Meta, tier list & top-player builds from the China server · live
薇恩 · 暗夜猎手 Marksman S
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 18 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Vayne: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Vayne players, captured in-game.
📖 How to play VayneCounted on 19 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
18 of the top 30 players have a public match history; the others keep theirs private.








































































The toughest lane matchups for Vayne on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Draven counters Vayne: In the early minutes his damage per hit is nearly double: he wins every even trade, and your short range forces exactly the trades he wants.
How to play Vayne into Draven: Concede the lane: farm under tower and do not contest the shove. Make him drop axes with lateral movement. Survive to 3 items: from there your W shreds him.
→ DravenWhy Caitlyn counters Vayne: The longest range in the game against the shortest: she denies every cs with free poke and traps make your Tumbles predictable.
How to play Vayne into Caitlyn: Take only the safe minions and let the rest go: half the farm but zero deaths. Use bushes to break her vision and punish ONLY when she steps up to cash in a trap.
→ CaitlynWhy Ashe counters Vayne: Every attack of hers slows you: Vayne's kiting fails when you are the one being kited, and her R opens fights from another map.
How to play Vayne into Ashe: Trade only after her Volley and from behind minions. The Tumble is for dodging the R, not for damage. After 3 items you out-duel her cleanly.
→ AsheWhy Miss Fortune counters Vayne: Free poke with the bouncing Q, a passive faster than your feet, and an R that punishes your short range in tight teamfights.
How to play Vayne into Miss Fortune: Never stand behind a nearly dead minion: the bounce finds you. Break her R with a lateral Tumble, not by backing off in a straight line. Scale: the 2v2 is her game, the late game is a monster of yours.
→ Miss FortuneWhy Jhin counters Vayne: The fourth shot and the long-range W punish every misused Tumble; with an engage support his root condemns you before the fight starts.
How to play Vayne into Jhin: Count his shots: the fourth is your trade moment, because he must reload. Tumble AFTER his W, never before. You win every extended all-in if you do not start it condemned.
→ JhinWhy Ezreal counters Vayne: His Q punishes your positioning, your Condemn punishes his short E: neither can force the kill without the other's mistake.
How to play Vayne into Ezreal: Stay behind minions: his Q does not pass through them. Keep E ready for when he blinks toward you. Late game you dominate: get there.
→ EzrealThe champions Vayne works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
You're the most item-dependent pick in the lane: from level 7 Living Forge (P) lets you buy from anywhere on the map and pulls your first spike forward. And Brittle from Bellows Breath (W) adds 30% to the stun from Condemn (E).
Your job is to stay glued to a target until the third hit lands, and Spirit's Refuge (W) blocks the attacks that would knock you off it. Then Shadow Dash (E) taunts the assassin, and Stand United (R) reaches you from any lane.
All Out (R) knocks a target out of their own team and roots them: what's left is a 1v1, the situation where the true damage from Silver Bolts (W) has no equal. And Footwork (E) dashes to you and hands you a matching shield.
You have the shortest range in the lane and must stand close to reach the third hit: Unstoppable Force (R) holds the group still long enough to trigger Silver Bolts (W), and Ground Slam (E) cuts the attack speed of whoever answers.
GNAR! (R) slams the group into a wall and the slow becomes a full stun, and your third hit always lands there; the flip to Mega depends on the Rage Gene (P) bar though, so that window is never one you get to plan.
Cataclysm (R) walls the target away from their team: nobody can collapse on you and the duel comes down to the true damage from Silver Bolts (W), which not even a tank survives. Dragon Strike (Q) through Demacian Standard (E) opens it.
Frenzying Taunt (E) pins a carry for the time of three consecutive attacks - exactly what you need to trigger Silver Bolts (W). And the assassin who jumps on you goes to him instead, since you have no peel of your own.
Infinite Duress (R) suppresses for a full second: against a target that can neither move nor dash, all three hits land. Then Blood Hunt (W) throws him at whoever you've pushed under 35% health - the one who would escape you.
The third hit of Three Talon Strike (Q) is a guaranteed knock-up from the earliest levels: it freezes the target so Silver Bolts (W) goes off in every skirmish, not once per fight. And Crescent Guard (R) clears the rest off you.
With your range you have to stand inside the fight to reach the third hit: Curse of the Sad Mummy (R) freezes the group for 1.5 seconds, long enough to be there untouched. Bandage Toss (Q) opens it from range without exposing you.
Hero's Entrance (R) shields you from across the map and lands a knock-up on everyone who jumped you: for a carry with nothing to reduce damage it's the most useful button in mid. Justice Punch (E) does the same in miniature.
In China Nasus is played mid, and Wither (W) is the hardest answer to divers: it shreds the movement and attack speed of whoever is on you until he simply stops reaching you, while you keep sliding away with Tumble (Q).
Ring of Frost (W) roots the group around her and Frozen Tomb (R) stuns whoever is left standing: with the shortest range in the lane, targets nailed in place is the only condition where you reach the third hit and live.
Command: Attack (Q) and Command: Dissonance (W) slow whoever chases you while you kite with Tumble (Q), and the ball parked on you by Command: Protect (E) turns your position into the spot that hurts to walk into.
An even trade: Wind Wall (W) eats the ranged poke from Caitlyn, Jhin and Ashe that your guide names as the lanes that punish you, and your Condemn (E) knocks a target back, which opens Last Breath (R). In China he sits under 49%.
Your card says you have nothing to shield or heal yourself: Help, Pix! (E) is the shield you're missing, Whimsy (W) polymorphs the assassin who just landed, and Rampant Growth (R) knocks him off while adding health at the right instant.
Before your first item you have no lane presence and your only job is to survive: Astral Infusion (W) keeps you alive while you farm, Equinox (E) silences the diver's dash then roots him 1.5 seconds later, and Wish (R) heals you from anywhere.
Your guide names Caitlyn, Jhin and Ashe as the lanes that punish you: Unbreakable (E) intercepts their projectiles and cuts incoming damage by 35%. And your fast attacks stack Concussive Blows (P) to four marks quickly.
Ebb and Flow (W) heals you and damages them in one cast, which is how you survive a lane you start out losing. And Tidecaller's Blessing (E) puts a slow on your attacks: the target no longer walks out of your very short range.
Death Sentence (Q) hands you a target frozen for 1.5 seconds - exactly the time for the three hits that trigger Silver Bolts (W). And Flay (E) shoves whoever tries to dive you while you're already standing still and shooting.
Pick him against lockdown comps: Breath of Life (R) cleanses roots and stuns on everyone near you, and that is the only way you actually die. Against teams with no hard crowd control he's worth little, and he sits in C tier.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | S | 52.89% | 2.07% | 9.89% | #3 / 41 |
| Duo (ADC) | A | 50.17% | 7.24% | 9.89% | #8 / 20 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | S | 52.97% | 2.08% | 10.22% | #3 / 41 |
| Duo (ADC) | A | 50.13% | 7.31% | 10.22% | #8 / 20 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | S | 52.18% | 2.01% | 9.84% | #7 / 41 |
| Duo (ADC) | A | 49.8% | 7.64% | 9.84% | #8 / 22 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | A | 49.21% | 7.84% | 9.74% | #5 / 22 |
| Baron | A | 50.89% | 1.17% | 9.74% | #14 / 39 |
Vayne is a hyper-carry Marksman in Wild Rift who wins fights through true damage and relentless kiting rather than raw burst. Her Silver Bolts passive punishes anyone she keeps hitting with damage that ignores armor, while Tumble's constant mobility lets her keep landing autos from a position that's hard to punish. She's a patient, mechanically demanding pick: rough in lane, but capable of soloing a teamfight once she's a couple of items deep.
Skill order: W → Q → E - max Silver Bolts first for the scaling true damage, Tumble second for extra poke and kiting uptime, and save Condemn for last (still grab one point by level 4 for the wall-stun option).
Play patient in lane: with the shortest range of any Marksman in this matchup spread, your first job is to survive and farm, especially against poke-heavy lanes like Draven, Caitlyn, Ashe, Miss Fortune, or Jhin, all of whom can outdamage you before level 5. Use Tumble to dodge key skillshots and reset your spacing rather than burning it purely for extra damage, and only commit to a trade when you can land the empowered auto right after it. Punish any overextension with Condemn when you have a wall - or your own turret - behind the target to convert the knockback into a stun. Prioritize your first core item (Kraken Slayer or Blade of The Ruined King) over defensive purchases so your first real power spike hits as hard as possible.
Once she's itemized, Vayne wins fights by kiting at the edge of her range, auto-attacking while weaving Tumble to dodge engage and reset position without losing tempo. Hold Final Hour until the fight is actually starting rather than popping it early - the bonus AD, faster Night Hunter movement, and a guaranteed stealth on your next Tumble let you dodge burst, slide around obstacles, or slip onto an exposed backline carry. Final Hour lasts 8 seconds and any takedown within 3 seconds of her damaging the target adds another 4, up to 8 bonus seconds total, so keep chaining kills to stay empowered through the whole fight. Prioritize whichever target you can reach safely and shred with Silver Bolts' true damage stacks over whoever is simply closest, and build into attack speed (Guinsoo's Rageblade, Phantom Dancer) once ahead to proc that true damage tick as often as possible.