In-game context: MLBB game version 2.1.88.12027, observed on August 5, 2026.

Current in-game build snapshot.
Vexana is a low-mobility Mid Lane control mage who turns predictable movement into damage. Her best fights begin when Atlas, Tigreal, Minotaur, or another engager forces enemies to group. Eternal Guard adds a knock-up, Cursed Blast taxes the escape area, and Deathly Grasp punishes the path that remains. Avoid her when the draft has no first contact or when Saber, Aamon, Karina, and other fast divers can reach two angles without passing your front line.
Skill priority: take Cursed Blast at level 1, prioritize Cursed Blast, keep Deathly Grasp as the secondary upgrade, and level Eternal Guard whenever available. This matches the current official-data priority stored for Vexana. Do not prioritize Deathly Grasp over Cursed Blast unless a verified balance change alters the wave-clear plan.
Nether TouchVexana and her Eternal Guard inflict Nether Touch on enemies hit. The mark lasts 5s and causes the affected enemy to explode upon death, dealing 108-500 (+60% Total Magic Power) Magic Damage to nearby enemies (base damage scales with level).

Nether Touch in-game demonstration.
Deathly GraspVexana unleashes a Deathly Grasp in the target direction, dealing 200 (+60% Total Magic Power) Magic Damage to enemies in its path. It stops upon hitting an enemy hero, Terrifying and knocking them back. After a short delay, it explodes, dealing 200 (+60% Total Magic Power) Magic Damage to nearby enemies and Terrifying them for 1s.

Deathly Grasp in-game demonstration.
Cursed BlastVexana marks the target area with the power of the undead, striking it after a 0.8s delay and dealing 580 (+165% Total Magic Power) Magic Damage to enemies hit.

Cursed Blast in-game demonstration.
Eternal GuardVexana summons an Eternal Guard at the target location, dealing 480 (+60% Total Magic Power) Magic Damage to enemies hit and knocking them airborne for 0.8s. The Eternal Guard then joins Vexana in battle for 15s. Its attacks deal 200 (+40% Total Magic Power) (+ 5% target's Max HP) Magic Damage and Splash Damage in a large area.

Eternal Guard in-game demonstration.
Eternal Guard
Cursed Blast
Deathly GraspEternal Guard → Cursed Blast → Deathly Grasp. Use this when enemies are already gathered or an ally has started the fight. The Guard landing creates the first interruption, Cursed Blast covers the exit, and Deathly Grasp catches the movement that follows. Do not spend all three spells on a tank standing alone unless the objective or kill is worth the full cooldown cycle.
Deathly Grasp
Cursed BlastDeathly Grasp → Cursed Blast. Terrify first when the target is already within reliable range, then put the delayed blast under the forced movement. If the target still has a dash, pressure with Cursed Blast or wait for allied control instead of donating both cooldowns.
Use Cursed Blast on the wave so Nether Touch explosions accelerate clear. Keep Deathly Grasp for a real angle, a brush check, or protection from the first rotation. Move only after the wave is secured.
Stand one layer behind the engager at Turtle, Lord, and jungle entrances. Cast immediately after allied control so the Guard lands before enemies split. Glowing Wand or Lightning Truncheon then converts every clean zone into sustained pressure.
Protect your own position before looking for the back line. Hold Winter Crown, Flicker, or Purify for the assassin who can cancel the second spell cycle. One safe control chain is worth more than a greedy flank.
Its narrow, slow path is strongest after movement is forced. Predict the exit or follow allied control.
A mobile target leaves before the 0.8-second strike. Place it on the next path, not the previous position.
The landing knock-up is the decisive part. Save it for grouped enemies or an interruption that starts the full chain.
That gives a diver two valuable targets. Stay behind the engager but offset from your carry.
Winter Crown, Blood Wings, or defensive utility is mandatory when surviving one dive enables another control cycle.
Use Agility, Wilderness Blessing, and Impure Rage when rotations and safe spell angles matter. Flicker repairs Vexana's mobility and lets her escape or reposition after the cast. Do not Flicker forward until enemy movement is already controlled.
Use Rupture, Wilderness Blessing, and Impure Rage when early penetration is useful but one stun chain threatens every fight. Purify protects the Eternal Guard cast window. Keep it for the disable that actually stops your sequence.
Emblem and Battle Spell recommendations.
This is a dated in-game build sample, not a command to copy every row. The five rows were observed on August 5, 2026; ranking, players, win rates, matches, power, and item order can change.
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Rapid Boots | Lightning Truncheon | Blood Wings | Holy Crystal | Divine Glaive | Winter Crown |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Arcane Boots | Glowing Wand | Lightning Truncheon | Divine Glaive | Holy Crystal | Blood Wings |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Arcane Boots | Genius Wand | Glowing Wand | Lightning Truncheon | Divine Glaive | Holy Crystal |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Arcane Boots | Glowing Wand | Lightning Truncheon | Divine Glaive | Holy Crystal | Blood Wings |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Arcane Boots | Glowing Wand | Lightning Truncheon | Divine Glaive | Holy Crystal | Blood Wings |
Current in-game build snapshot.
| Item | Observed purpose | Buy when | Do not buy when |
|---|---|---|---|
Rapid Boots | movement, slow reduction, and HP regeneration | slow resistance and rotation speed matter more than penetration | the lane needs Arcane Boots damage |
Lightning Truncheon | mana, cooldown reduction, and a periodic echo | wave clear and burst cycles need one compact item | you need anti-heal or survival before more burst |
Blood Wings | Magic Power, a regenerating shield, and movement while shielded | poke or partial dive threatens you | one hard engage requires stasis immediately |
Holy Crystal | large Magic Power scaling | your team already supplies safe setup | you cannot survive long enough to cast twice |
Divine Glaive | percentage Magic Penetration | frontliners buy Magic Defense | the enemy is still low-resistance and tempo items are stronger |
Winter Crown | HP, cooldown reduction, and two seconds of stasis | one assassin or burst combo owns the fight | the enemy cannot reach you and damage is the only missing piece |
Arcane Boots | early Magic Power and Magic Penetration | you can punish lane and first rotations | chain control demands Tough Boots or utility boots |
Glowing Wand | burn, anti-heal, HP, and movement speed | frontliners heal or hold long objective entrances | the enemy has no sustain and a faster burst spike decides fights |
Genius Wand | flat penetration and repeated Magic Defense reduction | your team stacks magic damage and can keep the shred active | the enemy already has heavy Magic Defense and Divine Glaive is required |
Equipment effects from 30 in-game long-press tooltips.
Atlas supplies the grouped crowd control Vexana wants; Beatrix converts the same forced zone into burst; Aldous can capitalize on targets revealed or displaced by the control chain.
These assassins bypass slow front-to-back fights and can remove Vexana before her second cast. Offset from the carry, preserve Flicker or Purify, and buy Winter Crown when one dive decides every objective.
Backline damage heroes dislike layered control in a fixed corridor. Gloo and other frontliners also give Cursed Blast and the Guard a stable target, but Vexana still needs protection from flanks.
Pharsa overlaps long-range magic damage without supplying the reliable first contact Vexana needs. Avoid stacking fragile backline mages unless the rest of the draft has strong engage and peel.
| HP | 2380 | HP Regen | 7.6 | Physical ATK | 112 |
|---|---|---|---|---|---|
| Physical DEF | 17 | Attack Speed | 1 | Attack Speed Ratio | 100% |
| Mana | 500 | Mana Regen | 4 | Magic DEF | 15 |
| Magic Power | 0 | Movement SPD | 250 | Role | Mage |
Level-one stats without equipment, Emblem, skin, or match modifiers.
Shimmer of Hope is the base appearance. Eight exact Vexana cards were accepted from the complete Shop search. Direct Diamond prices are listed only where Purchase was visible; event, seasonal, and Starlight rows are availability notes rather than guaranteed permanent offers.
| Preview | Skin | Tag | Observed availability |
|---|---|---|---|
![]() | Eternal Vows | EPIC | 899 Diamonds / Purchase |
| Lucent Beacon | — | 269 Diamonds / Purchase | |
![]() | Sanguine Rose | EPIC | Limited-time Event |
![]() | Cursed Shackle | S12 | Season 12 |
![]() | Circus Magician | STAR | 12/2022 StarLight Member |
![]() | The Sun Empress | COLLECTOR | Limited-time Event |
![]() | Twisted Fairytale | ZENITH | Limited-time Event |
![]() | Twilight Star | THE ASPIRANTS | Limited-time Event |
Princess Vexana Gaius leaves the warm, opulent Moniyan capital for a political marriage in the southern hinterlands. The journey ties her to Necrokeep and to the duty of protecting a land defined by death and isolation. That identity fits her gameplay: she is not a reckless initiator, but a young duchess who turns a hostile battlefield into controlled ground for her allies.
Arcane Boots, Glowing Wand, Lightning Truncheon, Divine Glaive, Holy Crystal, and Blood Wings were common in the observed top rows. Replace a damage slot with Winter Crown when dive is the real threat.
Mage Emblem with Agility, Wilderness Blessing, and Impure Rage is the safe rotation default. Rupture is the penetration alternative when movement speed is less important.
Flicker is the default for repositioning a low-mobility mage. Purify is better when one control chain can stop Eternal Guard or prevent the follow-up spells.
In teamfights, use Eternal Guard into grouped enemies, cover the exit with Cursed Blast, then catch the forced movement with Deathly Grasp. In lane, confirm Deathly Grasp before the delayed blast.
Mobile assassins such as Saber, Aamon, and Karina can cross the front line and kill her before the second cast. Multi-angle dive is more dangerous than one visible tank.
Her buttons are readable and wave clear is forgiving, but good results depend on predicting movement. Learn to follow allied control and stand one layer behind the engager.
Vexana is a strong choice for players who prefer follow-up control, wave pressure, and objective-zone punishment. She looks best when a teammate starts first and enemies must cross one predictable exit. Max Cursed Blast, preserve the Guard landing for meaningful crowd control, use Flicker or Purify to protect the cast, and adapt the last damage slot before an assassin decides the game. For related plans, compare the Atlas guide, Gord guide, and Nana guide.
Top up Mobile Legends: Bang Bang safely on ManaBuyCopyright © FUTURE OUTLOOK TECHNOLOGY LIMITED.Company Registration No.: 77374965 All rights reserved.UNIT 135,1/F.,143 WAI YIP STREET,KWUN TONG HK