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Mid · SwiftplayMatchup guidePatch 16.20.1

Cassiopeia vs Vex

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

CassiopeiaVSVex

Matchup guide

Choose the matchup

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

VS
Role
Selected laneMid

Choose two champions from the list.

Role fit

MidCassiopeia

Cassiopeia has an established central-lane plan with access to waves, both sides of the river and meaningful pressure between objectives.

Primary role
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

Swiftplay · Mid

Bootless battle mage

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

Primary role
S
Swiftplay opening · separate from item 1

Guardian's Orb

950 gold

Adds ability power, health and mana regeneration for repeated spell use in Swiftplay; manaless champions receive health regeneration instead.

1
Mana core

Archangel's Staff

2,900 gold

Completes the six-item inventory with movement speed and ability haste for repeated late-game spell rotations.

2
Control

Rylai's Crystal Scepter

2,600 gold

Adds health and a slow to damaging abilities for spell routes that need repeatable spacing or target control.

3
Sustained damage

Liandry's Torment

3,000 gold

Adds a maximum-health burn and ramping damage for repeated spell contact against durable opponents.

4
Late power

Rabadon's Deathcap

3,500 gold

Multiplies ability power after the functional spell core is complete; move defence or penetration ahead when those problems matter first.

5
Vs resistance

Void Staff

3,000 gold

Adds percentage magic penetration after opponents buy meaningful magic resistance; it is inefficient as an automatic early purchase.

6
Repeated spell rotations

Cosmic Drive

3,000 gold

Adds movement speed and ability haste for repeated late-game spell rotations after the core is established.

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingMorellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.View full route

Best when: Morellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.

  1. Mana coreArchangel's Staff
  2. ControlRylai's Crystal Scepter
  3. Morellonomicon
  4. Late powerRabadon's Deathcap
  5. Vs resistanceVoid Staff
  6. Repeated spell rotationsCosmic Drive

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativeThey burst meZhonya's stasis can absorb a committed dive or lethal burst window.View full route

Best when: Zhonya's stasis can absorb a committed dive or lethal burst window.

  1. Mana coreArchangel's Staff
  2. ControlRylai's Crystal Scepter
  3. Zhonya's Hourglass
  4. Late powerRabadon's Deathcap
  5. Vs resistanceVoid Staff
  6. Repeated spell rotationsCosmic Drive

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativeOne spell stops meBanshee's spell shield can protect the first important cast against you.View full route

Best when: Banshee's spell shield can protect the first important cast against you.

  1. Mana coreArchangel's Staff
  2. ControlRylai's Crystal Scepter
  3. Sustained damageLiandry's Torment
  4. Banshee's Veil
  5. Vs resistanceVoid Staff
  6. Repeated spell rotationsCosmic Drive

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingMorellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.View full route

Best when: Morellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.

  1. Mana coreArchangel's Staff
  2. ControlRylai's Crystal Scepter
  3. Morellonomicon
  4. Late powerRabadon's Deathcap
  5. Vs resistanceVoid Staff
  6. Repeated spell rotationsCosmic Drive

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativeThey burst meZhonya's stasis can absorb a committed dive or lethal burst window.View full route

Best when: Zhonya's stasis can absorb a committed dive or lethal burst window.

  1. Mana coreArchangel's Staff
  2. ControlRylai's Crystal Scepter
  3. Zhonya's Hourglass
  4. Late powerRabadon's Deathcap
  5. Vs resistanceVoid Staff
  6. Repeated spell rotationsCosmic Drive

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativeOne spell stops meBanshee's spell shield can protect the first important cast against you.View full route

Best when: Banshee's spell shield can protect the first important cast against you.

  1. Mana coreArchangel's Staff
  2. ControlRylai's Crystal Scepter
  3. Sustained damageLiandry's Torment
  4. Banshee's Veil
  5. Vs resistanceVoid Staff
  6. Repeated spell rotationsCosmic Drive

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Runes and summoner spells

Runes and summoner spellsCassiopeiaMid

This battle-mage page rewards extended spell contact and enough resources to remain useful after the first rotation.

Swiftplay
Primary tree

Precision

ConquerorPresence of MindLegend: HasteLast Stand
Secondary tree

Sorcery

TranscendenceGathering Storm
Summoner spells
FlashTeleport
Choose pressure or recovery

Ignite supports a short kill window; Teleport supports recall and map timing; Barrier protects against immediate burst.

Protect the wave plan

A more aggressive spell pair does not replace safe wave timing, river vision or an escape route.

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

Cassiopeia reminders

  • Use Twin Fang on poisoned stationary targets like monsters and units stunned by her Petrifying Gaze for maximum damage.
  • Lead your enemy when targeting with Noxious Blast to ensure the hit.

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.
They burst me

Zhonya's Hourglass

Zhonya's stasis can absorb a committed dive or lethal burst window.

One spell stops me

Banshee's Veil

Banshee's spell shield can protect the first important cast against you.

Ability reference

Compare both kits

Ability reference Data Dragon 16.20.1

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

Cassiopeia

  1. P
    Serpentine Grace

    All Move Speed bonuses are more effective on Cassiopeia.

  2. Q
    Noxious Blast

    Cassiopeia blasts an area with Poison after a brief delay, granting her increased Move Speed if she hits an enemy champion.

    Cooldown (s) 3.5 · Cost 50/55/60/65/70 · Listed range (units) 850
  3. W
    Miasma

    Cassiopeia releases several clouds of poison, slowing, grounding, and lightly damaging enemies that pass through them. Grounded enemies cannot use Movement abilities.

    Cooldown (s) 24/22/20/18/16 · Cost 70/75/80/85/90 · Listed range (units) 700
  4. E
    Twin Fang

    Cassiopeia lets loose an attack that deals increased damage to Poisoned targets and heals her for a percentage of the damage dealt. If the target dies from this attack, Cassiopeia regains Mana.

    Cooldown (s) 0.75 · Cost 45 · Listed range (units) 700
  5. R
    Petrifying Gaze

    Cassiopeia releases a swirl of magical energy from her eyes, stunning any enemies in front of her that are facing her and slowing any others with their back turned.

    Cooldown (s) 120/100/80 · Cost 100 · Listed range (units) 825

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

Manage the wave and keep both sides of the map visible

1
Lane

Trade when your key ability and minion position favour you; an even lane does not require a forced solo kill.

2
Map play

Move on a completed wave and return before several waves are lost to the tower.

3
Fights

Position for the champion's reliable damage or control instead of beginning with the lowest-percentage spell.

Pings, movement and objectives

Cassiopeia Mid map plan

Mid can reach either side, but the wave pays for every move. Communicate the opponent first, then move only when the route and destination are credible.

Ahead

Use priority to arrive first, not recklessly

Ping
Ping Enemy Missing when the opponent leaves, On My Way before entering river and Danger on the route the opponent may use.
Stay or roam
Roam after clearing the wave and choose the side where allies can participate. Return before several waves are lost.
Objective
Reach river with the Jungler, control one entrance and preserve the spell that stops an enemy engage or secures the first target.
Even

Turn one managed wave into map pressure

Ping
Use Enemy Missing immediately, then On My Way only when you are genuinely moving rather than considering it.
Stay or roam
Move after the wave is handled. If following requires entering fog alone, ping Danger and take the safe route instead.
Objective
Help establish river vision before the start. Do not burn the only control spell on poke if it is needed to protect the entrance.
Behind

Clear safely and warn both side lanes

Ping
Ping Enemy Missing early and repeat Danger on the threatened side. Use Retreat if matching the roam would expose you to another kill.
Stay or roam
Follow through established vision or remain Mid and recover farm. A late blind follow often loses both positions.
Objective
Approach behind the front line and use reliable control or range. Trade the objective if the team cannot safely enter river.
Objective setup

Four calls, in order

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

  1. 1
    Handle the wave

    Push, catch or communicate the wave before leaving so the opponent does not gain a free move and free income.

  2. 2
    Signal the route

    Use On My Way for the route you are actually taking and Danger where an unseen opponent may arrive.

  3. 3
    Enter together

    Move through controlled vision with the Jungler or another ally instead of face-checking the objective alone.

  4. 4
    Choose the job

    Decide whether you are engaging, front-lining, flanking or protecting a carry before the fight begins.

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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