Wild Rift Guides
Vex Mid Lane Wild Rift Guide
Vex mid lane counters include Veigar, Ziggs, and Orianna. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
How to play
- Keep your fear ready against dashes When your passive is ready, your next basic ability fears enemies and interrupts dashes. Save your 2nd ability to fear someone who jumps close to you.
- Push your wave before hunting a target Look for an ultimate from out of sight after the wave is safely pushed.
- Check the fight before following your ultimate Hitting your ultimate marks a champion; pressing it again dashes to them. Only follow when they are vulnerable and your team can help.
Strengths
- Purpose-built to wreck dash-reliant assassins, since every blink or leap into her gloom applies a mark she can detonate for bonus damage, which also speeds up her fear.
- Her ultimate is a long-range resetting leap that turns one kill into several and makes her a real roam threat.
- Fast, front-loaded burst that deletes squishy backliners off a single misstep.
Weaknesses
- Short poke range for a mage, so artillery and control mages wear her down from outside her threat range.
- Against enemies who never dash, she gets far fewer Gloom (Passive) marks and Doom (Passive) cooldown refunds, leaving her fear tied mostly to its natural cooldown.
- No escape once Shadow Surge (Ult) is spent, so she gets run down like any other immobile mid.
Build Snapshot
Rune Setup
Summoner Spells
Vex Mid Lane Counters
Who counters Vex Mid Lane in Wild Rift (WR)? These champions beat Vex in the mid lane matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Veigar: Veigar never has to dash, so you never get a Gloom (Passive) mark to detonate and Doom's (Passive) fear only ever arrives on its own timer, and his cage out-ranges your short poke while threatening a stun your immobile frame cannot dodge. He also out-scales you.
- Ziggs: His bombs arc in from well outside Vex's bolt range, and his only dash is a Satchel Charge (2nd) hop rather than the repeated mobility her passive punishes best. That hop does create a Gloom (Passive) mark, but Ziggs can still use it to leave Shadow Surge's (Ult) landing area if timed before Vex arrives.
- Orianna: Orianna out-ranges your poke, controls the wave with her ball, and never commits a dash for your passive to punish, while her shockwave (Ult) throws your Surge (Ult) engage right back out.
- Syndra: Her spheres out-range your bolt and she has no dash to feed your Gloom (Passive) detonations. Syndra threatens Vex from range with sphere-and-E (3rd) angles, so track existing spheres and sidestep the projected knockback line.
- Norra: Norra out-ranges your poke with a bounce that hits from angles you cannot sidestep, her dog drags you out of position, and she never gives your Gloom (Passive) mark a dash to punish.
Champions Vex Is Strong Against
Vex's best matchups in Wild Rift. Vex holds an edge against these picks in the mid lane role, so look to press the advantage and contest objectives.
- Yasuo: Every dash he makes marks him with Gloom (Passive), so your next hit detonates it and refunds part of Doom's (Passive) cooldown, and his windwall (2nd) blocks the bolt but not the gloom zone, so his mobility-heavy playstyle plays straight into your kit.
- Yone: Yone repeatedly dashes as he trades, and each dash can mark him with Gloom (Passive), so your detonations keep pulling Doom's (Passive) fear forward, though his scaling means the lane gets closer as it goes.
- Zed: His whole kit is shadow dashes, so he arrives marked every time, and if Doom (Passive) is ready your next ability fears him out of the combo before it lands while the Gloom (Passive) detonation adds to your burst.
- Diana: Diana's engage is one committed Lunar Rush (3rd) dash into your face, exactly the input your passive is waiting for, though she has more health than most assassins, so one combo may not kill her.
- Akali: Akali is squishy and dash-reliant, so every leap into your gloom marks her, and with Doom (Passive) ready your next ability fears her out of the combo; the shroud hiding her is the only real annoyance.
Early Game
Play the early lane around your fear threat. Before level five, farm safely, chip with Mistral Bolt (1st) when the enemy walks up to last-hit, and place Looming Darkness (3rd) where they must stand; it applies Gloom (Passive) but does not leave a persistent zone. Their first aggressive dash also gives you a mark to detonate and pulls your fear forward. Do not try to win a raw poke war against artillery: trade around Doom (Passive) and the faster, narrower end of Mistral Bolt (1st) instead. Manage the wave so you can shove and deny, and remember you have no basic dash to escape a gank, so ward the river and let the enemy commit first.
Mid Game
Once Shadow Surge (Ult) is up, you stop being just a laner and start pressuring the map. Shove with Mistral Bolt (1st) and Looming Darkness (3rd), then walk to river to mark the enemy jungler at scuttle or start a pick before a dragon fight, since a takedown on the marked target can make Shadow Surge (Ult) available again. Mid priority unlocks objectives: crash the wave, contest the river, and use the long Surge (Ult) range to threaten anyone who shows on the Dragon lane side of the map. Your first item turns the fear-into-burst combo into a real kill on squishies, so look for roams onto side laners who shoved too far. Watch your own back though: a Vex with her ultimate already spent is exactly the immobile target the enemy assassin is hunting.
Late Game
Clear side waves only when you can return before Baron or Elder is contested. From fog, look for Shadow Surge (Ult) on a reachable carry or another low-durability target, but recast only when allies can follow and the enemy's main control cannot stop the landing. Place Looming Darkness (3rd) on the path a diver or retreating target must cross, then detonate Gloom (Passive) marks to shorten Doom's (Passive) cooldown. If the enemy backline remains protected, hold the ultimate and use fear to peel rather than entering alone.
Teamfights
Place Looming Darkness (3rd) where the enemy engage must pass, then detonate Gloom (Passive) with Mistral Bolt (1st), Personal Space (2nd), or a basic attack to shorten Doom's (Passive) cooldown. Choose a Shadow Surge (Ult) target that your team can finish, because the recast commits Vex to that position. Enter after the control that can stop her landing is spent, and use the reset only if the next target is reachable without crossing the enemy frontline.