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Jungle · Normal DraftMatchup guidePatch 16.20.1

Qiyana vs Vex

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

QiyanaVSVex

Matchup guide

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VS
Role
Selected laneJungle

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Role fit

JungleQiyana

Qiyana 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

Lethality 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

Scorchclaw Pup

450 gold

Provides Smite progression and the attack-oriented Jungle companion.

1
First item

Profane Hydra

2,850 gold

Adds attack damage, lethality, haste and an active strike for camps, waves and a committed burst window.

2
Boots

Ionian Boots of Lucidity

900 gold

Adds inexpensive ability haste and movement for repeated rotations.

3
Core

Voltaic Cyclosword

3,000 gold

Adds lethality and an energised slow for the first pick window after moving through terrain.

4
Late

Serylda's Grudge

3,000 gold

Adds percentage armour penetration and a slow after ability damage.

5
Flexible

Edge of Night

3,000 gold

Adds health, lethality and a spell shield before a risky entry.

6
Final safety

Guardian Angel

3,200 gold

Adds a revive after the lethality core is established.

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 itemProfane Hydra
  2. BootsIonian Boots of Lucidity
  3. Chempunk Chainsword
  4. LateSerylda's Grudge
  5. FlexibleEdge of Night
  6. Final safetyGuardian Angel
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 itemProfane Hydra
  2. BootsIonian Boots of Lucidity
  3. Death's Dance
  4. LateSerylda's Grudge
  5. FlexibleEdge of Night
  6. Final safetyGuardian Angel
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 itemProfane Hydra
  2. BootsIonian Boots of Lucidity
  3. CoreVoltaic Cyclosword
  4. Kaenic Rookern
  5. FlexibleEdge of Night
  6. Final safetyGuardian Angel

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 itemProfane Hydra
  2. BootsIonian Boots of Lucidity
  3. Chempunk Chainsword
  4. LateSerylda's Grudge
  5. FlexibleEdge of Night
  6. Final safetyGuardian Angel
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 itemProfane Hydra
  2. BootsIonian Boots of Lucidity
  3. Death's Dance
  4. LateSerylda's Grudge
  5. FlexibleEdge of Night
  6. Final safetyGuardian Angel
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 itemProfane Hydra
  2. BootsIonian Boots of Lucidity
  3. CoreVoltaic Cyclosword
  4. Kaenic Rookern
  5. FlexibleEdge of Night
  6. Final safetyGuardian Angel

Runes and summoner spells

Runes and summoner spellsQiyanaJungle

The assassin page focuses one reachable target after clearing. Smite stays available for camps and objectives; the second spell reflects the champion's normal access pattern.

Normal Draft
Primary tree

Domination

ElectrocuteSudden ImpactGrisly MementosRelentless Hunter
Secondary tree

Precision

TriumphCoup de Grace
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.

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.

Ability reference

Compare both kits

Ability reference Data Dragon 16.20.1

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

Qiyana

  1. P
    Royal Privilege

    Qiyana's first basic attack or ability against each enemy deals bonus damage.

  2. Q
    Elemental Wrath / Edge of Ixtal

    Qiyana swings her weapon, dealing damage with a bonus effect based on her element.

    Cooldown (s) 7 · Cost 35 · Listed range (units) 525
  3. W
    Terrashape

    Qiyana dashes to a location and enchants her weapon with an element. Her attacks and abilities deal bonus damage while her weapon is enchanted.

    Cooldown (s) 7 · Cost 25/30/35/40/45 · Listed range (units) 1100
  4. E
    Audacity

    Qiyana dashes to an enemy, damaging them.

    Cooldown (s) 11/10/9/8/7 · Cost 40/45/50/55/60 · Listed range (units) 650
  5. R
    Supreme Display of Talent

    Qiyana sends out a shockwave that detonates whatever elements she hits with it, stunning and damaging nearby enemies.

    Cooldown (s) 120 · Cost 100 · Listed range (units) 950

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

Qiyana 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.

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