Wild Rift Guides
Vayne Baron Lane Wild Rift Guide
Vayne Baron lane counters include Teemo, Malphite, and Jayce. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
How to play
- Use your range without overextending Take short trades against melee enemies, and track the jungler before pushing toward their tower.
- Keep your knockback for their approach Use your 3rd ability to push an approaching enemy away. It also stuns them if they hit a wall.
- Use your ultimate for a committed fight Use your ultimate when committing to a fight, then your 1st ability to roll and briefly turn invisible. Keep hitting the same target when safe.
Strengths
- Percent max health true damage: no amount of armor or health stacking makes anyone safe from her.
- Elite kiting and self-peel, with a wall-stun that punishes every dive attempt.
- Scales into a hyper-carry who out-duels nearly everyone, split pushing included.
Weaknesses
- One of the worst early games in the lane, extremely vulnerable to all-ins and ganks.
- Squishy with no real escape once her tumble (1st) and Condemn (3rd) are spent.
- Crowd control deletes her, since her whole defense is spacing.
Build Snapshot
Rune Setup
Summoner Spells
Vayne Baron Lane Counters
Who counters Vayne Baron Lane in Wild Rift (WR)? These champions beat Vayne in the Baron lane matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Teemo: Teemo's blind shuts off your bolts and the poke war is genuinely his, so the lane is uncomfortable even though your late game still wins it.
- Malphite: Malphite's attack speed slow drags down your damage and his poke chips you from behind a free shield, with his level five ultimate a permanent threat. Your true damage still beats his armor eventually.
- Jayce: Accelerated Shock Blast (1st) outranges Vayne's early attacks, and Thundering Blow (3rd) removes her after Tumble (1st) tries to enter Silver Bolts (2nd) range. Farm behind the wave, use Tumble (1st) to dodge the empowered projectile rather than to approach, and wait for items before forcing the duel that Jayce's earlier form-switch rotation controls.
Champions Vayne Is Strong Against
Vayne's best matchups in Wild Rift. Vayne holds an edge against these picks in the Baron lane role, so look to press the advantage and contest objectives.
- Darius: Tumble (1st) stays outside Apprehend (3rd), Condemn (3rd) cancels Darius's straight-line approach, and Silver Bolts (2nd) punish the health he adds for extended fights. Keep the wave long enough to kite, save Condemn (3rd) until Ghost or Flash removes the normal spacing, and disengage before Hemorrhage (Passive) reaches five stacks.
- Garen: Garen's regen erases your early poke, but your bolts scale off his max health and skip his armor entirely, and he has no answer to kiting, which is your whole game.
- Dr. Mundo: Mundo's entire champion is a health bar, and your entire champion punishes health bars. Your percent damage out-scales his sustain; the lane phase is the only hard part.
- Ornn: Ornn's armor and maximum-health purchases cannot reduce Silver Bolts (2nd)' true damage, but Bellows Breath's (2nd) percentage damage, Brittle control, and Call of the Forge God (Ult) still threaten Vayne. Wild Rift Ornn does not grant forged item upgrades; he grants allies remote-purchase opportunities at level thresholds.
- Volibear: Volibear has to reach you to do anything, and reaching a Vayne is the hard part. Past the early dive levels, he is just another big health bar for your bolts to shred.
Early Game
Treat health and wave position as the early priorities. Farm at maximum range, use Tumble (1st) to dodge the spell that starts the opponent's trade, and save Condemn (3rd) for a wall stun or disengage. Against melee champions with key cooldowns down, one attack, Tumble (1st) attack, and retreat can build a useful health lead without turning into an all-in. Give up a minion when taking it would expose you to a full combo, and keep the wave close enough that the enemy jungler cannot punish your short range and limited escape.
Mid Game
Items and Final Hour (Ult) give you real side-lane pressure, but the map still decides whether a duel is safe. Push only when the enemy locations are known, then rotate toward Herald or a tower before several champions can collapse. The ultimate adds attack damage, raises Night Hunter's (Passive) chase speed to 70, and gives one second of invisibility after each Tumble (1st) until Vayne attacks or casts. Use that invisibility to break targeting and change direction, not only to chase. Takedowns extend Final Hour (Ult) by four seconds up to its original duration, enabling chained fights but not unlimited duration.
Late Game
Late game, you can pressure a side lane or shred the frontline in a grouped fight. Choose the side lane when vision shows a single defender and your team is not about to contest Baron or Elder. Otherwise group, attack the closest safe target, and let Silver Bolts (2nd) handle tanks without stepping through them toward a carry. Hold Condemn (3rd) for the diver or wall angle that protects your uptime, and use Final Hour's (Ult) invisible Tumbles (1st) to reposition unpredictably. Your scaling is strong, but crowd control and short range still punish careless entries.
Teamfights
Stay behind your frontline and attack the closest target you can reach without Tumble (1st) moving you into enemy control. Final Hour's (Ult) invisible Tumbles (1st) break targeting, but attacking or casting reveals you, so use the brief pause to change your angle before the next shot. Save Condemn (3rd) for the assassin or bruiser who reaches you, unless a reliable wall stun on a priority target ends the fight immediately. Do not chase through the enemy formation. Vayne wins by keeping her damage active while each threat is forced to cross her range.