Skill Order
Normal order: R > Q > W > E
For a standard Vex game, max Q first, take R whenever it is available, max W second, and leave E for last. Your usual priority is Q/W/E at the start, then R > Q > W > E. This gives you the cleanest ARAM: Mayhem pattern: clear the wave, tag grouped enemies, punish dashes, then commit with R only when the target is actually killable.
Q first is the default because Vex needs a reliable button before she can safely play for resets. In Mayhem fights, people group, poke, disengage, and re-enter constantly. Maxing Q lets you keep pressure without walking into melee range every time. Use it after enemies spend movement, after your team applies crowd control, or when a wave forces them into a narrow line. If you max something else and your Q stays weak, you often lose the ability to soften targets before your ultimate window appears.
W second is the normal follow-up because it protects the part of Vex’s kit that actually wins fights: going in. Once you press R and arrive, you need instant close-range impact or you become the easiest champion on the screen to punish. A stronger W helps you survive the first counter-hit, burst the target standing on top of you, and punish divers who jump onto your backline. If you are playing into assassins, bruisers, or Snowball-heavy engage, W second is not optional; it is what stops your ultimate from becoming a one-way trip.
E last does not mean it is unimportant. You still use E constantly to set up fear pressure, slow clustered enemies, check choke points, and make your Q easier to land. The reason it is usually maxed last is practical: Vex needs damage and self-protection more urgently than extra setup in most fights. If your team already has strong engage, you can use one well-placed E to start the chain, then let your higher-ranked Q and W carry the damage pattern.
Augment-influenced order
- Poke, spell-hit, ability-haste, mana, or repeated-cast augments: R > Q > W > E. Stay on the normal order. These augments reward you for casting safely and often, and Q is the spell that lets Vex do that without donating herself to the enemy frontline. Play behind your wave, aim through minions when enemies stack up, and save R for targets already softened by your poke. The mistake here is getting tempted into W max because you feel stronger; if your augment wants repeated ranged casting, a low-priority Q makes you too quiet between ultimate attempts.
- Shield, close-range burst, dive, takedown, or survivability augments: R > Q > W > E, with faster W investment if fights are starting on top of you. Do not usually skip Q first, because you still need wave control and poke to create the dive. But if your augment clearly pays you for surviving the entry or fighting in melee range, put your second max firmly into W and do not delay it for E. This version wants you to mark a low-health target with R, enter after enemy crowd control is spent, press W immediately, then either finish the reset or retreat behind your team. If you greed for E second in this setup, you may land pretty setup spells but die during the first return trade.
- Area-control, slow, zone, setup, or teamfight utility augments: R > Q > E > W when your team can protect you. This is the main alternate order. Choose it when your job is not to be the second assassin, but to make fights easy for a stronger carry or engage champion. A higher-priority E helps when enemies are clumped, when your team has follow-up damage, or when the enemy comp lacks instant access to punish you. Drop E where enemies must walk, follow with Q, and hold W for the first diver or the moment you commit with R. The cost is clear: your all-in is more fragile. If the enemy has heavy dive or fast backline access, delaying W can make every ultimate cast feel unsafe.
- Ultimate-focused, reset, execute-style, or backline-access augments: R > Q > W > E unless your team already supplies all the damage. Even when your augment pushes you toward big R moments, you still need Q first to put targets into range for that moment. Maxing W second then gives your landing a real chance to succeed. Only move toward E second if your team has enough burst to finish targets as soon as you arrive and you are mainly providing fear and setup. If you build your order around ultimate fantasy without enough Q pressure, you spend too much time waiting for a perfect mark that never becomes safe.
- Defensive anti-dive games: R > Q > W > E, and play W as a punish button. If the enemy team has multiple champions that want to jump into your carries, your skill order should make those jumps expensive. You still max Q first for lane control, but your second max must be W. Stand near the teammate the enemy wants to kill, let the diver commit, then use W and your fear timing to break the engage. Choosing E second here often loses fights because your setup lands after the diver has already forced your carry out or killed them.
Adjustment triggers
- Max Q first unless you have a very specific reason not to. The reason is simple: Vex without strong ranged pressure has to walk forward too often. In ARAM: Mayhem, that gets punished by poke, Snowball engages, and random follow-up crowd control. If you are unsure, stay Q first.
- Choose W second when you are entering fights or being entered on. If your games are decided by dives, resets, assassins, bruisers, or Snowball chains, W second gives you the best recovery plan after contact. It turns Vex from “poke mage who dies when touched” into a champion that can punish the first enemy who overcommits.
- Choose E second only when setup is more valuable than personal safety. This happens when your team has strong follow-up, the enemy has limited dive, or your augment pushes area control hard enough that landing E decides the fight before anyone reaches you. If you cannot stand still long enough to use that setup, go back to W second.
- Never delay R. Vex’s threat changes when R is available because enemies must respect the long-range punish and reset angle. Skipping it for a basic spell makes your mid-fight presence much worse, especially when low-health targets are trying to retreat through the lane.
Cost of the wrong order
If you skip Q max, you lose the steady pressure that creates kills. Your team may win one hard engage, but between engages you will struggle to clear, poke, or force enemies low enough for R. That makes Vex feel passive, and passive Vex gives the enemy time to heal, reposition, and wait out your fear threat.
If you delay W in a dive-heavy game, your all-ins become coin flips. You can land R, arrive on the target, and still die before your team converts the play. This is the most common bad order when players overvalue setup and forget that Vex has to survive the moment she appears in the middle of the fight.
If you max E too early without team follow-up, you get more setup than payoff. Enemies can back up, eat the slow, or punish you after the spell is gone. E second is strong when your team can immediately use the window; it is weak when you are the only real damage source.
The safe rule is: R > Q > W > E for most games, switch to R > Q > E > W only when your augment and team both reward setup, and never choose a skill order that makes your first ultimate entry impossible to survive.
