Normal skill order: R > E > W > Q.
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 3,200
- Price
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
Situational itemstop 12
- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
44.69%- Total Price
- 3,200
- Price
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
44.41%- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
44.28%- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
44.85%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
47.19%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
45.03%- Total Price
- 3,000
- Price
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
42.34%- Total Price
- 2,850
- Price
- 400
+75 Ability Power +350 Health +15 Ability Haste Grievous Wounds: Dealing magic damage to champions applies 40% Wounds for 3 seconds.
44.62%- Total Price
- 3,000
- Price
- 200
+75 Ability Power +30% Magic Penetration +20 Ability Haste Life from Death When a champion that you damaged within 3 seconds dies, a nova spreads from their corpse that heals.
45.93%- Total Price
- 2,200
- Price
- 500
+25 Ability Power +200 Health +20 Ability Haste +125% Base Mana Regen Starlit Grace Healing or shielding an ally chains the effect to another ally (excluding yourself), healing 30% or shielding 35% of the original amount.
48.19%- Total Price
- 2,800
- Price
- 700
+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.
45.38%- Total Price
- 2,900
- Price
- 450
+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.
48.22%Starting items
- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
44.24%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
44.24%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
45.80%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
53.03%- Total Price
- 400
- Price
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
53.03%- Total Price
- 900
- Price
- 50
+20 Ability Power +100% Base Mana Regen +10 Ability Haste
53.03%Core items
- Total Price
- 2,200
- Price
- 500
+25 Ability Power +200 Health +20 Ability Haste +125% Base Mana Regen Starlit Grace Healing or shielding an ally chains the effect to another ally (excluding yourself), healing 30% or shielding 35% of the original amount.
- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Total Price
- 2,250
- Price
- 850
+200 Health +8% Heal and Shield Power +75% Base Mana Regen +300 Mana Harmony Gain % Heal and Shield Power. Manaflow (8s, max 5 charges) Landing Abilities grants 4 max Mana (doubled vs. champions). Transforms into Diadem of Songs at 360 max Mana.
- Total Price
- 2,200
- Price
- 500
+25 Ability Power +200 Health +20 Ability Haste +125% Base Mana Regen Starlit Grace Healing or shielding an ally chains the effect to another ally (excluding yourself), healing 30% or shielding 35% of the original amount.
- Total Price
- 2,250
- Price
- 850
+200 Health +8% Heal and Shield Power +75% Base Mana Regen +300 Mana Harmony Gain % Heal and Shield Power. Manaflow (8s, max 5 charges) Landing Abilities grants 4 max Mana (doubled vs. champions). Transforms into Diadem of Songs at 360 max Mana.
- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Total Price
- 2,200
- Price
- 500
+25 Ability Power +200 Health +20 Ability Haste +125% Base Mana Regen Starlit Grace Healing or shielding an ally chains the effect to another ally (excluding yourself), healing 30% or shielding 35% of the original amount.
- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Total Price
- 2,200
- Price
- 700
+45 Ability Power +10% Heal and Shield Power +125% Base Mana Regen +4% Move Speed Sanctify Healing or Shielding an ally enhances you both for 6 seconds, granting +25% Attack Speed and 20 magic damage On-Hit.
Situational itemstop 12
- Total Price
- 2,200
- Price
- 500
+25 Ability Power +200 Health +20 Ability Haste +125% Base Mana Regen Starlit Grace Healing or shielding an ally chains the effect to another ally (excluding yourself), healing 30% or shielding 35% of the original amount.
55.55%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
55.59%- Total Price
- 2,250
- Price
- 850
+200 Health +8% Heal and Shield Power +75% Base Mana Regen +300 Mana Harmony Gain % Heal and Shield Power. Manaflow (8s, max 5 charges) Landing Abilities grants 4 max Mana (doubled vs. champions). Transforms into Diadem of Songs at 360 max Mana.
56.46%- Total Price
- 2,200
- Price
- 700
+45 Ability Power +10% Heal and Shield Power +125% Base Mana Regen +4% Move Speed Sanctify Healing or Shielding an ally enhances you both for 6 seconds, granting +25% Attack Speed and 20 magic damage On-Hit.
56.13%- Total Price
- 2,300
- Price
- 850
+30 Ability Power +15 Ability Haste +100% Base Mana Regen +10% Heal and Shield Power Intervention Restore 150 - +350 Health to allied units and deal 10% max Health true damage to enemy champions after 2.5 seconds.
55.52%- Total Price
- 2,200
- Price
- 500
+35 Ability Power +200 Health +20 Ability Haste +125% Base Mana Regen Soul Siphon Gain 35% of pre-mitigation damage dealt to champions as Soul Charges. Healing or Shielding an ally consumes all Soul Charges to restore Health.
54.08%- Total Price
- 2,500
- Price
- 450
+45 Ability Power +16% Heal and Shield Power +100% Base Mana Regen First Light Gain +2% Heal and Shield Power and +10 Ability Power per +100% Base Mana Regen .
57.47%- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
51.11%- Total Price
- 2,250
- Price
- 800
+35 Ability Power +10% Heal and Shield Power +125% Base Mana Regen +10 Ability Haste Rapids Healing or Shielding an ally grants you both +40 Ability Power and +15 Ability Haste for 6 seconds.
57.87%- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
49.78%- Total Price
- 2,850
- Price
- 400
+75 Ability Power +350 Health +15 Ability Haste Grievous Wounds: Dealing magic damage to champions applies 40% Wounds for 3 seconds.
51.09%- Total Price
- 2,200
- Price
- 400
+50 Ability Power +15 Ability Haste +4% Move Speed +125% Base Mana Regen Inspiring Speech Grant nearby allies +30% Move Speed for 4 seconds.
53.97%Starting items
- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
56.47%- Total Price
- 400
- Price
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
56.47%- Total Price
- 900
- Price
- 50
+20 Ability Power +100% Base Mana Regen +10 Ability Haste
56.47%- Total Price
- 400
- Price
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
56.34%- Total Price
- 900
- Price
- 50
+20 Ability Power +100% Base Mana Regen +10 Ability Haste
56.34%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
51.38%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
51.38%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Your or allies' heals and shields on yourself, or your heals and shields on allies, grant the target 30 – 60 (based on level) bonus armor and bonus magic resistance for 3 seconds. View augment details | Prismatic | T1 | 62.92% | 6.53% | 747 |
获得【米凯尔的祝福】。将【米凯尔的祝福】的冷却时间缩减至45秒。使用【米凯尔的祝福】的主动效果时,对附近的友军施放一道光波,清除其限制和定身效果,回复?生命值,并且提供持续3秒的65%韧性。 View augment details | Prismatic | T1 | 57.30% | 5.44% | 623 |
Alternate between automatically casting a modified version of Sona's Aria of Perseverance and modified Song of Celerity , with the former being cast first (10 second cooldown). Aria of Perseverance: Heal yourself for 60 (+ 60% AP) and send out a tone to the most wounded allied champion within 1000 units that heals them for the same amount. Additionally, generate an aura that grants you and tagged allied champions a 80 (+ 40% AP) shield for 1. 5 seconds. Song of Celerity: Gain 30% bonus movement speed for 7 seconds. If you take damage during this time, the duration ends prematurely once or if 3 seconds have elapsed. Additionally, generate an aura that grants tagged allied champions 20% bonus movement speed for 3 seconds. View augment details | Gold | T1 | 55.69% | 16.11% | 1,844 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks). View augment details | Gold | T1 | 54.68% | 5.51% | 631 |
Granting a heal or shield to an allied champion blesses them for 8 seconds. Whenever a blessed ally damages an enemy champion, you generate a stack of Devotion , stacking up to 50 times. Upon reaching maximum stacks, you unleash a shockwave that deals 50 – 300 (based on level) (+ 750% heal and shield power) magic damage to nearby enemies. Enemy champions damaged below a percentage of their maximum health equal to 25% of your heal and shield power are executed . View augment details | Prismatic | T1 | 53.82% | 7.66% | 877 |
Granting a buff , heal , or shield to your ally deals 30 – 150 (based on level) true damage to enemies within 450 units of them and slows targets by 30% for 2 seconds (2 second cooldown). View augment details | Silver | T1 | 53.49% | 10.64% | 1,217 |
Grants 20% heal and shield power . View augment details | Silver | T1 | 52.63% | 19.09% | 2,185 |
Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . View augment details | Gold | T1 | 52.62% | 14.20% | 1,625 |
Replace a summoner spell with Empyrean Promise's Vigilance active. Additionally, gain 15% heal and shield power . Active - Vigilance: After a 0. 25 -second delay, dash to the current location of the target allied champion and gain a 100 – 250 (based on level) (+ 100% AP) (+ 10% bonus health) shield for 3 seconds. Upon arrival, grant the ally the same shield (20 second cooldown; 2000 range). View augment details | Prismatic | T1 | 52.47% | 4.60% | 526 |
Your heals and shields on allied champions are increased in effectiveness by 30%. View augment details | Gold | T1 | 52.36% | 18.33% | 2,097 |
Automatically cast a modified version of Ahri's Fox-Fire , gaining 25% bonus movement speed that decays over 2 seconds and conjuring 3 flames that orbit you clockwise for up to 2. 5 seconds at a radius of 150 units. The flames will fly toward the nearest visible enemy champion within 550 units, dealing 35 – 160 (based on level) (+ 25% bonus AD (+ 25% AP) adaptive damage , reduced to [10. 5 – 48 (based on level) (+ 7. 5 % bonus AD (+ 7. 5 % AP) ] for enemies hit by subsequent flames from the same cast (7 second cooldown). View augment details | Silver | T1 | 52.01% | 4.57% | 523 |
Your shields detonate upon expiration, creating an explosion that deals magic damage equal to 100% of the shield's strength to nearby enemies. View augment details | Silver | T1 | 51.89% | 5.78% | 661 |
Gain ability haste equal to 30% AP . View augment details | Prismatic | T1 | 51.86% | 5.65% | 646 |
Gain the Arcane Comet and Summon Aery keystone runes. View augment details | Gold | T1 | 51.68% | 6.76% | 774 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 51.37% | 6.07% | 695 |
Grants 60 ability haste . View augment details | Gold | T1 | 50.87% | 4.52% | 517 |
Replace a summoner spell with Laser Heal . Laser Heal: Channel for up to 2. 5 seconds to project an energy beam in the target direction, during which you can steer the beam in the direction of the cursor. The beam heals you and allies within for 200 – 550 (based on level) (+ 70% AP) (+ 50% bonus health) and deals 100 – 350 (based on level) (+ 50% AP) magic damage to enemies within, both over the duration. Enemies hit are also slowed by 20%. Laser Heal can be recast during the channel to end it early. Healing granted by the laser counts as self-healing. View augment details | Prismatic | T1 | 50.53% | 4.93% | 564 |
Bind with the nearest allied champion to you after 2 seconds, forming a tether between you and them (400 radius). While the tether persists, you gain 75% bonus movement speed and 50% heal and shield power . Additionally, gain 37. 5 % bonus movement speed while facing your bound ally within 1500 units. The tether will break when you or your bound ally dies, allowing you to form a new tether. View augment details | Prismatic | T1 | 50.52% | 5.88% | 673 |
Immobilizing or grounding an enemy champion grants you 6 bonus Attack Damage or 10 Ability Power ( Adaptive ), stacking infinitely (5 second cooldown per cast instance ). Lose 50% of stacks on death. View augment details | Silver | T1 | 50.49% | 7.10% | 812 |
You summon a Poro alongside yourself every 3. 5 seconds, up to 5 at a time. Damaging an enemy champion with a basic attack or ability, excluding those which apply damage over time , commands all of your Poros to launch themselves at the target, each dealing true damage equal to 3% of the target's maximum health . If triggered while at the maximum number of summoned Poros , the first Poro to hit the target also knocks them up for 0. 5 seconds. This augment is only offered to up to 1 player on each team for a given game. View augment details | Gold | T1 | 49.71% | 6.10% | 698 |
Your heals and shields cause you to fire a missile to the nearest enemy unit within 650 units over 0. 32 seconds, applying a Burn upon arrival that deals magic damage equal to 0. 2 % of the target's maximum health every second over 5 seconds, for a total of 1% (1. 5 -second cooldown). The Burn's per-tick damage increases to up to 0. 8 % of the target's maximum health based on the relative value of the triggering heal or shield against the maximum health of the ally recipient, for a total maximum damage of 4% of the target's maximum health . View augment details | Gold | T1 | 49.03% | 11.68% | 1,336 |
Grants 20 – 80 (based on level) ability power . View augment details | Silver | T1 | 48.90% | 6.38% | 730 |
Your next basic attack or ability hit, or Burn effect, against an enemy champion inflicts them with a Burn that deals [ 100 – 350 (based on level) magic damage over 3 seconds,] as well as releases a canister of chili from the target that lands to a location near them after 0. 75 seconds (3 second cooldown). Upon landing, the canister shatters to create a pool of Chili Oil at the impact area with a radius of 175 units, lasting for 5 seconds. The pool heals you and allied champions within for 60 – 150 (based on level) upon entering and each second of the pool's lifetime thereafter. While enemies are within the pool, they are dealt 100 magic damage every second. For each unique Burn effect source that you have, up to 10, increase the pool's size by 40 units and its damage per tick by 60 magic damage . The healing per tick is also increased by 50 for each unique Burn effect source that the unit being healed has, up to 10. Healing granted by pools counts as self-healing. View augment details | Gold | T1 | 48.64% | 10.64% | 1,217 |
Healing and health regeneration you do causes you to deal 70% of that value in magic damage to the nearest enemy champion within 1000 units. View augment details | Prismatic | T1 | 48.04% | 4.69% | 537 |
Your abilities' mana costs are doubled, but you also gain 10% (+ 0. 5 % per 100 maximum mana) increased damage as well as self and outgoing healing and shielding . View augment details | Gold | T1 | 47.75% | 7.19% | 823 |
Hitting an enemy champion with an ability generates a stack of Popoff for 6 seconds, stacking up to 6 times. For each stack, your basic abilities' cooldowns progress 2. 5 % faster. At maximum Popoff stacks, this value is doubled, for a total of a 30% faster progression time. View augment details | Silver | T1 | 47.66% | 4.47% | 512 |
Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power . View augment details | Gold | T1 | 47.33% | 6.54% | 748 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T1 | 46.46% | 4.33% | 495 |
Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast. View augment details | Gold | T1 | 43.53% | 7.63% | 873 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T2 | 56.54% | 1.67% | 191 |
Gain 25% (+ 35% per 100 bonus armor) (+ 35% per 100 bonus magic resistance) heal and shield power . View augment details | Prismatic | T2 | 55.10% | 3.00% | 343 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T2 | 55.02% | 2.35% | 269 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 54.73% | 1.76% | 201 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T2 | 54.65% | 2.35% | 269 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T2 | 53.92% | 1.78% | 204 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 51.96% | 1.78% | 204 |
Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown). View augment details | Gold | T2 | 51.76% | 2.74% | 313 |
Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you. View augment details | Gold | T2 | 51.69% | 1.81% | 207 |
Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 51.32% | 1.65% | 189 |
Gain a Needlessly Large Rod . Quest: Obtain Rabadon's Deathcap and Zhonya's Hourglass . Reward: Upon completing your Quest , convert the items you obtained for the quest into Wooglet's Witchcap . View augment details | Prismatic | T2 | 50.89% | 1.96% | 224 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T2 | 50.75% | 2.32% | 266 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T2 | 50.62% | 2.81% | 322 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 50.48% | 2.72% | 311 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 50.14% | 3.22% | 369 |
Grants the Crest of Cinders and Crest of Insight buffs permanently. Crest of Cinders: Empowers your basic attacks to slow the target by ( 10% / 15% / 25% / 5% / 7. 5 % / 12. 5 %) (based on level) for 3 seconds and inflict them with a burn for 2 seconds, which deals 8 – 76 (based on level) total true damage over 3 instances over the duration. Each instance deals 2. 67 – 25. 33 (based on level) true damage , with the first instance being applied on-hit and the second and third instances dealt each second over the burn's duration. Subsequent attacks against a burning target will only refresh its duration. While out-of-combat with enemy champions and turrets , you regenerate [ 0. 5 % / 1% / 3% / 9% (based on level) maximum health every 5 seconds.] This effect counts as a Burn source. Crest of Insight: Grants 10 ability haste . If your champion uses mana , restores [ 5. 5 % of maximum mana every 5 seconds;] if your champion uses energy , instead restores [ 5. 5 % of maximum energy every 5 seconds.] View augment details | Silver | T2 | 50.00% | 2.24% | 256 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 50.00% | 1.75% | 200 |
Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 49.77% | 1.93% | 221 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T2 | 49.66% | 2.57% | 294 |
Replace a summoner spell with Feel the Burn . Feel the Burn: Casts both Exhaust and Ignite on all enemy champions within 800 units, with the former having its slow strength increased to 50% and the latter modified to deal 70 – 410 (based on level) true damage over the duration. This effect counts as a Burn source. View augment details | Prismatic | T2 | 49.57% | 2.04% | 234 |
Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration View augment details | Gold | T2 | 49.19% | 2.70% | 309 |
Gain the Aftershock and Glacial Augment keystone runes. View augment details | Gold | T2 | 48.95% | 2.09% | 239 |
Deal 10% increased damage to enemies below 30% of their maximum health . Scoring a champion takedown resets the cooldown of all your basic abilities. View augment details | Gold | T2 | 48.79% | 3.60% | 412 |
Convert all of your bonus attack damage into ability power at a rate of 1 ability power per 0. 6 bonus attack damage . Additionally, increase your ability power by 15% . View augment details | Silver | T2 | 48.77% | 3.21% | 367 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T2 | 48.26% | 2.52% | 288 |
Scoring a champion takedown causes the area around the slain champion to explode in a 500 unit radius, dealing adaptive damage to enemies within equal to 15% of their current health and leaving behind a zone for 1. 5 seconds that slows enemies within by 60%. View augment details | Gold | T2 | 47.57% | 2.52% | 288 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T2 | 47.40% | 2.53% | 289 |
Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you. View augment details | Prismatic | T2 | 47.30% | 2.11% | 241 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T2 | 47.01% | 3.22% | 368 |
Your slowing effects reduce the movement speed of targets by an additional 75 . View augment details | Silver | T2 | 46.91% | 2.12% | 243 |
Hitting an enemy champion with a basic ability while located at least 700 units away from them at the time of the hit reduces its current cooldown by 80% of its total cooldown, modified to 65% for damage over time abilities. View augment details | Gold | T2 | 46.67% | 1.70% | 195 |
Grants bonus health equal to 50% maximum mana . View augment details | Silver | T2 | 46.54% | 3.29% | 376 |
Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 46.27% | 2.23% | 255 |
Immobilizing or grounding an enemy champion summons a comet above them that lands at their current location after 1 second, dealing 50 – 150 (based on level) (+ 40% AP) (+ 4% of your maximum health) magic damage to enemies within the area (6 second cooldown per target per cast instance ). View augment details | Prismatic | T2 | 45.56% | 2.36% | 270 |
Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 45.07% | 1.86% | 213 |
Damaging an enemy champion with an ability summons a Void Scar at the location they were damaged for 6 seconds (0. 75 -second cooldown per target). If another Void Scar is summoned within 1250 units, through the same condition, both Void Scars are consumed to create a rift to the void between them that converges over 0. 6 seconds and has a width of 250 units. Enemies within the rift are dealt 100 – 450 (based on level) (+ 5. 5 per 1 Lethality) (+ 5. 5 per 1 flat magic penetration) magic damage and slowed by 99% decaying over 1 second. View augment details | Prismatic | T2 | 44.65% | 1.88% | 215 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T2 | 44.29% | 1.84% | 210 |
Damaging abilities against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 10 – 30 (based on level) (+ 7% bonus AD) (+ 7% AP) magic damage (5 second cooldown). Additionally, gain 15% critical strike chance . View augment details | Silver | T2 | 44.24% | 1.90% | 217 |
Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap View augment details | Silver | T2 | 43.67% | 2.90% | 332 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T2 | 43.65% | 1.72% | 197 |
Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn. View augment details | Gold | T2 | 43.18% | 1.92% | 220 |
Your ability hits against champions apply a Burn for 3 seconds that deals [ 2 – 20 (based on level) (+ 4. 6 % bonus AD) (+ 2% AP) bonus magic damage per second] (1 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. Additionally, all of your Burn effects reduce the cooldowns of all your basic abilities by 0. 08 seconds for each tick of damage they deal to a target. View augment details | Prismatic | T2 | 43.01% | 2.44% | 279 |
Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Prismatic | T2 | 41.79% | 3.99% | 457 |
Critical strikes against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 20 – 100 (based on level) magic damage (4 second cooldown). Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 40.38% | 1.82% | 208 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T3 | 59.38% | 0.84% | 96 |
你的敌人消失信号将发射一个飞弹至被信号标记的位置,这个飞弹会对敌人造成? + 10%已损失生命值的魔法伤害并治疗友军? + 10%已损失生命值。 View augment details | Prismatic | T3 | 58.95% | 0.83% | 95 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T3 | 57.80% | 0.95% | 109 |
Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds. View augment details | Prismatic | T3 | 54.55% | 1.44% | 165 |
Automatically cast a modified version of Lissandra's Ring of Frost , creating a cold pulse around you in 450 radius that roots nearby enemies for 1. 25 seconds (6. 5 second cooldown). This modified ability does not deal damage. View augment details | Silver | T3 | 54.55% | 0.77% | 88 |
Your champion abilities deal 35% increased damage and you gain 70 ability haste and 35% increased healing and shielding from all sources, but your ultimate ability is permanently sealed . View augment details | Prismatic | T3 | 54.02% | 0.76% | 87 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T3 | 53.57% | 0.98% | 112 |
Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown). View augment details | Gold | T3 | 53.11% | 1.55% | 177 |
【中娅沙漏】的冷却时间降低至45秒。你现在可以在【中娅沙漏】、【探索者的护臂】或【沃格勒特的巫师帽】凝滞状态持续期间移动。 View augment details | Silver | T3 | 52.08% | 0.84% | 96 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 50.43% | 1.02% | 117 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 50.29% | 1.53% | 175 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T3 | 50.00% | 1.33% | 152 |
Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Gold | T3 | 47.46% | 1.03% | 118 |
Upgrades Sword of Blossoming Dawn , empowering Peppermint to have its healing increased by 250%. Additionally, you gain 100% bonus attack speed , but your basic attacks against champions now deal 50% damage. View augment details | Prismatic | T3 | 46.81% | 0.82% | 94 |
Gain Leona's Sunlight . Sunlight: Your damaging abilities mark enemies, causing them to take 40 – 200 (based on level) bonus magic damage from your ally's next basic attack or ability hit against them (0. 75 -second cooldown per target). View augment details | Gold | T3 | 46.67% | 0.92% | 105 |
Basic attacks on-hit against enemy champions consume 2. 5 % of your maximum mana to deal bonus magic damage equal to 4. 5 % of your maximum mana . This damage can critically strike for (100% + 30% ) bonus damage. View augment details | Silver | T3 | 46.51% | 0.75% | 86 |
Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size. View augment details | Gold | T3 | 46.43% | 0.73% | 84 |
Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance . View augment details | Silver | T3 | 46.43% | 0.73% | 84 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T3 | 44.04% | 0.95% | 109 |
Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot. View augment details | Prismatic | T3 | 44.04% | 0.95% | 109 |
Grants 50% critical strike chance . View augment details | Gold | T3 | 43.36% | 0.99% | 113 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death. View augment details | Gold | T3 | 43.22% | 1.03% | 118 |
周期性地出现一个小蛋糕快速飞越整个大桥。接住小蛋糕会获得50 %i:goldCoins%金币。小蛋糕还会为你和附近的友军回复? + ?已损失生命值,但你们会被施加持续0.5秒的?减速。你的小蛋糕每治疗1000生命值,就会提供150 %i:goldCoins%金币。获得治疗的总和:?已赚取的金币:? View augment details | Prismatic | T3 | 42.06% | 0.94% | 107 |
Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown). View augment details | Silver | T3 | 41.86% | 0.75% | 86 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 41.75% | 0.90% | 103 |
Immobilizing or grounding an enemy champion grants 10 bonus armor and bonus magic resistance for 10 seconds, stacking up to 10 times for a total of 100 bonus resistances, and refreshing on subsequent triggers (5 second cooldown per cast instance ). View augment details | Silver | T3 | 39.18% | 0.85% | 97 |
Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 Firecrackers at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP) . View augment details | Silver | T3 | 38.20% | 0.78% | 89 |
Gain Critical Defend Chance equal to 100% critical strike chance , up to 50%. Additionally, gain 25% critical strike chance . Critical Defend Chance: Grants you a chance to reduce an instance of damage taken by 20% (5 second cooldown per enemy spell cast instance ). View augment details | Silver | T4 | 64.06% | 0.56% | 64 |
Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds. View augment details | Silver | T4 | 61.54% | 0.68% | 78 |
Upon dropping below 35% of your maximum health , you knock back all enemies within a 500 radius by 750 units and slow them by 90% for 1. 5 seconds (25 second cooldown, resets upon death). View augment details | Silver | T4 | 61.11% | 0.47% | 54 |
Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields . View augment details | Prismatic | T4 | 57.63% | 0.52% | 59 |
Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Gold | T4 | 56.36% | 0.48% | 55 |
Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death). View augment details | Gold | T4 | 54.72% | 0.46% | 53 |
Immobilizing or grounding an enemy champion inflicts them with a Burn for 5 seconds, dealing magic damage equal to [ 0. 8 % of the target's maximum health per second] (5 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. View augment details | Silver | T4 | 53.13% | 0.56% | 64 |
Gain 40 – 100 (based on level) adaptive force for 3 seconds upon gaining a shield (5 second cooldown). View augment details | Silver | T4 | 52.46% | 0.53% | 61 |
Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste. View augment details | Prismatic | T4 | 50.94% | 0.46% | 53 |
Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed . View augment details | Prismatic | T4 | 50.63% | 0.69% | 79 |
Damaging basic attacks or abilities against enemy champions deal 50 – 150 (based on level) (+ 40% bonus AD) (+ 20% AP) bonus magic damage , and grant you 30 and 25% bonus movement speed for 1. 5 seconds (30 second cooldown per champion). View augment details | Prismatic | T4 | 49.18% | 0.53% | 61 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T4 | 49.06% | 0.46% | 53 |
After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Prismatic | T4 | 48.57% | 0.61% | 70 |
Grants a spell shield that blocks the next hostile ability (30 second cooldown, timer does not restart from champion damage taken). View augment details | Silver | T4 | 46.97% | 0.58% | 66 |
Convert all of your bonus attack speed into ability haste at a rate of 0. 65 ability haste per 1% bonus attack speed . Additionally, your abilities' total cooldowns are reduced by 10%. View augment details | Silver | T4 | 46.25% | 0.70% | 80 |
Your abilities now have a health cost of 5% current health to cast them. In return, you gain ability power based on your missing health , up to 75 – 150 (based on level) at 70% missing health , 0% – 50% (based on missing health) bonus movement speed , and 0% – 20% (based on missing health) omnivamp . View augment details | Prismatic | T4 | 44.74% | 0.66% | 76 |
Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units. View augment details | Silver | T4 | 42.86% | 0.49% | 56 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 42.19% | 0.56% | 64 |
Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them. View augment details | Gold | T4 | 41.07% | 0.49% | 56 |
Replace a summoner spell with Droppybara . Droppybara: Call upon a massive capybara to land down at the target location after 2. 5 seconds, dealing true damage equal to the 30% of the target's maximum health to enemies within a 650 radius. Deals 70% damage to minions. This augment is only offered to up to 1 player on each team for a given game. View augment details | Prismatic | T4 | 39.71% | 0.59% | 68 |
Automatically cast an improved version of Camille's Tactical Sweep when an enemy champion is within 650 units of you, winding up over 0. 75 seconds to slash in a 650 radius around you. The slash deals 200 – 350 (based on level) (+ 75% bonus AD) (+ 45% AP) physical damage to enemies within the area (30 second cooldown). Enemies hit by the outer edge of the circle take bonus physical damage equal to 10% (+ 2. 5 % per 100 bonus AD) (+ 1. 6 % per 100 AP) (+ 0. 1 % per 100 bonus health) of their maximum health and are slowed by 80% decaying over 2 seconds. Additionally, you are healed for 80% of the bonus post-mitigation damage against enemy champions hit by the outer edge. View augment details | Prismatic | T4 | 37.10% | 0.54% | 62 |
Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death). View augment details | Prismatic | T4 | 36.21% | 0.51% | 58 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T4 | 35.19% | 0.47% | 54 |
You gain a health threshold equal to 70% maximum health which cannot be modified nor exceeded by any means. In return, you deal bonus true damage equal to 15% of all of the damage you deal pre-mitigation. View augment details | Prismatic | T4 | 31.58% | 0.66% | 76 |
Milio Skill Combos
Extracted from the skill order guide
W-focused sustain, range, or zone-control augments: R > W > E > Q, or R > E > W > Q if enemies can dive.
Q damage, poke, or skillshot-reward augments: R > E > Q > W in most games.
Get one point in Q, W, and E early, then max E first, W second, Q last.
Milio Counters
Counters and threats extracted from the matchup guide
Counters
5Milio counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Milio is countered by these champions in ARAM: Mayhem.
Read counter detailsMilio Team Comp Highlights
Partner patterns extracted from the team comp guide
Jinx, Kog'Maw, Twitch, or other high-output marksmen
Milio is at his best when one backline champion can convert extra breathing room into nonstop damage. His shielding, movement speed, healing area, and cleanse all help a marksman keep attacking instead of stepping out of the fight. The longer the enemy takes to reach the carry, the more value Milio creates.
Ornn, Maokai, Leona, Nautilus, or other hard frontliners
Milio needs someone who can physically claim space. A tank gives him a clear line to play behind, absorbs skillshots that would otherwise force Milio’s cooldowns, and creates the stable front-to-back fights where his protection matters most.
Azir, Cassiopeia, Ryze, Kayle, or other sustained magic damage carries
Milio is not only for marksmen. Sustained mages and scaling damage champions love any support that buys extra seconds. These champions often need time to set up damage zones, stack pressure, or reposition after the first engage. Milio gives them that time.
Ashe, Varus, Jayce, Ziggs, or other poke-and-siege champions
Poke teams need time and lane control. Milio helps them survive the enemy’s all-in attempt after poke has softened targets. He does not add massive engage by himself, but he makes the siege harder to break because the enemy has to commit through shields, healing, movement speed, and a saved cleanse.
Poppy, Janna-style peelers, Braum, Thresh, or anti-dive supports and tanks
Double peel can be very strong with Milio when the enemy team has assassins, divers, or reset champions. Milio handles cleanse, shielding, and speed, while the other protector supplies stronger zone denial, body blocking, or repeated interruption. Together they make it extremely hard for one diver to finish the carry cleanly.
Milio ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Priority | Milio stabilizes poke lanes and extends carry range safely, often spreading attention evenly to keep health bars high during repeated small trades. | He shifts to enabling the strongest augmented teammate, committing resources to the ally who can decide the next three seconds rather than spreading attention. | Protect the fed diver over the safe backliner; shield the win condition, not just the lowest-health ally. |
| Ultra Mega Fire Kick | Throwing Q to fish for chip damage or a small knockback is acceptable when the enemy has no immediate threat. | Wasting Q creates a bigger punish window because champions can force through the lane the moment your displacement is gone. | Hold Q for anti-engage against divers and assassins instead of using it for minor poke damage. |
| Cozy Campfire Usage | Milio can use W for sustain during slower standoffs where allies remain in the zone for extended periods. | Fights move quickly and allies may leave the zone instantly, so W needs a purpose before placement or it gets wasted. | Place W where your carry will actually fight or kite, not just where your team is currently standing. |
| Warm Hugs Timing | You can often react after the first poke connects and still effectively shield your ally from further damage. | Burst windows are sharper, so shielding after your ally is already crowd controlled can be too late to save them. | Pre-shield when engage is obvious rather than reacting after damage or crowd control lands. |
| Teamfight Spacing | Spacing is a straight line where Milio usually stands behind the frontline and covers the carry line safely. | Spacing becomes a moving pocket; standing too far back is useless while standing too close gets you caught and punished. | Anchor to your win-condition ally while staying close enough to shield but safe from enemy engage. |
| Tempo and Patience | Milio wins by being patient, letting enemies waste spells, healing through poke, and waiting for clean engages. | Fights begin before teams look ready, requiring Milio to read body language and pre-shield before the engage lands. | Decide who gets to live before the fight starts; Mayhem rewards earlier reads over passive patience. |
Champion Analysis
Role / Current performance
Milio The Gentle Flame functions as a premier healing and buffing support in ARAM: Mayhem, distinguished by his exceptional sustain capabilities and his unique ability to cleanse crowd control from teammates. His primary strategic value lies in protecting allies and reversing teamfight outcomes through well-timed ability usage. Milio excels at keeping his team healthy while providing utility that enables teammates to engage, disengage, or deal damage more effectively. Milio's kit centers on four key abilities that define his playstyle. His Q, Ultra Mega Fire Kick, provides AoE damage and a slow, offering his only form of poke and crowd control. His W, Cozy Campfire, serves a dual purpose by healing allies and granting them bonus attack range, making it particularly valuable for ADC teammates. His E, Warm Hugs, grants movement speed to allies, enabling both offensive pursuits and defensive retreats. His ultimate, Breath of Life, stands as his most distinctive tool, cleansing all crowd control effects from nearby allies and serving as an irreplaceable peel ability in chaotic ARAM teamfights. Positioning is critical for Milio The Gentle Flame, as he is fragile, lacks mobility, and deals extremely low damage. He must stay behind his frontline, prioritizing healing the lowest-HP allies during fights for maximum impact. His R cleanse requires quick reactions; when allies are hit by enemy crowd control, immediately activating R can turn an entire teamfight around. His E speed boost provides flexibility for both chasing down fleeing enemies and escaping bad engagements. Milio's strengths include his unique R cleanse, the dual-purpose nature of his W, and a beginner-friendly kit that focuses on straightforward supportive actions. However, his weaknesses are significant: he is extremely fragile, contributes almost no damage, has no built-in mobility, and relies heavily on team coordination to be effective. Without teammates who can capitalize on his buffs and protection, Milio struggles to influence the game independently. His success depends on reading teamfights well, positioning safely, and using his cleanse at decisive moments to swing engagements in his team's favor.
Core Tips
Long-form tips / Play pattern
Milio wins fights by making the first engage fail, not by starting them himself. In ARAM: Mayhem, where the lane is cramped and fights start quickly, Milio provides the most value by standing just behind the main damage dealer, shielding the first threatened target, and holding his cleanse for the moment the enemy commits real crowd control. Spending everything on poke leaves the team vulnerable when the next dive lands. Milio should rarely start engages himself. He can support an ally walking forward with speed and shields, but he should never be the champion face-checking brush or eating the first Snowball. When a tank, bruiser, or assassin lands a clean opening, Milio steps up just enough to place his healing zone where carries can hit safely. His knockback serves as follow-up to interrupt divers or push them away, not as random poke. Throwing it early into minions or empty space creates a clear window for enemies to engage while it is unavailable. Cleanse discipline defines successful Milio play. Do not panic-cleanse the first small slow; his ultimate is strongest when it breaks the enemy's full commit, such as hard crowd control into burst, chain lockdown, or multi-target engage. Track the enemy's real fight buttons before each wave crashes, identifying which spell actually wins the fight if it lands. After cleansing, immediately reposition the team rather than staying clumped in the same danger zone. Spacing in the narrow lane requires standing offset rather than directly behind the carry. Straight-line skillshots and Snowballs punish stacked teams, so playing slightly to the side while staying close enough to shield and cleanse keeps both Milio and his carry safe. Use minions as cover but back up early if the wave dies, as waiting until the last minion falls leaves no cover and no room to kite. Target priority means protecting the champion who converts protection into damage. A fed marksman, sustained mage, or attack-speed carry deserves main attention because Milio's range and shielding let them keep hitting. Do not chase low-health targets past damage dealers, as Milio's kit extends allies rather than finishing kills alone. Peel the closest lethal target first, even if the enemy backline is lower health. Against Snowball, respect it as an engage tool and pre-position to answer the recast. Do not cleanse too early against Snowball setups; wait for the commitment rather than the warning sign. Milio's own Snowball is situational, used defensively for safe repositioning or offensively only when following a winning fight. When behind, stop contesting every wave at the same line. Give space before the enemy forces a fight with advantages, and prioritize survival over perfect healing value. Use the ultimate to prevent reset chains by saving the first target, denying the clean first kill that snowballs enemy momentum. The clean Milio game is patient: keep the carry hitting, make enemy engage look bad, and spend cleanse only when it changes the fight.
Read full guidePlaystyle Guide
Playstyle / Team structure
Milio wins ARAM: Mayhem by keeping the fight playable for his carries. He stands just behind the main damage dealer, keeps shields and healing ready for the first real engage, and uses disengage to break the enemy's timing. If the team has a hard engage champion, Milio plays close enough to follow their move. If the team is all poke, he stays wider and makes the enemy spend health before anyone commits. During early levels 1-6, Milio positions behind the frontliner and slightly to the side of the main ranged carry, never on top of them. Against hooks, long-range crowd control, or Snowball divers, spacing matters more than squeezing one extra cast. He trades around the ally's range, supporting their windows with shield and movement tools so they can hit and back out. When the enemy walks through the minion wave to force a fight, Milio holds his knockback or peel spell until their dash, Snowball follow, or hard crowd control is actually committed. Early Snowball serves as defensive scouting and punish setup, thrown at a diver after they commit rather than as blind engage. Milio should only take the recast when it lets him finish with the team already moving forward or safely repositions him behind his own frontline. In mid levels 7-11, this becomes Milio's strongest practical phase if carries have items and his ultimate can answer crowd control. He stands in the second line, close enough that his ultimate reaches the people who matter but not so close that he becomes the first target. Against assassins or Snowball bruisers, he angles behind terrain and minions so they must reveal themselves before reaching him. He lets poke champions start trades, then extends the good ones with movement and shielding. When the enemy turns, he stops chasing and resets the formation. Midgame Snowball works as follow-up after the frontline lands a clean engage and the carry is already hitting. At late levels 12 and beyond, one clean save can decide the map. Milio positions behind the carry line but stays within response range of the frontline if they are the win condition. Against heavy dive, he plays deeper and forces enemies to cross the team before reaching him. He does not waste major protection on chip damage unless that chip would force the carry out of the next fight. Late Snowball becomes a positioning tool used to punish isolated enemies after the frontline starts or to threaten follow-up when the fight is already won. With a lead, Milio plays like a bodyguard for the win condition, keeping the wave grouped and escorting the strongest damage dealer. When behind, the best comeback is a failed enemy dive, giving ground until they must overextend for the finish. After every late fight, Milio immediately chooses between ending, taking structures, or resetting the wave, staying with the champion who can hit objectives and saving one defensive answer for the final desperate engage.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Milio The Gentle Flame protects leads by extending threat range rather than forcing risky engages. When ahead with wave push and healthy carries, Milio should stand slightly behind the strongest damage dealer, maintaining shields and speed buffs while forcing enemies to expend resources just to reach the wave. The key is allowing fed carries to poke and retreat safely, shielding them before trades fully develop rather than reacting after damage lands. Milio must hold disengage tools until enemies fully commit their gap closers, as using peel abilities early for poke creates the exact punish window a losing team needs. Resource allocation defines successful ahead states. Milio should protect the carry capable of ending fights, not rescue teammates who overextend. If a tank rushes forward while the fed backline remains healthy, defensive tools belong with the damage source that actually wins after enemy commitment. After winning skirmishes, Milio teams must resist chasing with low health, instead healing, escorting waves, and positioning to peel incoming divers. Augment choices when ahead should multiply uptime through ability haste, shielding power, movement speed, or defensive triggers. Milio need not become a damage threat when a teammate already deletes enemies. Against specific enemy patterns, augments should cover weaknesses directly—durability and anti-burst versus dive, sustain and shielding versus poke. Greedy augments requiring free-casting from safety invite disaster, as one failed position can erase an entire lead. Positioning discipline prevents throws. Milio must stand offset from the carry, close enough to shield and cleanse but far enough that area crowd control cannot catch both simultaneously. Chasing past the wave without the ultimate available invites punishment, as Milio's safety depends on timing. The cleanse and heal ultimate should not be wasted on single low-value targets unless that target immediately wins the fight. When behind, Milio's role shifts to making enemies overcommit while keeping one damage dealer alive long enough to trade kills. Formation must shrink, standing close enough for abilities to affect key players but offset to avoid chained crowd control. If allies spread too far, Milio chooses the carry with the best remaining damage and commits to enabling them exclusively. Defensive tools must activate before damage lands—shielding and speeding carries early against approaching assassins or bruisers prevents lethal positioning rather than reacting to collapsed health bars. Milio must give ground to protect cooldowns when behind. Answering poke with every resource leaves nothing for the hard engage that follows. Small shields and movement help dodge chip damage while preserving the major cleanse and heal response for real engages. Comeback fights happen when enemies dive too deep, miss key abilities, or separate from their backline. Milio peels the first diver, keeps the carry retreating, then turns once the enemy lacks a clean exit. Lane terrain and turret pressure become additional peel tools when pinned near friendly territory. Augment priorities when behind focus on survival first. Durability, anti-burst, and defensive triggers ensure Milio lives long enough to cast abilities. If poke wears the team down, sustain and shielding value buy enough health to survive initial engages. When one ally still carries, augments should center on enabling that specific player rather than spreading value across losing teammates. Damage-focused augments are traps when the team cannot safely start fights. Unrecoverable fights stem from several critical errors: following doomed engages and turning one death into four, cleansing too early into layered crowd control, contesting space without waves or key cooldowns, and hesitating in mid-lane while the team reads stillness as permission to fight.
Read full guideChampion Background
Lore / Identity / Text block
Milio The Gentle Flame is a support champion whose identity in ARAM: Mayhem revolves around empowering allies through fire-based buffs, protective shielding, and a powerful crowd control cleanse ultimate. His strategic value comes from enhancing teammates rather than dealing direct damage, making ally selection and timing the core skills that determine his effectiveness. Milio's passive, Fired Up!, empowers allies when his abilities touch them, adding extra fire damage to their next hit. This functions as a damage handoff rather than a personal poke tool, meaning Milio must choose allies who can immediately capitalize on the buff. The passive is strongest when applied before an ally takes a trade, not after. Placing it on retreating allies or those out of range wastes both the damage potential and the defensive ability that delivered it. Smart enemies will bait the empowerment and disengage before value is realized. Ultra Mega Fire Kick serves as Milio's primary peel and anti-engage tool. The ability knocks back the first enemy hit and creates area disruption, making it essential for stopping divers, assassins, and Snowball users. Holding Q is often better than using it for poke, as spending it invites enemies to engage on the now-vulnerable backline. A missed Q creates a dangerous window where carries must burn summoners or die without protection. Cozy Campfire creates a healing zone that follows an ally and increases attack range for those inside. This sustained fight tool excels during bridge standoffs and extended front-to-back fights. Target selection determines the zone's value, as placing W on an ally about to dash deep alone or retreat out of range wastes the ability. Enemies can counter by forcing teams out of the zone with displacement or waiting for W to expire before committing. Warm Hugs provides targeted shields and movement speed through a charge system. This flexible spell enables trades, saves allies, delivers passive procs, and helps carries reposition. Staggering E casts across a fight is crucial, as dumping both charges simultaneously creates a dead period with no protection. Keeping at least one shield ready against dive threats prevents exposing the backline to assassination attempts. Breath of Life, Milio's ultimate, heals nearby allies and removes disabling crowd control. This fight-reset ability answers the layered engage that decides bridge fights in Mayhem. Positioning is critical, as R affects allies around Milio, so standing too far back leaves the frontline out of range while standing too far forward risks being controlled before casting. The ultimate should be held for stacked crowd control rather than chip damage, as wasting it removes the team's safety net and allows enemies to re-engage with their real crowd control unhindered.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Milio is strongest when he keeps allies just safe enough to keep hitting, and most bad games stem from spending protection too early, walking too far forward to help, or cleansing the wrong kind of danger. Every spell should be treated as a way to buy one more winning trade rather than a button to press on cooldown. Mechanical mistakes often begin with throwing Q at the first enemy seen, especially tanks walking in front. This wastes the best peel tool before an assassin, bruiser, or Snowball engage reaches the carry, allowing enemies to walk through the team's space with much less risk. Q should be held for the enemy who is actually committing, using it to interrupt dash paths, punish melee champions after they step past their frontline, or create space when the backline is being chased. Placing W where an ally used to be instead of where the fight is moving forces damage dealers to choose between standing in a bad spot or leaving the area and losing value. W should be cast slightly ahead of the ally who wants to keep attacking, functioning as a moving fighting zone rather than a stationary heal pad. Using both E charges on one small poke hit leaves no answer when real burst arrives, and in ARAM: Mayhem, fights chain quickly so over-shielding light damage gets punished hard. One defensive cast should soften poke or help an ally reposition while keeping another layer ready for engage. Pressing R just because multiple allies are low may heal damage but wastes the cleanse when hard crowd control lands moments later. R should be used when the cleanse matters or when the heal immediately prevents a collapse, tracking the champion who can start the fight and holding R until that threat is committed. Standing in front of carries to land poke or zone gets Milio tagged, losing protection before the fight starts and forcing carries to spend mobility saving him. Milio should stand slightly behind and to the side of the main damage dealer. Aiming Q through crowded minion waves without checking the angle causes the spell to hit bad targets or lose threat before reaching the champion who needed to be stopped. Cleansing knock-ups, displacements, or damage-only effects as if R removes everything burns the ultimate into a control type it cannot fix. Decision mistakes include building and playing like a poke mage because Q can hit enemies, which loses the reason for picking Milio: protection, range support, and fight recovery. Saving every spell for the perfect five-person fight allows the team to get chipped down before the real engage starts. Following a diver into the enemy backline leaves the own backline exposed and usually arrives too late to save the diver anyway. Treating Snowball hits as harmless because R is still available invites delayed engage that forces panic shields or an early ultimate. Using R to save one teammate who is already dead to positioning while four allies are still healthy loses the teamfight reset for a low-value rescue. Ignoring which ally scales best with support instead of defaulting spells onto the lowest-health player may keep a weak target alive while the real win condition cannot attack. Fighting in narrow clumps against teams with layered area damage overloads shields and ultimate because everyone takes the same damage simultaneously. Good Milio is patient without being passive. If a spell prevents the enemy's real engage or lets the best ally keep attacking, it was probably worth it.
Read full guideFAQ
Milio
Is Milio a carry or a pure support in ARAM: Mayhem? Milio is a backline enabler first, not a solo carry. If your team has a marksman, poke mage, or on-hit champion who can stand and fire, play around them with shields, range support, and peel. The tradeoff is that you usually lose direct damage races if your main damage dealers die early. Who should I play around as Milio? Pick one or two teammates who can convert your protection into damage. If an ally is consistently stepping forward, landing autos, or casting from safe range, attach your attention to them instead of spreading every spell randomly. The tradeoff is that ignored teammates may die, so choose the player who actually deals damage and positions well. When should I use Milio’s ultimate? Use it when multiple allies are hit by dangerous crowd control or when cleansing one key carry keeps the fight alive. If the enemy has a clear engage pattern, hold the ultimate through light poke and wait for the real lock-down. The tradeoff is patience: saving it too long can lose a teammate before the cleanse matters.
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