This meta overview presents MILIO’s ranked performance across different roles and skill tiers. The data includes tier placement, win rate, pick rate, ban rate, and short-term trends, allowing you to evaluate her current strength and draft priority. Statistics are synced with rank buckets and role selection, helping you understand where MILIO performs best and how her impact changes in the evolving Wild Rift meta.
The information below will help you get familiar with the game on the Support Line MILIO. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Relic Shield (Kill minions to earn bonus gold). Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Relic Shield
Kill minions to earn bonus gold
+125 Max Health
This item is for support players. When equipped, it will reduce the gold you receive from killing minions and monsters. If there are multiples of this item within the party, only one of them can take effect at any given time.
Tribute: Gain 1 encircling energy orb(s) every 30 seconds (max 3 orbs). While near an ally, the actions below will trigger Tribute, consuming 1 energy orb(s) to grant you 65 gold and restore your Health 20-80:
1. Using abilities or attacks to damage enemy champions or structures.
2. Attacking minions below 65% Health. This also executes them, and the gold generated from the minion kills is given to the ally nearest to you. 3. A nearby minion is killed while you have 3 orbs. Upon triggering Tribute, the ally nearest to you gains Tribute stacks.
Sentry: Deal 1 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer’s Bloom.
Restraint: You do not earn gold generated from minion kills, but you earn gold equal to 50% of the bounty. The gold generated from your minion kills will be given to the ally nearest to you. Gold earned from monster kills is reduced by 50%.
Quest: After earning 750 gold, this item upgrades into Bulwark of the Mountain and binds you and the ally with the most Tribute stacks as Perfect Partners.
500
Bulwark of the Mountain
Kill minions to earn bonus gold
+175 Max Health
+10 Ability Haste
Soulcast: Every 60 seconds, gains 75 gold, 25 Health and 2 Attack Damage, or 4 Ability Power (Adaptive); up to 250 Health and 20 Attack Damage or 40 Ability Power (Adaptive).
Deal 2 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer’s Bloom. When out of combat, gain 10% Movement Speed when you move toward your Perfect Partner. If you're more than 2,500 units apart, this bonus increases to 30%.
0
Bulwark of the Mountain TIPS: This item is designed for support players and grants passive gold income every 60 seconds along with Soulforce stacks that boost your health, attack damage, or ability power. At 10 stacks, you gain a significant adaptive stat bonus. While it reduces gold from killing minions and monsters, it accelerates your team’s economic pace. An additional effect deals extra damage to revealed Sight Wards, making it easier to clear vision and maintain map control.
Boots of Mana
Ability Power, Magic Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
Echoes of Helia
Protect allies, granting them increased healing
+200 Max Health
+40 Ability Power
+50% Mana Regen
+20 Ability Haste
Soul Siphon: Store 30% of the premitigation damage dealt to enemy champions as Soul Shards (max 80–250 shards (
)). Healing or shielding a teammate consumes all Soul Shards to heal them for the corresponding amount.
2400
Echoes of Helia TIPS: This item combines Health, Ability Power, Mana regeneration, and Ability Haste, making it well suited for active supports who both damage enemies and protect allies. Damage dealt to enemy champions stores charges that are consumed when healing or shielding an ally to provide additional healing. An excellent choice for enchanters who frequently participate in trades and team fights.
Boots of Mana
Ability Power, Magic Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
Ionian Boots of Lucidity
Reduces ability cooldowns
+50% Mana Regen
+15 Ability Haste
+45 Move Speed
Summoned: Reduces spell cooldowns by 15%.
1000
Ionian Boots of Lucidity TIPS: These boots are designed for champions who rely on casting abilities as often as possible. They provide mana regeneration, Ability Haste, and further reduce the cooldown of Summoner Spells, allowing you to use key abilities more frequently while bringing back Flash, Smite, Ignite, and other Summoner Spells faster. They are an excellent choice for mages, supports, fighters, and any champion who benefits from maximizing ability uptime.
Spellslinger's Shoes
Deal bonus damage to minions
+35 Ability Power
+18 Magic Penetration
+8% Magic Penetration
+100% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% base Health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
2200
Spellslinger's Shoes TIPS: These boots greatly increase your magic damage through a combination of Ability Power and both flat and percentage magic penetration. The high mana regeneration allows for frequent spell casting, while the bonus true damage to minions significantly improves wave clear. Champions without Mana instead gain increased health regeneration. They are an excellent choice for mages and AP supports who value strong damage, constant lane pressure, and efficient farming.
Crimson Lucidity
Reduces ability cooldown
+75% Mana Regeneration
+25 Ability Haste
+45 Move Speed
Summoned: Reduces spell cooldown by 20%.
Noxian Haste: Healing or shielding allied champions, casting a spell, or dealing damage to enemies with abilities grants Movement Speed (10% for melee champions / 8% for ranged champions) for 4 seconds.
This effect can only be triggered once every 4 seconds per ability.
2000
Crimson Lucidity TIPS: These boots are ideal for champions who rely on casting abilities as often as possible. They greatly reduce the cooldown of both abilities and Summoner Spells while granting bonus movement speed whenever you heal or shield allies, cast spells, or damage enemies with abilities. They are an excellent choice for mages, supports, and fighters who value high mobility and maximum ability uptime.
Bulwark of the Mountain (Kill minions to earn bonus gold) as your first item, followed by
Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) or
Ionian Boots of Lucidity (Reduces ability cooldowns) depending on the situation. (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Echoes of Helia (Protect allies, granting them increased healing).
Spellslinger's Shoes (Deal bonus damage to minions). You may want to replace it with
Crimson Lucidity (Reduces ability cooldown), it all depends on your playstyle and the situation on the battlefield.
Bulwark of the Mountain
Kill minions to earn bonus gold
+175 Max Health
+10 Ability Haste
Soulcast: Every 60 seconds, gains 75 gold, 25 Health and 2 Attack Damage, or 4 Ability Power (Adaptive); up to 250 Health and 20 Attack Damage or 40 Ability Power (Adaptive).
Deal 2 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer’s Bloom. When out of combat, gain 10% Movement Speed when you move toward your Perfect Partner. If you're more than 2,500 units apart, this bonus increases to 30%.
0
Bulwark of the Mountain TIPS: This item is designed for support players and grants passive gold income every 60 seconds along with Soulforce stacks that boost your health, attack damage, or ability power. At 10 stacks, you gain a significant adaptive stat bonus. While it reduces gold from killing minions and monsters, it accelerates your team’s economic pace. An additional effect deals extra damage to revealed Sight Wards, making it easier to clear vision and maintain map control.
Boots of Mana
Ability Power, Magic Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
Echoes of Helia
Protect allies, granting them increased healing
+200 Max Health
+40 Ability Power
+50% Mana Regen
+20 Ability Haste
Soul Siphon: Store 30% of the premitigation damage dealt to enemy champions as Soul Shards (max 80–250 shards (
)). Healing or shielding a teammate consumes all Soul Shards to heal them for the corresponding amount.
2400
Echoes of Helia TIPS: This item combines Health, Ability Power, Mana regeneration, and Ability Haste, making it well suited for active supports who both damage enemies and protect allies. Damage dealt to enemy champions stores charges that are consumed when healing or shielding an ally to provide additional healing. An excellent choice for enchanters who frequently participate in trades and team fights.
Ardent Censer
Increases allies Attack Speed
+50 Ability Power
+50% Mana Regen
+8% Heal and Shield Strength
+4% Move Speed.
Censer: When you heal or shield an allied champion other than yourself, for the next 6 seconds, you and the ally gain 30% Attack Speed and deal 25 bonus magic damage whenever you attack.
2400
Ardent Censer TIPS: This item combines Ability Power, Mana regeneration, increased healing and shielding, and additional mobility, improving the effectiveness of support champions. Healing or shielding an ally temporarily increases Attack Speed for both of you and adds bonus magic damage to your attacks. An excellent choice for enchanters paired with allies who rely heavily on frequent basic attacks.
Redemption
Heal allies in an area
+40 Ability Power
+50% Mana Regen
+10 Ability Haste
+8% Heal and Shield Strength
Intervention (Active): Target a large area. After 2.5s, restore 150-350 Health (based on ally's level) to allied units and deal 10% of max
as true damage to enemy champions. (60s Cooldown)
Can be cast while dead.
2450
Redemption TIPS: This item combines Ability Power, Mana regeneration, Ability Haste, and increased healing and shielding, improving the overall effectiveness of support champions. Its active effect targets a large area that, after a short delay, restores Health to allies and deals true damage to enemy champions. It can even be cast while dead, allowing you to continue influencing a team fight after being eliminated.
Harmonic Echo
Abilities grant healing effects
+200 Max Health
+40 Ability Power
+50% Mana Regen
+20 Ability Haste
Harmonic Echo: When you heal or shield an allied champion, the effect links to the nearest allied champion within range with the lowest percentage Health, excluding yourself, and grants them 30% of that heal or 35% of that shield. If no other allied champion is in range, the original target instead receives that same extra heal or shield.
2500
Harmonic Echo TIPS: This item greatly enhances your healing and shielding capabilities. Moving and casting abilities builds Harmony, empowering your next heal or shield with additional healing, while allies at low health receive an even stronger recovery. It is an excellent choice for enchanter supports who focus on keeping their team alive and saving allies during critical moments.
Redemption
Heal allies in an area
+40 Ability Power
+50% Mana Regen
+10 Ability Haste
+8% Heal and Shield Strength
Intervention (Active): Target a large area. After 2.5s, restore 150-350 Health (based on ally's level) to allied units and deal 10% of max
as true damage to enemy champions. (60s Cooldown)
Can be cast while dead.
2450
Redemption TIPS: This item combines Ability Power, Mana regeneration, Ability Haste, and increased healing and shielding, improving the overall effectiveness of support champions. Its active effect targets a large area that, after a short delay, restores Health to allies and deals true damage to enemy champions. It can even be cast while dead, allowing you to continue influencing a team fight after being eliminated.
Mikael's Blessing
Dispels crowd control from an ally
+300 Max Health
+50% Mana Regen
+15 Ability Haste
+9% Heal and Shield Strength
Purify (Active): Remove all crowd control debuffs (excluding knock up and suppression) from an allied champion, grant them crowd control immunity for 0.2s, and heal them for 150–250 Health. (75s Cooldown)
2500
Mikael's Blessing TIPS: This item is designed to protect allies from crowd control. Its active removes most disabling effects from a targeted ally, instantly restores their health, and briefly grants immunity to further crowd control. It is an excellent choice for supports who want to keep their carries alive and ensure they can continue fighting through crucial moments.
Mikael's Blessing — This item is designed to protect allies from crowd control. Its active removes most disabling effects from a targeted ally, instantly restores their health, and briefly grants immunity to further crowd control. It is an excellent choice for supports who want to keep their carries alive and ensure they can continue fighting through crucial moments.
Redemption
Heal allies in an area
+40 Ability Power
+50% Mana Regen
+10 Ability Haste
+8% Heal and Shield Strength
Intervention (Active): Target a large area. After 2.5s, restore 150-350 Health (based on ally's level) to allied units and deal 10% of max
as true damage to enemy champions. (60s Cooldown)
Can be cast while dead.
2450
Redemption TIPS: This item combines Ability Power, Mana regeneration, Ability Haste, and increased healing and shielding, improving the overall effectiveness of support champions. Its active effect targets a large area that, after a short delay, restores Health to allies and deals true damage to enemy champions. It can even be cast while dead, allowing you to continue influencing a team fight after being eliminated.
Staff of Flowing Waters
Enhance allies Ability Power and Ability Haste
+50 Ability Power
+50% Mana Regen
+10 Ability Haste
+8% Heal and Shield Strength
Rapids: Healing or shielding an ally grants you both 15 Ability Haste and 40
Ability Power for 6 seconds.
2400
Staff of Flowing Waters TIPS: This item combines Ability Power, Mana regeneration, Ability Haste, and increased healing and shielding, improving the effectiveness of support champions. Healing or shielding an ally temporarily increases Ability Power and Ability Haste for both of you. An excellent choice for enchanters paired with mages and other allies who rely heavily on their abilities.
Staff of Flowing Waters — This item combines Ability Power, Mana regeneration, Ability Haste, and increased healing and shielding, improving the effectiveness of support champions. Healing or shielding an ally temporarily increases Ability Power and Ability Haste for both of you. An excellent choice for enchanters paired with mages and other allies who rely heavily on their abilities.
Harmonic Echo
Abilities grant healing effects
+200 Max Health
+40 Ability Power
+50% Mana Regen
+20 Ability Haste
Harmonic Echo: When you heal or shield an allied champion, the effect links to the nearest allied champion within range with the lowest percentage Health, excluding yourself, and grants them 30% of that heal or 35% of that shield. If no other allied champion is in range, the original target instead receives that same extra heal or shield.
2500
Harmonic Echo TIPS: This item greatly enhances your healing and shielding capabilities. Moving and casting abilities builds Harmony, empowering your next heal or shield with additional healing, while allies at low health receive an even stronger recovery. It is an excellent choice for enchanter supports who focus on keeping their team alive and saving allies during critical moments.
Zeke's Convergence
Deals damage in an area and slows nearby enemies
+300 Max Health
+25 Armor
+25 Magic Resistance
+10 Ability Haste
Converge: Gain 10 ultimate ability haste.
Frostfire Tempest: Using your ultimate ability summons a storm around you for 5s. The storm deals 150 total magic damage to enemy champions within 350 units and slows them by 30%. If no enemy champions are in range when the ultimate is cast, the storm is delayed until an enemy champion comes within range, or for a maximum of 5s. (30s Cooldown)
2400
Zeke's Convergence TIPS: This item combines Health, Armor, Magic Resistance, and Ability Haste, providing balanced defenses while allowing the ultimate ability to be used more frequently. After casting your ultimate, an area forms around you that deals magic damage to nearby enemies and slows them. An excellent choice for tanks and supports who initiate fights and stay close to enemy champions.
Zeke's Convergence — This item combines Health, Armor, Magic Resistance, and Ability Haste, providing balanced defenses while allowing the ultimate ability to be used more frequently. After casting your ultimate, an area forms around you that deals magic damage to nearby enemies and slows them. An excellent choice for tanks and supports who initiate fights and stay close to enemy champions.
Harmonic Echo
Abilities grant healing effects
+200 Max Health
+40 Ability Power
+50% Mana Regen
+20 Ability Haste
Harmonic Echo: When you heal or shield an allied champion, the effect links to the nearest allied champion within range with the lowest percentage Health, excluding yourself, and grants them 30% of that heal or 35% of that shield. If no other allied champion is in range, the original target instead receives that same extra heal or shield.
2500
Harmonic Echo TIPS: This item greatly enhances your healing and shielding capabilities. Moving and casting abilities builds Harmony, empowering your next heal or shield with additional healing, while allies at low health receive an even stronger recovery. It is an excellent choice for enchanter supports who focus on keeping their team alive and saving allies during critical moments.
Oceanid's Trident
Anti-Shielding
+200 Max Health
+80 Ability Power
+10 Ability Haste
Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP
+ 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP
+ 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.
2600
Oceanid's Trident TIPS: This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.
Oceanid's Trident — This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.
Harmonic Echo
Abilities grant healing effects
+200 Max Health
+40 Ability Power
+50% Mana Regen
+20 Ability Haste
Harmonic Echo: When you heal or shield an allied champion, the effect links to the nearest allied champion within range with the lowest percentage Health, excluding yourself, and grants them 30% of that heal or 35% of that shield. If no other allied champion is in range, the original target instead receives that same extra heal or shield.
2500
Harmonic Echo TIPS: This item greatly enhances your healing and shielding capabilities. Moving and casting abilities builds Harmony, empowering your next heal or shield with additional healing, while allies at low health receive an even stronger recovery. It is an excellent choice for enchanter supports who focus on keeping their team alive and saving allies during critical moments.
Knight's Vow
Redirect damage to yourself and restore Health
+200 Max Health
+100% Health Regen
+40 Armor
+10 Ability Haste
Sacrifice: While your Worthy ally is nearby, redirect 12% of the damage they take to you and heal for 10% of the damage dealt by them to champions.
Pledge: When you buy or re-buy this item, designate an ally who is Worthy.
2450
Knight's Vow TIPS: This item combines Health, Health regeneration, Armor, and Ability Haste, improving durability and the ability to protect allies. A designated ally gains additional protection while nearby: part of the damage they take is redirected to the item holder, while damage they deal to champions restores the holder’s Health. An excellent choice for tanks and supports focused on protecting a key carry.
Knight's Vow — This item combines Health, Health regeneration, Armor, and Ability Haste, improving durability and the ability to protect allies. A designated ally gains additional protection while nearby: part of the damage they take is redirected to the item holder, while damage they deal to champions restores the holder’s Health. An excellent choice for tanks and supports focused on protecting a key carry.
Harmonic Echo
Abilities grant healing effects
+200 Max Health
+40 Ability Power
+50% Mana Regen
+20 Ability Haste
Harmonic Echo: When you heal or shield an allied champion, the effect links to the nearest allied champion within range with the lowest percentage Health, excluding yourself, and grants them 30% of that heal or 35% of that shield. If no other allied champion is in range, the original target instead receives that same extra heal or shield.
2500
Harmonic Echo TIPS: This item greatly enhances your healing and shielding capabilities. Moving and casting abilities builds Harmony, empowering your next heal or shield with additional healing, while allies at low health receive an even stronger recovery. It is an excellent choice for enchanter supports who focus on keeping their team alive and saving allies during critical moments.
Rabadon's Deathcap
Boosts Ability Power
+130 Ability Power
Overkill: Increases Ability Power by 30%.
3400
Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.
Rabadon's Deathcap — This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.
Harmonic Echo
Abilities grant healing effects
+200 Max Health
+40 Ability Power
+50% Mana Regen
+20 Ability Haste
Harmonic Echo: When you heal or shield an allied champion, the effect links to the nearest allied champion within range with the lowest percentage Health, excluding yourself, and grants them 30% of that heal or 35% of that shield. If no other allied champion is in range, the original target instead receives that same extra heal or shield.
2500
Harmonic Echo TIPS: This item greatly enhances your healing and shielding capabilities. Moving and casting abilities builds Harmony, empowering your next heal or shield with additional healing, while allies at low health receive an even stronger recovery. It is an excellent choice for enchanter supports who focus on keeping their team alive and saving allies during critical moments.
Frozen Heart
Reduces enemy Attack Speed
+80 Armor
+400 Max Mana
+20 Ability Haste
Winter's Caress: Reduce the Attack Speed of enemy champions within 650 units of you by 25%.
2550
Frozen Heart TIPS: This item combines a large amount of Armor, additional Mana, and Ability Haste, providing strong protection against physical damage. Nearby enemy champions have their Attack Speed reduced, making it especially effective against marksmen and other opponents who rely heavily on frequent basic attacks. An excellent choice for tanks and fighters against attack-focused team compositions.
Frozen Heart — This item combines a large amount of Armor, additional Mana, and Ability Haste, providing strong protection against physical damage. Nearby enemy champions have their Attack Speed reduced, making it especially effective against marksmen and other opponents who rely heavily on frequent basic attacks. An excellent choice for tanks and fighters against attack-focused team compositions.
Flash (Teleport a short distance) and
Heal (Restore Health to you and the most wounded nearby ally champion) as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Heal
Restore 110 Health (110–400
) to you and the most wounded nearby ally champion, and grants both of you 30% bonus Movement Speed for 2 second(s).
Healing is halved for champions recently affected by Heal.
Cooldown: 100s
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Aery (Your attacks and abilities send Aery to a target, damaging enemies or shielding allies.) as your keystone, followed by
Font of Life (Marks an enemy champion and grants healing upon attack.),
Bone Plating (Reduces incoming damage.) and
Revitalize (Empowered healing and shielding effects.) in the primary tree, as well as
Transcendence (Grants more Ability Haste the higher your level is and also returns ability cooldown duration.) in the secondary tree. Below you can see possible options for replacing runes.
Aery
Poke, Protect
Your attacks and abilities send Aery to a target, damaging enemies or shielding allies.
Damage: 15-70 (
) + 10% bonus
+ 5%![]()
Shield: 25-120 (
) + 10% bonus
+ 5%![]()
Aery cannot be sent out again until she returns to you.
Font of Life
Team Heal
When your attacks or abilities hit an enemy champion, heal yourself and the lowest Health allied champion nearby.
Ally: Heals for 1.5% of your max
+ 5% of your![]()
You: Heal for 1% of your max
+ 5% of your![]()
Healing is 130% effective if you're a melee champion. (Does not trigger if you or nearby allies are at full Health, or if no allies are nearby.)
Cooldown: 15s
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Revitalize
Empowered heals and shields
Gains a 5% amplification effect when Healing or granting Shields. If the target's Health is lower than 40%, the effect is amplified by an additional 10%.
Transcendence
Reduces ability cooldowns
Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.
Cooldown: 8s
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Nullifying Orb
Grant a protective shield
If you take damage from a champion that causes you to fall below 35% of your max Health, gain a shield that absorbs up to 60-180 (
) damage for 4s.
Cooldown: 60s
Nullifying Orb — The rune activates when you would take damage from a champion that causes you to fall below 35% of your maximum health, granting a shield that absorbs damage for a few seconds. This makes the rune perfect for champions who often find themselves in dangerous situations and could be attacked in critical moments. It is ideal for tanks or fighters who need to survive in tough fights, providing protection from sudden damage when at low health.
Transcendence
Reduces ability cooldowns
Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.
Cooldown: 8s
Manaflow Band
Increase Mana
Hitting an enemy champion with and ability or empowered attack permanently increases your max mana
by 30, up to 300 mana.
Manaflow Band — The rune permanently increases your maximum mana with each hit on an enemy champion using an ability or empowered attack, up to a maximum of 300 mana. This rune is perfect for champions who frequently use their abilities and need more mana for efficient combat, such as mages or champions with high mana consumption.
(Q) ULTRA MEGA FIRE KICK
10s
50
Kicks a fireball, knocking back the first enemy hit. The fireball then bounces past the target and explodes, dealing 80 magic damage (80/160/240/320 + 80%
) to nearby enemies and slowing them by 40 (40/45/50/55% + 5%
) for 1.5 seconds.
The fireball knocks minions and monsters farther back. Explosions caused by minions and monsters also detonate in a larger area.
(W) COZY CAMPFIRE
22/20.5/19/17.5s
90
Ignites a buffing Soothing Fire for himself or an allied champion for 6 seconds. While Soothing Fire is burning, Milio casts Fired Up! every 3 seconds.
Self-cast: Grants 9.5/13/16.5/20% attack range and restores 80 Health (80/100/120/140 + 15%
) over time to himself and nearby allied champions.
Cast on allied champions: Forms a tether between himself and the target, granting 9/11/13/15% attack range and restoring 80 Health (80/100/120/140 + 15%
) over time to both champions. When Warm Hugs or Breath of Life is cast, Milio shares all ability effects with the target.
Recast: Selects a new ally (inherits the remaining duration of the first cast).
The tether between Milio and the allied champion has no range limit.
(E) WARM HUGS
1s
50
Wraps himself or an allied champion in protective flames, absorbing 60 damage (60/100/140/180 + 30%
) damage and granting 10/13/16/19%% bonus Movement Speed for 2.5 seconds. The shield and bonus Movement Speed are stackable.
Gains a charge every 16/15/14/13 seconds, storing up to 2 charges.
(R) BREATH OF LIFE
100/90/80s
100
Unleashes a wave of Soothing Fire around himself, removing disables and immobilizing effects from allied champions nearby, healing them for 150 Health (150/250/350 + 50%
), and granting them 65% Tenacity for 3 seconds.
Breath of Life does not remove knockback, knockup, and Airborne effects.
Disables on Milio will also be removed.
We have prepared lists of champions that can really annoy you during a match with the game on the Support MILIO. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Support MILIO in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Mercury's Treads
Increases Magic resist
+150 Max Health
+25 Magic Resistance
+30 Tenacity
+45 Move Speed
1200
Mercury's Treads TIPS: These boots increase your Magic Resistance while making you more resilient to crowd control through Tenacity. The bonus Health and movement speed improve both survivability and mobility, allowing you to perform more effectively against magic damage and heavy-CC team compositions. They are an excellent choice for tanks, fighters, and any champion who needs to stay in the fight longer.
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Executioner's Calling
Physical Damage reduces enemy healing
+15 Attack Damage
Rend: Physical Damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds. Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Oblivion Orb
Magic damage reduces enemy healing
+35 Ability Power
Cursed Wounds: Dealing magic damage to enemy champions applies 40% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+35 Attack Damage
+30% Armor Penetration
+25% Critical Rate
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3000
Mortal Reminder TIPS: This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with armored enemies. Dealing physical damage to enemy champions applies Grievous Wounds, reducing the effectiveness of their healing and health regeneration. An excellent choice against teams with high Armor, healing, and regeneration.
Chempunk Chainsword
Reduces enemy healing
+400 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2800
Chempunk Chainsword TIPS: This item is perfect for champions who face enemies with high sustain, such as Dr. Mundo, Soraka, and Yuumi, who have significant healing abilities. The "Punishment" effect applies Grievous Wounds, reducing the effectiveness of healing and regeneration by 50%, making this item effective against champions who rely on healing. It’s also useful against champions who rely on lifesteal, such as Aatrox, Darius, and Fiora, as it helps reduce the effectiveness of their healing.
Morellonomicon
Magic damage reduces enemy healing
+300 Max Health
+75 Ability Power
+15 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2650
Morellonomicon TIPS: This item is designed to counter champions with strong healing and sustain. Any magic damage you deal applies Grievous Wounds, greatly reducing the effectiveness of enemy healing and regeneration. It is an excellent choice for mages and AP supports against teams that rely heavily on healing, lifesteal, or regeneration.
Quicksilver Sash
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.25 seconds.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
1100
Quicksilver Sash TIPS: This enchant instantly removes most crowd control effects and briefly grants immunity to further disables. Once the effect ends, it provides increased resistance to crowd control and slows, helping you escape dangerous situations or continue fighting without interruption. It is an excellent choice against teams with heavy crowd control, allowing you to stay mobile and effective in crucial moments.
Seeker's Armguard
Turn invulnerable
+20 Armor
+35 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1200
Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Mercurial Scimitar
Dispels crowd control
+45 Attack Damage
+12% Lifesteal
+40 Magic Resistance
Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
3100
Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+12 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Banshee's Veil
Blocks an enemy ability
+105 Ability Power
+40 Magic Resistance
Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)
3000
Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
Serpent's Fang
Anti-Shielding
+50 Attack Damage
+10 Ability Haste
Stab:
+15 Armor Penetration.
Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain for 3s. Melee champions apply (10% of bonus AD
+ 40)% shield reduction, capped at 60%; while ranged champions apply (10% of bonus AD
+ 25)% shield reduction, capped at 45%. When you damage an enemy who is unaffected by Shield Reaver, all shields on them are reduced by the same values.
2800
Serpent's Fang TIPS: This item is perfect for assassins and champions who face enemies with a lot of shields. It provides bonuses to attack damage and ability haste, along with increased armor penetration, making it effective against well-protected enemies. The "Shield Reaver" effect allows you to reduce the effectiveness of shields gained by enemy champions, depending on your bonus attack damage, helping to quickly break through shields. This item is especially useful against champions who rely on shields for defense, such as Lux, Braum, and others.
Oceanid's Trident
Anti-Shielding
+200 Max Health
+80 Ability Power
+10 Ability Haste
Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP
+ 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP
+ 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.
2600
Oceanid's Trident TIPS: This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.
FIRED UP!
ULTRA MEGA FIRE KICK
COZY CAMPFIRE
WARM HUGS
BREATH OF LIFE

When Milio's abilities touch allied champions, their next attack deals additional magic damage equal to 10% of their Attack Damage, plus 15 magic damage (12 + 2
+ 20%
) over 1.5 seconds.
Burn damage does not stack with repeated hits.

10s
50
Kicks a fireball, knocking back the first enemy hit. The fireball then bounces past the target and explodes, dealing 80 magic damage (80/160/240/320 + 80%
) to nearby enemies and slowing them by 40 (40/45/50/55% + 5%
) for 1.5 seconds.
The fireball knocks minions and monsters farther back. Explosions caused by minions and monsters also detonate in a larger area.

22/20.5/19/17.5s
90
Ignites a buffing Soothing Fire for himself or an allied champion for 6 seconds. While Soothing Fire is burning, Milio casts Fired Up! every 3 seconds.
Self-cast: Grants 9.5/13/16.5/20% attack range and restores 80 Health (80/100/120/140 + 15%
) over time to himself and nearby allied champions.
Cast on allied champions: Forms a tether between himself and the target, granting 9/11/13/15% attack range and restoring 80 Health (80/100/120/140 + 15%
) over time to both champions. When Warm Hugs or Breath of Life is cast, Milio shares all ability effects with the target.
Recast: Selects a new ally (inherits the remaining duration of the first cast).
The tether between Milio and the allied champion has no range limit.

1s
50
Wraps himself or an allied champion in protective flames, absorbing 60 damage (60/100/140/180 + 30%
) damage and granting 10/13/16/19%% bonus Movement Speed for 2.5 seconds. The shield and bonus Movement Speed are stackable.
Gains a charge every 16/15/14/13 seconds, storing up to 2 charges.

100/90/80s
100
Unleashes a wave of Soothing Fire around himself, removing disables and immobilizing effects from allied champions nearby, healing them for 150 Health (150/250/350 + 50%
), and granting them 65% Tenacity for 3 seconds.
Breath of Life does not remove knockback, knockup, and Airborne effects.
Disables on Milio will also be removed.
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
Milio is a warmhearted boy from Ixtal who has, despite his young age, mastered the fire axiom and discovered something new: soothing fire. With this newfound power, Milio plans to help his family escape their exile by joining the Yun Tal—just like his grandmother once did. Having traveled through the Ixtal jungles to the capital of Ixaocan, Milio now prepares to face the Vidalion and join the Yun Tal, unaware of the trials—and dangers—that await him.