Ranked by how close their five-axis heatmap looks — role-agnostic.
Where it thrives (5-comp fit)
Protectnatural · 70%
Splitworkable · 50%
Catchforced · 20%
Vayne is the scaling carry a Protect shell exists to keep alive. Enough Split and Catch sits in the kit to threaten a side lane once the map opens. W (Silver Bolts) stacks true damage every 3rd hit, scaled off target max HP -- a built-in anti-tank execute.
Kit quirks
W (Silver Bolts) stacks true damage every 3rd hit, scaled off target max HP -- a built-in anti-tank execute
E (Condemn) is a hard-CC knockback that stuns for 1.5s if the target hits terrain
R (Final Hour) grants Tumble a window of invisibility and extends its own duration on takedowns, rewarding continuous kiting rather than sustain
How Vayne actually performs in ranked solo queue · 46 weighted games
Active: Vayne dashes a fixed distance in the target direction, though not through terrain, and empowers her next basic attack within 3 seconds to have an uncancellable windup and deal bonus physical damage.
The basic attack portion of Tumble's damage is tagged as basic damage and spell damage, while the bonus damage is tagged as spell damage.
The bonus damage applies life steal.
Although Tumble will reset the basic attack timer, Vayne cannot attack until the animation is complete.
Vayne can cast Final Hour during Tumble. She does not become invisible during the dash.
Map-specific differences (1)
AD ratio changed to 50 / 60 / 70 / 80 / 90% AD.
W
Silver Bolts
Passive: Vayne's basic attacks on-hit and Condemn apply a stack of Silver Bolts for 3.5 seconds, refreshing on subsequent applications, expiring upon attacking a new enemy, and stacking up to 3 times.
The third stack consumes them all to deal bonus true damage, with a minimum threshold.
Bonus True Damage
4 / 5.5 / 7 / 8.5 / 10% of target's maximum health
Minimum Bonus Damage
40 / 55 / 70 / 85 / 100
Silver Bolts deals modified damage against monsters.
Active: Vayne fires a heavy bolt at the target enemy that deals physical damage and knocks them back 475 units, though not through terrain.
Physical Damage
50 / 85 / 120 / 155 / 190 (+ 50% bonus AD)
If the target collides with terrain, they take bonus physical damage and become stunned for 1.5 seconds.
Bonus Physical Damage
75 / 127.5 / 180 / 232.5 / 285 (+ 75% bonus AD)
Total Physical Damage
125 / 212.5 / 300 / 387.5 / 475 (+ 125% bonus AD)
Targeting input: UnitTarget out-of-range override: Walk in range of the target unit to castAffects: EnemiesDamage type: Ability damageDamage sub-types: PhysicalMinion Aggro: DrawnSpell shield: BlockedProjectile: Blocked
Notes (8)
Condemn's displacement direction is determined at the end of the cast time.
Because of this, Vayne may use Flash during the cast time to create a better angle.
Cleansing the knock back will also end the displacement early.
The spell indicator for this ability also displays the direction for the knock back relative to Vayne's position.
Condemn's stun duration starts when Vayne's target collides with a wall (they can be immobilized for up to 2 seconds depending on displacement duration based on distance traveled).
Condemn's missile will fail to fire if Vayne is suppressed during the cast time.(unexpected)
Condemn can interact with player-generated terrain.
If the target becomes untargetable, dies, or is too far away or no longer in sight during the cast time, this ability will cancel but does not go on cooldown nor pay its cost (if applicable).
R
Final Hour
Cost:80 ManaCooldown:100 / 85 / 70Cast time:none
Active: Vayne equips her crossbow, gaining bonus attack damage for a duration.
Effect Duration
8 / 10 / 12 seconds
Bonus Attack Damage
35 / 50 / 65
While active, Final Hour empowers Night Hunter to have tripled bonus movement speed and Tumble to have a reduced cooldown. Additionally, Tumble's cast grants Vayne invisibility for 1 second. Attacking or casting abilities ends the stealth immediately.
Tumble Cooldown Reduction
30 / 40 / 50%
Scoring an enemy champion takedown within 3 seconds of damaging them will extend Final Hour's duration by 4 seconds, up to its original duration.
Targeting input: AutoAffects: Self
Notes (3)
Vayne's animations and basic attack projectiles change slightly during Final Hour.
Tumble's visual effects can be seen by enemies upon Vayne becoming invisible.
Using a basic attack breaks the stealth at the start of the attack windup.