This meta overview presents VEX’s ranked performance across different roles and skill tiers. The data includes tier placement, win rate, pick rate, ban rate, and short-term trends, allowing you to evaluate her current strength and draft priority. Statistics are synced with rank buckets and role selection, helping you understand where VEX performs best and how her impact changes in the evolving Wild Rift meta.
The information below will help you get familiar with the game on the Mid Line VEX. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Amplifying Tome. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Amplifying Tome
+20 Ability Power
500
Luden's Echo
Abilities deal bonus damage
+100 Ability Power
+500 Max Mana
+10 Ability Haste
Echo: Your next damaging ability or empowered attack deals an additional 110 + 10%
magic damage to the target and up to 3 nearby enemies. (10s Cooldown)
2800
Luden's Echo TIPS: This item greatly enhances your burst damage by empowering your next damaging ability or empowered attack with an additional magic explosion that also strikes nearby enemies. It is an excellent choice for mages who excel at wave clearing, poking multiple targets, and dominating short trades with high burst potential.
Boots of Mana
Ability Power, Magic Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
Infinity Orb
Abilities deal bonus damage
+110 Ability Power
+15 Magic Penetration
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
3100
Infinity Orb TIPS: This item greatly enhances a mage's finishing power. It provides a large boost to Ability Power and magic penetration while allowing your abilities and empowered attacks to deal increased damage to low-health enemies. An excellent choice for mages and AP assassins who want to execute targets more reliably and maximize their burst potential.
Boots of Mana
Ability Power, Magic Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
Spellslinger's Shoes
Deal bonus damage to minions
+40 Ability Power
+18 Magic Penetration
+8% Magic Penetration
+100% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% base Health Regen.
Big Bully: Attacks and active abilities deal 22 bonus true damage to minions.
2200
Spellslinger's Shoes TIPS: These boots greatly increase your magic damage through a combination of Ability Power and both flat and percentage magic penetration. The high mana regeneration allows for frequent spell casting, while the bonus true damage to minions significantly improves wave clear. Champions without Mana instead gain increased health regeneration. They are an excellent choice for mages and AP supports who value strong damage, constant lane pressure, and efficient farming.
Luden's Echo (Abilities deal bonus damage) as your first item, followed by
Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Infinity Orb (Abilities deal bonus damage).
Spellslinger's Shoes (Deal bonus damage to minions).
Luden's Echo
Abilities deal bonus damage
+100 Ability Power
+500 Max Mana
+10 Ability Haste
Echo: Your next damaging ability or empowered attack deals an additional 110 + 10%
magic damage to the target and up to 3 nearby enemies. (10s Cooldown)
2800
Luden's Echo TIPS: This item greatly enhances your burst damage by empowering your next damaging ability or empowered attack with an additional magic explosion that also strikes nearby enemies. It is an excellent choice for mages who excel at wave clearing, poking multiple targets, and dominating short trades with high burst potential.
Boots of Mana
Ability Power, Magic Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
Infinity Orb
Abilities deal bonus damage
+110 Ability Power
+15 Magic Penetration
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
3100
Infinity Orb TIPS: This item greatly enhances a mage's finishing power. It provides a large boost to Ability Power and magic penetration while allowing your abilities and empowered attacks to deal increased damage to low-health enemies. An excellent choice for mages and AP assassins who want to execute targets more reliably and maximize their burst potential.
Rabadon's Deathcap
Boosts Ability Power
+130 Ability Power
Overkill: Increases Ability Power by 30%.
3400
Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Rabadon's Deathcap
Boosts Ability Power
+130 Ability Power
Overkill: Increases Ability Power by 30%.
3400
Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.
Cryptbloom
Restore health on champion kill
+75 Ability Power
+30% Magic Penetration
+20 Ability Haste
Life from Death: When a champion that you damaged within 3s dies, a nova spreads from their corpse that restores 100 plus 20%
Health to allies. (60s Cooldown)
3000
Cryptbloom TIPS: This item combines powerful magic penetration with valuable team utility. In addition to boosting your spell damage, champions you recently damaged release a healing nova upon death, restoring health to nearby allies. It is an excellent choice for mages who want to deal heavy damage while providing extra sustain for their team during extended teamfights.
Cryptbloom — This item combines powerful magic penetration with valuable team utility. In addition to boosting your spell damage, champions you recently damaged release a healing nova upon death, restoring health to nearby allies. It is an excellent choice for mages who want to deal heavy damage while providing extra sustain for their team during extended teamfights.
Rabadon's Deathcap
Boosts Ability Power
+130 Ability Power
Overkill: Increases Ability Power by 30%.
3400
Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.
Stormsurge
A powerful item for Scaling Mages
+90 Ability Power
+15 Magic Penetration
+6% Move Speed
Stormraider: When damaging a champion, dealing damage equal to 25% of their max Health within 2.5 second(s) applies Squall to them and grants you 25% bonus Movement Speed for 2.5s. (25s Cooldown)
Squall: After 2 second(s), strike the target, dealing magic damage equal to 125 plus 10%
. If the target is killed before the strike, it detonates immediately in a large area and grants 25 gold.
2900
Stormsurge TIPS: This item is perfect for mages capable of delivering heavy burst damage. After landing a strong combo, it marks the target, grants you a burst of movement speed, and follows up with an additional magic strike. If the target dies before the effect triggers, it immediately explodes in an area and rewards you with bonus gold. An excellent choice for scaling mages and AP assassins looking to secure kills and snowball their advantage.
Stormsurge — This item is perfect for mages capable of delivering heavy burst damage. After landing a strong combo, it marks the target, grants you a burst of movement speed, and follows up with an additional magic strike. If the target dies before the effect triggers, it immediately explodes in an area and rewards you with bonus gold. An excellent choice for scaling mages and AP assassins looking to secure kills and snowball their advantage.
Rabadon's Deathcap
Boosts Ability Power
+130 Ability Power
Overkill: Increases Ability Power by 30%.
3400
Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.
Liandry's Torment
Abilities deal bonus damage
+300 Max Health
+70 Ability Power
Torment: Damaging abilities and empowered attacks burn enemies for 2% max Health magic damage for 3 seconds.
Madness: Deals 2% more damage for each second in combat against champions, capped at 6% after 3 seconds.
3000
Liandry's Torment TIPS: This item excels in extended fights. Your abilities and empowered attacks ignite enemies, dealing damage over time based on their maximum health, while your overall damage steadily increases the longer you remain in combat. It is an excellent choice for damage-over-time mages and AP bruisers who want to wear down even the toughest frontline champions.
Liandry's Torment — This item excels in extended fights. Your abilities and empowered attacks ignite enemies, dealing damage over time based on their maximum health, while your overall damage steadily increases the longer you remain in combat. It is an excellent choice for damage-over-time mages and AP bruisers who want to wear down even the toughest frontline champions.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Hextech Roketbelt
Small dash
+250 Max Health
+70 Ability Power
+20 Ability Haste
Protobelt (Active): Dash forward and unleash a cone of missiles, dealing 100 plus 10%
magic damage. (30s Cooldown)
If champions or monsters are hit by more than one missile, missiles after the first will deal only 10% damage.
2700
Hextech Roketbelt TIPS: This item combines Ability Power with extra mobility, allowing you to quickly close the gap or reposition during combat. Its active grants a short dash while firing a cone of rockets that deal area magic damage. It is an excellent choice for AP assassins, mobile mages, and engage-oriented champions who need to dive in, secure kills, or dodge key enemy abilities.
Hextech Roketbelt — This item combines Ability Power with extra mobility, allowing you to quickly close the gap or reposition during combat. Its active grants a short dash while firing a cone of rockets that deal area magic damage. It is an excellent choice for AP assassins, mobile mages, and engage-oriented champions who need to dive in, secure kills, or dodge key enemy abilities.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Banshee's Veil
Blocks an enemy ability
+105 Ability Power
+40 Magic Resistance
Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)
3000
Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
Banshee's Veil — This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Morellonomicon
Magic damage reduces enemy healing
+300 Max Health
+75 Ability Power
+15 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2650
Morellonomicon TIPS: This item is designed to counter champions with strong healing and sustain. Any magic damage you deal applies Grievous Wounds, greatly reducing the effectiveness of enemy healing and regeneration. It is an excellent choice for mages and AP supports against teams that rely heavily on healing, lifesteal, or regeneration.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Oceanid's Trident
Anti-Shielding
+200 Max Health
+80 Ability Power
+10 Ability Haste
Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP
+ 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP
+ 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.
2600
Oceanid's Trident TIPS: This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.
Oceanid's Trident — This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Cosmic Drive
Dealing ability damage grants movement speed
+300 Max Health
+70 Ability Power
+25 Ability Haste
+5% Move Speed
Spelldance: Dealing magic or true damage to champions grants 30 Movement Speed for 4 second(s).
3000
Cosmic Drive TIPS: This item combines Ability Power, durability, and exceptional mobility. Dealing damage with your abilities grants a burst of movement speed, making it easier to kite enemies, chase fleeing targets, or reposition safely during fights. It is an excellent choice for mobile mages, AP bruisers, and champions who thrive in extended skirmishes while constantly staying on the move.
Cosmic Drive — This item combines Ability Power, durability, and exceptional mobility. Dealing damage with your abilities grants a burst of movement speed, making it easier to kite enemies, chase fleeing targets, or reposition safely during fights. It is an excellent choice for mobile mages, AP bruisers, and champions who thrive in extended skirmishes while constantly staying on the move.
Flash (Teleport a short distance) and
Ignite (Ignites target enemy champion, dealing true damageand applying Grievous Wounds for the duration. Grievous Wound reduces the effectiveness of Healing) as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
Electrocute (Hitting a champion with successive attacks or abilities deals bonus adaptive damage.) as your keystone, followed by
Sudden Impact (After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit. The attack/ability gains bonus effects at higher levels.),
Chain Assault (Your attacks deal bonus adaptive damage after you hit an enemy champion with an ability.) and
Eyeball Collection (Gain Adaptive Force after scoring champion or epic monster takedowns.) in the primary tree, as well as
Transcendence (Grants more Ability Haste the higher your level is and also returns ability cooldown duration.) in the secondary tree. Below you can see possible options for replacing runes.
Electrocute
Burst Damage
Within 3 seconds, hit the same enemy champion with 3 basick attacks or abilities to cause additional adaptive damage to the target.
Damage value: 40-210 (
) + 10% extra
+ 5% ![]()
Cooldown: 20-13s (
)
Sudden Impact
Triggers when in stealth or dashing
Damaging an enemy champion deals a bonus 15-65 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s.
The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 5 true damage.
Level 9: Deal an additional 5 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.
Cooldown: 10s
Chain Assault
Triggers on attack after hitting a target with an ability
Hitting an enemy champion with an active ability applies a mark to them, causing your next 2 attacks or active ability casts against them to deal bonus adaptive damage equal to (12-38 (
) + 3% bonus
+ 1.5%
).
Cooldown: 15s
Eyeball Collection
Kills increase Attack Damage/Ability Power
Gains 1.5
or 3
after scoring a champion or epic monster takedown, stacking up to 8 times.
Transcendence
Reduces ability cooldowns
Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.
Cooldown: 8s
Sudden Impact
Triggers when in stealth or dashing
Damaging an enemy champion deals a bonus 15-65 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s.
The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 5 true damage.
Level 9: Deal an additional 5 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.
Cooldown: 10s
Cheap Shot
Targets movement-impaired enemies
Deals 10-45 bonus true damage to enemies whose movement is impaired.
Cooldown: 7s
Cheap Shot — The rune activates when you impair an enemy’s movement, dealing bonus true damage. It is perfect for mages like Viktor and Syndra, who can control enemy movement with their abilities. The rune enhances damage when the enemy is limited in mobility, allowing these mages to deal additional damage when the enemy cannot effectively dodge attacks.
Transcendence
Reduces ability cooldowns
Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.
Cooldown: 8s
Cut Down
Deal more damage to high Health enemies
Your attacks deal 6.57% bonus adaptive damage to enemy champions with more than 60% Health.
Cut Down — This rune increases damage against high-health targets, helping you deal with tanky enemies more effectively. It is ideal for champions who rely on consistent damage output, especially against tanks and durable fighters. It works best on marksmen and some fighters where efficiently shredding high-health targets is important.
Transcendence
Reduces ability cooldowns
Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.
Cooldown: 8s
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Bone Plating — The rune reduces damage from enemy attacks and abilities when you take damage from an enemy champion. It lowers damage from the next few attacks or abilities for a short period, making it useful for most champions, including tanks, fighters, and even some mages. The rune helps improve survivability by mitigating damage in critical moments of the fight, making it suitable for heroes who find themselves in the heart of battles.
(Q) MISTRAL BOLT
7/6/5/4s
50
Vex launches a wave of mist that deals 60 magic damage (60/120/180/240 + 60%
). After a delay, the wave becomes smaller and faster.
Consumes Gloom on enemies hit.
(W) PERSONAL SPACE
18s
75
Vex gains 50 Shield (50/85/120/155 + 70%
) for 2.5 seconds and emits a shockwave that deals 65 magic damage (65/120/175/230 + 30%
).
Consumes Gloom on enemies hit.
(E) LOOMING DARKNESS
13s
80/90/100/110
Vex commands Shadow to fly to a location. Upon arriving, it deals 50 magic damage (50/80/110/140 + 40/45/50/55%
) and Slows by 30/35/40/45% for 2 seconds.
Applies Gloom to enemies hit.
Enemies Feared by this Ability move away from the center rather than from Vex. The size of the affected area increases the further Vex casts this from herself.
(R) SHADOW SURGE
80/70/60s
100
Shadow excitedly surges forward, dealing 75 magic damage (75/125/175 + 20%
) and marking the first enemy champion hit for 4 seconds.
Recast: Dash to the marked champion, dealing 150 magic damage (150/250/350 + 50%
) on arrival.
If the marked champion dies within 6 seconds of taking damage from this Ability, its cooldown is temporarily reset.
We have prepared lists of champions that can really annoy you during a match with the game on the Mid VEX. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Mid VEX in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Mercury's Treads
Increases Magic resist
+150 Max Health
+25 Magic Resistance
+15 Tenacity
+45 Move Speed
1200
Mercury's Treads TIPS: These boots increase your Magic Resistance while making you more resilient to crowd control through Tenacity. The bonus Health and movement speed improve both survivability and mobility, allowing you to perform more effectively against magic damage and heavy-CC team compositions. They are an excellent choice for tanks, fighters, and any champion who needs to stay in the fight longer.
Force of Nature
Stacking Magic Resist and Move Speed
+350 Max Health
+60 Magic Resistance
+5% Move Speed
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 20%.
2750
Force of Nature TIPS: This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain
+10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)
3000
Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Kaenic Rookern
Gains a magic shield when out of combat
+350 Max Health
+100% Health Regen
+75 Magic Resistance
Magebane: After not taking magic damage for 12 seconds, gain a magic shield that absorbs damage equal to 70-180 + 10% of max Health
.
2800
Kaenic Rookern TIPS: This item is perfect for champions who need extra protection against magic damage, particularly when spending some time out of combat. It provides significant bonuses to health, regeneration, and magic resistance. The “Magebane” passive activates after 12 seconds without taking magic damage, granting you a magic shield that absorbs damage based on your maximum health. This allows you to safely recover between fights and confidently re-enter combat. It’s especially effective against teams heavy in AP damage.
Abyssal Mask
Reduces the Magic Resist of nearby enemies and increases yours
+400 Max Health
+55 Magic Resistance
+10 Ability Haste
Unmake: Curse enemy champions within 600 units, reducing their Magic Resist by 5 plus 1.2% bonus
, up to 25 Magic Resist. For each enemy champion cursed, gain 9 bonus Magic Resist.
3000
Abyssal Mask TIPS: This item is a solid anti-magic pickup: it boosts your magic resistance while reducing the magic resist of nearby enemies, making them easier to shred with spell damage. Great for tanks and frontliners who need to both soak magic damage and amplify their team’s ability to take down AP threats and durable targets.
Seeker's Armguard
Turn invulnerable
+20 Armor
+35 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1200
Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain
+10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)
3000
Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Locket of the Iron Solari
Team shield
+200 Max Health
+30 Armor
+30 Magic Resistance
+10 Ability Haste
Locket (Active): Grants a shield to yourself and nearby allied champions that each absorbs 250-370 damage for 2.5 seconds. (60s Cooldown)
This effect is reduced by 50% if the target has been affected by another Locket in the last 20 seconds.
2600
Locket of the Iron Solari TIPS: This item provides powerful team-wide protection during fights. Its active grants a shield to you and nearby allies, helping your team survive burst damage and reducing the impact of enemy engages. It is an excellent choice for tanks and supports who stay close to their teammates and want to maximize their team's survivability in teamfights.
Gargoyle Stoneplate
Shield
+200 Max Health
+45 Armor
+45 Magic Resistance
+10 Ability Haste
Stoneplate (Active): Gain a base shield that absorbs damage equal to 100 plus 90% bonus
and gain size, decayng over 2.5s. (60s Cooldown)
2900
Gargoyle Stoneplate TIPS: This item greatly increases your survivability during teamfights. Its active grants a powerful shield that scales with your bonus Health, allowing you to withstand heavy focus fire and remain on the frontline longer. It is an excellent choice for tanks and bruisers who need to absorb large amounts of damage while protecting their team.
Banshee's Veil
Blocks an enemy ability
+105 Ability Power
+40 Magic Resistance
Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)
3000
Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
Serpent's Fang
Anti-Shielding
+50 Attack Damage
+10 Ability Haste
Stab:
+15 Armor Penetration.
Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain for 3s. Melee champions apply (10% of bonus AD
+ 40)% shield reduction, capped at 60%; while ranged champions apply (10% of bonus AD
+ 25)% shield reduction, capped at 45%. When you damage an enemy who is unaffected by Shield Reaver, all shields on them are reduced by the same values.
2800
Serpent's Fang TIPS: This item is perfect for assassins and champions who face enemies with a lot of shields. It provides bonuses to attack damage and ability haste, along with increased armor penetration, making it effective against well-protected enemies. The "Shield Reaver" effect allows you to reduce the effectiveness of shields gained by enemy champions, depending on your bonus attack damage, helping to quickly break through shields. This item is especially useful against champions who rely on shields for defense, such as Lux, Braum, and others.
Oceanid's Trident
Anti-Shielding
+200 Max Health
+80 Ability Power
+10 Ability Haste
Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP
+ 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP
+ 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.
2600
Oceanid's Trident TIPS: This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.
DOOM 'N GLOOM
MISTRAL BOLT
PERSONAL SPACE
LOOMING DARKNESS
SHADOW SURGE

Every 22 seconds Vex becomes afflicted with Doom, causing her next basic Ability to interrupt dashes and Fear enemies for 0.75 seconds.
Whenever a nearby enemy dashes or blinks, Vex marks them with Gloom for 6 seconds. Vex's next Attack against a Gloomed enemy deals an additional 16 magic damage (16 + 10
+ 25%
) and reduces this Ability's Cooldown by 25%.
Non-champion targets take 40% damage and refund 10% of this Ability's Cooldown.
Vex's basic abilities use a different icon when DOOM is ready:


Cooldown: 22s.

13s
80/90/100/110
Vex commands Shadow to fly to a location. Upon arriving, it deals 50 magic damage (50/80/110/140 + 40/45/50/55%
) and Slows by 30/35/40/45% for 2 seconds.
Applies Gloom to enemies hit.
Enemies Feared by this Ability move away from the center rather than from Vex. The size of the affected area increases the further Vex casts this from herself.

80/70/60s
100
Shadow excitedly surges forward, dealing 75 magic damage (75/125/175 + 20%
) and marking the first enemy champion hit for 4 seconds.
Recast: Dash to the marked champion, dealing 150 magic damage (150/250/350 + 50%
) on arrival.
If the marked champion dies within 6 seconds of taking damage from this Ability, its cooldown is temporarily reset.
Use this combo to engage a teamfight by fearing multiple enemies.
Lead with (E) LOOMING DARKNESS to fear multiple enemies. Follow up with (Q) MISTRAL BOLT to proc GLOOM on as many targets as possible, use (R1) SHADOW SURGE immediately after. As your (PASSIVE) DOOM 'N GLOOM is back up, reactivate (R2) to go in, buffer your (W) PERSONAL SPACE while dashing to fear them all again immediately upon landing. Finish with more AA's and use your ultimate reset to go after other targets once a kill is secured. You need to proc GLOOM on at least 4 enemies to fill your (PASSIVE) meter immediately.
In the black heart of the Shadow Isles, a lone yordle trudges through the spectral fog, content in its murky misery. With an endless supply of teen angst and a powerful shadow in tow, Vex lives in her own self-made slice of gloom, far from the revolting cheer of the “normie” world. Though she lacks ambition, she is quick to strike down color and happiness, stopping all would-be interlopers with her magical malaise.