Mid-lane mage who pulls a whole team into one AoE detonation
MageMid LaneDeals magic
Vale is a mid-lane mage who controls space with a three-part wind kit: Wind Blade pokes from range, Windblow knocks enemies airborne into a lingering damage zone, and Windstorm drags anyone nearby into its center for 1.6 seconds before detonating for enormous magic burst. Windtalk's permanent move-speed stacks reward him for staying aggressive after every kill or assist.
Difficulty
Moderate
Specialities
BurstCrowd Control
Windstorm's 1.6-second pull-then-detonate window rewards precise prediction of enemy movement, but Vale has no dash to bail out if the read is wrong.
Beaten by
106 hard
Strong into
1
Best duos
10
Builds
3
At a glance
Damage
7 of 10
Durability
4 of 10
Crowd Control
9 of 10
Mobility
3 of 10
Utility
5 of 10
Rated against the whole roster, not against their own class.
When Vale is strong
Attributes
Damage
7
Durability
4
Crowd Control
9
Mobility
3
Utility
5
Strengths
Windblow knocks enemies airborne and leaves a lingering whirlwind, giving him some of the widest zone-control CC in the mage class
Windstorm's 1.6-second pull drags a clustered enemy team into one spot before detonating for up to 1000-1400 (+200% magic power) burst damage
Windtalk stacks permanent move speed on every kill or assist, letting him snowball into a fast-roaming threat once ahead
Wind Blade's dual blades cover a wide arc on both sides of the target point, making it hard to sidestep entirely at close-mid range
Weaknesses
No dash or blink of his own — once Windblow and Windstorm are both on cooldown he has zero personal escape
Windstorm telegraphs for a full 1.6 seconds before detonating, giving alert enemies a window to simply walk out of the ring
Windtalk's move-speed stacks require kills or assists to build, so a losing lane leaves him with no mobility bonus at all
Squishy like any mage — a single burst combo landing on him before his own combo is ready ends the fight instantly
Skills
Level Windblow first for the crowd control and its shorter cooldown, max Wind Blade second for poke damage, and take Windstorm at levels 4, 8 and 12.
Passive
Windtalk
BuffSpeed Up
Vale gains 1 stack of Windtalk each time he gets a kill or an assist that increases his Movement Speed by 8. This effect can stack up to 10 times.
Always active — no cooldown
What the terms mean(1)
Movement Speed
Movement Speed on the battlefield. Usually Calculated and Actual Movement Speed is equal. But when Movement Speed is below 230 or over 420 both Slowdown and Speedup Effect will decay.
Skill 1
Wind Blade
AOE
Vale unleashes two wind blades toward the left and right of a target area. each dealing 250–450 (+80% Total Magic Power) Magic Damage.
Cooldown
6s
Mana
60 → 85
Spell vamp
50%
What the terms mean(1)
Magic Damage Skill
Deal Magic DMG to enemies. Triggers Spell Vamp.
Skill 2
Windblow
CCAOE
Vale sends a whirlwind in the target direction, dealing 300–400 (+80% Total Magic Power) Magic Damage to enemies hit and knocking them airborne for 1 second (each enemy can only be knocked airborne 1 time). When the whirlwind reaches its destination, t will remain for 1.6 seconds while continuously dealing a total of 200–400 (+80% Total Magic Power) Magic Damage to enemies in range.
Cooldown
10s
Mana
90 → 115
Spell vamp
50%
What the terms mean(1)
Movement Speed
Movement Speed on the battlefield. Usuall
Ultimate
Windstorm
CCAOE
Vale summons a windstorm at the target location, dealing a total of 150–300 (+30% Total Magic Power) Magic Damage to enemies in the area and slowing them by 20% while continuously pulling them into its center. After 1.6 seconds, the windstorm will explode, dealing 1000–1400 (+200% Total Magic Power) Magic Damage. The remaining whirlwinds will also be pulled into the center.
Cooldown
40s
Mana
150 → 250
Spell vamp
50%
What the terms mean(1)
Magic Damage Skill
Deal Magic DMG to enemies. Triggers Spell Vamp.
Signature combo
Wind Blade to poke and confirm a hit → Windblow to knock the target airborne and hold them in the lingering whirlwind → Windstorm centered on the same spot to pull them and anyone nearby into the 1.6-second detonation.
Vale builds
Core items in buy order, with the emblem, talents and battle spell that go with them.
Burst Poke Mage
7,970g total
Default pick for a standard mid-lane matchup where you can farm safely and poke before committing to a combo.
The 'Flicker combo' — blinking in right as a hook or stun lands, or blinking out the instant an enemy ultimate is cast — is the single most common high-elo outplay moment in the game.
Swap in when needed
Ice Queen Wand — Stacking slow denies dash-heavy assassins like Lancelot or Ling the speed they need to close on you before Windstorm goes off.
Divine Glaive — Scaling penetration keeps Windstorm's burst relevant once the enemy stacks magic defense.
Winter Crown — Negates a burst combo aimed at you during Windstorm's exposed 1.6-second cast.
Vale Burst Poke Mage build: Arcane Boots, then Lightning Truncheon, then Holy Crystal, then Genius Wand.
Aggressive Roam Snowball
7,070g total
When you're ahead and want to use Windtalk's move-speed stacks to roam and secure kills across the map.
Unlike Purify, Sprint does nothing against stuns or roots already applied — it only prevents future slows and outruns melee threats, so it's best on heroes who aren't the primary CC target.
Swap in when needed
Starlium Scythe — Magic Power and 10% Cooldown Reduction, plus Crisis adding True Damage and a 40% slow to the Basic Attack after every Windstorm.
Divine Glaive — Penetration once the enemy backline starts building magic defense to survive your roams.
Winter Crown — Insurance against a counter-gank while you're out of position roaming.
Vale Aggressive Roam Snowball build: Demon Shoes, then Lightning Truncheon, then Genius Wand, then Blood Wings.
Anti-Dive Safe Mid
8,010g total
Against an enemy jungler or assassin who is diving mid lane repeatedly before your items come online.
Purify does not clear suppression (e.g. Franco's Bloody Hunt or Khufra's ultimate) — a common mistake is trusting it to escape a hook combo it can't actually cleanse.
Swap in when needed
Winter Crown — Negates the exact burst window assassins look for while Windstorm is charging.
Athena's Shield — Flat magic damage reduction blunts a single burst combo aimed at you.
Guardian Helmet — 1820 flat HP and Defender's heal-back on a burst opener when the enemy jungler is snowballing kills on you.
Vale Anti-Dive Safe Mid build: Tough Boots, then Holy Crystal, then Ice Queen Wand, then Lightning Truncheon.
Who counters Vale
The heroes that make this matchup hard, and the mechanic that does it.
Cast Windblow into brush or fog of war to knock back divers before they ever reach melee range on you
2
Land Wind Blade first to confirm a hit, then chain into Windblow's knockup so Windstorm's pull has a guaranteed anchor point
3
Center Windstorm on ground allies have already slowed or stunned so the target physically cannot walk out during the 1.6-second charge
4
Use Windtalk's stacking speed to roam and pick off isolated enemies once you're ahead rather than staying parked in mid lane
5
Save Windstorm for when at least two enemies are grouped — its 40-second cooldown is too long to spend on a single target
Vale — common questions
Is Vale good for beginners?
He's a moderate-difficulty mage — landing Windblow and Windstorm on moving targets takes practice, but his combo order is straightforward compared to dash-chain mages, so newer players can get reasonable value fairly quickly.
What is the best build for Vale?
Arcane Boots into Lightning Truncheon, Holy Crystal and Genius Wand covers cooldown, raw burst, and penetration for most games; swap in Ice Queen Wand or Winter Crown depending on whether the enemy has dash-heavy assassins or a burst dive threat.
Which heroes counter Vale?
Gloo is the hardest counter since Grab, Grab attaches him to Vale and transfers the damage he takes onto him, and no knockup or pull shakes him off; Natalia and Lancelot also punish him hard by closing the gap before his telegraphed combo can land.
How do you land Vale's ultimate Windstorm?
Cast it on a spot enemies have already been slowed or stunned in — since it deals its main damage only after a 1.6-second pull, targets with no way to walk out during that window are the only guaranteed hits.