Normal order: R > Q > W > E
Build recomendada
Objetos / Victoria / Elección
N/A
26.9Objetos clave
- Precio total
- 2,750
- Precio
- 450
100 de poder de habilidad 600 de maná 10 de velocidad de habilidades Eco Las habilidades que infligen daño generan 6 ecos que infligen daño mágico adicional al objetivo y a los enemigos cercanos. Los ecos restantes golpean al objetivo principal, lo que inflige un 20% de daño.
- Precio total
- 1,100
- Precio
- 800
12 de penetración mágica 45 de velocidad de movimiento
- Precio total
- 2,800
- Precio
- 800
90 de poder de habilidad 15 de penetración mágica 6% de velocidad de movimiento Tensión tormentosa Tras infligir un 25% de la vida máxima a un campeón en 2.5 s, le aplica Alarido. Alarido Tras 2 s, inflige daño mágico. Si el objetivo muere antes de que se active Alarido, inflige daño a los enemigos cercanos.
- Precio total
- 2,750
- Precio
- 450
100 de poder de habilidad 600 de maná 10 de velocidad de habilidades Eco Las habilidades que infligen daño generan 6 ecos que infligen daño mágico adicional al objetivo y a los enemigos cercanos. Los ecos restantes golpean al objetivo principal, lo que inflige un 20% de daño.
- Precio total
- 1,100
- Precio
- 800
12 de penetración mágica 45 de velocidad de movimiento
- Precio total
- 3,200
- Precio
- 900
110 de poder de habilidad 15 de penetración mágica Florascua El daño mágico y el daño verdadero asestan impactos críticos a los enemigos con menos de un 40% de la vida, lo que inflige un 20% de daño adicional.
- Precio total
- 2,750
- Precio
- 450
100 de poder de habilidad 600 de maná 10 de velocidad de habilidades Eco Las habilidades que infligen daño generan 6 ecos que infligen daño mágico adicional al objetivo y a los enemigos cercanos. Los ecos restantes golpean al objetivo principal, lo que inflige un 20% de daño.
- Precio total
- 2,800
- Precio
- 800
90 de poder de habilidad 15 de penetración mágica 6% de velocidad de movimiento Tensión tormentosa Tras infligir un 25% de la vida máxima a un campeón en 2.5 s, le aplica Alarido. Alarido Tras 2 s, inflige daño mágico. Si el objetivo muere antes de que se active Alarido, inflige daño a los enemigos cercanos.
- Precio total
- 1,100
- Precio
- 800
12 de penetración mágica 45 de velocidad de movimiento
Situacionaleselementos
- Precio total
- 1,100
- Precio
- 800
12 de penetración mágica 45 de velocidad de movimiento
50.61%- Precio total
- 2,750
- Precio
- 450
100 de poder de habilidad 600 de maná 10 de velocidad de habilidades Eco Las habilidades que infligen daño generan 6 ecos que infligen daño mágico adicional al objetivo y a los enemigos cercanos. Los ecos restantes golpean al objetivo principal, lo que inflige un 20% de daño.
50.83%- Precio total
- 3,200
- Precio
- 900
110 de poder de habilidad 15 de penetración mágica Florascua El daño mágico y el daño verdadero asestan impactos críticos a los enemigos con menos de un 40% de la vida, lo que inflige un 20% de daño adicional.
50.60%- Precio total
- 2,800
- Precio
- 800
90 de poder de habilidad 15 de penetración mágica 6% de velocidad de movimiento Tensión tormentosa Tras infligir un 25% de la vida máxima a un campeón en 2.5 s, le aplica Alarido. Alarido Tras 2 s, inflige daño mágico. Si el objetivo muere antes de que se active Alarido, inflige daño a los enemigos cercanos.
50.97%- Precio total
- 3,500
- Precio
- 1,100
130 de poder de habilidad Obra mágica Aumenta tu poder de habilidad total un 30%.
51.82%- Precio total
- 3,250
- Precio
- 450
105 de poder de habilidad 50 de armadura Tiempo detenido Entras en estasis durante 2.5 s.
49.61%- Precio total
- 3,000
- Precio
- 1,050
95 de poder de habilidad 40% de penetración mágica
47.30%- Precio total
- 2,700
- Precio
- 650
90 de poder de habilidad 600 de maná 15 de velocidad de habilidades Desdén Obtienes 20 de velocidad de habilidad definitiva. Niebla del odio Al infligir daño a un campeón con tu definitiva, quemas el suelo a sus pies durante 3 s, lo que le inflige daño mágico por segundo y reduce su resistencia mágica.
47.99%- Precio total
- 3,000
- Precio
- 800
60 de poder de habilidad 300 de vida Torment: o Lanzar habilidades de daño quema a tus enemigos, lo que inflige un 2% de daño mágico en función de la vida máxima por segundo a lo largo de 3 s. Sufrimiento Por cada segundo en combate contra campeones enemigos, infliges un 2% de daño adicional (6% como máximo).
49.71%- Precio total
- 2,800
- Precio
- 700
80 de poder de habilidad 600 de maná 20 de velocidad de habilidades Llamarada maligna Lanzar habilidades de daño inflige daño mágico adicional durante 3 s. Fuego negro Por cada campeón enemigo, monstruo épico o monstruo gigante que se vea afectado por tu Llamarada maligna, obtienes un 4% de poder de habilidad.
50.76%- Precio total
- 2,850
- Precio
- 400
75 de poder de habilidad 350 de vida 15 de velocidad de habilidades Heridas graves Infligir daño mágico a campeones aplica un 40% de heridas durante 3 s.
44.32%- Precio total
- 3,000
- Precio
- 200
105 de poder de habilidad 40 de resistencia mágica Anular Otorga un escudo de hechizos que bloquea la siguiente habilidad enemiga.
50.28%Objetos iniciales
- Precio total
- 150
- Precio
- 150
Activar (2 cargas) Restaura 100 de vida a lo largo de 12 s. Se rellena al visitar la tienda.
51.28%- Precio total
- 1,200
- Precio
- 250
40 de poder de habilidad 300 de maná 10 de velocidad de habilidades Iluminar Al subir de nivel, se recupera un 20% del maná máximo durante 3 s.
51.28%- Precio total
- 1,200
- Precio
- 250
40 de poder de habilidad 300 de maná 10 de velocidad de habilidades Iluminar Al subir de nivel, se recupera un 20% del maná máximo durante 3 s.
50.79%- Precio total
- 1,100
- Precio
- 300
45 de poder de habilidad Revolucionado Dañar a un campeón inflige daño mágico adicional.
51.17%Mejores aumentos
Recomendaciones / Valor de combo
| Nombre | Rareza | Tier | Tasa de elección | Partidas | |
|---|---|---|---|---|---|
Elige Porostola cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T1 | 55.02% | 7.58% | 916 |
Elige ¡Eureka! cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T1 | 54.77% | 11.45% | 1,384 |
Elige Cerebro galaxia cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T1 | 54.50% | 6.07% | 734 |
Elige Misión: Sombrero de Wooglet cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T1 | 54.24% | 6.15% | 743 |
Elige Maldad increíble cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T1 | 52.90% | 15.97% | 1,930 |
Elige Verdugo de gigantes cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T1 | 52.89% | 6.59% | 796 |
Elige Transmutar: Prismático cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T1 | 52.73% | 6.36% | 768 |
Elige Aceite picante de la yaya cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T1 | 52.67% | 12.26% | 1,481 |
Elige Conducto infernal cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T1 | 52.34% | 6.37% | 770 |
Elige Motor empequeñecedor cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T1 | 52.28% | 5.98% | 723 |
Elige Grieta del Vacío cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T1 | 52.13% | 10.30% | 1,245 |
Elige A cachetazo limpio cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T1 | 52.08% | 5.77% | 697 |
Elige Sobrecarga cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T1 | 52.06% | 5.02% | 607 |
Elige Enhebra la aguja cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T1 | 51.98% | 9.62% | 1,162 |
Elige Fuego zorruno cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T1 | 51.89% | 6.57% | 794 |
Elige De principio a fin cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T1 | 51.73% | 7.42% | 897 |
Elige A-DA-PH-TARSE cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T1 | 51.70% | 8.04% | 971 |
Elige Exterminación cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T1 | 51.49% | 14.45% | 1,746 |
Elige Reservas trucadas cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T1 | 51.41% | 8.82% | 1,066 |
Elige Mejora de Reloj de arena de Zhonya cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T1 | 50.66% | 6.86% | 829 |
Elige Fuego gemelo cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T1 | 50.45% | 5.49% | 664 |
Elige Ideas mágicas cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T1 | 50.10% | 12.85% | 1,553 |
Elige Guantelete enjoyado cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T1 | 49.77% | 14.30% | 1,728 |
Elige Misil mágico cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T1 | 49.76% | 19.27% | 2,329 |
Elige Adepto de runas clave cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T1 | 49.62% | 6.59% | 796 |
Elige Hora de la matanza cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T1 | 49.34% | 6.88% | 831 |
Elige Sombrero con sombrero cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T1 | 48.26% | 6.43% | 777 |
Elige Purificación espiritual cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T1 | 46.48% | 4.93% | 596 |
Elige Misil crítico cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T1 | 46.32% | 4.61% | 557 |
Elige Transporte de Último Bastión cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T2 | 61.23% | 1.88% | 227 |
Elige Sobres rojos cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T2 | 58.11% | 2.81% | 339 |
Elige Transmutar: Caos cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T2 | 56.85% | 2.05% | 248 |
Elige Pacto ominoso cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T2 | 56.54% | 1.58% | 191 |
Elige Alma de océano cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T2 | 56.50% | 1.46% | 177 |
Elige Mejora de Bola de nieve cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T2 | 56.38% | 3.11% | 376 |
Elige Demonio raudo cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T2 | 56.25% | 3.18% | 384 |
Elige Recursión infinita cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T2 | 55.74% | 2.02% | 244 |
Elige Incursión bombardera cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T2 | 55.38% | 1.54% | 186 |
Elige Vulnerabilidad cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T2 | 55.22% | 1.90% | 230 |
Elige Tirador mágico cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T2 | 54.12% | 3.52% | 425 |
Elige Pan con queso cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T2 | 53.91% | 3.91% | 473 |
Elige Donación cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T2 | 53.80% | 2.72% | 329 |
Elige Trampas cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T2 | 53.61% | 1.61% | 194 |
Elige Ruleta de bolas de nieve cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T2 | 53.33% | 2.73% | 330 |
Elige Transmutar: Oro cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T2 | 52.67% | 3.41% | 412 |
Elige La bola más grande de la historia cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T2 | 52.43% | 2.38% | 288 |
Elige Definitiva imparable cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T2 | 51.89% | 1.53% | 185 |
Elige Devorador de almas cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T2 | 51.55% | 2.66% | 322 |
Elige ¡Estadísticas a mansalva! cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T2 | 51.19% | 3.14% | 379 |
Elige Vampirismo cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T2 | 51.03% | 3.23% | 390 |
Elige Dúo dinámico cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T2 | 50.90% | 2.29% | 277 |
Elige Pan con aceite cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T2 | 50.50% | 1.66% | 200 |
Elige ¡Estadísticas! cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T2 | 50.42% | 1.97% | 238 |
Elige Mente y materia cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T2 | 50.39% | 3.17% | 383 |
Elige Recursión cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T2 | 49.89% | 3.80% | 459 |
Elige Enardecimiento cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T2 | 49.68% | 2.55% | 308 |
Elige Crueldad cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T2 | 49.03% | 2.55% | 308 |
Elige Alma infernal cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T2 | 48.58% | 1.75% | 212 |
Elige Francotirador habilidoso cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T2 | 47.76% | 2.58% | 312 |
Elige Alma hextech cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T2 | 47.34% | 1.56% | 188 |
Elige Pinball cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T2 | 46.80% | 2.85% | 344 |
Elige Algidez cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T2 | 43.52% | 1.79% | 216 |
Elige Pan con tomate cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T2 | 43.15% | 1.63% | 197 |
Elige Universidad de payasos cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T3 | 57.32% | 0.68% | 82 |
Elige A tope con el bumerán cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T3 | 56.63% | 0.69% | 83 |
Elige Chupasangre cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T3 | 56.57% | 0.82% | 99 |
Elige Escudo de fuerza cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T3 | 55.94% | 1.18% | 143 |
Elige Autodestrucción cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T3 | 54.32% | 0.67% | 81 |
Elige Que ardan cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T3 | 54.29% | 1.45% | 175 |
Elige ¡Estadísticas a cascoporro! cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T3 | 53.19% | 1.17% | 141 |
Elige La caja de Pandora cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T3 | 53.01% | 1.37% | 166 |
Elige A precio de sangre cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T3 | 52.58% | 0.80% | 97 |
Elige Con premura cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T3 | 52.25% | 0.92% | 111 |
Elige Prodigio certero cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T3 | 51.90% | 0.65% | 79 |
Elige Omnialma cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T3 | 51.72% | 0.72% | 87 |
Elige Despertar definitivo cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T3 | 51.54% | 1.08% | 130 |
Elige Día de pierna cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T3 | 51.09% | 0.76% | 92 |
Elige Velo de la protección cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T3 | 50.96% | 0.86% | 104 |
Elige Absorbealmas cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T3 | 50.78% | 1.06% | 128 |
Elige Intervención divina cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T3 | 50.68% | 1.21% | 146 |
Elige Taconeo cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T3 | 50.44% | 0.94% | 113 |
Elige A salvo cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T3 | 50.00% | 0.98% | 118 |
Elige Zealot cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T3 | 49.41% | 1.41% | 170 |
Elige Plan de huida cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T3 | 48.54% | 0.85% | 103 |
Elige Fuerte pero frágil cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T3 | 48.39% | 1.03% | 124 |
Elige Se mira pero no se toca cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T3 | 48.15% | 1.34% | 162 |
Elige Santa bola de nieve cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T3 | 47.83% | 1.33% | 161 |
Elige ¡Ojito, pastelito! cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T3 | 46.81% | 0.78% | 94 |
Elige Estado crítico cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T3 | 46.30% | 1.34% | 162 |
Elige Crecimiento salvaje cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T3 | 46.15% | 0.86% | 104 |
Elige Firme cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T3 | 45.63% | 0.85% | 103 |
Elige Albor incandescente cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T3 | 45.60% | 1.03% | 125 |
Elige Tanques y mazmorras cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T3 | 45.56% | 0.74% | 90 |
Elige Bien exprimido cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T3 | 45.45% | 0.82% | 99 |
Elige Inventor de élite cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T3 | 45.26% | 1.13% | 137 |
Elige Restauración incansable cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T3 | 43.68% | 0.72% | 87 |
Elige Arma etérea cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T3 | 43.04% | 0.65% | 79 |
Elige Patada voladora cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T3 | 42.22% | 0.74% | 90 |
Elige Curación crítica cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T3 | 25.61% | 0.68% | 82 |
Elige Goliat cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T4 | 61.43% | 0.58% | 70 |
Elige Erosión cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T4 | 60.56% | 0.59% | 71 |
Elige Locomotora cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T4 | 57.33% | 0.62% | 75 |
Elige Tormento cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T4 | 54.05% | 0.61% | 74 |
Elige Misión: Campeón de Urf cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T4 | 52.73% | 0.46% | 55 |
Elige Perseverancia cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T4 | 52.46% | 0.50% | 61 |
Elige Fuego sagrado cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T4 | 50.00% | 0.48% | 58 |
Elige Llamativo cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T4 | 50.00% | 0.45% | 54 |
Elige Quemazón cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Oro | T4 | 49.33% | 0.62% | 75 |
Elige Rebote del Rey Poro cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T4 | 48.57% | 0.58% | 70 |
Elige Repulsión cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T4 | 48.28% | 0.48% | 58 |
Elige Magia espiritual cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T4 | 46.58% | 0.60% | 73 |
Elige Purista - Lanzador cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Plata | T4 | 46.27% | 0.55% | 67 |
Elige Capoeibara cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T4 | 43.55% | 0.51% | 62 |
Elige Informática cuántica cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | T4 | 42.86% | 0.52% | 63 |
Elige Revolución definitiva cuando su efecto encaje con el patrón de daño, supervivencia y rol en pelea. Ver detalles del aumento | Prismático | 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
Rol / Tasa de victoria
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.
Consejos clave
Blog de guías / N/A
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 guideGuía de estilo
N/A / Aumentos
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 guideFortalezas y debilidades
Tasa de victoria / Tasa de elección
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 guideHistoria del campeón
Campeones / Rol
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.
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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.
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Vex
¿Cuáles son los mejores Aumentos Hextech para Vex en ARAM Mayhem? Los mejores aumentos para Vex son: Grieta del Vacío, Motor empequeñecedor, De principio a fin. Consulta porcentajes de victoria y selección detallados en esta página. ¿Cuál es la mejor build de Vex para ARAM Mayhem? La build ideal de Vex para ARAM Mayhem combina Aumentos Hextech con alto porcentaje de victorias y objetos principales recomendados. Consulta builds, combos de aumentos y estrategias actualizadas a diario en esta página. ¿En qué tier está Vex en ARAM Mayhem? El tier y ranking actuales de Vex en ARAM Mayhem se basan en el porcentaje de victorias y selección de partidas diarias. Consulta la clasificación y tendencias de rendimiento en esta página.
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