1Magic Missile
GoldDealing Ability damage fires 3 missiles, each dealing percent max Health true damage based on distance traveled.
Bthe Gloomist
Tier B
Warlock Juicebox · Recursion
1Dealing Ability damage fires 3 missiles, each dealing percent max Health true damage based on distance traveled.
Gain 10% (+3.5% per 100 AP) Omnivamp.
Gain 60 Ability Haste.
Your Abilities can Critically Strike.
Gain
25% (+4.5% per 100 AP) Crit Chance.
Gain Ability Haste equal to 30% Ability Power.
Permanently gain 1 Ability Power when you damage enemy champions with Abilities. If taken as your second Augment, starts with 40 Ability Power.
Gain
20 - 80 (based on level) Ability Power.
Snipe an enemy with a non-Ultimate Ability refunds 80% Cooldown (65% for periodic Abilities).
On ability damage, fire 1 plus (0.03 per 1% Crit Chance) missiles that deal 10 - 30 (based on level) (+7% bonus AD) (+7% AP) magic damage each.
Gain
25% Critical Strike Chance.
Gain 18%
Armor Penetration and
Magic Penetration.
Augment order comes from OP.GG. Runes, items and skill order below come from regular ARAM games on the same map.
Domination











Sorcery


























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Strongest early, falls off later
Win rate (%) by game length in minutes. Dashed line = 50%.
Seraph's Embrace1.6% · 52.3%Vex periodically becomes empowered, causing her next basic Ability to fear enemies and interrupt dashes. Whenever a nearby enemy dashes, Vex applies a mark that can be consumed for bonus damage that also reduces the cooldown of her empowered state.

Launch a damaging missile that accelerates mid-flight.
Cooldown: 8/7/6/5/4s · Cost: 45/50/55/60/65
Gain a shield and damage nearby enemies.
Cooldown: 16/15/14/13/12s · Cost: 75
Summon a damaging and slowing zone that applies Gloom to enemies.
Cooldown: 12s · Cost: 70/80/90/100/110
Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.
Cooldown: 140/120/100s · Cost: 100