VRC.LOL

Jungle · Normal DraftMatchup guidePatch 16.20.1

Gwen vs Vex

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

GwenVSVex

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

JungleGwen

Gwen has a reviewed secondary role here. It is less common than the primary roles, but it has a recognisable role-specific plan.

Reviewed secondary
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

Normal Draft · Jungle

AP on-hit Jungle

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Reviewed secondary
S
Draft / Ranked opening · separate from item 1

Gustwalker Hatchling

450 gold

Provides Smite progression and movement speed after the Jungle companion is fully grown.

1
First item

Dusk and Dawn

3,100 gold

Adds health, attack speed, ability power, haste and on-hit magic damage for the clear and extended fights.

2
Boots

Sorcerer's Shoes

1,100 gold

Adds movement and flat magic penetration against low-resistance targets.

3
Core

Shadowflame

3,200 gold

Improves magic damage against enemies already below 40% health.

4
Late

Rabadon's Deathcap

3,500 gold

Multiplies ability power after the on-hit core is functional.

5
Flexible

Void Staff

3,000 gold

Adds percentage magic penetration only after opponents buy meaningful magic resistance.

6
Final safety

Zhonya's Hourglass

3,250 gold

Adds armour, ability power and a player-timed stasis for committed fights.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. First itemDusk and Dawn
  2. BootsSorcerer's Shoes
  3. Chempunk Chainsword
  4. LateRabadon's Deathcap
  5. FlexibleVoid Staff
  6. Final safetyZhonya's Hourglass
AlternativePhysical burstDeath's Dance delays physical damage so takedowns can stabilise the fight.View full route

Best when: Death's Dance delays physical damage so takedowns can stabilise the fight.

  1. First itemDusk and Dawn
  2. BootsSorcerer's Shoes
  3. Death's Dance
  4. LateRabadon's Deathcap
  5. FlexibleVoid Staff
  6. Final safetyZhonya's Hourglass
AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. First itemDusk and Dawn
  2. BootsSorcerer's Shoes
  3. CoreShadowflame
  4. Kaenic Rookern
  5. FlexibleVoid Staff
  6. Final safetyZhonya's Hourglass
AlternativeThey stack armourBlack Cleaver shreds armour during extended fights.View full route

Best when: Black Cleaver shreds armour during extended fights.

  1. First itemDusk and Dawn
  2. BootsSorcerer's Shoes
  3. Black Cleaver
  4. LateRabadon's Deathcap
  5. FlexibleVoid Staff
  6. Final safetyZhonya's Hourglass

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. First itemDusk and Dawn
  2. BootsSorcerer's Shoes
  3. Chempunk Chainsword
  4. LateRabadon's Deathcap
  5. FlexibleVoid Staff
  6. Final safetyZhonya's Hourglass
AlternativePhysical burstDeath's Dance delays physical damage so takedowns can stabilise the fight.View full route

Best when: Death's Dance delays physical damage so takedowns can stabilise the fight.

  1. First itemDusk and Dawn
  2. BootsSorcerer's Shoes
  3. Death's Dance
  4. LateRabadon's Deathcap
  5. FlexibleVoid Staff
  6. Final safetyZhonya's Hourglass
AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. First itemDusk and Dawn
  2. BootsSorcerer's Shoes
  3. CoreShadowflame
  4. Kaenic Rookern
  5. FlexibleVoid Staff
  6. Final safetyZhonya's Hourglass
AlternativeThey stack armourBlack Cleaver shreds armour during extended fights.View full route

Best when: Black Cleaver shreds armour during extended fights.

  1. First itemDusk and Dawn
  2. BootsSorcerer's Shoes
  3. Black Cleaver
  4. LateRabadon's Deathcap
  5. FlexibleVoid Staff
  6. Final safetyZhonya's Hourglass

Runes and summoner spells

Runes and summoner spellsGwenJungle

The AP Jungle page rewards completed spell-damage windows after a safe clear. Smite remains mandatory; the movement spell protects pathing and gank exits.

Normal Draft
Primary tree

Domination

Dark HarvestSudden ImpactGrisly MementosUltimate Hunter
Secondary tree

Sorcery

TranscendenceWaterwalking
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

Gwen reminders

  • Always be Attacking - In addition to dealing bonus damage, Gwen's Attacks empower or reset many of her Abilities.
  • Gwen can still damage enemies outside her Hallowed Mists, especially with her Ultimate's range.
  • Some of Gwen's Abilities can apply her passive to multiple enemies, so aim them at groups to get maximum damage and healing.

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.

Too much healing

Chempunk Chainsword

Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

Physical burst

Death's Dance

Death's Dance delays physical damage so takedowns can stabilise the fight.

Sustained magic damage

Kaenic Rookern

Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

They stack armour

Black Cleaver

Black Cleaver shreds armour during extended fights.

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

Gwen

  1. P
    A Thousand Cuts

    Gwen's attacks deal bonus magic damage based on the targets health. She heals for a portion of the damage dealt to champions by this effect.

  2. Q
    Snip Snip!

    Gwen snips her scissors in a cone up to 6 times dealing magic damage. Gwen deals true damage to units in the center and applies her passive to them on each snip.

    Cooldown (s) 6.5/5.75/5/4.25/3.5 · Cost 40 · Listed range (units) 450
  3. W
    Hallowed Mist

    Gwen summons mist that protects her from enemies outside of it. She can only be targeted by enemies who enter the mist.

    Cooldown (s) 22/21/20/19/18 · Cost 60
  4. E
    Skip 'n Slash

    Gwen dashes a short distance then gains Attack Speed, attack range, and magic damage On-Hit for a few seconds. If she hits an enemy during that time, this Ability's cooldown is partially refunded.

    Cooldown (s) 13/12.5/12/11.5/11 · Cost 35 · Listed range (units) 400
  5. R
    Needlework

    Gwen hurls a needle that slows enemies hit, deals magic damage, and applies A Thousand Cuts to champions hit. This ability can be cast up to two more times, with each cast throwing additional needles and dealing more damage.

    Cooldown (s) 120/100/80 · Cost 100 · Listed range (units) 1200

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

Gwen 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