instead of tunneling past them for a carry. The tradeoff is patience: you may look passive early, but one clean extended fight can swing the whole screen. Should I play Vayne aggressively early? Only when the enemy has already used key crowd control or overstepped into your team. If you tumble forward before those tools are gone, you give assassins and mages a clear punish window. Play the first few fights around spacing, last-hitting, and testing who can actually reach you.
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