VRC.LOL

Jungle · Ranked FlexMatchup guidePatch 16.20.1

Blitzcrank vs Vex

Build, runes, abilities and practical pre-game checks in one queue-aware reference.

BlitzcrankVSVex

Matchup guide

Choose the matchup

Search every champion, choose the assigned role, then open the exact queue page.

VS
Role
Selected laneJungle

Choose two champions from the list.

Role fit

JungleBlitzcrank

Blitzcrank does not have a reviewed Jungle route for Draft / Ranked. A route shown in Swiftplay is kept separate because its starting rules, pace or evidence may be different.

Not listed for Draft / Ranked
Review patch unknownRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
— Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Unreviewed route

No reviewed Blitzcrank Jungle build

Blitzcrank does not have a reviewed Jungle route for Draft / Ranked. A route shown in Swiftplay is kept separate because its starting rules, pace or evidence may be different.

A different lane's items are not relabelled as correct. Role income, map access and starting rules can change the whole purchase order.

Champion guide Support

Runes and summoner spells

Runes and summoner spellsBlitzcrankJungle

Reach the fight with control available and absorb the first response.

Ranked Flex
Primary tree

Resolve

AftershockFont of LifeConditioningOvergrowth
Secondary tree

Precision

TriumphLegend: Haste
Summoner spells
FlashSmite
Keep Smite

Smite is part of Jungle companion progression and objective security. The movement or combat spell beside it is the adjustable slot.

Change the movement spell

Ghost can fit sustained access; Flash can fit one immediate reposition. Use the champion's route and intended fights to choose.

Matchup notes

What changes when Vex is opposite you?

Pre-game kit comparison
Kit comparison

Respect the opponent's reliable threat

Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.

Your plan

Use the route you prepared

Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.

Ability reminders

Blitzcrank reminders

  • The 1-2-3 combo of Rocket Grab, Power Fist, and Static Field can devastate an individual opponent.
  • Using Blitzcrank's grab to pull an enemy into your tower range followed by a Power Fist will allow the tower to get several hits on them.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Only when enemy healing is deciding fights

Oblivion Orb

Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.

Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.

Ability reference

Compare both kits

Ability reference Data Dragon 16.20.1

Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1

Blitzcrank

  1. P
    Mana Barrier

    Blitzcrank gains a shield based on their mana when dropping to low health.

  2. Q
    Rocket Grab

    Blitzcrank fires their right hand to grab an opponent on its path, dealing damage and dragging it back to them.

    Cooldown (s) 20/19/18/17/16 · Cost 100 · Listed range (units) 1079
  3. W
    Overdrive

    Blitzcrank super charges themself to get dramatically increased Move and Attack Speed. They are temporarily slowed after the effect ends.

    Cooldown (s) 15 · Cost 75
  4. E
    Power Fist

    Blitzcrank charges up their fist to make the next attack deal double damage and pop their target up in the air.

    Cooldown (s) 7/6.5/6/5.5/5 · Cost 25 · Listed range (units) 300
  5. R
    Static Field

    Enemies attacked by Blitzcrank are marked and take lightning damage after 1 second. Additionally, Blitzcrank can activate this ability to remove nearby enemies' shields, damage them, and silence them briefly.

    Activate near enemies to remove their shields, damage them and briefly silence them.

    Cooldown (s) 60/40/20 · Cost 100 · Listed range (units) 600

Vex

  1. P
    Doom 'n Gloom

    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.

  2. Q
    Mistral Bolt

    Launch a damaging missile that accelerates mid-flight.

    Cooldown (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range (units) 1200
  3. W
    Personal Space

    Gain a shield and damage nearby enemies.

    Cooldown (s) 16/15/14/13/12 · Cost 75 · Listed range (units) 475
  4. E
    Looming Darkness

    Summon a damaging and slowing zone that applies Gloom to enemies.

    Cooldown (s) 12 · Cost 70/80/90/100/110 · Listed range (units) 800
  5. R
    Shadow Surge

    Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.

    Cooldown (s) 140/120/100 · Cost 100 · Listed range (units) 2000/2500/3000

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Keep the clear moving and choose high-information plays

1
Pathing

Track opposing camps and lane states instead of forcing the first visible target.

2
Map play

Trade sides of the map when contesting would require weaker lanes to move first.

3
Fights

Save important control for the enemy who threatens your carries or objective access.

Pings, movement and objectives

Blitzcrank Jungle map plan

Link each clear to the next informed decision. Pings should tell lanes where you are pathing and whether the team is contesting or trading an objective.

Ahead

Turn tempo into controlled territory

Ping
Use On My Way before entering a lane, Assist Me before an objective and Danger when nearby lanes cannot move to an invade.
Path or gank
Gank when the lane has reach, damage and a safe exit. Do not wait beside a protected target while camps and the next objective disappear.
Objective
Establish vision with the nearest winning lane, keep Smite available and avoid chasing away from the objective after gaining control.
Even

Choose the play with the clearest information

Ping
Use On My Way early enough for the lane to prepare, Assist Me only when nearby lanes can move, and Retreat when the contest has already become late.
Path or gank
Prefer a lane with crowd control, damaged opponents or a favourable wave. A visible opponent is not automatically a usable gank.
Objective
Check Mid and Bot priority before Dragon, or Mid and Top before Herald. Set a safe entrance before beginning the objective.
Behind

Trade the map instead of forcing recovery

Ping
Ping Retreat from lost contests, Danger on likely invades and On My Way when covering a vulnerable lane or remaining camp.
Path or gank
Counter-gank or help only when allies can survive until arrival. Repeated low-chance ganks deepen the camp and level deficit.
Objective
If entry is unsafe, trade for camps, a wave, vision or the opposite objective. Keep Smite and crowd control for a contest the team can actually reach.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Before the route

    Decide which camps lead toward the objective and ping the nearby lanes before they spend the wave or recall timing.

  2. 2
    Check priority

    Confirm which nearby lanes can move first. Do not convert an isolated objective marker into a forced fight.

  3. 3
    Control entry

    Move with a teammate, sweep one entrance and keep Smite available before committing damage to the objective.

  4. 4
    Finish or turn

    Call whether the team is finishing, fighting or leaving. Mixed decisions are more dangerous than either clear choice.

Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.

Keep preparing

Use the champion page or choose another opponent

The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.

Open full buildCompare counter options