Normal order: R > Q > W > E
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 3,200
- Price
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
Situational itemstop 12
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
50.61%- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
50.83%- Total Price
- 3,200
- Price
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
50.60%- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
50.97%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
51.82%- Total Price
- 3,250
- Price
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
49.61%- Total Price
- 3,000
- Price
- 1,050
+95 Ability Power +40% Magic Penetration
47.30%- Total Price
- 2,700
- Price
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
47.99%- Total Price
- 3,000
- Price
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
49.71%- Total Price
- 2,800
- Price
- 700
+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.
50.76%- Total Price
- 2,850
- Price
- 400
+75 Ability Power +350 Health +15 Ability Haste Grievous Wounds: Dealing magic damage to champions applies 40% Wounds for 3 seconds.
44.32%- Total Price
- 3,000
- Price
- 200
+105 Ability Power +40 Magic Resist Annul Grants a Spell Shield that blocks the next enemy Ability.
50.28%Starting items
- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
51.28%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
51.28%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
50.79%- Total Price
- 1,100
- Price
- 300
+45 Ability Power Revved Damaging a champion deals bonus magic damage.
51.17%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
You summon a Poro alongside yourself every 3. 5 seconds, up to 5 at a time. Damaging an enemy champion with a basic attack or ability, excluding those which apply damage over time , commands all of your Poros to launch themselves at the target, each dealing true damage equal to 3% of the target's maximum health . If triggered while at the maximum number of summoned Poros , the first Poro to hit the target also knocks them up for 0. 5 seconds. This augment is only offered to up to 1 player on each team for a given game. View augment details | Gold | T1 | 55.02% | 7.58% | 916 |
Gain ability haste equal to 30% AP . View augment details | Prismatic | T1 | 54.77% | 11.45% | 1,384 |
Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn. View augment details | Gold | T1 | 54.50% | 6.07% | 734 |
Gain a Needlessly Large Rod . Quest: Obtain Rabadon's Deathcap and Zhonya's Hourglass . Reward: Upon completing your Quest , convert the items you obtained for the quest into Wooglet's Witchcap . View augment details | Prismatic | T1 | 54.24% | 6.15% | 743 |
Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power . View augment details | Gold | T1 | 52.90% | 15.97% | 1,930 |
Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you. View augment details | Prismatic | T1 | 52.89% | 6.59% | 796 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 52.73% | 6.36% | 768 |
Your next basic attack or ability hit, or Burn effect, against an enemy champion inflicts them with a Burn that deals [ 100 – 350 (based on level) magic damage over 3 seconds,] as well as releases a canister of chili from the target that lands to a location near them after 0. 75 seconds (3 second cooldown). Upon landing, the canister shatters to create a pool of Chili Oil at the impact area with a radius of 175 units, lasting for 5 seconds. The pool heals you and allied champions within for 60 – 150 (based on level) upon entering and each second of the pool's lifetime thereafter. While enemies are within the pool, they are dealt 100 magic damage every second. For each unique Burn effect source that you have, up to 10, increase the pool's size by 40 units and its damage per tick by 60 magic damage . The healing per tick is also increased by 50 for each unique Burn effect source that the unit being healed has, up to 10. Healing granted by pools counts as self-healing. View augment details | Gold | T1 | 52.67% | 12.26% | 1,481 |
Your ability hits against champions apply a Burn for 3 seconds that deals [ 2 – 20 (based on level) (+ 4. 6 % bonus AD) (+ 2% AP) bonus magic damage per second] (1 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. Additionally, all of your Burn effects reduce the cooldowns of all your basic abilities by 0. 08 seconds for each tick of damage they deal to a target. View augment details | Prismatic | T1 | 52.34% | 6.37% | 770 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks). View augment details | Gold | T1 | 52.28% | 5.98% | 723 |
Damaging an enemy champion with an ability summons a Void Scar at the location they were damaged for 6 seconds (0. 75 -second cooldown per target). If another Void Scar is summoned within 1250 units, through the same condition, both Void Scars are consumed to create a rift to the void between them that converges over 0. 6 seconds and has a width of 250 units. Enemies within the rift are dealt 100 – 450 (based on level) (+ 5. 5 per 1 Lethality) (+ 5. 5 per 1 flat magic penetration) magic damage and slowed by 99% decaying over 1 second. View augment details | Prismatic | T1 | 52.13% | 10.30% | 1,245 |
Immobilizing or grounding an enemy champion grants you 6 bonus Attack Damage or 10 Ability Power ( Adaptive ), stacking infinitely (5 second cooldown per cast instance ). Lose 50% of stacks on death. View augment details | Silver | T1 | 52.08% | 5.77% | 697 |
Your abilities' mana costs are doubled, but you also gain 10% (+ 0. 5 % per 100 maximum mana) increased damage as well as self and outgoing healing and shielding . View augment details | Gold | T1 | 52.06% | 5.02% | 607 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T1 | 51.98% | 9.62% | 1,162 |
Automatically cast a modified version of Ahri's Fox-Fire , gaining 25% bonus movement speed that decays over 2 seconds and conjuring 3 flames that orbit you clockwise for up to 2. 5 seconds at a radius of 150 units. The flames will fly toward the nearest visible enemy champion within 550 units, dealing 35 – 160 (based on level) (+ 25% bonus AD (+ 25% AP) adaptive damage , reduced to [10. 5 – 48 (based on level) (+ 7. 5 % bonus AD (+ 7. 5 % AP) ] for enemies hit by subsequent flames from the same cast (7 second cooldown). View augment details | Silver | T1 | 51.89% | 6.57% | 794 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T1 | 51.73% | 7.42% | 897 |
Convert all of your bonus attack damage into ability power at a rate of 1 ability power per 0. 6 bonus attack damage . Additionally, increase your ability power by 15% . View augment details | Silver | T1 | 51.70% | 8.04% | 971 |
Deal 10% increased damage to enemies below 30% of their maximum health . Scoring a champion takedown resets the cooldown of all your basic abilities. View augment details | Gold | T1 | 51.49% | 14.45% | 1,746 |
Hitting an enemy champion with an ability generates a stack of Popoff for 6 seconds, stacking up to 6 times. For each stack, your basic abilities' cooldowns progress 2. 5 % faster. At maximum Popoff stacks, this value is doubled, for a total of a 30% faster progression time. View augment details | Silver | T1 | 51.41% | 8.82% | 1,066 |
【中娅沙漏】的冷却时间降低至45秒。你现在可以在【中娅沙漏】、【探索者的护臂】或【沃格勒特的巫师帽】凝滞状态持续期间移动。 View augment details | Silver | T1 | 50.66% | 6.86% | 829 |
Damaging abilities against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 10 – 30 (based on level) (+ 7% bonus AD) (+ 7% AP) magic damage (5 second cooldown). Additionally, gain 15% critical strike chance . View augment details | Silver | T1 | 50.45% | 5.49% | 664 |
Grants 20 – 80 (based on level) ability power . View augment details | Silver | T1 | 50.10% | 12.85% | 1,553 |
Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Prismatic | T1 | 49.77% | 14.30% | 1,728 |
Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast. View augment details | Gold | T1 | 49.76% | 19.27% | 2,329 |
Gain the Arcane Comet and Summon Aery keystone runes. View augment details | Gold | T1 | 49.62% | 6.59% | 796 |
Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them. View augment details | Gold | T1 | 49.34% | 6.88% | 831 |
Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap View augment details | Silver | T1 | 48.26% | 6.43% | 777 |
Scoring a champion takedown causes the area around the slain champion to explode in a 500 unit radius, dealing adaptive damage to enemies within equal to 15% of their current health and leaving behind a zone for 1. 5 seconds that slows enemies within by 60%. View augment details | Gold | T1 | 46.48% | 4.93% | 596 |
Critical strikes against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 20 – 100 (based on level) magic damage (4 second cooldown). Additionally, gain 25% critical strike chance . View augment details | Gold | T1 | 46.32% | 4.61% | 557 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T2 | 61.23% | 1.88% | 227 |
Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration View augment details | Gold | T2 | 58.11% | 2.81% | 339 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 56.85% | 2.05% | 248 |
Your abilities now have a health cost of 5% current health to cast them. In return, you gain ability power based on your missing health , up to 75 – 150 (based on level) at 70% missing health , 0% – 50% (based on missing health) bonus movement speed , and 0% – 20% (based on missing health) omnivamp . View augment details | Prismatic | T2 | 56.54% | 1.58% | 191 |
Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 56.50% | 1.46% | 177 |
Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 56.38% | 3.11% | 376 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T2 | 56.25% | 3.18% | 384 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T2 | 55.74% | 2.02% | 244 |
Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units. View augment details | Silver | T2 | 55.38% | 1.54% | 186 |
Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Gold | T2 | 55.22% | 1.90% | 230 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T2 | 54.12% | 3.52% | 425 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T2 | 53.91% | 3.91% | 473 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 53.80% | 2.72% | 329 |
Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you. View augment details | Gold | T2 | 53.61% | 1.61% | 194 |
Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 53.33% | 2.73% | 330 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 52.67% | 3.41% | 412 |
Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds. View augment details | Prismatic | T2 | 52.43% | 2.38% | 288 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T2 | 51.89% | 1.53% | 185 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T2 | 51.55% | 2.66% | 322 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 51.19% | 3.14% | 379 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T2 | 51.03% | 3.23% | 390 |
Grants the Crest of Cinders and Crest of Insight buffs permanently. Crest of Cinders: Empowers your basic attacks to slow the target by ( 10% / 15% / 25% / 5% / 7. 5 % / 12. 5 %) (based on level) for 3 seconds and inflict them with a burn for 2 seconds, which deals 8 – 76 (based on level) total true damage over 3 instances over the duration. Each instance deals 2. 67 – 25. 33 (based on level) true damage , with the first instance being applied on-hit and the second and third instances dealt each second over the burn's duration. Subsequent attacks against a burning target will only refresh its duration. While out-of-combat with enemy champions and turrets , you regenerate [ 0. 5 % / 1% / 3% / 9% (based on level) maximum health every 5 seconds.] This effect counts as a Burn source. Crest of Insight: Grants 10 ability haste . If your champion uses mana , restores [ 5. 5 % of maximum mana every 5 seconds;] if your champion uses energy , instead restores [ 5. 5 % of maximum energy every 5 seconds.] View augment details | Silver | T2 | 50.90% | 2.29% | 277 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T2 | 50.50% | 1.66% | 200 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 50.42% | 1.97% | 238 |
Grants bonus health equal to 50% maximum mana . View augment details | Silver | T2 | 50.39% | 3.17% | 383 |
Grants 60 ability haste . View augment details | Gold | T2 | 49.89% | 3.80% | 459 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T2 | 49.68% | 2.55% | 308 |
Immobilizing or grounding an enemy champion summons a comet above them that lands at their current location after 1 second, dealing 50 – 150 (based on level) (+ 40% AP) (+ 4% of your maximum health) magic damage to enemies within the area (6 second cooldown per target per cast instance ). View augment details | Prismatic | T2 | 49.03% | 2.55% | 308 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 48.58% | 1.75% | 212 |
Hitting an enemy champion with a basic ability while located at least 700 units away from them at the time of the hit reduces its current cooldown by 80% of its total cooldown, modified to 65% for damage over time abilities. View augment details | Gold | T2 | 47.76% | 2.58% | 312 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 47.34% | 1.56% | 188 |
Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 46.80% | 2.85% | 344 |
Your slowing effects reduce the movement speed of targets by an additional 75 . View augment details | Silver | T2 | 43.52% | 1.79% | 216 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T2 | 43.15% | 1.63% | 197 |
Gain Shaco's Backstab , Deceive and Hallucinate's explosion. Replace a summoner spell with Deceive . Passive - Backstab: Your basic attacks deal 20 – 35 (based on level) (+ 50% bonus AD) (+ 35% AP) bonus physical damage on-hit when hitting an enemy from behind. Active - Deceive: Become invisible for up to 3 seconds and blink to the target location within 400 units after a 0. 125 -second delay. Your next basic attack while in stealth deals 100 (+ 150% bonus AD) (+ 55% AP) bonus physical damage , increased to [ 155 (+ 232. 5 % bonus AD) (+ 85. 25 % AP) bonus physical damage ] if Backstab was applied (45 second cooldown). Passive - Hallucinate Death: Upon your death, release an explosion in a 350 radius of your death location, dealing 25% of target's maximum health true damage to enemies within. Additionally, you deploy a box at the location of your death that instantly fears nearby enemies for 1 second. This box does not attack but lasts for 3 seconds. View augment details | Prismatic | T3 | 57.32% | 0.68% | 82 |
Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown). View augment details | Gold | T3 | 56.63% | 0.69% | 83 |
Gain 15% omnivamp . View augment details | Silver | T3 | 56.57% | 0.82% | 99 |
Gain 40 – 100 (based on level) adaptive force for 3 seconds upon gaining a shield (5 second cooldown). View augment details | Silver | T3 | 55.94% | 1.18% | 143 |
Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown). View augment details | Silver | T3 | 54.32% | 0.67% | 81 |
Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 Firecrackers at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP) . View augment details | Silver | T3 | 54.29% | 1.45% | 175 |
Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot. View augment details | Prismatic | T3 | 53.19% | 1.17% | 141 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 53.01% | 1.37% | 166 |
Damaging basic attacks or abilities against enemy champions deal 50 – 150 (based on level) (+ 40% bonus AD) (+ 20% AP) bonus magic damage , and grant you 30 and 25% bonus movement speed for 1. 5 seconds (30 second cooldown per champion). View augment details | Prismatic | T3 | 52.58% | 0.80% | 97 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T3 | 52.25% | 0.92% | 111 |
Upon damaging an enemy while located at over 700 units away at the time of the hit, cast Ezreal's Trueshot Barrage in their direction. The barrage deals 100 – 350 (based on level) (+ 80% bonus AD) (+ 60% AP) magic damage to enemies it passes through (15 second cooldown). This augment is only offered to up to 1 player on each team for a given game. View augment details | Prismatic | T3 | 51.90% | 0.65% | 79 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T3 | 51.72% | 0.72% | 87 |
Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste. View augment details | Prismatic | T3 | 51.54% | 1.08% | 130 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T3 | 51.09% | 0.76% | 92 |
Grants a spell shield that blocks the next hostile ability (30 second cooldown, timer does not restart from champion damage taken). View augment details | Silver | T3 | 50.96% | 0.86% | 104 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T3 | 50.78% | 1.06% | 128 |
Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown). View augment details | Gold | T3 | 50.68% | 1.21% | 146 |
Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed . View augment details | Prismatic | T3 | 50.44% | 0.94% | 113 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T3 | 50.00% | 0.98% | 118 |
Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance . View augment details | Silver | T3 | 49.41% | 1.41% | 170 |
Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds. View augment details | Silver | T3 | 48.54% | 0.85% | 103 |
You gain a health threshold equal to 70% maximum health which cannot be modified nor exceeded by any means. In return, you deal bonus true damage equal to 15% of all of the damage you deal pre-mitigation. View augment details | Prismatic | T3 | 48.39% | 1.03% | 124 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T3 | 48.15% | 1.34% | 162 |
After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Prismatic | T3 | 47.83% | 1.33% | 161 |
周期性地出现一个小蛋糕快速飞越整个大桥。接住小蛋糕会获得50 %i:goldCoins%金币。小蛋糕还会为你和附近的友军回复? + ?已损失生命值,但你们会被施加持续0.5秒的?减速。你的小蛋糕每治疗1000生命值,就会提供150 %i:goldCoins%金币。获得治疗的总和:?已赚取的金币:? View augment details | Prismatic | T3 | 46.81% | 0.78% | 94 |
Grants 50% critical strike chance . View augment details | Gold | T3 | 46.30% | 1.34% | 162 |
Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size. View augment details | Gold | T3 | 46.15% | 0.86% | 104 |
Immobilizing or grounding an enemy champion grants 10 bonus armor and bonus magic resistance for 10 seconds, stacking up to 10 times for a total of 100 bonus resistances, and refreshing on subsequent triggers (5 second cooldown per cast instance ). View augment details | Silver | T3 | 45.63% | 0.85% | 103 |
Gain Leona's Sunlight . Sunlight: Your damaging abilities mark enemies, causing them to take 40 – 200 (based on level) bonus magic damage from your ally's next basic attack or ability hit against them (0. 75 -second cooldown per target). View augment details | Gold | T3 | 45.60% | 1.03% | 125 |
Gain Critical Defend Chance equal to 100% critical strike chance , up to 50%. Additionally, gain 25% critical strike chance . Critical Defend Chance: Grants you a chance to reduce an instance of damage taken by 20% (5 second cooldown per enemy spell cast instance ). View augment details | Silver | T3 | 45.56% | 0.74% | 90 |
Basic attacks on-hit against enemy champions consume 2. 5 % of your maximum mana to deal bonus magic damage equal to 4. 5 % of your maximum mana . This damage can critically strike for (100% + 30% ) bonus damage. View augment details | Silver | T3 | 45.45% | 0.82% | 99 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T3 | 45.26% | 1.13% | 137 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T3 | 43.68% | 0.72% | 87 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 43.04% | 0.65% | 79 |
Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields . View augment details | Prismatic | T3 | 42.22% | 0.74% | 90 |
Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . View augment details | Gold | T3 | 25.61% | 0.68% | 82 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T4 | 61.43% | 0.58% | 70 |
Each instance of damage dealt to an enemy reduces their armor and magic resistance by 1. 5 % for 4 seconds, stacking up to 20 times for a total of 30% resistances reduction. View augment details | Silver | T4 | 60.56% | 0.59% | 71 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death. View augment details | Gold | T4 | 57.33% | 0.62% | 75 |
Immobilizing or grounding an enemy champion inflicts them with a Burn for 5 seconds, dealing magic damage equal to [ 0. 8 % of the target's maximum health per second] (5 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. View augment details | Silver | T4 | 54.05% | 0.61% | 74 |
Quest: Score 18 champion takedowns . Reward: Upon completing your Quest , you receive The Golden Spatula . If your inventory is full at the time of quest completion, the item will be granted as soon as a slot in the inventory is available. View augment details | Prismatic | T4 | 52.73% | 0.46% | 55 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T4 | 52.46% | 0.50% | 61 |
Your heals and shields cause you to fire a missile to the nearest enemy unit within 650 units over 0. 32 seconds, applying a Burn upon arrival that deals magic damage equal to 0. 2 % of the target's maximum health every second over 5 seconds, for a total of 1% (1. 5 -second cooldown). The Burn's per-tick damage increases to up to 0. 8 % of the target's maximum health based on the relative value of the triggering heal or shield against the maximum health of the ally recipient, for a total maximum damage of 4% of the target's maximum health . View augment details | Gold | T4 | 50.00% | 0.48% | 58 |
Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash . View augment details | Gold | T4 | 50.00% | 0.45% | 54 |
Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Gold | T4 | 49.33% | 0.62% | 75 |
获得魄罗之王的弹跳!魄罗之王的弹跳:变形为【魄罗之王】3秒!你现在处于不可阻挡和幽灵状态。获得?伤害减免和?移动速度,但被沉默且无法攻击。此外,每1秒都会弹跳,在着陆时对附近的敌方英雄们造成?物理伤害和击退。【魄罗之王】的每次施放仅能对同一敌人造成一次击退。已防止的伤害:?已造成的伤害:?被弹跳的敌人数:? View augment details | Prismatic | T4 | 48.57% | 0.58% | 70 |
Upon dropping below 35% of your maximum health , you knock back all enemies within a 500 radius by 750 units and slow them by 90% for 1. 5 seconds (25 second cooldown, resets upon death). View augment details | Silver | T4 | 48.28% | 0.48% | 58 |
Damaging enemies with your ultimate ability polymorphs them into harmless critters for 2 seconds, during which their base movement speed is reduced by 60 , and disarms them for the same duration (15 second cooldown per target). View augment details | Prismatic | T4 | 46.58% | 0.60% | 73 |
Convert all of your bonus attack speed into ability haste at a rate of 0. 65 ability haste per 1% bonus attack speed . Additionally, your abilities' total cooldowns are reduced by 10%. View augment details | Silver | T4 | 46.27% | 0.55% | 67 |
Replace a summoner spell with Droppybara . Droppybara: Call upon a massive capybara to land down at the target location after 2. 5 seconds, dealing true damage equal to the 30% of the target's maximum health to enemies within a 650 radius. Deals 70% damage to minions. This augment is only offered to up to 1 player on each team for a given game. View augment details | Prismatic | T4 | 43.55% | 0.51% | 62 |
Automatically cast an improved version of Camille's Tactical Sweep when an enemy champion is within 650 units of you, winding up over 0. 75 seconds to slash in a 650 radius around you. The slash deals 200 – 350 (based on level) (+ 75% bonus AD) (+ 45% AP) physical damage to enemies within the area (30 second cooldown). Enemies hit by the outer edge of the circle take bonus physical damage equal to 10% (+ 2. 5 % per 100 bonus AD) (+ 1. 6 % per 100 AP) (+ 0. 1 % per 100 bonus health) of their maximum health and are slowed by 80% decaying over 2 seconds. Additionally, you are healed for 80% of the bonus post-mitigation damage against enemy champions hit by the outer edge. View augment details | Prismatic | T4 | 42.86% | 0.52% | 63 |
Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death). View augment details | Prismatic | T4 | 35.71% | 0.46% | 56 |
Vex Skill Combos
Extracted from the skill order guide
Area-control, slow, zone, setup, or teamfight utility augments: R > Q > E > W when your team can protect you.
For a standard Vex game, max Q first, take R whenever it is available, max W second, and leave E for last.
Vex Counters
Counters and threats extracted from the matchup guide
Counters
5Vex counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Vex is countered by these champions in ARAM: Mayhem.
Read counter detailsVex Team Comp Highlights
Partner patterns extracted from the team comp guide
Hard-engage tanks: Amumu, Malphite, Leona, Nautilus
These champions make enemies stand still or group tightly, which gives Vex clean angles for her area fear, E setup, Q follow-through, and ultimate recast cleanup. They also absorb the first counter-burst, so Vex can enter second instead of gambling first.
Pull and displacement setup: Blitzcrank, Thresh, Pyke, Sett
Pulls and forced displacement bring one enemy into Vex’s threat range without making her spend ultimate first. That matters a lot, because Vex prefers killing an isolated target and then using Shadow Surge resets to reach the rest of the fight.
AoE damage and zone control: Miss Fortune, Brand, Zyra, Viktor, Rumble
Vex loves enemies who are already burning, slowed, or trapped in damage zones. Her fear makes them sit in the area damage longer, while their poke softens targets for her ultimate execute-style reset pattern without requiring her to spend everything on a full-health champion.
Protective enchanters and peel supports: Lulu, Janna, Karma, Milio
Vex is not a true frontliner after she dives. Shields, speed, disengage, and rescue tools let her take a sharper ultimate angle without instantly dying if the first target lives. These supports also cover the downtime after Vex uses fear, which is when divers and assassins try to punish her.
Reset and cleanup partners: Jinx, Samira, Katarina, Master Yi
Vex creates panic and low-health targets, while reset champions turn one kill into a full wipe. She can also follow their first takedown with Shadow Surge pressure, making it hard for the enemy to stabilize after losing a frontliner or carry.
Synergy mechanism: These champions make enemies stand still or group tightly, which gives Vex clean angles for her area fear, E setup, Q follow-through, and ultimate recast cleanup. They also absorb the first counter-burst, so Vex can enter second instead of gambling first. Combo: Let the tank start with a committed engage, then cast E or W as the enemy team reacts. If a priority target is controlled or already low, tag them with R and wait for the takedown window before recasting deeper. The best Vex fights are not instant coin flips; they are delayed entries after the enemy has spent mobility and defensive spells. Best scenario: The enemy team has several short-range champions or dash users who must walk into the tank. When they pile onto your front line, Vex punishes the second wave of movement with fear and turns the fight into a reset chain. Enemy answer: Good opponents spread out, hold disengage, or let the tank dive alone while saving shields and crowd control for Vex’s ultimate recast. If they do this, do not follow every engage. Hit the nearest trapped target, force health bars down, and wait for a better reset angle. Failure risk and recovery: The main failure is overcommitting because the tank landed on a low-value target. If the engage hits only a support or a durable frontliner, Vex should stay at spell range, use fear defensively, and keep R as a threat. Recover by playing around the next wave of cooldowns instead of diving into five ready champions. 2. Pull and displacement setup: Blitzcrank, Thresh, Pyke, Sett Synergy mechanism: Pulls and forced displacement bring one enemy into Vex’s threat range without making her spend ultimate first. That matters a lot, because Vex prefers killing an isolated target and then using Shadow Surge resets to reach the rest of the fight. Combo: When a hook lands, Vex should immediately layer E or Q into the pulled target and save fear timing for the moment enemies try to rescue them. If the target survives and flashes or dashes away, R becomes a clean finisher. If they die fast, Vex can use the reset threat to zone the rest of the team off the body. Best scenario: This pairing is strongest against backline carries who stand near minions or play too far forward after using mobility. One hook converts into a burst window, and Vex adds enough follow-up that even tanks have to think twice before body-blocking every catch. Enemy answer: The enemy can hide behind minions, run spell shields, or bait the hook into their tank. They may also collapse on Vex after she steps forward to follow the catch. Respect that punish window. If the hook hits a poor target, take the free damage and back up rather than forcing R into a protected team. Failure risk and recovery: This synergy falls apart when the hook champion fishes too deep and Vex mirrors the bad position. Recover by standing slightly behind the catcher, not beside them. You want to be close enough to punish a real grab, but far enough that a missed hook does not become an enemy engage onto you. 3. AoE damage and zone control: Miss Fortune, Brand, Zyra, Viktor, Rumble Synergy mechanism: Vex loves enemies who are already burning, slowed, or trapped in damage zones. Her fear makes them sit in the area damage longer, while their poke softens targets for her ultimate execute-style reset pattern without requiring her to spend everything on a full-health champion. Combo: Let the zone mage or AoE carry start pressure around the minion wave or choke. When enemies choose between walking through damage or stepping back, Vex threatens E and R on the side they are forced toward. If they clump to dodge one spell, she punishes the clump; if they split, she looks for the isolated low target. Best scenario: This is excellent when the enemy has limited sustain or must walk forward to fight. Repeated poke creates a fight where Vex does not need a perfect five-man fear. She only needs one marked, low, or displaced champion to begin the reset chain. Enemy answer: The enemy may hard engage before the poke lands, or they may spread wide and refuse to stand in layered zones. Against early engage, Vex should hold W and fear for self-peel instead of using everything for poke. Against spread formations, she should play patiently and punish the first dash or overstep rather than fishing long-range R into open space. Failure risk and recovery: The risk is damage overlap with no control. If everyone throws spells at the wave and misses champions, Vex has no health advantage to cash in. Recover by slowing the tempo: clear safely, let the AoE champion control space, and save Vex’s fear for the enemy’s forced entrance instead of spending it just because spells are available. 4. Protective enchanters and peel supports: Lulu, Janna, Karma, Milio Synergy mechanism: Vex is not a true frontliner after she dives. Shields, speed, disengage, and rescue tools let her take a sharper ultimate angle without instantly dying if the first target lives. These supports also cover the downtime after Vex uses fear, which is when divers and assassins try to punish her. Combo: Vex pokes until a target is low, then the support shields or speeds her as she steps into R range. If Vex recasts, the support should be ready to protect her landing point or disrupt the enemy counter-engage. If Vex holds R, the support helps her kite while she keeps fear available for a dash punish. Best scenario: This setup is strongest against dive-heavy teams. Enemy champions jump in, Vex fears or bursts the first diver, and the enchanter keeps her healthy enough to turn the second and third entry. Vex does not need to chase every fight when the enemy is already coming to her. Enemy answer: Smart enemies will bait Vex’s fear, then switch targets or re-engage once shields are gone. They may also ignore Vex and attack the enchanter first. The recovery plan is simple: Vex must stand close enough to punish threats on her support, and the support must not spend every defensive tool on poke damage before the real engage begins. Failure risk and recovery: The failure point is a protected dive with no kill. If Vex goes in, gets shielded, but the target survives, the team can lose the fight on the retreat. Recover by treating the first R as a threat, not an obligation. Tagging someone can force spacing; recast only when the target is killable or the enemy control is already spent. 5. Reset and cleanup partners: Jinx, Samira, Katarina, Master Yi Synergy mechanism: Vex creates panic and low-health targets, while reset champions turn one kill into a full wipe. She can also follow their first takedown with Shadow Surge pressure, making it hard for the enemy to stabilize after losing a frontliner or carry. Combo: Let the reset champion threaten from a different angle while Vex holds fear. When the enemy uses crowd control on the reset carry, Vex punishes the exposed caster. When Vex lands R and forces a collapse, the reset champion enters after the first defensive tools are gone. The timing matters more than who starts. Best scenario: This works best against fragile teams with limited point-and-click lockdown. Once one enemy drops, both Vex and the reset partner can chase staggered targets, and the enemy has to choose between stopping the diver or stopping Vex’s next recast. Enemy answer: The enemy can save hard crowd control for the second entrant, not the first. They may also group tightly around a durable champion so nobody dies fast. If that happens, Vex should avoid diving into the stack. Use poke, wait for the tank to lose health, and only commit when the reset partner has a real kill path. Failure risk and recovery: Double-reset comps can become greedy. If Vex and the cleanup champion both enter before a kill is secured, one missed spell can lose the whole fight. Recover by assigning roles in practice: one player baits and draws cooldowns, the other enters after health bars break. Vex is often better as the second wave unless the enemy carry is already exposed.
Best team shape for Vex: one reliable engager or catcher, one source of sustained damage, and at least one teammate who can peel or shield during her fear downtime. She can carry fights, but she does not want to be the only initiation, the only burst, and the only backline protection at the same time. Give her a target, force the enemy to spend movement, then let her punish the panic.
Vex ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Vex is usually a poke mage with strong anti-dive, holding fear, clearing waves, and using ultimate only when enemies are already low or isolated. | Vex is more often a fight starter or second engager, chaining onto teammate pressure or using ultimate aggressively when fear and shield timing can protect entry. | Flip between hunter and anti-dive guard constantly based on team composition and enemy pressure. |
| Fear Management | Spell use is slower and linear; you can hold fear for tanks or assassins and play around predictable front-to-back movement patterns. | Spending fear just to poke invites immediate engage from mobility-heavy enemies; keep empowered crowd control ready when divers or Snowball users threaten you. | Save fear for enemy commits rather than wasting it on poke when divers are positioning. |
| Ultimate Timing | Vex can wait for a low-health target and collect a safe reset, firing ultimate when the mark looks tempting and the kill is secure. | Targets may survive through augments, shields, or defensive effects; fire ultimate when your team can collapse, not just when the mark appears tempting. | Use ultimate to start numbers advantages rather than chasing perfect executes on potentially surviving targets. |
| Spacing and Positioning | Spacing is mostly front-to-back; Vex stands behind tanks, throws spells through narrow lanes, and punishes whoever crosses the line. | Spacing is more elastic with enemies appearing from Snowball or augment movement; stand close enough that fear can punish divers but not so close you become first target. | Keep moving and angle away from Snowball paths instead of standing still behind minion lines. |
| Tempo and Aggression | Vex has more time to wait, sitting behind the wave, letting enemies overstep, and slowly turning one mistake into a pick. | First team to convert pressure wins; if your team lands poke or forces cooldowns, step forward immediately and threaten ultimate before augments or healing undo the advantage. | Help create mistakes rather than waiting for them, but only commit after enemy movement tools are spent. |
Champion Analysis
Role / Current performance
In Hextech Mayhem (ARAM) mode, Vex the Gloomist is a ranged mage with powerful crowd control and impressive burst damage. Vex is a melancholic young girl from the Shadow Isles, corrupted by the isles' dark power to become a shadow messenger forever immersed in sadness and anger. Her gloomy and irritable personality is defined by an extreme aversion to happiness and positivity — seeing others happy only fuels her rage. Vex shares Shadow Isles origins with fellow champion Yorick. In Hextech Mayhem, Vex functions as a ranged mage-controller whose passive, Doom 'n' Gloom, empowers Vex's next basic attack with bonus magic damage whenever a nearby enemy uses a dash, blink, or teleport. This passive naturally counters high-mobility champions in Hextech Mayhem. Her Q, Mistral Bolt, is her primary poke tool — firing a shadow projectile that deals magic damage. Vex's W, Personal Space, is her core crowd control ability — entering a fearful state that fears nearby enemies who have recently used dashes, potentially fearing multiple champions simultaneously in Hextech Mayhem. Her E, Looming Darkness, is her core mobility tool — firing a shadow projectile that Vex can reactivate to teleport to, providing excellent mobility. Vex's ultimate, Shadow Surge, is her most powerful ability — launching a shadow bolt that marks the first enemy champion hit. Vex can recast to dash to the marked target, dealing massive damage and fearing nearby enemies. In Hextech Mayhem's crowded fights, this consistently fears multiple champions for devastating AoE damage and crowd control. Vex's anti-mobility kit and fear mechanics make her a nightmare for dash-reliant champions in Hextech Mayhem. Her itemization focuses on a core mythic paired with survivability and penetration, while her rune setup emphasizes burst damage and scaling, but the true value of Vex lies in her ability to shut down mobility-heavy compositions and turn chaotic skirmishes into one-sided engagements through repeated AoE fears.
Core Tips
Long-form tips / Play pattern
Play Vex the Gloomist as a punish mage rather than a blind engage bot, holding her fear until it changes the fight rather than spending it on poke. When fear is ready, stand close enough to threaten but not so far forward that you become the engage target. For engagement, look for clumps in the lane—around minions, relics, or tower entrances—before using ultimate. A clean engage arrives when your fear hits priority targets or forces carries to burn movement tools. Crucially, do not recast into five healthy champions alone; hold the recast if your frontline is out of range or your team is not ready to follow, because Vex dies fast when landing without fear, shield, or follow-up. Use minion waves to hide intent, chipping with spells as the enemy last-hits, then threatening ultimate when they bunch up. Counter-engage is often stronger than engage: keep fear ready as a stop button against divers, assassins, and Snowball tanks. Let them enter the narrow lane, then fear with close-range or fast area spells so your carries gain space. If you blow fear early, the enemy can wait it out and engage on the next wave. Mark the first diver but aim damage and ultimate decisions at the second threat—the real damage champion who follows behind. Respect cleanse-style answers and spell shields; break shields with safe poke before committing your combo. In escape and recovery, cast backward through the enemy’s path instead of panic-flashing, dropping area control in chokes and using your shield when they are close. When fear is down, play behind your second line—tank, support, or minion wave—until passive threat returns. Use Snowball defensively; if a melee champion marks you and your escape path is bad, throwing your own Snowball at a distant minion or enemy can create a reposition option, but only if the landing spot is safer. Spacing on the narrow lane: stand slightly off-center near your team’s damage line to avoid grouping while still receiving peel, and use lane walls to limit enemy dodge options. Back up after every major cast if fear is unavailable, stepping back and re-entering when pressure returns. Target priority goes to champions who must move forward to deal damage—short-range carries, assassins, and bruisers. Do not tunnel the tank unless they are low and isolated; hold ultimate and key fear for damage dealers. Time Snowball after fear or after enemy movement is spent. Only recast if your arrival fear or burst will hit enough value before you die; otherwise let the mark expire and keep lane control. Use Snowball to sync with allied engage, layering pressure after your tank starts. For augment windows, trigger crowd control augments when fear hits multiple champions or a key diver, burst augments with your ultimate commit, and defensive augments before you enter danger. Manage push and pull rhythm: step up only as far as your fear allows when your team has wave control; conserve health and clear from range when the enemy has wave control. After a won trade, pull back before enemy respawn tempo hits. Dive only when the target is low, controlled, or cut off from help, and use ultimate recast as the final commitment rather than a scouting tool. When behind, stop fishing for heroic backline dives; clear waves, fear divers, and play for one clean shutdown window against an overstepping enemy carry to buy time and reset the lane.
Read full guidePlaystyle Guide
Playstyle / Team structure
Vex the Gloomist's playstyle in ARAM: Mayhem revolves around punishing forward movement and carefully managing her fear. From levels one through six, she holds the center line slightly behind the front line, seeking a clean angle where enemies walk into her spell range. Trading rhythm centers on her fear cooldown: when fear is ready, she trades aggressively with safe poke then backs off; when it is down, she plays shorter trades and lets a teammate stand forward. Poke aims through the wave when enemies are grouped, but a simple hit on a frontliner is fine to stop them from walking in. Early Snowball is used defensively or as confirm, not as solo engage—step back if marked. Augments are chosen based on lane need, not greed: wave control tools against lacking waveclear, survivability against multiple divers. She pushes when her team has stronger ranged clear, stalls when fear is down or health is low, and uses a stalled wave to bait an enemy overstep. If ahead, she holds the wave near the enemy side, saving fear for the first champion who breaks out. If behind, she clears minions from behind her team and only trades after the enemy misses a key engage. The goal is to reach level six with enough health to threaten a follow-up. From levels seven to eleven, Vex turns poke into picks by playing one step wider than early game, seeking side angles while ensuring her front line can follow. Trading rhythm alternates between wave pressure and champion punishment, avoiding burning a full rotation into a tank. She looks for enemies at half health, those who used mobility, or carries standing outside peel. If engage lands but her team is not in range, she waits rather than flying into ready cooldowns. Snowball becomes a bridge to follow an already-started fight or an escaping target, not used into untouched crowd control. Augment identity matters: repeated-spell augments favor long fights, burst augments reward holding entry until a target is low, and defensive augments let her stand closer while still not being the first body in. She pushes after winning poke trades and stalls when the enemy has better engage tools or her ultimate is down. When ahead, she controls space in front of the enemy tower, punishing the first dash or Snowball recast. When behind, she plays anti-dive near her highest-damage teammate, fearing the first diver to create a numbers advantage. At level twelve and beyond, Vex protects her threat and picks one realistic target before each fight, avoiding tunnel vision through three healthy champions. She stops taking casual damage, throwing spells only when enemies are locked into clearing or protecting a low-health teammate. If her fear is down, she steps back to signal she cannot counter-engage. Late Snowball is high risk, reserved for separated enemies or confirmed crowd control chains, never used as solo engage into a grouped team. Active augments are saved for the decisive exchange, paired with her burst window. She pushes hard with a numbers advantage or when enemy waveclear is dead, stalls when death timers are dangerous or her engage is unavailable. If ahead, she forces the enemy to choose between clearing minions and respecting her engage, then bursts the first overextended target and transitions to tower damage. If behind, she makes the enemy enter first, punishing tower dives with fear and layered damage, then decides whether to chase only after clearing the wave and recovering health.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Playing Vex the Gloomist in ARAM revolves around managing fear as both a threat and a reactive tool, with clear patterns for when the team is ahead or behind. When ahead, the trigger condition is that your team can force the enemy under turret, your fear is available before the next wave meets, and at least one enemy carry must step forward to clear. In this state, do not waste the lead by fishing from maximum range. Instead, hold fog, stand slightly off-angle, and force the enemy to choose between giving up the wave or walking into fear range. Use fear as the threat first, not always as the button; keep it charged and walk with your frontline so divers cannot start cleanly and carries cannot step up. Throwing fear into a tank with no follow-up opens a punish window for enemy assassins and bruisers. Convert poke into a fight only when a priority target is marked or isolated—if your poke lands on a carry, enchanter, or low-health diver, look for the long engage with your ultimate. If it only tags a full-health tank standing with backup, let the damage sit. When your ultimate connects, check the landing zone before recasting; recast only if the target is separated, already crowd controlled, or your team can immediately follow, and never recast into exhaust-style peel or layered shields unless your fear will land on arrival. Push with your team but do not stand as the front line; stay just behind the champion who can absorb the first engage. Use turret pressure to force bad enemy movement: clear wave quickly and threaten a side angle, then fear the first high-value champion who crosses the safe line. Augments should protect your engage decision, not tempt you into worse ones—durability and safety augments allow slightly deeper ultimate recasts, while haste or damage augments should shorten a fight after a good fear, not justify blind diving. Against dash-heavy teams, be patient and let enemies move first, then answer the dash with fear and burst. After the first kill reset, do not overextend; take the won fight, hit the objective, and reset the map state. When behind, the trigger condition is that your team cannot walk up to the wave first, the enemy has enough health to ignore light poke, or your fear is being forced defensively before fights start. Stop playing as an opener; Vex behind is a trap champion who protects space, punishes oversteps, and turns one greedy dive into a shutdown. Hold fear for the champion who can end the fight, not the first champion you see—save it for assassins, bruisers, or reset carries entering your backline. Clear waves from safe angles and give ground before giving kills; losing a turret plate is recoverable, but dying before the wave crashes often leads to multiple losses. Look for counter-engage instead of blind ultimate engages; wait for the enemy to dive too far or clump while chasing, then fear multiple targets or burst the exposed carry. Use your ultimate as a punish tool only when a target is already low or isolated; a reckless ultimate while behind removes your only way to threaten a shutdown. Augments should cover the reason you are losing—defensive options if you die before casting, mobility if you cannot reach carries, or damage if fights last too long. Play around enemy cooldown windows, not hope; step forward with your team when the enemy burns a major dash or engage spell and fails to get a kill.
Read full guideChampion Background
Lore / Identity / Text block
Vex the Gloomist is a control mage who punishes movement and turns from a poke-based artillery threat into a real fight stopper when her passive, Doom 'n Gloom, is ready. Her passive empowers one basic ability with a fear, while Gloom marks enemies that dash or are hit by certain spells, allowing Vex to detonate the mark for bonus damage and passive refund. In ARAM: Mayhem, the constant forced contact gives Vex more opportunities to punish enemy mobility than she would find in slower modes. The critical decision is holding the empowered fear rather than spending it on low‑value poke. Vex should save the fear for when enemy divers, reset champions, or Snowball users attempt a chain engage. If the fear is down, she must fall back and play like a normal artillery mage until it returns. Each ability applies the fear in a different shape—Mistral Bolt (Q) fears in a line, Personal Space (W) fears around Vex’s body in a close‑range burst and shield, and Looming Darkness (E) fears in a ranged area. This shape‑based choice dictates how Vex controls space. The standard poke pattern uses E into Q, with the fear easing the follow‑up. Defensively, holding W with the fear ready is the best anti‑dive tool: Vex waits for the enemy to commit, then fears them mid‑arrival and steps away while her team punishes the trapped target. In teamfights, patience decides her value. She should let the enemy dash in, fear them mid‑commit, then burst the marked target. Smart opponents will track the purple fear indicator and back off until Vex wastes it, or they will bait her W by stepping forward without actually engaging. Vex must answer only real commits. Her ultimate, Shadow Surge (R), is a long‑range engage and execute that can chain resets on takedowns, but it is also how she most often overextends. The best Mayhem R casts hit a target the team can follow or wait until key enemy crowd control is spent. Before recasting, Vex should check her passive fear, her W, and her team’s distance. Missing an ability—especially the fear‑enabling spells—leaves her vulnerable. A wasted Doom on a poke attempt, a missed E that removes her safest setup, or a missing W that leaves her with no instant peel all give the enemy a clean punish window. Vex the Gloomist thrives when her patience and spell‑shape awareness turn the enemy’s forced movement into a death sentence for them.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Vex is at her best when she turns one enemy mistake into a clean fear, a burst combo, and either a safe reset or a fast retreat. Most poor Vex games in ARAM: Mayhem come from forcing the engage before the fear is ready, throwing Shadow Surge into a bad angle, or walking too close as if she is a true frontline mage. The common mechanical mistakes include casting poke into the first visible target every time, which wastes damage on tanks and reveals rhythm while leaving nothing threatening for when a carry steps forward. Using fear on a low-value poke spell just because it is available opens a window for enemy dive champions to walk through the team unpunished. Pressing the defensive burst too early, before the diver actually commits, wastes the shield and fear threat that punish overcommitment. Throwing Shadow Surge straight down the lane through the entire enemy team often gets it blocked by the wrong target or tags a tank that cannot be safely followed. Recasting Shadow Surge just because it connected leads to diving past the frontline with no guaranteed escape and giving the enemy a clean punish window. Starting a combo with the wrong spell order lets the target sidestep the important hit and survive, losing burst timing. Auto-attacking too long after landing poke drifts Vex into engage range for very little extra damage, making her an easy Snowball or dash target. Casting from the same side of the lane every fight lets enemies pre-dodge line spells and punish predictable forward steps. Decision mistakes include playing Vex like a pure long-range artillery mage, which deals harmless chip damage and never punishes dashes or dives, letting the enemy choose every fight. Playing Vex like a full engage assassin every time Shadow Surge is available trades life for partial damage and leaves the team without control for the rest of the fight. Ignoring enemy Snowball users means a bruiser or tank lands on the backline and reaction comes late. Taking augments or item paths that only increase damage when the team lacks peel causes carries to die before burst matters. Diving a marked target while the enemy frontline is still healthy and uncommitted makes Vex the first real target with every enemy cooldown available. Chasing low-health enemies past the center of the lane after a won trade walks into respawn pressure, traps, or a turn from champions waiting outside vision. Standing too far back when the team is ready to engage starts the fight without fear and burst, so the target escapes or the engage collapses. Forcing fights while the key defensive tool or fear is unavailable removes the main reason enemies respect Vex’s zone, allowing them to walk through damage. Targeting only the enemy carry even when a diver is killing the backline means the team cannot stand and cast, losing the fight despite pressuring the right damage source. Treating every reset or recast opportunity as mandatory chains Vex into worse and worse positions, especially in Mayhem fights where extra effects and mobility change the battlefield quickly. The clean Vex game is about holding fear with purpose, choosing Shadow Surge recasts carefully, and punishing enemies when they commit too far, with recovery achieved by shrinking role for one fight to peel, zone, and survive.
Read full guideFAQ
Vex
Is Vex a poke mage or an engage mage in ARAM: Mayhem? Play her as a poke mage until someone gives you a real opening, then switch into engage. If the enemy team is grouped and low enough, use her long-range pick threat to start the fight; if they still have shields, cleanse tools, or hard peel ready, keep farming damage instead. The tradeoff is simple: waiting makes Vex safer, but waiting too long can let faster Mayhem champions run over your backline. When should I go in with Vex’s ultimate? Go in when the target is already chunked, isolated, or missing their escape tool. If you fire it into a full-health frontline or a protected carry, you usually spend your best engage button just to land in crowd control. The clean play is to tag a vulnerable target, check where their teammates are, then commit only if your team can follow. How do I avoid inting after landing Vex’s long-range engage? Do not recast just because the mark landed. If the enemy team is stacked behind the target, ping or wait for your frontline to move first; if the target is alone, recast fast and burst before they can retreat. The tradeoff is that hesitation can lose the kill, but blind recasts often turn one good hit into a free shutdown for the enemy.
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