Vex is a champion in League of Legends played in the Mid lane, classified as a Burst Mage. She uses Mana (490 – 1119.28) and deals Magic damage. Vex was released on September 23, 2021, and was last updated in patch V25.09. Store price: 1575 Blue Essence / 790 RP.
📊 Base Statistics
| Statistic | Base Value | Max Value (lvl 18) |
| HP | 590 | 2635.16 |
| Mana (MP) | 490 | 1119.28 |
| Attack Damage (AD) | 54 | 108.08 |
| Armor (AR) | 23 | 110.51 |
| Magic Resist (MR) | 28 | 53.56 |
| Movement Speed (MS) | 335 | 335 (fixed) |
| Attack Range | 550 (Ranged) | 550 (fixed) |
| Base AS | 0.669 | — |
| Bonus AS | 0 – 19.67% | — |
| Missile Speed | 2000 | — |
💡 Anti-Mobility Design — The Unique Niche: Vex is the only champion in the game specifically designed to punish dash and blink-heavy compositions at the passive level. Every enemy who uses any form of mobility within 1600 units of Vex automatically generates a Gloom mark — no aim, no cast required. This passive generation rate against a team with 3–4 mobile champions means Vex has near-permanent Gloom mark availability in teamfights, effectively providing a constant free bonus damage proc and 25% Doom CDR refund on every ability cast that touches a marked target. Against immobile teams, Vex performs well but loses her most oppressive passive advantage.
🌑 Passive: Doom ‚n Gloom
DOOM
| Parameter | Value |
| Static Cooldown | 25 / 22 / 19 / 16 seconds (based on level) |
| Effect Radius | 1600 |
| Empowered Ability | Next basic ability (after Doom charges) |
| Knockdown + Fear Duration | 0.75 / 1 / 1.25 / 1.5 seconds (based on level) |
| Slow During Fear | 60% – 99% (based on distance from Vex — closer = slower) |
| Looming Darkness Interaction | Triggers Doom: enemies flee from epicenter instead of toward Vex |
| Doom CDR Reset | Resets to full cooldown on respawn |
PASSIVE — DOOM: Periodically, Vex empowers her next basic ability to knock down and fear enemies hit for 0.75–1.5 seconds (scaling with level), during which they are slowed by 60%–99% based on distance from Vex — closer enemies are slowed more heavily. If Looming Darkness triggers Doom, enemies hit flee from the epicenter rather than toward Vex. Doom’s cooldown resets upon respawning.
GLOOM
| Parameter | Value |
| Mark Application | Nearby enemy champions and monsters that dash or blink |
| Mark Duration | 6 seconds |
| Detonation Trigger | Vex’s next basic attack (non-projectile) OR basic ability hit against marked enemy |
| Detonation Bonus Magic Damage | 40 – 162.94 (based on level) + 25% AP |
| Doom CDR Refund on Detonation | 25% of Doom’s total cooldown (champion) / 10% (non-champion) |
| Looming Darkness | Inflicts Gloom on enemies hit, but CANNOT detonate it |
| Non-Champion Damage | 40/45/50/55/60% (based on level) of Gloom detonation damage |
PASSIVE — GLOOM: Nearby enemy champions and monsters that dash or blink are marked with Gloom for 6 seconds. Vex’s next basic attack (non-projectile) or ability hit against a Gloom enemy detonates the mark for 40–163 + 25% AP bonus magic damage and refunds 25% of Doom’s total cooldown. Looming Darkness inflicts Gloom but cannot detonate it.
💡 Gloom CDR Math — Why Mobile Enemies Speed Up Doom: Each Gloom detonation refunds 25% of Doom’s total cooldown. At level 16 (16-second Doom cooldown), one Gloom detonation refunds 4 seconds. In a teamfight where 3 enemies use dashes or blinks: 3 Gloom marks → 3 detonations → 12 seconds off Doom cooldown. In practice, against a mobile team (Zed, Ekko, LeBlanc), Doom can refresh 2–3 times in a single teamfight — meaning Vex has 2–3 Doom-empowered abilities with fears per fight rather than just one. The closer enemies are when feared, the more severe the 60–99% slow becomes — Doom-empowered Q at melee range applies a near-root.
🌀 Q: Mistral Bolt
| Parameter | Value |
| Cost | 45 / 50 / 55 / 60 / 65 Mana |
| Cooldown | 8 / 7 / 6 / 5 / 4 seconds |
| Cast Time | 0.15 seconds |
| Range | 1200 |
| Width (initial / narrowed) | 360 / 160 |
| Speed (initial / accelerated) | 600 / 3200 |
| Acceleration Point | After travelling 500 units |
| Magic Damage | 70 / 115 / 160 / 205 / 250 (+ 70% AP) |
ACTIVE: Vex launches a wave of mist in the target direction that deals magic damage to enemies hit. After travelling 500 units, the wave accelerates dramatically (600 → 3200 speed) but also narrows itself (360 → 160 width)
💡 Q Dual Profile — Wide vs. Fast: Mistral Bolt has two completely different hit profiles depending on range. At close range (under 500 units): wide 360-width wave at 600 speed — nearly impossible to dodge at close range, the width catches champions trying to sidestep. At long range (past 500 units): narrow 160-width at 3200 speed — extremely fast but requires precise aim because the thin hitbox demands leading the target’s movement accurately. The close-range wide profile makes Q a reliable point-and-click-adjacent ability in skirmishes, while the long-range thin profile functions as a precision skillshot. Doom-empowered Q at close range applies a near-root fear to enemies who cannot react to the 600-speed wide wave in time.
🛡️ W: Personal Space
| Parameter | Value |
| Cost | 75 Mana |
| Cooldown | 16 / 15 / 14 / 13 / 12 seconds |
| Cast Time | 0.25 seconds (Vex can MOVE during cast) |
| Effect Radius | 475 / 550 |
| Shield Strength | 50 / 75 / 100 / 125 / 150 (+ 75% AP) |
| Shield Duration | 2.5 seconds |
| Magic Damage | 80 / 120 / 160 / 200 / 240 (+ 30% AP) |
ACTIVE: Vex emits a deafening scream around her before the cast time, dealing magic damage to nearby enemies and granting herself a shield for 2.5 seconds. Vex can move during Personal Space’s cast time
💡 W Move-During-Cast — Anti-Burst Survival: The ability to move during W’s cast time is the key defensive mechanic. When an assassin has dashed on top of Vex (generating a Gloom mark in the process), W fires while Vex simultaneously moves away — the shield activates immediately absorbing incoming burst, the AoE damage hits the assassin at melee range, and the movement step creates positioning separation during the 0.25-second cast. Combined with Doom-empowered W (if Doom is available), the same cast that provides the shield also fears the assassin for 1.5 seconds at close range with 99% slow — effectively a near-complete reversal of the dive. The 75% AP shield scaling means at 500 AP, the shield absorbs 425 damage — meaningful protection against mid-game burst patterns.
🌒 E: Looming Darkness
| Parameter | Value |
| Cost | 70 / 80 / 90 / 100 / 110 Mana |
| Cooldown | 13 seconds (all ranks) |
| Cast Time | 0.25 seconds |
| Target Range | 800 |
| Effect Radius | 200 – 300 (scales with cast distance) |
| Speed | 1300 |
| Magic Damage | 50 / 70 / 90 / 110 / 130 (+ 40/45/50/55/60% AP) |
| Slow | 30 / 35 / 40 / 45 / 50% for 2 seconds |
| Gloom Application | Inflicts Gloom on enemies hit (cannot detonate it) |
| Kill CDR Refund | 10% Doom CDR (25% for champion kills) |
ACTIVE: Vex tosses her Shadow to explode at the target location, dealing magic damage and slowing for 2 seconds. The explosion radius increases based on cast distance — farther cast = larger radius (200 → 300). Killing an enemy with Looming Darkness refunds 10% of Doom’s cooldown (25% for champion kills)
💡 E Gloom Application for Remote Setup: Looming Darkness applies Gloom to enemies hit but cannot detonate it. This means E is Vex’s primary remote Gloom setup tool for stationary or slow-moving targets who haven’t dashed recently. The sequence: E lands on target (Gloom applied + slow) → Q or W hits the Gloom-marked target (detonation = bonus damage + 25% Doom CDR). This allows Vex to stack Gloom detonations even against non-mobile compositions, bypassing the passive’s dependence on enemy dashes. The distance-scaling radius means throwing E at maximum 800 range produces a 300-radius AoE (versus 200 at close range) — wide enough to catch grouped enemies during teamfight approaches.
👁️ R: Shadow Surge
| Parameter | Value |
| Cost | 100 Mana |
| Cooldown | 140 / 120 / 100 seconds |
| Cast Time (initial) | 0.25 seconds |
| Cast Time (recast) | None |
| Range | 2000 / 2500 / 3000 |
| Effect Radius | 650 / Global |
| Width | 260 |
| Speed | 1600 / 2200 |
| Initial Hit Magic Damage | 75 / 125 / 175 (+ 20% AP) |
| Recast Dash Magic Damage | 150 / 250 / 350 (+ 50% AP) |
| Mark Duration | 4 seconds |
| Mark Effect | Target revealed for 4 seconds |
| Recast Dash | Displacement immunity during dash |
| Recast Kill Condition | Takedown within 6 seconds of mark → free R recast available within 12 seconds |
ACTIVE: Vex sends her Shadow in the target direction, granting sight along its trajectory and dealing magic damage to enemies hit. Shadow stops upon hitting an enemy champion, marking them for 4 seconds and revealing them. Shadow Surge can be recast while the target is marked.
RECAST: Vex dashes toward the marked target with displacement immunity. Upon arrival, she consumes their mark and deals magic damage. If Vex scores a takedown against the marked target within 6 seconds, she can cast Shadow Surge again within 12 seconds at no cost, repeating the effects entirely.
💡 R Kill-Reset — The Champion-Hunt Mechanic: The R reset on takedown turns Shadow Surge from a single-target engage into a chain assassination tool. After killing the marked target, Vex has 12 seconds to fire R again at any champion — at no cost and at full base damage (75/125/175 + 20% AP initial, 150/250/350 + 50% AP recast). In a teamfight where Vex kills the first marked carry, she immediately sends Shadow toward the fleeing second priority target and dashes again. The 3000-range at R3 means the second R cast reaches targets across the entire map — technically a global repositioning tool after the first kill. The displacement immunity during dash prevents knockbacks, knockups, and pulls from interrupting the approach.
🎯 Strategies and Gameplay Tips
Early Game (Levels 1–6)
- Doom Setup Before Ability Combos: Doom charges periodically based on level (25-second base cooldown). When Doom is charged, the next ability cast gains knockdown + fear. Never waste Doom on minions — always save the charged ability for the opponent. Track Doom availability actively (it shows as a glowing effect on Vex). Doom-empowered Q at close range with 99% slow + 1.5-second fear is one of the most oppressive trading tools in the mid lane at any point in the game.
- Gloom Mark Recognition on Mobile Opponents: Against opponents like Zed, Ekko, LeBlanc, or Ahri who frequently use mobility skills in lane, track when they just used a dash or blink — the Gloom mark lasts 6 seconds. A Zed who just used Shadow Step has a Gloom mark for 6 seconds. Any Q or W hit during those 6 seconds detonates for bonus damage and 25% Doom CDR. The passive provides a direct incentive to fight back immediately after a mobile champion uses their mobility tool — they can’t re-dodge during the 6-second mark window.
- E at Maximum Range for Largest Radius: Throwing E at 800 range produces a 300-unit radius, while throwing it at close range produces only 200 units. In laning, maximizing E throw distance catches the opponent and their support simultaneously in the 300-radius explosion, applying Gloom to both and slowing both for 2 seconds. The 50% slow at max rank provides a 2-second chase window for Q and W follow-up.
Mid Game (Levels 7–13)
- Full Combo Sequence: Standard Vex combo: E (Gloom + slow) → Q (wide wave detonates Gloom → Doom CDR refund) → W (shield + damage) → if Doom is charged, W or Q next cast adds fear. The E-first approach guarantees Gloom detonation on Q even against targets who haven’t dashed recently. E slow keeps them in Q wide-wave range. The 25% Doom CDR from E → Q Gloom detonation reduces the time until the next Doom charge, compressing consecutive Doom-empowered abilities faster than the raw cooldown implies.
- R Engagement onto Backline Carries: Shadow Surge at 3000 range is a reliable backline access tool that bypasses frontline entirely. Send Shadow toward the enemy ADC or mid laner through the frontline (Shadow travels through all non-champion targets until hitting a champion) → recast dash with displacement immunity → arrive at the carry with a full combo ready. Against teams that peel Vex off the frontline, R entirely circumvents their peel by reaching the carry from long range. Time R for after the enemy uses displacement CC on Vex’s team — their CC is on cooldown when the dash connects.
- Doom Empowered E — Flee Direction: When Doom is charged and E is used, enemies hit flee from the epicenter rather than toward Vex. This creates a unique use case: aim Doom-empowered E to make enemies flee toward your team (away from Vex’s direction) rather than toward Vex. Positioning Vex so the E epicenter places enemies between Vex and the team wall lets Doom-E push them exactly where the team can follow up — a wall-pin or jungle corner that prevents escape.
Late Game (Level 14+)
- R Chain in Teamfights: With 100-second R3 cooldown and the free recast on takedown, Vex’s teamfight pattern: R onto priority carry → full combo → kill within 6 seconds → immediate free R onto second priority → full combo on second target. The 12-second free recast window is generous — Vex doesn’t need to fire the second R instantly. She can reposition, let Doom recharge if the first fight charged it via Gloom detonations, and fire the second R in an optimal direction. Against a fleeing carry, R3’s 3000 range catches essentially any retreat path regardless of Flash.
- Doom Level 16 Fear Duration: At level 16, Doom provides a 1.5-second fear with 99% slow at close range — functionally a 1.5-second near-root on any enemy in melee range. Combined with W’s move-during-cast shield, a Doom-empowered W against a diving assassin: shield activates, W AoE damage fires, assassin fears for 1.5 seconds at 99% slow. The assassin’s combo window evaporates and Vex has 1.5 seconds to fire Q (second Doom detonation if Gloom is up from their initial dash) and R for execution.
- Gloom Detonation Doom CDR Compounding: In a fight where 4 enemies use dashes — Zed shadow, Ahri charm-dash, Ekko Phase Dive, LeBlanc chain — 4 Gloom marks × 25% Doom CDR = 100% Doom CDR refund from detonations alone. At level 16 (16s Doom CD), this effectively gives Vex 4 Doom charges from enemy mobility in one fight rather than 1. Track Doom availability during fights — high Gloom detonation rate means Doom recharges mid-fight for a second or third fear application that opponents don’t anticipate.
❌ Common Mistakes and How to Avoid Them
- Wasting Doom on Minions or Non-Optimal Targets: Doom’s charged empowerment disappears on any next ability hit — including minions. Never cast any ability while Doom is charged unless the target is an enemy champion. In lane, if Doom is charged and a minion wave approaches, either auto-attack the minions (auto is non-ability, preserving Doom) or wait until the opponent is within ability range. Doom wasted on a wave is 16–25 seconds before the next Doom charge — a significant damage and CC loss.
- Firing E at Close Range Unnecessarily: E’s radius scales up with distance — close range E is smaller (200 units) and less likely to apply Gloom to multiple targets. Against grouped enemies at medium range, throw E at maximum 800 range for 300-unit AoE rather than close range. The slow still applies at any range, but the multi-target Gloom application from a wider radius is significantly more valuable than marginal range safety savings.
- R Recast Without Displacement Immunity Awareness: The displacement immunity during R recast dash is a proactive immunity, not a reactive one — it applies during the dash itself (while Shadow is traveling to the marked target). Enemies can CC Vex before she recasts R (during the 4-second mark window) but cannot displace her during the actual dash. Fire R recast immediately after absorbing or avoiding the enemy’s CC, not before — the immunity covers the dash, not the setup.
- Missing Gloom Detonation Windows: Gloom marks last 6 seconds. A marked champion who doesn’t receive any Vex ability or attack hit within 6 seconds loses the mark — wasting the Doom CDR refund and bonus damage. After any nearby enemy dashes, immediately prioritize hitting them within 6 seconds rather than continuing previous targeting. Switching targets to detonate Gloom is always worth the trade — 25% Doom CDR is more valuable than slightly more damage on the original target.
- Not Using W Shield Against Burst Before It Deals Damage: Personal Space’s shield activates during the 0.25-second cast time — meaning it absorbs damage before any incoming burst lands if cast preemptively. Against Zed Death Mark (3-second detonation timer) or Syndra stun setup, casting W immediately creates a shield that absorbs burst and simultaneously deals AoE damage + generates Gloom detonation on the attacker. Don’t delay W until after taking damage — the shield is most efficient when absorbing the burst rather than topping up HP afterward.
⚙️ Recommended Build and Itemization
Core Items
- Luden’s Tempest: AP, magic penetration, and movement speed. The burst passive on first ability hit compounds with Doom-empowered abilities — landing a Doom Q triggers both the Doom fear AND Luden’s burst proc simultaneously, layering damage sources. Movement speed helps Vex close into Q wide-wave range where the 99% Doom slow is most impactful.
- Shadowflame: Flat magic pen for Q and W primary damage sources. Shield-shredding passive against support compositions (Lulu, Janna, Shields) that try to protect carries through Vex’s burst combo. The AP scaling compounds with the 75% AP shield on W and the 70% AP ratio on Q.
- Rabadon’s Deathcap: AP multiplier amplifying all of Vex’s AP-scaling abilities simultaneously: W shield (75% AP), Q damage (70% AP), Gloom detonation (25% AP), R recast (50% AP). Rabadon’s is the late-game power spike that converts Vex from a champion who wins lane trades into one who deletes carries in a single R reset chain.
Situational Items
- Zhonya’s Hourglass: Against heavy AD burst compositions (Zed, Talon, Kha’Zix). W’s shield handles the initial burst window, but Zhonya’s provides the second layer when shield breaks. Post-R-recast Zhonya’s: Vex lands on the carry, full combo fires, Zhonya’s activates while the enemy team reacts — the 2.5-second stasis gives Vex’s team time to follow the R dash.
- Morellonomicon: Grievous Wounds application for healing-heavy compositions. The AP from Morellonomicon also scales W shield and Q damage. Against teams with Soraka, Yuumi, or multiple healing items, GW prevents Vex’s burst window from being healed through between R + combo sequences.
- Cryptbloom: Percent magic penetration for champions who itemize MR against Vex’s AP burst. The healing on kills synergizes with R’s kill-reset chain — consecutive R kills both trigger the kill reset and the Cryptbloom heal, sustaining Vex’s HP through extended multi-target fights.
⚔️ Counter Picks & Matchups
✅ Vex Counters
1. LeBlanc
LeBlanc uses Distortion (W) and Ethereal Chains (E) dashes constantly — every mobility use marks her with Gloom. In a typical LeBlanc trade sequence, she uses 2–3 movement abilities, generating 2–3 Gloom marks that refund 50–75% of Vex’s Doom cooldown cumulatively. Doom-empowered Q against LeBlanc at close range applies near-root fear — preventing her from re-using Distortion return while feared. Vex’s W shield absorbs LeBlanc’s burst combo while simultaneously fearing and slowing her via Doom. The matchup inverts LeBlanc’s mobility advantage into Doom CDR generation for Vex.
2. Akali
Akali’s Shuriken Flip (E) and Five Point Strike movement are constant Gloom generators. Akali’s invisibility during Twilight Shroud (W) doesn’t prevent Gloom mark application — the mark persists on her regardless of visibility. Doom-empowered Q or W during Akali’s assassination sequence fears her out of the combo range. Vex’s R displacement immunity prevents Akali’s knockback from interrupting the counterattack dash. Akali’s high dash frequency makes her among the highest Doom CDR generators in the game against Vex.
3. Zed
Zed’s Shadow Step (W) creates Gloom marks on activation. Living Shadow’s positional game generates marks whenever Zed repositions through shadows near Vex. Death Mark’s 3-second detonation timer creates a window where Vex fires W (shield against the burst + AoE damage + potential Doom fear if charged) while marked. Zed cannot prevent W shield by delaying Death Mark — the shield persists 2.5 seconds. W’s AoE damage fires into Zed’s melee range position, and if Doom is charged, the 1.5-second near-root fear prevents Zed’s escape attempt after Death Mark.
❌ Vex is Countered By
1. Kassadin
Post-level 6 Kassadin’s Riftwalk generates Gloom marks but his ability to blink every 2 seconds means Gloom marks are constantly refreshed — but Kassadin uses them to stay inside Vex’s Q wide-wave range permanently, where Doom-empowered Q becomes a high-risk high-reward double-edged trade. Kassadin’s Null Sphere negates one Vex ability per 9 seconds — potentially absorbing a Doom-empowered Q before it can fear. Pre-6 Kassadin is manageable, but post-6 Riftwalk’s infinite mobility generates Gloom marks faster than Vex can profitably trade through them.
2. Galio
Galio’s Wind of Justice and Colossal Smash provide poke from 550 range with minimal dashes, reducing Gloom mark generation in lane. Hero’s Entrance (R) generates a Gloom mark but Galio’s point-and-click taunt from Colossal Smash interrupts Vex’s combo sequence. Most critically, Galio’s innate magic damage resistance (Winds of War passive) reduces Vex’s primary damage type. Bulwark of the Mountain support and Shield of Durand’s taunt create windows where Vex’s abilities land but generate minimal efficient Gloom CDR relative to damage taken.
3. Malzahar
Malzahar’s Call of Void (Q) poke at 800 range doesn’t generate Gloom marks (no dashes). Void Swarm passive Voidlings provide constant HP attrition from non-mobility sources that Gloom doesn’t interact with. Nether Grasp (R) suppress on Vex interrupts any in-progress combo, removing her from the fight for 2.5 seconds. Malzahar’s playstyle is primarily stationary poke and zone control — minimal mobility means minimal Gloom marks, removing Vex’s primary CDR and bonus damage mechanic throughout the matchup.
FAQ
Q: Does Looming Darkness (E) applying Gloom mean E detonates Gloom on the next cast?
A: No — E inflicts Gloom but explicitly cannot detonate it. The detonation trigger is Vex’s next basic attack (non-projectile) or basic ability hit after the Gloom mark is already applied. E applies the mark, then Q or W hitting the marked target detonates it. The typical E → Q sequence: E lands (Gloom applied) → Q hits marked target (Gloom detonates for bonus damage + Doom CDR). If Q lands first before E (E wasn’t used before the Q), there’s no Gloom on the target and no detonation occurs.
Q: Does the 60%–99% slow from Doom scale continuously with distance?
A: Yes — the slow is a continuous gradient based on how close the feared enemy is to Vex. At maximum range from Vex (edge of the 1600 effect radius), the slow is approximately 60%. At melee range or very close distance, the slow approaches 99% — functionally a near-immobilization. This creates a fight dynamic where Doom-empowered abilities at close range are more impactful than at long range — the fear duration is the same, but the 99% slow at melee range makes the feared champion nearly stationary rather than creeping slowly.
Q: What is the correct ability leveling order?
A: Max Q (Mistral Bolt) first — lowest cooldown (8s → 4s), highest damage scaling (70–250 + 70% AP), and the primary Gloom detonation tool. Shorter Q cooldown means more frequent Doom CDR refunds from Gloom detonation → more Doom-empowered abilities per fight. Max W (Personal Space) second — shield scaling (50–150 + 75% AP) and cooldown reduction (16s → 12s) for more frequent defensive usage. Max E (Looming Darkness) last — damage increase per rank is secondary to Q frequency and W shield value; E’s primary value (Gloom application, slow, Doom CDR from kills) remains functional at lower ranks. R at 6, 11, 16.
Q: Can R’s displacement immunity protect against all CC during the dash?
A: The displacement immunity specifically covers displacements (knockback, knockup, pull effects) during the dash itself — not during the 4-second mark window before recasting. Stuns, silences, roots, and slows applied before Vex recasts R prevent the recast activation (since cast-inhibiting CC prevents ability casting). Only displacements are immune during the actual dash — meaning if Vex is stunned she cannot fire the recast, but if she fires the recast and a knockback activates during the dash itself, the dash completes.
Q: How does Doom-empowered Looming Darkness make enemies flee from the epicenter?A: Normally, Doom fear makes enemies run toward Vex (fear AI defaults to moving away from the feared ability source, which for Doom means away from Vex). With Doom-empowered E, the fear direction reverses — enemies flee from the E explosion epicenter rather than from Vex’s position. This allows Vex to control the fear direction independently by placing E at a specific location. Throwing Doom-E to the enemy’s left forces them to flee right. Throwing it to the enemy’s right forces them to flee left. This directional control enables herding fleeing champions toward walls, into Vex’s team, or away from objectives.