Walk first, Q second, and under Final Hour make the first R-Q break tracking—dodge the answer, change the line, or create the condemn—instead of tumble-forwarding on autopilot for damage
Treat Condemn as a wall spell, not a reaction test: many real Vayne kills start after they commit their movement, then you take one step toward terrain and pin them instead of fishing E in open space
If a diver is the body in front of you, burn that body first and use the next stealth window after the fight bends, because Vayne gets less than Jinx or Zeri from permanent group attachment and more from staying on one target long enough for tracking to break
Side-lane when you can collect a wave, disappear, and make the next step dangerous, not when you are signing up to live there for two minutes. Vayne likes short visits that preserve farm and create uncertainty: catch the wave, move off vision, then be ready to appear from brush or a wall line for the next fight. If the lane is long, dark, and you have no clear re-entry timing, it usually stops being productive. The test is simple: after pushing, can you threaten a vanish window that changes how someone walks into the next skirmish? If not, reset your position earlier and stay closer to the fight.
Vayne ruthlessly hunts evil-doers, gaining Move Speed when moving toward nearby enemy champions.
Vayne tumbles, maneuvering to carefully place her next shot. Her next attack deals bonus damage.
Vayne tips her bolts with a rare metal, toxic to evil things. The third consecutive attack or ability against the same target deals a percentage of the target's max health as bonus true damage.
Vayne draws a heavy crossbow from her back, and fires a huge bolt at her target, knocking them back and dealing damage. If they collide with terrain, they are impaled, dealing bonus damage and stunning them.
Readying herself for an epic confrontation, Vayne gains increased Attack Damage, Invisibility during Tumble, reduced Tumble cooldown, and more bonus Move Speed from Night Hunter