Vex

Vex Mid Build 16.11

Vex Mid build in patch 16.11 has a 50.4% win rate over 133 games. This setup focuses on amplifying tome is the basic ability power component for champions who want an inexpensive increase to spell impact. it is mainly bought to make poke, waveclear, and burst more threatening while keeping ap build paths flexible.

Vex Roles
Patch: 16.11
133 Matches
Win Rate: 50.38% / Pick Rate: 20.68%
Doran's Ring
Health Potion
Health Potion
Luden's Echo
Sorcerer's Shoes
Shadowflame
Zhonya's Hourglass
Luden's Echo
Spellslinger's Shoes
Shadowflame
Flash
Ignite

Vex Build Guide & Strategy (Patch 16.11)

About Vex

Vex is an anti-mobility burst mage who punishes dashes, controls short-to-mid range space with fear, and can suddenly dive onto marked targets to finish a fight before it stabilizes. She is excellent at turning aggressive movement against the enemy, but she is immobile and much easier to punish when her fear is down or her first engage does not secure anything.

Vex Build Strategy & Items

The item supports spell-reliant laning where small AP gains improve how often your abilities matter in trades and minion control. It fits mages and AP users who want early pressure or cleaner farming without needing to commit to a large component immediately. The item supports spell-driven laning where you pressure with abilities, manage the wave actively, and threaten opponents without running out of gas too quickly. It fits champions whose early game revolves around cast frequency, poke timing, and keeping control of minion states. This item supports a more punishing spell-based gameplan where landed poke, burst combos, and waveclear all become far harder to ignore. It fits mages and AP assassins that want their next recall to sharply increase threat instead of spreading gold across smaller utility pieces. Amplifying Tome is the basic ability power component for champions who want an inexpensive increase to spell impact. It is mainly bought to make poke, waveclear, and burst more threatening while keeping AP build paths flexible. Doran's Ring is an AP starter built to smooth out early spell usage while still giving meaningful lane presence. It is mainly for mages and AP users who want better early trading, wave interaction, and resource comfort in lane. Needlessly Large Rod is a major ability power component purchased for a big jump in spell scaling. It is mainly for AP champions who want a real damage spike and are building toward some of the heaviest mage item completions. Dark Seal is a snowball-oriented AP starter or early pickup that rewards staying alive and staying involved in successful fights. It is mainly for champions who expect to build momentum through lane pressure, roams, or skirmishes and want that success to compound. Health Potion is a consumable sustain tool used to recover health over time during lane or after small fights. It is mainly for extending early map presence without needing an immediate recall.

Vex Key Strengths

Amplifying Tome is efficient because it gives direct AP at a low price, making it easy to convert a small recall into sharper damage or utility scaling. It also builds into many mage and support items, which keeps future decisions open while still giving immediate value. Doran's Ring stands out because it helps both the damage and the usability of your early abilities, which matters more than raw AP alone in many lanes. It also makes farming and lane control smoother for champions that need to cast regularly to keep pressure or secure minions. Needlessly Large Rod is prized because very few components make AP damage feel this different from one buy, especially on champions with strong ratios. It can dramatically improve kill pressure, faster shove patterns, and the ability to control fights through raw spell impact. Dark Seal is attractive because it can become far more rewarding than a normal low-cost AP buy when your early game goes well. It also suits champions that influence fights through picks, river skirmishes, or support-style participation, since assists help it scale without needing solo kills every time. Health Potion is valuable because it turns gold into reliable early endurance, which matters most when the first few waves decide pressure and recall timing. It also works across many matchups, making it one of the simplest ways to stay active after a rough exchange. Blackfire Torch is attractive because it gives AP champions a stronger way to punish targets over time instead of relying entirely on a single combo to decide the fight. It is especially useful on champions that can keep reapplying magic damage through repeated casts, zones, or lingering effects, making extended skirmishes much more favorable. Kaenic Rookern is especially good when the enemy tries to soften you up with magic poke or remove you with one big AP rotation before you can front line properly. Its defensive profile gives a very clear answer to mage-heavy comps, making mid-game setups around dragon, Baron, and siege situations much safer. Sorcerer's Shoes are strong because magic penetration often creates a more noticeable real-damage increase than small amounts of AP, especially against low-resistance targets. They are particularly useful when your champion's job is to threaten carries, control lane through spell damage, or make mid-game picks feel lethal. Fiendish Codex is useful because it improves two practical parts of spellcasting at once, making both the impact and the cadence of your abilities feel better on recall. It also serves as a clean bridge into many AP items, so it keeps build options flexible while still giving an immediately playable spike. Cryptbloom is attractive because it answers magic resistance while also rewarding successful picks and teamfights with extra value that can help your side stabilize or continue the push. It is especially useful on mages that frequently participate in kills from the backline, since it turns a normal takedown into a broader fight swing instead of only extra personal damage. Hextech Alternator is valuable because it creates very noticeable threat from a small item slot, especially on champions whose lane control comes from landing one reliable ability at a time. It also keeps offensive AP build paths moving smoothly, making early recalls feel dangerous rather than purely preparatory. Zhonya's Hourglass is prized because it can completely change how enemies are allowed to commit, often wasting their best burst or buying enough time for your team to flip the fight. It is especially strong on champions whose most dangerous moment puts them in harm's way, since the item turns a normally suicidal angle into a playable one. Ionian Boots of Lucidity are useful because they improve how often you get to interact with the game, which can matter more than raw stats on champions built around utility or cooldown-based pressure. They are especially strong on picks that make repeated use of summoners or key spells to create tempo, since the boots reward every extra opportunity to act. Spellslinger's Shoes are valuable because they turn the boot slot into a meaningful offensive choice for AP champions instead of only a positioning tool. They are especially strong on mages that create advantages through repeated poke, burst follow-up, or zone control, since the upgrade helps translate spell uptime into real threat. Blighting Jewel is useful because it gives AP champions an immediate way to stop resistance stacking from flattening their damage curve too early. It is especially valuable when one or two enemy buys are already making normal AP components feel inefficient, since it restores real pressure before a full penetration item is finished. Shadowflame is valuable because it gives AP users a very direct offensive spike that shows up quickly in picks, skirmishes, and mid-game objective fights. It is especially strong when enemy backliners are still lightly defended, since it helps turn ordinary spell hits into real carry-threatening damage. Luden's Echo is attractive because it gives mages a very noticeable offensive spike in short trades, picks, and mid-game objective setups. It is especially useful on champions that reliably land opener spells, since the item turns good accuracy into immediate and practical health-bar pressure.

Best Vex Runes & Spells

Conqueror is a stacking combat rune designed for champions that build momentum as a fight develops. It mainly rewards repeated contact, sustained ability use, and the willingness to stay engaged until accumulated combat power starts to outweigh early burst runes. Ultimate Hunter is a cooldown-focused rune built for champions whose strongest play pattern begins with their ultimate. It mainly exists to shorten the downtime between those defining windows so key engage, pick, or burst tools come online more often. Electrocute is a burst rune made for fast damage spikes from compact hit combinations. Its primary purpose is to reward champions that can reach a target, deliver three quick instances of damage, and turn that window into immediate health loss or kill threat. Cheap Shot adds a small but repeatable burst of true damage when the user damages an impaired target. Its purpose is to convert crowd control, slows, or displacement into a cleaner damage spike during short trades and pick attempts. Treasure Hunter is an economy rune built to accelerate item timing through unique takedowns rather than through direct combat stats. Its main purpose is to convert early map activity into faster spikes that arrive before opponents are ready for them. Sixth Sense is an information rune designed to reduce uncertainty around vision and hidden pressure. Its purpose is to help a player approach contested areas, lane traps, and rotation paths with better awareness than they would have through standard map reading alone. Taste of Blood is a lane sustain rune that restores health when the user damages an enemy champion. Its main purpose is to make short trades more forgiving by attaching recovery to the same poke or combo the player already wants to land. Grisly Mementos is a utility-focused rune built around collecting value from successful combat and converting it into lingering pressure. Its purpose is to reward players who consistently finish fights or influence takedowns by giving those moments extra strategic payoff beyond the kill itself. Deep Ward is a vision rune aimed at extending map control into enemy territory rather than simply defending your own side. Its main purpose is to reward players who place proactive wards that reveal rotations, jungle paths, and setup windows before a fight starts. Transcendence is a haste-focused rune built to make a champion's kit cycle more smoothly across the game. Its core purpose is to shorten downtime between meaningful casts so spell-based champions can pressure more often and recover faster after using key abilities. Manaflow Band is a resource rune meant to stabilize mana usage so spellcasters can keep trading and pushing without running dry too early. Its main purpose is to support frequent casting and smoother lane control rather than direct combat spikes. Scorch is a lane pressure rune that adds extra burn damage to spell poke and early harassment. Its main purpose is to make each clean ability hit sting more in the opening stages of the game, where repeated chip can decide who controls the lane. Last Stand is a combat rune that increases a champion's damage as their own health gets lower. It is mainly chosen by fighters and other close-range champions that expect to keep dealing damage deep into dangerous trades instead of backing off the moment they are threatened. Triple Tonic is a staged utility rune that delivers multiple timed consumable spikes instead of one constant stat line. Its purpose is to give a player several distinct moments of extra help across lane and transition phases, rewarding planning around when each tonic matters most. Jack Of All Trades is a scaling utility rune that rewards building and using a broad spread of different stats instead of stacking one narrow profile. Its purpose is to turn item flexibility into extra value for champions whose builds naturally touch several combat and utility categories. Cash Back is an economy rune built around making completed purchases snowball more efficiently. Its main purpose is to soften the cost of item spikes so a champion can chain power increases faster than normal once key buys start coming through. Legend: Alacrity is a scaling attack-speed rune made to sharpen auto-based gameplay as stacks accumulate. Its main purpose is to increase how quickly a champion can deliver repeated hits, making sustained DPS and trigger-based attack patterns feel smoother and more threatening. Triumph is a takedown rune that rewards successful fights with a burst of recovery and extra payoff at the moment an enemy falls. Its main purpose is to keep momentum alive after the first kill so a champion can survive the aftermath and continue pushing the skirmish. Flash is an instant repositioning spell built around solving range, angle, and danger in a single moment. It is mainly used to create or escape decisive situations that normal movement cannot cover in time. Heal is a two-target defensive spell that restores health and adds a brief burst of movement at the moment a trade turns dangerous. It is mainly used to swing close lane fights, rescue an ally during focus fire, and buy enough space to keep fighting or disengage. Teleport is a map-wide tempo spell built to convert wave states and timing windows into presence somewhere else on the map. It is mainly used to protect lane economy, answer side pressure, and arrive at fights or objectives without giving up too much structure or farm. Ignite is an offensive finishing spell that adds immediate kill pressure and punishes healing during an all-in. It is mainly chosen to turn close trades lethal and to force respect from opponents who survive on narrow health margins. Barrier is a self-focused anti-burst spell that grants a short defensive buffer at the moment lethal damage is about to land. It is mainly used to survive sharp all-ins and deny enemies who rely on finishing a target within one quick damage window.

How to Play Vex (Early, Mid & Late Game)

Vex Laning Phase (Early Game)

In the early game as Vex in the Mid lane, prioritize consistent farming and map awareness. Aim to secure your Luden's Echo as quickly as possible to establish a lane advantage and create opening opportunities.

Vex Mid Game Strategy

During the mid game, utilize your 3 item power spikes to control lane transitions and objective contested zones. As Mid Vex, your roaming potential and skirmishing power are at their peak.

Vex Late Game Strategy

In the late game, focus on teamfighting effectiveness and critical positioning. As Vex, your role is to maintain utility and pressure in final sieges, coordinated and protecting objectives with your full item build.

Vex Mechanics & Gameplay Tips

Strong Vex players manage Doom and Gloom carefully, holding fear for the dash or entry that matters instead of spending it on routine poke, and they use Shadow Surge only when the reset path is realistic. Weak Vex play throws fear away on low-value targets, ults into fights with no safe continuation, or casts from positions where missing one spell leaves her completely exposed.