Talk:Vayne/@comment-93.138.38.4-20110517121126/@comment-66.199.209.1-20110517150439

While Vayne may not be weak early or late game damage wise, she is pretty weak in her overall team utility. All she has is the ability to chase 1 enemy with mostly sustained DPS, while never exceeding the range of 555, that’s pretty much it (the constant 555 range puts her at a pretty large disadvantage during anything other than a 1v1, and still then if the champion has targetable abilities, which are purposefully higher than the range of an average ranged carry). Even though her Condemn can deal decent base damage, I would still argue that she will only land the first half of condemn 4/5 times. Making the ability deal less damage than most abilities in the game, well over half of the time (don’t forget the 20 second CD). Also, this damage is physical, this can’t be forgotten. This means that most champions in the game are going to resist a large chunk of this from naturally scaling armor, all game. Next consider how this ability is best used. Condemn is best placed when you can either knock-back an enemy away from their tower to extend the distance they must run in order to escape (you must move in behind them to do this), or you can knock them into a wall. I guarantee that the first scenario will happen more than the second, and this scenario puts Vayne in quite a bit of danger. Moving behind the enemies (towards their set of towers) is pretty risky business for a squishy ranged DPS such as Vayne. Finally, discussing its use when you can’t knock them into a wall or knock them back by positioning yourself behind them (basically when you use it as an escape or to proc your third Silver Bolt during laning harassment). This ability will be pushing the enemy AWAY from Vayne, without an added slow or some other component that will help Vayne continue to DPS the opponent. So in most cases, the use of Condemn will go as follows: Condemn will be dealing less damage than that of an average ability by far (due to the first half dealing only 220 damage at level 5, as well as the damage being physical in the first place, so it will be even more pitiful), while also knocking them farther away from you, preventing you from continuing to DPS the target and pushing them closer towards safety.