Wild Rift Guides
Vayne Baron Lane Wild Rift Guide
Who counters Vayne in Wild Rift? The toughest Vayne Baron lane counters are Teemo, Malphite, and Jayce. Full Vayne Baron Lane counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.
Overview
Vayne in the Baron lane is a bet on scaling. Silver Bolts deals true damage based on max health, so the entire tank and juggernaut roster eventually stops mattering: no amount of armor changes what every third bolt takes. The price is one of the worst early games in the lane. She is short-ranged for a marksman, extremely squishy, and every all-in bruiser treats her lane phase as free kills. Her survival tools are real but few: a tumble, a wall-stun, and the discipline to give up farm rather than health. Once her items arrive, the game flips. Final Hour turns her tumbles into stealth and her duels into executions, and the juggernauts who bullied her at level three start walking to lane in pairs. Every Vayne game is about reaching that point, and the enemy knows it.
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 and Condemn 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: Jayce out-ranges you, which almost nobody in this lane does, and his poke punishes an early game you were already losing. He falls off exactly as you come online.
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: Darius is terrifying for the first few levels and beatable for the rest of the game: once your items arrive, his tankiness just gives your bolts more health to shred.
- Garen: Garen's regen erases your early poke, but your true damage ignores his entire build 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 forged armor does nothing against true damage, so his whole defensive plan fails against your bolts. Only his teamfight ultimate stays dangerous.
- 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 survival as the whole job. Farm at maximum range, tumble to dodge rather than to trade, and save Condemn as a defensive tool: it exists to wall-stun the bruiser who finally dives, not to poke. Give up minions you cannot take safely, because staying healthy matters more than any single wave. The lane is not winnable at level three, and pretending otherwise feeds the enemy's snowball.
Mid Game
Two items and Final Hour change everything. Your bolts now shred the bruiser who bullied you, your tumble stealths mid-fight, and side-lane duels start going your way against opponents who have not caught on. Split push and punish whoever they send: one defender dies, two defenders give up the map. Stay alert for collapses, since your only escapes are still one tumble and one wall-stun.
Late Game
You are the answer to the enemy frontline, tanks included. Keep a side lane pushed, duel almost anyone with confidence, and in grouped fights, kite behind your team while the bolts break down whatever is closest. Condemn is your insurance: hold it for the diver, aim it at a wall, and turn their best engage into their worst decision. The longer the game runs, the more it belongs to you.
Teamfights
Kite, shred, reposition, repeat. Stay behind your frontline and shoot whatever is nearest, since your true damage makes even the tank a fine target. Tumble between shots and save Condemn for the assassin who reaches you. Final Hour's stealth tumbles break targeting and reset fights that should have killed you. Do not chase kills through their team; the fight comes to you eventually, and everything that arrives dies.