Vale Matchups

Stats for mythic rank, last 7 days — third-party aggregation, not an official Moonton figure.

Written by EllieAnth — playing MLBB since 2017 (9+ years), peak rank Mythical Immortal, 1126 stars.

A breakdown of the 10 matchups that decide Vale games — why each one leans the way it does, what it costs you in lane, and how to play it.

Overview

What decides Vale's matchups

Vale's matchups hinge entirely on his ability to land the crowd control chain of Windblow into Windstorm. Setting up Windblow to knock targets airborne for a full second guarantees that Windstorm can pull enemies into its center and detonate its massive burst damage before they escape, while Wind Blade adds precise follow-up poke. Conversely, opponents aggressively punish Vale's fragile durability and complete lack of defensive dashes. Before he can secure kills or assists to stack Windtalk for extra Movement Speed, any enemy capable of dodging Windblow can easily close the distance and eliminate him during his skill cooldowns.

Hard counters 2

These heroes have a structural edge over you: their kit directly shuts down the tools you rely on. Winning the lane outright is rarely the plan — the goal is to limit mistakes, give up as little tempo as possible, and look for value somewhere else on the map.

Gusion

Hard counters

  • mobility advantage
  • skillshot evasion
  • burst timing

Why this matchup leans

Gusion neutralizes Vale through rapid directional dashes that completely invalidate stationary skillshot setups. When Vale attempts his burst sequence, Windstorm requires a 1.6-second delay before exploding, leaving a massive window for Gusion to cast Incandescence and escape the suction area. Furthermore, Sword Spike allows Gusion to dash directly behind Vale while uninterrupted during movement, completely bypassing the linear knocked-airborne path of Windblow. Vale relies on locked zone control, but Gusion's rapid cooldown resets force Vale to spend defensive skills without landing damage.

Lane impact

In the Mid Lane, Vale is forced into a defensive posture because using Windblow to clear minion waves leaves him completely defenseless. Sensing that Windblow is on cooldown, Gusion can mark Vale with Sword Spike and unleash a full Shadowblade Slaughter combination refreshed by Incandescence. This constant threat deprives Vale of wave priority, preventing him from roaming to secure the kills and assists needed to stack his Windtalk passive. Consequently, Vale surrenders early objective control around the Turtle while Gusion dictates map tempo.

How to play it

Vale must clear minion waves strictly with Wind Blade from maximum range while holding Windblow as a self-peel reaction tool. Never drop Windstorm proactively; hold it until Gusion spends Incandescence or misses Sword Spike. If Gusion hits Sword Spike and re-activates it, throw Windblow directly onto your own location so Gusion flies straight into the airborne knockout upon arrival. When trades are impossible, yield early priority, focus on surviving, and rely on backline positioning during major teamfights to safely stack Windtalk.

Kadita

Hard counters

  • control immunity
  • untargetability
  • burst negation
  • lane priority

Why this matchup leans

Kadita structurally counters Vale because her mobility and invulnerability mechanics nullify his high-damage combo. When Vale tries to set up with Windblow, Kadita can activate Ocean Ode to gain Control Immunity and 50% Damage Reduction, completely ignoring the knockup. If caught inside Windstorm, she can immediately cast Rough Waves to enter an untargetable underground state before the 1.6-second explosion detonates. Furthermore, her passive Thalassophobia restores 65% of lost health after taking damage, rendering Vale's Wind Blade poking ineffective and forcing him to waste crucial cooldowns.

Lane impact

In the Mid Lane, Vale loses wave control early because contesting the minion wave exposes him to Kadita's aggressive trades. If Vale uses Windblow to clear minions, Kadita immediately punishes him with an Ocean Ode slide into Breath of the Ocean, knocking Vale airborne without fear of retaliation. This constant threat pins Vale under his turret, forfeiting river control and leaving him late to early Turtle contests. Without kills or assists to stack Windtalk, Vale's low mobility severely hinders his ability to match Kadita's deadly side lane ganks.

How to play it

Vale must refrain from casting Windstorm until Kadita has already committed Rough Waves or Ocean Ode. Use Wind Blade strictly from long range to clear waves without overextending, holding Windblow as a disengage tool rather than an offensive opener. Track the thirty-second internal cooldown of Thalassophobia so you only execute full trades when her passive heal is down. If Kadita leaves the lane, immediately signal your team and clear the Mid Lane quickly to accumulate passive Windtalk movement speed stacks from secondary skirmishes rather than fighting her directly.

Unfavorable 3

You are behind in this matchup but not helpless. These opponents punish specific mistakes rather than dominating every exchange, so precise cooldown tracking and patient trading keep you in the game.

Zetian

Unfavorable

  • global vision
  • crowd control
  • burst denial
  • kiting mobility

Why this matchup leans

Vale relies on ambush setups and linear crowd control to lock targets inside Windstorm, but Zetian's kit systematically counters his win condition. Her global ultimate, Fury of the Phoenix, grants map-wide vision that strips away Vale's element of surprise, while stunning him for one second to disrupt his combo timing. Additionally, the extra movement speed Zetian gains while casting Phoenix Strike makes her difficult to catch with Windblow, forcing Vale to spend his high-cooldown control spells standardly rather than securing decisive burst kills.

Lane impact

During the laning phase, Zetian controls the Mid Lane momentum by continuously casting Phoenix Strike, which allows her to clear waves while remaining mobile enough to sidestep Wind Blade. If Vale mispositions or misses Windblow, Zetian punishes him with Phoenix Descent, reducing his Magic Defense by ten percent while applying a heavy fifty percent slow. This forces Vale to trade HP or deplete his mana defensively, delaying his Windtalk movement stacks and forcing him to yield early rotations toward side lanes and major objectives.

How to play it

To survive against Zetian, Vale must track the activation of Fury of the Phoenix and refrain from hiding in unlit bushes when her ultimate is available. Instead of initiating with Windblow on Zetian directly, Vale should wait for her to lock herself into casting consecutive waves of Phoenix Strike, or wait until her passive Celestial Robe shield is down. Win conditions shift toward peeling for teammates during teamfights, placing Windstorm on pre-controlled choke points rather than attempting risky solo assassinations against her global utility.

Nana

Unfavorable

  • cheat death passive
  • burst denial
  • crowd control

Why this matchup leans

Vale relies on his Windblow airborne lift into Windstorm to execute targets within a single burst window. Nana completely counters this win condition through Molina's Gift, which triggers on fatal damage to cleanse all debuffs, make her invincible, and grant movement speed. Even if Vale lands a perfect Windblow and Windstorm combo, Nana survives for free, burning Vale's major ultimate cooldown without dying. Additionally, Nana's Molina Smooch prevents Vale from stepping forward to set up his skills, penalizing his short-range windup with a 25% Magic Defense reduction and transformation.

Lane impact

In the Mid Lane, Nana neutralizes Vale's wave control by pushing safely using Magic Boomerang while dropping Molina Smooch near the creep wave to deny Vale aggressive positioning. Because Vale must respect the transformation field, he cannot freely walk up to cast Wind Blade or Windblow on the minion wave without taking a counter-trade from Molina Blitz. This forces Vale to clear waves defensively under tower or burn excess mana, allowing Nana to secure early Mid Lane priority and rotate first to assist with Turtle setups or side-lane ganks.

How to play it

Vale must avoid committing Windstorm to Nana while Molina's Gift is off cooldown. Instead of attempting to solo burst her, use Wind Blade to poke from maximum range and force her to spend Magic Boomerang on minion waves. Wait for allies to pop Molina's Gift before committing full skill rotations, or redirect your Windblow and Windstorm combination toward enemy heroes who lack invincibility passives. Track the 150-second cooldown of Molina's Gift rigorously, and never step into Molina Smooch's chasing radius while setting up ambushes.

Alice

Unfavorable

  • blink escape
  • delayed burst
  • sustained drain
  • crowd control

Why this matchup leans

Flowing Blood gives Alice a reliable blink escape that completely negates the 1.6-second delay on Vale's Windstorm. Although Windstorm continuously pulls targets into its center, Alice can cast her blood sphere and reactivate it to instantly teleport outside the burst zone. Once Alice closes the gap with Blood Ode active, her continuous health drain combined with the immobilize from Blood Awe heavily punishes Vale's fragile durability. Vale is consequently forced to burn Windblow defensively to disrupt her approach, sacrificing his primary offensive setup tool.

Lane impact

During early laning, Vale holds a slight clearing advantage by hitting Minions safely with Wind Blade. However, as Alice gains levels to scale Blood Ancestry, her mana sustain and health recovery allow her to shrug off poke. Once Alice unlocks Blood Ode, she can cast Flowing Blood directly into Vale's wave to initiate trades. Vale loses control of Mid Lane priority whenever Alice threatens this dive, reducing his ability to roam to side lanes and secure early Windtalk stacks from objective skirmishes.

How to play it

Never drop Windstorm on Alice until her Flowing Blood sphere has already been reactivated or expired, as she will easily teleport out before the final detonation. Focus on chipping her down with Wind Blade from absolute maximum range to force her to drain mana maintaining Blood Ode. When Alice projects Flowing Blood forward, hold Windblow to knock her airborne the exact moment she teleports. If caught inside Blood Awe, disengage immediately using your accumulated Windtalk movement speed rather than fighting inside her drain.

Skill matchups 2

Close matchups decided by execution on both sides. The player who reads cooldowns better, spaces more cleanly and picks the right moment to commit takes the lane — neither kit wins on paper.

Eudora

Skill matchups

  • cast range
  • target lock
  • burst window

Why this matchup leans

This matchup hinges on execution range and target acquisition speed. Eudora holds a structural edge in direct lock-on reliability because Ball Lightning guarantees a stun without aiming, instantly setting up Superconductor for devastating followup from Forked Lightning and Thunder's Wrath. Conversely, Vale depends entirely on landing skillshots; his knockup from Windblow and suction from Windstorm require precise prediction. If Vale steps inside Eudora's cast range without first disabling her, Ball Lightning forcefully interrupts his spell casting before his delayed windstorm explosion can resolve, forcing him to respect her immediate burst zone.

Lane impact

During the laning phase, Vale enjoys superior wave-clearing range using Wind Blade and Windblow from beyond Eudora's spell reach. However, Eudora exerts heavy choke point control by ambushing from unlit bushes. If Vale attempts to clear waves aggressively near the river center, Ball Lightning instantly locks him down for a full trade, burning his health pool before he can react. This restricts Vale's ability to roam freely for early Turtle contests, forcing him to clear waves from max range and wait for passive stacks from Windtalk before committing to team fights.

How to play it

To win trades, Vale must track the availability of Ball Lightning before stepping into vision. Use Wind Blade to chip away at Eudora's health pool from extreme range, forcing her to consume her mana on wave clear. Never initiate with Windstorm unless Windblow has already confirmed the knockup airborne status. If Eudora expends Ball Lightning on a frontline ally, immediately cast Windblow into Windstorm on her static position. Capitalize on movement speed from Windtalk to outmaneuver her skillshots, transforming your longer spell range into teamfight supremacy.

Vexana

Skill matchups

  • crowd control
  • burst execution
  • skillshot timing
  • mobility check

Why this matchup leans

This matchup is a pure skill-based encounter between two fragile area-of-effect mages. Vexana relies on landing Deathly Grasp to terrify Vale, allowing her to easily land Cursed Blast or initiate with Eternal Guard. Conversely, Vale capitalizes on Vexana's complete lack of mobility by catching her with Windblow. Once Vexana is airborne, she cannot avoid the centered pull and catastrophic delayed explosion of Windstorm, followed by Wind Blade. Whichever mage fails their primary crowd control skill first surrenders total lane control and immediate kill pressure.

Lane impact

During early laning, Vexana typically holds the initiative because Cursed Blast paired with Nether Touch triggers chain explosions that instantly clear minion waves. This forces Vale to deplete his mana pool using Wind Blade and Windblow just to keep pace with wave management. If Vale steps out of position to trade, Vexana can intercept him with Deathly Grasp, locking him down for an Eternal Guard drop. Consequently, Vale must forfeit early rotations to major objectives like the Turtle until he gathers movement speed from Windtalk.

How to play it

As Vale, your main objective is baiting out Deathly Grasp before committing your entire spell rotation. Sidestep her projectile, then immediately counter with Windblow to knock Vexana airborne while she is locked in her casting animation. Follow up instantly by dropping Windstorm directly beneath her and sweeping Wind Blade across the center to guarantee lethal damage before she can react. If Vexana opens with Eternal Guard, use the extra mobility gained from Windtalk stacks to disengage from her summon, resetting the fight until her crowd control expires.

Favorable 2

Your kit has the edge here. These are the matchups where you should look to build a lead early and convert it, rather than playing for scaling.

Hanabi

Favorable

  • shield breaking
  • burst damage
  • mobility check

Why this matchup leans

Hanabi relies entirely on Ninjutsu: Equinox to gain a shield and maintain crowd control immunity, but Vale's high magic scaling easily strips this barrier away. A single cast of Wind Blade or the initial continuous damage ticks from Windstorm shred Hanabi's temporary shield in milliseconds, immediately stripping away her control immunity and exposing her to the airborne knockup of Windblow. Without any innate mobility dash to escape the inward pull of Windstorm, Hanabi is forced to consume her defensive active early, leaving her completely defenseless against Vale's ultimate explosion.

Lane impact

Rapid wave clearing in the Mid Lane using Wind Blade and Windblow allows Vale to rapidly unlock rotation windows toward Hanabi's lane. Because Hanabi relies on Ninjutsu: Petal Barrage to bounce damage across minions, she naturally pushes her lane and overextends without defensive mobility. Bonus movement speed gained through Windtalk allows Vale to flank her continuously before she can react. This constant rotation pressure forces Hanabi to abandon wave control and retreat under her tower, giving Vale's team total freedom to secure the Turtle and dominate map tempo.

How to play it

Avoid opening fights with your full ultimate combo while Hanabi maintains an active shield from Ninjutsu: Equinox. Instead, chip her down from long range using Wind Blade to strip her shield and forfeit her crowd control immunity. Once her barrier breaks, immediately cast Windblow to launch her airborne, following up instantly with Windstorm centered on her location. If she tries to counter-engage with Forbidden Jutsu: Higanbana, leverage the passive speed from Windtalk to sidestep the projectile before executing your full burst sequence.

Gord

Favorable

  • channel interrupt
  • immobility punish
  • burst window

Why this matchup leans

Gord relies on channeling Mystic Gush to deliver his primary damage, which requires him to remain virtually stationary. This static positioning makes him the perfect target for Vale's Windblow, which delivers a guaranteed 1-second knockup that cancels Gord's channel momentum and locks him in place. Because Gord lacks any baseline mobility abilities, he cannot escape the 1.6-second delay before Windstorm detonates. Additionally, Vale's Windtalk passive grants scaling movement speed, enabling Vale to easily dodge the bouncing trajectory of Mystic Projectile during neutral trades.

Lane impact

During the early laning phase, Gord holds an initial wave-clear advantage by layering Mystic Injunction over minion waves and zoning with Mystic Projectile. Vale is forced to play defensively, spending Wind Blade to farm from a safe distance to prevent triggering Gord's Mystic Favor true damage passive. However, the balance flips completely once Vale unlocks Windstorm. Gord loses the freedom to clear waves aggressively because standing still to channel Mystic Gush invites an immediate fatal burst combo, granting Vale full mid lane priority and room to rotate toward side lanes.

How to play it

Hold Windblow until Gord commits to casting Mystic Projectile or begins channeling Mystic Gush. Sidestep the bouncing stun orb using your mobility, then immediately launch Windblow at Gord while he is locked in his ultimate animation. Instantly place Windstorm directly on top of him to drag his whirlwinds into the center, finishing the sequence with Wind Blade. If Gord plays defensively from maximum range, refrain from straightforward approaches. Utilize vision gaps and bush positions to catch him off guard, snowballing your Windtalk movement speed stacks off early assists.

Best allies 1

Heroes whose kit compounds with yours. Drafting alongside them turns your individual strengths into a coordinated threat.

Tigreal

Best allies

  • crowd control chain
  • area burst
  • combo synergy

Why it works

Tigreal sets up devastating cluster opportunities with Implosion, gathering multiple targets into a concentrated spot while stunning them for two seconds. This stationary, tightly grouped setup completely eliminates the positioning delay of Vale's ultimate, Windstorm, ensuring its high-scaling delayed explosion hits every trapped target. Furthermore, Tigreal's Sacred Hammer push and airborne follow-up extend the crowd control chain, layering perfectly with Vale's Windblow whirlwind and Wind Blade burst. In return, Vale secures quick eliminations to stack Windtalk, converting Tigreal's frontline engagements into permanent movement speed that lets Vale maintain optimal positioning behind his tank.

Lane impact

When Tigreal roams into Mid Lane, his ability to manipulate enemy positioning with Sacred Hammer forces opposing laners to respect the river bushes. Tigreal initiates near neutral objectives like the Turtle or Lord by zoning with Attack Wave and charging in, forcing enemy formations to scatter or get caught together. The moment Tigreal pulls off a multi-man Implosion, Vale can drop his entire burst sequence from complete safety, clearing both enemy heroes and waves instantly. This lethal combination forces opponents to abandon outer turrets, giving Vale total freedom to follow Tigreal's rotations across the map.

How to play it

Execution relies entirely on patient delay from Vale. Tigreal must always initiate first, charging with Sacred Hammer to displace targets before casting Implosion to lock them down. Vale must never pre-cast Windstorm on a moving target; instead, wait until Tigreal's Implosion animation begins pulling enemies to the center. Once trapped, place Windstorm directly over the crowd, follow immediately with Windblow to extend the knockup duration, and clean up with Wind Blade. Prematurely casting Windblow before Tigreal finishes grouping enemies will push them out of range, ruining the combo.

Matchup relationships for 3 of these pairings come from the game's own hero data; the rest are selected from the heroes you actually meet in this lane. All written analysis is AI-generated from both heroes' ability kits and reviewed automatically for accuracy — it describes kit interactions, not live win rates.