Wild Rift Guides
Vex Mid Lane Wild Rift Guide
Who counters Vex in Wild Rift? The toughest Vex mid lane counters are Veigar, Ziggs, and Orianna. Full Vex Mid Lane counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.
Overview
Vex is a burst mage built to punish dashes. She pokes with Mistral Bolt (a short, wide missile, not a long-range shot), covers an area in gloom with Looming Darkness, and the moment an enemy dashes, blinks, or flashes inside her aura, her passive triggers a fear and bonus damage. Shadow Surge, her ultimate, is a long leap onto a marked target that resets on a kill, so one pick can chain into several. In mid lane she punishes the exact champions other mages dread. Shove the wave, hold gloom over the choke, and dare the dash-happy assassin across from you to commit, because every flashy entry into your zone sets up a fear. Once her ultimate is up she becomes a roam threat: the Surge reaches across the river, and the reset turns a side-lane gank into a snowball. She wants picks and burst, not a slow scaling game. Her weakness is simple. Her poke is short, she has no extra mobility, and against an enemy who refuses to dash, half her kit does nothing. Long-range artillery and patient scalers do not give her the mistakes she feeds on, and once her ultimate is spent she has no escape of her own.
Strengths
- Purpose-built to wreck dash-reliant assassins, since every blink or leap into her gloom triggers a fear and free burst.
- 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, her signature passive does nothing and she is just a plain squishy caster.
- No escape once Shadow Surge 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 your passive does nothing, 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 your bolt range and he has no dash for your passive to punish, so you are left walking into his minefield. The satchel hop also escapes your Surge.
- 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 throws your Surge engage right back out.
- Syndra: Her spheres out-range your bolt, she has no dash to feed your fear, and her point-and-click stun catches you out of your Surge and sets up her burst.
- 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 fear 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 triggers your fear, and his windwall blocks the bolt but not the gloom aura or the passive, so his mobility-heavy playstyle plays straight into your kit.
- Yone: Yone wants to dash in, swap forms, and dash again, and each of those triggers your fear and empowered burst, though his scaling means the lane gets closer as it goes.
- Zed: His whole kit is shadow dashes, so the moment he ults or dashes into your gloom, your passive fears him out of the combo before it lands and your burst answers his.
- Diana: Diana's engage is one committed Lunar Rush 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 triggers the fear that breaks her 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 when the enemy walks up to last-hit, and keep gloom seeded over the spot they have to stand on, because their first aggressive dash should cost them a fear and a heavy empowered Q. Do not try to win a raw poke war: most mages out-range your bolt, so you trade on the threat of the fear, not on chip alone. Manage the wave so you can shove and deny, and remember you have no dash to escape a gank, so ward the river and let the enemy commit first. Dash assassins will test you here, and every early leap onto you should get punished, not just survived.
Mid Game
Once Shadow Surge is up, you stop being just a laner and start pressuring the map. Shove with your gloom-empowered Q, then walk to river to leap on the enemy jungler at scuttle or start a pick before a dragon fight, since the reset can chain one kill into a second. Mid priority unlocks objectives: crash the wave, contest the river, and use the long Surge 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
Late game you are a pick threat and backline diver, not a frontline brawler. Your Surge reaches far enough to start fights the enemy did not agree to, and the reset turns one caught carry into a fight your team wins with a numbers advantage. Hold gloom on the choke or flank the enemy has to cross, because people dash constantly in teamfights, and a well-placed aura turns their engage into a row of feared, helpless bodies. Target selection matters most: leap on the carry whose death decides the fight, not the nearest tank, since your burst is wasted on a big health bar. You never become tanky, so a Vex who Surges into the middle of everything dies the moment her combo is on cooldown.
Teamfights
Your fight has three parts: the entrance, the burst, and the exit. Lay gloom across the ground the enemy has to walk through so their engage arrives already feared, then pick your Surge target with intent: the carry whose death decides the fight. The reset is the whole reward, since a leap that secures a kill refunds you straight into the next target, which is how one good fear flips a losing fight. You bring fast burst and dash punishment, not sustained damage or peel, so flank rather than anchor, and never go in first while their crowd control is still up. A patient Vex who waits for their dashes and then leaps onto the carry decides fights; an impatient one dies for nothing.