Top · Normal DraftMatchup chartPatch 16.20.1
Briar vs Vex
Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
Arrr, role fit
TopBriar
Briar Top be a reviewed secondary course, while Jungle remains her primary role. Bleed stacks across a minion wave can sustain her, and a charged Chilling Scream into terrain can heal while clearing or resetting th' wave. Spending Chilling Scream on minions also removes her main frenzy cancel and defensive control window, while ranged spacing and Grievous Wounds reduce th' sustain course.
Old chart, mateyRecommendations await inspection
These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.
- Recommendations’ patch
- 16.16 Data Dragon
- Build check’s patch
- 16.19.1 Data Dragon
- Item lookup’s patch
- 16.20.1 Data Dragon
Recommendations await inspection
Arrr, runes and summoner spells
Arrr, runes and summoner spellsBriarTop
Use repeated combat and durability rather than gambling th' long solo course on one short trade.
Resolve
Teleport preserves recalls and side-course access. Ignite be a deliberate pressure trade-off, nay a universal upgrade.
Keep th' defensive secondary runes when repeated poke or one committed trade can decide th' course.
Arrr, matchup notes
What changes when Vex is opposite you?
Respect th' foe's reliable threat
Track th' cooldown and range o' th' trick that starts their safest trade. Do nay treat this chart as a statistical counter claim.
Use th' course ye prepared
Treat Vex as one part o' th' sea chart state. Their Jungler, nigh th' ship waves and which teammates can move determine whether th' same trade or rotation be seaworthy.
Trick reference
Arrr, compare both kits
Trick reference Data Dragon 16.20.1
Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1
Briar
- PCrimson CurseEnglish
Briar's attacks and abilities apply a stacking bleed that heals her for a portion of the damage it deals. Perpetually hungry, she gains increased healing based on her missing Health, but lacks innate Health Regeneration.
- QHead RushEnglish
Briar leaps to a unit and hits enemies with The Heel Wheel (of Pain), stunning them and breaking their Armor.
Spends yer health, arr! Check the current ability tooltip fer the health amount and any extra resource cost.
Wait fer reload (s) 13/12/11/10/9 · Charted reach (units) 475 - WBlood Frenzy / Snack AttackEnglish
Briar leaps forward and shatters her pillory, entering a Blood Frenzy that causes her to relentlessly pursue the nearest enemy (prioritizing champions). While frenzied, she gains increased Attack Speed and Move Speed, and her attacks deal damage in an area around her target. Briar can reactivate this ability while frenzied to take a CHOMP out of her target on her next attack, dealing additional damage based on their missing Health, and healing Briar based on the damage she deals.
Spends yer health, arr! Check the current ability tooltip fer the health amount and any extra resource cost.
Wait fer reload (s) 14/13/12/11/10 · Charted reach (units) 350 - EChilling ScreamEnglish
Briar refocuses her mind, removing Blood Frenzy and channeling energy into a powerful scream that damages and slows enemies. While charging, she takes reduced damage and heals for a portion of her max Health. A fully charged scream knocks foes back, dealing additional damage and stunning those who collide with a wall.
Spends yer health, arr! Check the current ability tooltip fer the health amount and any extra resource cost.
Wait fer reload (s) 16 · Charted reach (units) 400 - RCertain DeathEnglish
Briar kicks her pillory's hemolith gemstone, marking the first champion it hits as her prey. She then beelines straight to them, fearing other surrounding enemies upon arriving at her target, and enters a state of complete hemomania. She will pursue her prey until death, gaining the benefits of Blood Frenzy as well as additional Armor, Magic Resistance, Life Steal, and Move Speed.
Spends yer health, arr! Check the current ability tooltip fer the health amount and any extra resource cost.
Wait fer reload (s) 120/100/80 · Charted reach (units) 12000
Vex
- PDoom 'n GloomEnglish
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.
- QMistral BoltEnglish
Launch a damaging missile that accelerates mid-flight.
Wait fer reload (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Charted reach (units) 1200 - WPersonal SpaceEnglish
Gain a shield and damage nearby enemies.
Wait fer reload (s) 16/15/14/13/12 · Cost 75 · Charted reach (units) 475 - ELooming DarknessEnglish
Summon a damaging and slowing zone that applies Gloom to enemies.
Wait fer reload (s) 12 · Cost 70/80/90/100/110 · Charted reach (units) 800 - RShadow SurgeEnglish
Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.
Wait fer reload (s) 140/120/100 · Cost 100 · Charted reach (units) 2000/2500/3000
Adapt th' course
What to do when th' battle changes
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Control th' side course without donating th' lead
Hold a favourable wave, pressure th' foe astern from farm and keep enough vision to survive th' second foe.
Push afore moving to an prize; arrive through a known course rather than giving up th' wave and yer shutdown.
Use th' lead to occupy space fer th' crew. Do nay chase through th' entire foe formation fer one target.
Trade 'round th' wave and yer strongest cooldowns
Keep hull and minions balanced so one poor trade does nay decide th' course.
Move after th' wave be handled and communicate if th' opposing Top laner leaves first aboard.
Pick betwixt front-line duty, side pressure and carry access according to th' champion kit.
Protect experience and stop th' course from accelerating
Farm nigh safe harbour, avoid repeating th' losing trade and ask fer lend a hand only when th' wave creates a realistic window.
Do nay follow a stronger foe through unseen river. Signal th' move and recover promised resources.
Contribute control or pressure to th' nearest seaworthy target instead o' trying to repair th' score alone.
Pings, movement and prizes
Briar Top sea chart course
Manage th' long course afore leaving it. A useful move begins wit' a handled wave, a visible course and a teammate who knows ye be coming.
Use th' side-course lead without donating it
- Ping
- Ping Foe Lost overboard when th' opposing Top leaves, then On Me Way afore a flank or prize move.
- Arrr, stay or move
- Push th' wave afore moving. Stay if leaving would hand several minions or yer tower back aboard to th' foe.
- Prize
- Arrive through a known course and mark whether ye be front-lining, flanking or protecting a carry. Do nay enter alone afore th' crew can follow.
Make th' wave create th' first aboard move
- Ping
- Use Foe Lost overboard early, Peril on th' course they may take, and On Me Way only after yer own wave be handled.
- Arrr, stay or move
- Move after pushing or on a shared recall. Do nay follow through unwarded river merely because th' foe left first aboard.
- Prize
- Tell th' crew whether ye can move afore th' prize starts. Approach wit' vision and save th' cooldown needed fer th' first aboard real commitment.
Protect experience and communicate th' pressure
- Ping
- Ping Foe Lost overboard immediately and Retreat if teammates be about to meet th' stronger Top laner without ye.
- Arrr, stay or move
- Do nay clash a stronger foe through darkness. Clear th' deck th' seaworthy wave, then group by th' shortest controlled course.
- Prize
- State early if ye cannae contest. If th' crew still fights, provide control or protection instead o' attempting an isolated flank.
Arrr, four calls, in order
Pings create a shared course; they do nay replace checking waves, vision and who can move.
- 1Handle th' wave
Push, catch or communicate th' wave afore leaving so th' foe does nay gain a free move and free income.
- 2Signal th' course
Use On Me Way fer th' course ye be actually taking and Peril where an unseen foe may arrive.
- 3Arrr, enter together
Move through controlled vision wit' th' Jungler or another ally instead o' face-checking th' prize alone.
- 4Pick th' job
Decide whether ye be engaging, front-lining, flanking or protecting a carry afore th' fight begins.
Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.
Arrr, keep preparing
Use th' champion chart or choose another foe
Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.