Meta, tier list & top-player builds from the China server · live
薇古丝 · 愁云使者 Mage C
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 25 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Vex: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Vex players, captured in-game.
📖 How to play VexCounted on 27 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
25 of the top 30 players have a public match history; the others keep theirs private.




































































































The toughest lane matchups for Vex on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Kassadin counters Vex: Immune to your plan: anti-magic passive, shield on the poke, and post-9 jumps that ignore your already-spent fear.
How to play Vex into Kassadin: Bully him before 5, then freeze and call ganks. Never chase him: keep the fear for his jump onto you.
→ KassadinWhy Galio counters Vex: Magic shield and an engage your fear cannot prevent when it starts from out of vision: he beats you at the fights you want to play.
How to play Vex into Galio: Deep vision: his value is surprise, remove it. Fear BEFORE he lands, not after.
→ GalioWhy Twisted Fate counters Vex: His cards shove harder than your kit and the yellow card needs no dash for you to punish.
How to play Vex into Twisted Fate: Poke him during the card-pick animation: he is still and readable. ALWAYS follow his R with a ping: your fear arrives where he lands.
→ Twisted FateWhy Orianna counters Vex: Neither of you has mobility, so your passive gets bored: whoever positions their control zone better wins.
How to play Vex into Orianna: Track the ball and never get wrapped at the lane's elbows. Your R punishes her positioning mistakes in fights.
→ OriannaWhy Ahri counters Vex: You start ahead in lane — the fear punishes her dash — but her roams are faster and safer than yours.
How to play Vex into Ahri: Punish every dash with the fear ready. When she vanishes from the map, shove BEFORE she does: strip the timing off her roams.
→ AhriThe champions Vex works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Shadow Surge (R) wants an isolated carry and a kill inside the reset window: The Hextech Ultimatum (R) hands you both, because it seals the target in a zone nobody drags them out of. You detonate, you kill, you move on.
After Unstoppable Force (R) nobody dodges the dash or the Shadow Surge (R) detonation. Hold Looming Darkness (E) back, though: the fear pushes enemies away from where the shadow lands and would break the pile he just built.
All Out (R) smashes a target back through their own line and leaves them rooted behind it: alone, far from anyone who would peel, that is the definition of what Shadow Surge (R) hunts. Footwork (E) also hands you a shield.
Against someone who never needs to dash, Doom 'n Gloom (P) never fires and you are just another immobile mage: Shadow Dash (E) taunts whoever is running you down and Stand United (R) shields you from wherever he stands.
The catch is that he spends the game proxy farming on the far side of the map, so at the moment your fear is already spent he is rarely around. When he is, Mega Adhesive (W) and Fling (E) pin the diver who reached you.
One second of suppression from Infinite Duress (R) is all you need: the target stays put while your Shadow Surge (R) recast goes off, and that kill puts the ultimate back in your hands. Blood Hunt (W) points at the next one.
Cease and Desist (R) drags their carry over to your side of the fight and no amount of kiting or dashing stops it: that is the isolated target your ultimate was written for. And if their support flashes in to save her, he marks himself.
Your only defensive tool is a conditional one: once the fear is spent, Frenzying Taunt (E) is the body that steps between you and whoever is running you down. On offence it holds their carry still for both hits of Mistral Bolt (Q).
Paranoia (R) blinds their whole team and throws him onto a carry left on her own: that is the target you want to finish, since a kill inside the six seconds gives Shadow Surge (R) straight back. Just do not fear her out of his reach.
Lamb's Respite (R) keeps you alive in the middle of a reset chain, but her page warns that nobody dies inside it, including the enemy you were about to finish, and without that kill your ultimate never comes back. Only if you talk.
A target stunned by Enchanted Crystal Arrow (R) has no way out of the gap between your dash and the recast: that is a guaranteed kill, which means the ultimate comes straight back. Frost Shot (P) does the same job in miniature.
Arc of Judgment (W) carpets the ground with an almost total slow: whoever is caught in it does not walk out of the six seconds of your reset window, so you go from target to target and never run out of Shadow Surge (R).
Mistral Bolt (Q) hits the same target twice, so the Deadly Flourish (W) root is armed almost all the time: that hold is what makes your Shadow Surge (R) detonation impossible to walk away from.
Left on her own she stalls at half range with nothing to enter on: Looming Darkness (E) slows and marks a target and Wild Rush (E) goes in on that window. Anyone who dives her, in return, marks himself for your fear.
Agree on who goes first: fear the group while she is channelling Bullet Time (R) and those three seconds get fired at nobody. With the order settled she brings the area damage your kit simply does not have.
Death Sentence (Q) rips out of their formation exactly what you need: one target, alone, held still and inside Shadow Surge (R) range. And when the fight turns, the Dark Passage (W) lantern is the escape your kit never gives you.
Zenith Blade (E) into Shield of Daybreak (Q) is nearly two seconds where their carry cannot move: enough for the dash, the recast and the kill that hands your ultimate back. Solar Flare (R) does the same on several bodies.
Rocket Grab (Q) hands you their carry torn away from her own team, and Static Field (R) silences the button she would escape with: that is an execution, and an execution inside the window puts Shadow Surge (R) back in your hands.
Once Doom 'n Gloom (P) is spent there is nothing left in front of you, and Braum is the body that stands there: Unbreakable (E) eats projectiles and a third of the damage coming in, while Winter's Bite (Q) slows anyone still walking at you.
Two long-cooldown skillshots, and when she misses them nothing is holding anyone still for you: when Aqua Prison (Q) and Tidal Wave (R) do land, you get an airborne target the Shadow Surge (R) recast cannot miss.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Mid | C | 49.29% | 2.16% | 0.6% | #33 / 39 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Mid | C | 49.09% | 2.14% | 0.61% | #31 / 38 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Mid | C | 49.46% | 1.98% | 0.5% | #31 / 39 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Mid | C | 48.83% | 1.9% | 0.34% | #30 / 41 |
Vex is a ranged Mage played in the mid lane in Wild Rift, and her whole kit is built to punish greed: dash or flash anywhere near her and she marks you with Gloom, feeding a fear that turns your own engage into a free trade for her. She deals almost pure magic damage from range, chipping HP with the double-hit Mistral Bolt, slowing and marking targets with Looming Darkness, and closing out fights with Shadow Surge, an execute dash that resets its own cooldown on a kill. She wins through patient poke and punishing overextension rather than mechanical outplay, and she snowballs hard the moment a target is marked.
Skill order: Q > E > W (max R whenever it's available at 5/9/13)
Play the range game - Mistral Bolt outpokes almost every melee laner and most mages if you hold max distance, so chip away rather than trading autoattacks. Use Looming Darkness to punish wave-clear attempts or overextensions, and remember every dash or flash thrown at you is a free Gloom mark plus a fear if you follow up immediately - bait it rather than just avoid it. Rush Luden's Echo (or Malignance if you want more burst and utility) as your first core item, and since you have nothing but that conditional fear to fall back on, never push past the point where a jungler gank or all-in can punish you.
From the mid game on, position at max range behind your frontline - Vex brings damage and picks, not a frontline presence, and has no tool of her own to escape a dive. Open fights with Looming Darkness to slow and mark a priority target, then chain Mistral Bolt and the Personal Space shockwave into them while your team follows up. Save Shadow Surge to open on an isolated squishy target or finish whoever's lowest - securing the kill inside the reset window lets you immediately dash onto the next target, and once Rabadon's Deathcap is online that chain alone can swing a fight. Prioritize whichever enemy carry you can actually reach over whoever simply happens to be closest.