Vex

Vex Build

the Gloomist

Role: Mid Pick Rate: 2.5% Win Rate: 53.00%

Recommended Build

Summoner Spells

Flash Flash
Ignite Ignite

Skill Priority

Q W E

Items

Start
Doran's Ring
Health Potion
Core
Luden's Echo Luden's Echo
Sorcerer's Shoes Sorcerer's Shoes
Shadowflame Shadowflame
Late
Zhonya's Hourglass
Rabadon's Deathcap
Void Staff

Runes

Most Played
Domination
Electrocute
Electrocute 90.9% · 52.8% WR
Taste of Blood
Taste of Blood 82.2% · 52.8% WR
Grisly Mementos
Grisly Mementos 86.8% · 52.9% WR
Ultimate Hunter
Ultimate Hunter 92.8% · 52.8% WR
Sorcery
Manaflow Band
Manaflow Band 2.5% · 51% WR
Transcendence
Transcendence 2.3% · 51.7% WR
Attack Speed
Attack Speed
Adaptive Force
Adaptive Force
Health Scaling
Health Scaling
Best WR
Domination
Dark Harvest
Dark Harvest 5.6% · 53.2% WR
Cheap Shot
Cheap Shot 12.8% · 53.6% WR
Deep Ward
Deep Ward 2.6% · 54.1% WR
Treasure Hunter
Treasure Hunter 2.5% · 54.7% WR
Sorcery
Scorch
Scorch 2.1% · 51% WR
Absolute Focus
Absolute Focus 0.3% · 50.9% WR
Adaptive Force
Adaptive Force
Adaptive Force
Adaptive Force
Tenacity and Slow Resist
Tenacity and Slow Resist

Skill Order

Q
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
W
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
E
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
R
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15

Win Rate by Elo

Iron Iron 43.19%
Bronze Bronze 48.96%
Silver Silver 50.10%
Gold Gold 51.63%
Platinum Platinum 52.96%
Emerald Emerald 52.97%
Diamond Diamond 52.08%
Master Master 53.74%
Grandmaster Grandmaster 53.26%
Challenger Challenger 52.03%
All Elos All Elos 52.78%

Best Counters and Matchups for Vex

See all counters for Vex

Top 5 Counters Against Vex

Taliyah
44.8% WR -5.1%
Xerath
46.8% WR +0.5%
Anivia
47.0% WR -1.5%
Lux
48.4% WR +1.3%
Naafiri
48.9% WR +2.2%

Top 5 Best Matchups for Vex

Yone
61.0% WR +11.6%
Irelia
58.9% WR +10.5%
Akali
58.3% WR +9.6%
Riven
58.3% WR +12.5%
Sylas
57.2% WR +7.8%

Patch History

V14.9
  • Stats Gameplay radius reduced to 55 units from 65. Pathing radius reduced to 30 units from 35.
V14.5
  • Doom 'n Gloom Base damage increased to 40 − 150 (based on level) from 30 − 140 (based on level). AP ratio increased to 25% AP from 20% AP. New Effect: Doom's cooldown is now also partially refunded upon killing units with Looming Darkness. Champion kills refund the cooldown by 25% and non-champion kills do so by 10%.
V13.21
  • Shadow Surge Bug Fix: Now properly damages minions and monsters hit by the missile. Note: This fix was already in effect in the previous patch.
V13.17
  • Mistral Bolt Base damage increased to 70 / 115 / 160 / 205 / 250 from 60 / 105 / 150 / 195 / 240.
  • Personal Space Cooldown reduced to 16 / 15 / 14 / 13 / 12 seconds from 20 / 18 / 16 / 14 / 12.
  • Shadow Surge New Effect: Pinging the ability now displays visible targets in chat.
V13.13
  • Doom 'n Gloom Bug Fix: Now properly applies Gloom to a nearby enemy Galio casting Justice Punch.
V13.6
  • Doom 'n Gloom Bug Fix: Can no longer mark an enemy Aurelion Sol dashing from Astral Flight with Gloom more than once.
V13.1
  • Doom 'n Gloom Bug Fix: Ability icon is now properly displayed for its buff icon.
V12.13
  • Mistral Bolt AP ratio increased to 70% AP from 60% AP. Cooldown reduced to 8 / 7 / 6 / 5 / 4 seconds from 9 / 8 / 7 / 6 / 5.
V12.10
  • Stats Base health increased to 590 from 520. Health growth increased to 104 from 90. Armor growth increased to 4.45 from 3.25. Magic resistance growth increased to 1.3 from 0.5.
  • Personal Space Base shield reduced to 50 / 75 / 100 / 125 / 150 from 50 / 80 / 110 / 140 / 170. Shield AP ratio reduced to 75% AP from 80% AP.
V12.5 - March 10th Hotfix
  • Doom 'n Gloom Bug Fix: Fixed a bug where marked enemies would sometimes fail to get feared by her Doom-empowered Looming Darkness.
V12.1
  • Shadow Surge Bug Fix: Fixed a bug where, if she died while casting a consecutive Shadow Surge, its cooldown would not reset.
V11.20
  • Doom 'n Gloom Bug Fix: Fixed a bug where it would incorrectly mark enemies moved by champion-created terrain, such as Anivia's Crystallize or Jarvan IV's Cataclysm.
  • Shadow Surge Bug Fix: Fixed a bug where she was able to recast it on Gwen while she was in her Hallowed Mist.
  • Dawnbringer Vex Bug Fix: Shadow's colors have been fixed to match each of their chromas.
V11.19 - September 24th Hotfix
  • Doom 'n Gloom Base damage reduced to 30 − 140 (based on level) from 30 − 180 (based on level).
  • Mistral Bolt Base damage reduced to 60 / 105 / 150 / 195 / 240 from 60 / 110 / 160 / 210 / 260.
V11.19 - Added
  • Doom 'n Gloom (Innate) Passive - Doom: Periodically, Vex gains Doom, which empowers her next basic ability to knock down affected enemies and cause them to flee from her for 0.75 / 1 / 1.25 / 1.5 (based on level) seconds, during which they are slowed by 60% − 99% (based on distance from Vex). Doom's cooldown resets upon respawning. If Looming Darkness triggers Doom, all targets will flee from the center of its area of effect instead. Innate - Gloom: Nearby enemy champions that dash or blink, as well as targets hit by Looming Darkness, will be marked with Gloom for 6 seconds. Vex's next basic attack, which becomes non-projectile, Mistral Bolt, or Personal Space against a marked target will consume the mark to deal 30 − 180 (based on level) (+ 25% AP) Damage mitigated with Shifting Sands (E)bonus magic damage and refund 25% of Doom's cooldown. Against marked non-champions, Gloom deals 40 / 45 / 50 / 55 / 60% (based on level) damage and refunds 10% of Doom's cooldown. Effect Radius: 1600 . Static Cooldown: 25 / 22 / 19 / 16 (based on level) seconds.
  • Mistral Bolt (Q) Active: Vex unleashes a wave of mist in the target direction, dealing 60 / 110 / 160 / 210 / 260 (+ 60% AP) Damage mitigated with Shifting Sands (E)magic damage to enemies it passes through and accelerating in speed though reducing in width after travelling 500 units. Mana Cost: 45 / 50 / 55 / 60 / 65. Cooldown: 9 / 8 / 7 / 6 / 5 seconds. Range: 1200, Width: 360 / 160, Speed: 600 / 3200, Cast Time: 0.15 seconds.
  • Personal Space (W) Active: Vex emits a shockwave around her before the cast time, gaining a shield for 50 / 80 / 110 / 140 / 170 (+ 80% AP) for 2.5 seconds and dealing 80 / 120 / 160 / 200 / 240 (+ 30% AP) Damage mitigated with Shifting Sands (E)magic damage to all nearby enemies. Mana Cost: 75. Cooldown: 20 / 18 / 16 / 14 / 12 seconds. Effect Radius: 475 / 550, Cast Time: 0.25 seconds.
  • Looming Darkness (E) Active: Vex commands Shadow to fly to the target location, increasing the radius of the area as it travels. Upon arrival, Shadow deals 50 / 70 / 90 / 110 / 130 (+ 40 / 45 / 50 / 55 / 60% AP) Damage mitigated with Shifting Sands (E)magic damage to all nearby enemies and slows them by 30 / 35 / 40 / 45 / 50% for 2 seconds. Looming Darkness will cast at max range if cast beyond it. Mana Cost: 70 / 80 / 90 / 100 / 110. Cooldown: 13 seconds. Target Range: 800, Effect Radius: 200 − 300 (based on cast distance), Speed: 1300, Cast Time: 0.25 seconds.
  • Shadow Surge (R) Active: Vex commands Shadow to launch itself in the target direction, granting sight of the area along its path for 0.4 seconds each and dealing 75 / 125 / 175 (+ 20% AP) Damage mitigated with Shifting Sands (E)magic damage to all enemies hit. Shadow stops upon colliding with an enemy champion, marking them for 4 seconds and revealing them for the duration. Shadow Surge can be recast while the target is marked. Recast: Vex commands Shadow to pull her towards the marked target with displacement immunity, upon arrival consuming the mark and dealing them 150 / 250 / 350 (+ 50% AP) Damage mitigated with Shifting Sands (E)magic damage. If the marked target dies within 6 seconds of being hit by Shadow Surge, Vex can cast Shadow Surge again at no additional cost for the next 12 seconds after 0.5 seconds. Mana Cost: 100. Cooldown: 140 / 120 / 100 seconds. Range: 2000 / 2500 / 3000, Effect Radius: Global, Width: 260, Speed: 1600, Cast Time: 0.25 / None seconds.

Recommended build

What players actually run on Vex on the current patch: summoner spells, skill priority, starting, core and late items, runes and skill order.

Every entry comes with its pick rate (how often it is chosen) and, where available, its win rate. For runes, Most Played is the page the majority takes and Best WR the variant that wins most among those with enough games: when they differ, the second is usually the sharper choice, the first the safer one.

Win rate by elo

Vex's win rate in each rank tier, from Iron to Challenger, plus all tiers combined.

A champion that climbs with rank is usually one that rewards mechanics or game knowledge; one that peaks in low elo is often easy to pick up and punished by better players. Read the tier you play in, not the average. Tiers with no data for this patch are hidden.

Counters and matchups

A preview of the counters page: the five opponents Vex struggles against the most, and the five it beats most often, on the current patch.

Percentages are Vex's own win rate in each duel, with the gap to its overall win rate. The full lists, with every matchup that has enough games, are on the counters page linked below each table.

Patch history

Balance changes that touched Vex, patch by patch, most recent first, as published in the official patch notes.

The ten latest patches are shown, the older ones fold out. Use it to read the win rate movements above: a jump right after a patch is usually a buff or a nerf, not a change in how people play the champion.