This meta overview presents HWEI’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 HWEI 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 Mid Line HWEI. 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.
Amplifying Tome. 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.
Amplifying Tome
+20 Ability Power
500
Blackfire Torch
Deal burn damage
+80 Ability Power
+500 Maximum Mana
+20 Ability Haste
Baleful Blaze: Dealing damage with abilities causes enemies to burn for 20 + 2%
magic damage per second for 3 seconds.
Deal 40 plus 2%
magic damage every second to monsters.
Blackfire: For each enemy champion or monster affected by your Baleful Blaze, gain 4% Ability Power.
2800
Blackfire Torch TIPS: This item is perfect for mages who specialize in sustained spell damage. Your abilities ignite enemies, burning them over time, and the more enemies affected by the burn, the more Ability Power you gain. It excels on champions with area-of-effect and damage-over-time abilities, boosting both your overall damage and your ability to clear waves and jungle camps efficiently.
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.
Infinity Orb
Abilities deal bonus damage
+110 Ability Power
+15 Magic Penetration
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
3100
Infinity Orb TIPS: This item greatly enhances a mage's finishing power. It provides a large boost to Ability Power and magic penetration while allowing your abilities and empowered attacks to deal increased damage to low-health enemies. An excellent choice for mages and AP assassins who want to execute targets more reliably and maximize their burst potential.
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.
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.
Blackfire Torch (Deal burn damage) as your first item, followed by
Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) (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
Infinity Orb (Abilities deal bonus damage).
Spellslinger's Shoes (Deal bonus damage to minions).
Blackfire Torch
Deal burn damage
+80 Ability Power
+500 Maximum Mana
+20 Ability Haste
Baleful Blaze: Dealing damage with abilities causes enemies to burn for 20 + 2%
magic damage per second for 3 seconds.
Deal 40 plus 2%
magic damage every second to monsters.
Blackfire: For each enemy champion or monster affected by your Baleful Blaze, gain 4% Ability Power.
2800
Blackfire Torch TIPS: This item is perfect for mages who specialize in sustained spell damage. Your abilities ignite enemies, burning them over time, and the more enemies affected by the burn, the more Ability Power you gain. It excels on champions with area-of-effect and damage-over-time abilities, boosting both your overall damage and your ability to clear waves and jungle camps efficiently.
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.
Infinity Orb
Abilities deal bonus damage
+110 Ability Power
+15 Magic Penetration
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
3100
Infinity Orb TIPS: This item greatly enhances a mage's finishing power. It provides a large boost to Ability Power and magic penetration while allowing your abilities and empowered attacks to deal increased damage to low-health enemies. An excellent choice for mages and AP assassins who want to execute targets more reliably and maximize their burst potential.
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.
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.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Blackfire Torch
Deal burn damage
+80 Ability Power
+500 Maximum Mana
+20 Ability Haste
Baleful Blaze: Dealing damage with abilities causes enemies to burn for 20 + 2%
magic damage per second for 3 seconds.
Deal 40 plus 2%
magic damage every second to monsters.
Blackfire: For each enemy champion or monster affected by your Baleful Blaze, gain 4% Ability Power.
2800
Blackfire Torch TIPS: This item is perfect for mages who specialize in sustained spell damage. Your abilities ignite enemies, burning them over time, and the more enemies affected by the burn, the more Ability Power you gain. It excels on champions with area-of-effect and damage-over-time abilities, boosting both your overall damage and your ability to clear waves and jungle camps efficiently.
Luden's Echo
Abilities deal bonus damage
+100 Ability Power
+500 Max Mana
+10 Ability Haste
Echo: Your next damaging ability or empowered attack deals an additional 140 + 15%
magic damage to the target and up to 3 nearby enemies. (9s Cooldown)
2800
Luden's Echo TIPS: This item greatly enhances your burst damage by empowering your next damaging ability or empowered attack with an additional magic explosion that also strikes nearby enemies. It is an excellent choice for mages who excel at wave clearing, poking multiple targets, and dominating short trades with high burst potential.
Luden's Echo — This item greatly enhances your burst damage by empowering your next damaging ability or empowered attack with an additional magic explosion that also strikes nearby enemies. It is an excellent choice for mages who excel at wave clearing, poking multiple targets, and dominating short trades with high burst potential.
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.
Cryptbloom
Restore health on champion kill
+75 Ability Power
+30% Magic Penetration
+20 Ability Haste
Life from Death: When a champion that you damaged within 3s dies, a nova spreads from their corpse that restores 100 plus 20%
Health to allies. (60s Cooldown)
3000
Cryptbloom TIPS: This item combines powerful magic penetration with valuable team utility. In addition to boosting your spell damage, champions you recently damaged release a healing nova upon death, restoring health to nearby allies. It is an excellent choice for mages who want to deal heavy damage while providing extra sustain for their team during extended teamfights.
Cryptbloom — This item combines powerful magic penetration with valuable team utility. In addition to boosting your spell damage, champions you recently damaged release a healing nova upon death, restoring health to nearby allies. It is an excellent choice for mages who want to deal heavy damage while providing extra sustain for their team during extended teamfights.
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.
Liandry's Torment
Abilities deal bonus damage
+300 Max Health
+70 Ability Power
Torment: Damaging abilities and empowered attacks burn enemies for 2% max Health magic damage for 3 seconds.
Madness: Deals 2% more damage for each second in combat against champions, capped at 6% after 3 seconds.
3000
Liandry's Torment TIPS: This item excels in extended fights. Your abilities and empowered attacks ignite enemies, dealing damage over time based on their maximum health, while your overall damage steadily increases the longer you remain in combat. It is an excellent choice for damage-over-time mages and AP bruisers who want to wear down even the toughest frontline champions.
Liandry's Torment — This item excels in extended fights. Your abilities and empowered attacks ignite enemies, dealing damage over time based on their maximum health, while your overall damage steadily increases the longer you remain in combat. It is an excellent choice for damage-over-time mages and AP bruisers who want to wear down even the toughest frontline champions.
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.
Stormsurge
A powerful item for Scaling Mages
+90 Ability Power
+15 Magic Penetration
+6% Move Speed
Stormraider: When damaging a champion, dealing damage equal to 25% of their max Health within 2.5 second(s) applies Squall to them and grants you 25% bonus Movement Speed for 2.5s. (25s Cooldown)
Squall: After 2 second(s), strike the target, dealing magic damage equal to 125 plus 10%
. If the target is killed before the strike, it detonates immediately in a large area and grants 25 gold.
2800
Stormsurge TIPS: This item is perfect for mages capable of delivering heavy burst damage. After landing a strong combo, it marks the target, grants you a burst of movement speed, and follows up with an additional magic strike. If the target dies before the effect triggers, it immediately explodes in an area and rewards you with bonus gold. An excellent choice for scaling mages and AP assassins looking to secure kills and snowball their advantage.
Stormsurge — This item is perfect for mages capable of delivering heavy burst damage. After landing a strong combo, it marks the target, grants you a burst of movement speed, and follows up with an additional magic strike. If the target dies before the effect triggers, it immediately explodes in an area and rewards you with bonus gold. An excellent choice for scaling mages and AP assassins looking to secure kills and snowball their advantage.
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.
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.
Banshee's Veil — 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.
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.
Hextech Roketbelt
Small dash
+250 Max Health
+70 Ability Power
+20 Ability Haste
Protobelt (Active): Dash forward and unleash a cone of missiles, dealing 100 plus 10%
magic damage. (30s Cooldown)
If champions or monsters are hit by more than one missile, missiles after the first will deal only 10% damage.
2700
Hextech Roketbelt TIPS: This item combines Ability Power with extra mobility, allowing you to quickly close the gap or reposition during combat. Its active grants a short dash while firing a cone of rockets that deal area magic damage. It is an excellent choice for AP assassins, mobile mages, and engage-oriented champions who need to dive in, secure kills, or dodge key enemy abilities.
Hextech Roketbelt — This item combines Ability Power with extra mobility, allowing you to quickly close the gap or reposition during combat. Its active grants a short dash while firing a cone of rockets that deal area magic damage. It is an excellent choice for AP assassins, mobile mages, and engage-oriented champions who need to dive in, secure kills, or dodge key enemy abilities.
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.
Horizon Focus
Deals bonus damage to marked targets
+80 Ability Power
+25 Ability Haste
Hypershot: Damaging an enemy champion with an ability from 600 units away reveals them for 8 seconds and increases damage dealt to them by 10%.
Focus: When Hypershot is triggered, it reveals all enemy champions within 1.200 units of the target for 3s. (12s Cooldown)
2700
Horizon Focus TIPS: This item is perfect for long-range mages and poke-oriented champions. Hitting an enemy with a spell from a distance marks and reveals them while increasing all subsequent damage they take. It also exposes nearby enemy champions, providing valuable vision for your team and making follow-up attacks much easier. An excellent choice for artillery mages and champions who excel at controlling fights from a safe distance.
Horizon Focus — This item is perfect for long-range mages and poke-oriented champions. Hitting an enemy with a spell from a distance marks and reveals them while increasing all subsequent damage they take. It also exposes nearby enemy champions, providing valuable vision for your team and making follow-up attacks much easier. An excellent choice for artillery mages and champions who excel at controlling fights from a safe distance.
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.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Void Staff — This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Flash (Teleport a short distance) and
Ghost (Gain a large burst of movement speed) as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Ghost
Gain a large burst of movement speed, that decays to 25% bonus movement speed for 8 seconds. With each takedown, Ghost's duration is extended by 6 seconds, refreshing its effects, up to the original amount.
Cooldown: 90s
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
Arcane Comet (Damaging a champion with an ability hurls a comet at their location. When a comet hits an enemy champion, the next comet's damage increases.) as your keystone, followed by
Manaflow Band (Increases max Mana when an ability hits an enemy champions.),
Transcendence (Grants more Ability Haste the higher your level is and also returns ability cooldown duration.) and
Scorch (Deals bonus damage to champions on ability hit.) in the primary tree, as well as
Bone Plating (Reduces incoming damage.) in the secondary tree. Below you can see possible options for replacing runes.
Arcane Comet
Poke, Stack Amplification
Damaging a champion with an ability hurls a comet at their location. When a comet hits an enemy champion, the next comet's damage increases.
Damage: (15 to 100) + (2 x total hits on enemy champions) + 10% bonus
+ 5%
.
Cooldown: 16-8s (
)
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.
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
Scorch
Abilities deal bonus damage
Damaging an enemy champion with an ability burns them, dealing 21-49 bonus magic damage (
) after 1 seconds.
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
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.
Botanist
Empowered plant effects
When you destroy a plant, gain 10 gold and empowered plant effects. Soulflowers near the turrets also grant additional bonuses.
Honeyfruit: Heal is increased by 20% when consumed.
Scryer's Bloom: Vision granted lasts 20% longer when destroyed.
Blast Cone: Gain 40% Movement Speed for 2.5 second(s) after the knockback.
Botanist — This rune enhances interactions with map plants, providing extra gold and useful bonuses. It is ideal for players who активно перемещаются по карте и используют окружение для получения преимущества. It works best on junglers and roaming champions where controlling resources, moving efficiently, and gaining extra value from map interactions is important.
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
Absolute Focus
Gain Attack Damage/Ability Power at high Health
While above 65% Health, gain a bonus 2–20 Attack Damage (
) or 2–30 Ability Power (
) (Adaptive).
Absolute Focus — This rune increases your damage while you are at high health, making it ideal for a safe and controlled playstyle. It works best on champions who can maintain distance and avoid taking damage, allowing them to deal consistent increased damage. It is most effective on marksmen and mages where positioning and sustained damage are key.
Scorch
Abilities deal bonus damage
Damaging an enemy champion with an ability burns them, dealing 21-49 bonus magic damage (
) after 1 seconds.
Cooldown: 8s
Gathering Storm
Increase Attack Damage/Ability Power over time
Starting from 6 minutes into the game, gain increasing Attack Damage or Ability Power (Adaptive). Bonuses increase time, totaling 2/5/9/14/etc.
or 4/10/18/28/etc.
based on game time.
Gathering Storm — This rune provides gradual damage scaling as the game goes on, making it ideal for late-game focused champions. It performs best in slower matches where you have time to farm and scale. It works best on mages, marksmen, and some fighters who rely on becoming stronger over time and dominating in the late game.
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
Battle Zeal
Increase damage during prolonged battles
Gain 1.4% stacking basic ability damage amplification every 1 second(s) while in combat with a champion. Stacks up to 3 times and only takes effect against enemy champions.
Battle Zeal — This rune increases damage during extended fights, making you stronger the longer the combat lasts. It is ideal for champions who thrive in prolonged trades and sustained pressure. It works best on fighters, mages, and some marksmen who can stay in combat and gradually ramp up their damage.
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
Coup de Grace
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Coup de Grace — This rune increases damage against low-health enemies, helping you finish off targets more effectively. It is ideal for champions who rely on burst damage and securing kills. It works best on assassins, marksmen, and some fighters where quickly executing enemies and securing advantages in fights is key.
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
Cut Down
Deal more damage to high Health enemies
Your attacks deal 6.57% bonus adaptive damage to enemy champions with more than 60% Health.
Cut Down — This rune increases damage against high-health targets, helping you deal with tanky enemies more effectively. It is ideal for champions who rely on consistent damage output, especially against tanks and durable fighters. It works best on marksmen and some fighters where efficiently shredding high-health targets is important.
(Q) SUBJECT: DISASTER
9.5/8.5/7.5/6.5s
80
Paints visions of disaster that deal large damage to enemies.
(QQ) - Devastating Fire: Paints a blazing fireball that flies out in the target direction. It explodes on the first enemy hit, dealing 50 (50/90/130/170 + 75%
) plus 4/5/6/7% of the target's max Health as magic damage to all enemies in an area.
(QW) - Severing Bolt: Paints a long-range, delayed lightning bolt at the target location, dealing 80 magic damage (80/110/140/170 + 30%
). If the target is immobilized or only one target is struck, they take increased damage based on their missing Health, up to 200 magic damage (200/330/490/680 + 75%
).
(QE) - Molten Fissure: Paints a field of exploding volcanic eruptions, creating lingering lava in its path. Every eruption deals 20 magic damage (20/35/50/65 + 30%
) to enemies hit. Enemies in the lava area are dealt 20 magic damage (20/40/60/80 + 30%
) per second and slowed by 30%. Each lava pool lasts 2.5 seconds.
(W) SUBJECT: SERENITY
17/16.5/16/15.5s
90
Paints visions of serenity that provide utility for himself and allied champions.
(WQ) - Fleeting Current: Paints a current of swift waters in a line for 4/4.5/5/5.5 seconds that grants 30% Movement Speed (30/32/35/37 + 3%
) to himself and allied champions.
(WW) - Pool of Reflection: Paints a protective pool at the target location that lasts 3 seconds, granting a shield that absorbs 60 damage (60/80/100/120 + 35%
) to allied champions in the area. The shield increases over 1.5 seconds, up to an increase of 108 damage (108/128/148/168 + 71%
). Shields granted to allied champions other than Hwei are reduced by 15%.
(WE) - Stirring Lights: Paints three swirling lights that circle him, causing his next three abilities or attacks to deal 30 bonus magic damage (30/40/50/60 + 15%
) and restore 45/50/55/60 Mana on hit.
(E) SUBJECT: TORMENT
13/12/11/10s
50
Paints visions of torment that control enemies.
(EQ) - Grim Visage: Launches a terrifying face that strikes the first enemy hit, fearing them for 1/1.125/1.25/1.375 second(s) and dealing 70 magic damage (70/120/170/220 + 70%
).
(EW) - Gaze of the Abyss: Paints an abyssal eye at the target location that grants vision, locking onto the nearest enemy champion and launching a homing missile at them. The missile roots the first enemy hit for 1.25/1.5/1.75/2 second(s), dealing 70 magic damage (70/120/170/220 + 70%
) and revealing them for 2.5 second(s).
(EE) - Crushing Maw: Paints crushing jaws that deal 70 magic damage (70/120/170/220 + 70%
) to enemies hit and drag them toward the center, applying a 40/50/60/70% slow that decays over 1.25 second(s).
(R) SPIRALING DESPAIR
70/60/50s
100
Launches a vision of pure despair that sticks to an enemy champion for 3 seconds. The vision expands over time, applying a 10% slow that stacks every 0.25 second(s) to enemies and dealing 10 magic damage (10/20/30 + 5%
) per second.
Upon reaching its maximum size, the vision shatters, dealing 250 magic damage (250/350/450 + 75%
).
We have prepared lists of champions that can really annoy you during a match with the game on the Mid HWEI. 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!
There are no champions in this section that threaten {title}.
There are no champions in this section that threaten {title}.
There are no champions in this section that threaten {title}.
There are no champions in this section that threaten {title}.
There are no champions in this section that synergies with {title}.
There are no champions in this section that synergies with {title}.
There are no champions in this section that synergies with {title}.
There are no champions in this section that synergies with {title}.
We have prepared a list of items and spells that will help counter Mid HWEI in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
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This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
The information below will help you get familiar with the game on the Support Line HWEI. 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.
Blackfire Torch
Deal burn damage
+80 Ability Power
+500 Maximum Mana
+20 Ability Haste
Baleful Blaze: Dealing damage with abilities causes enemies to burn for 20 + 2%
magic damage per second for 3 seconds.
Deal 40 plus 2%
magic damage every second to monsters.
Blackfire: For each enemy champion or monster affected by your Baleful Blaze, gain 4% Ability Power.
2800
Blackfire Torch TIPS: This item is perfect for mages who specialize in sustained spell damage. Your abilities ignite enemies, burning them over time, and the more enemies affected by the burn, the more Ability Power you gain. It excels on champions with area-of-effect and damage-over-time abilities, boosting both your overall damage and your ability to clear waves and jungle camps efficiently.
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
Blackfire Torch (Deal burn damage).
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.
Blackfire Torch
Deal burn damage
+80 Ability Power
+500 Maximum Mana
+20 Ability Haste
Baleful Blaze: Dealing damage with abilities causes enemies to burn for 20 + 2%
magic damage per second for 3 seconds.
Deal 40 plus 2%
magic damage every second to monsters.
Blackfire: For each enemy champion or monster affected by your Baleful Blaze, gain 4% Ability Power.
2800
Blackfire Torch TIPS: This item is perfect for mages who specialize in sustained spell damage. Your abilities ignite enemies, burning them over time, and the more enemies affected by the burn, the more Ability Power you gain. It excels on champions with area-of-effect and damage-over-time abilities, boosting both your overall damage and your ability to clear waves and jungle camps efficiently.
Liandry's Torment
Abilities deal bonus damage
+300 Max Health
+70 Ability Power
Torment: Damaging abilities and empowered attacks burn enemies for 2% max Health magic damage for 3 seconds.
Madness: Deals 2% more damage for each second in combat against champions, capped at 6% after 3 seconds.
3000
Liandry's Torment TIPS: This item excels in extended fights. Your abilities and empowered attacks ignite enemies, dealing damage over time based on their maximum health, while your overall damage steadily increases the longer you remain in combat. It is an excellent choice for damage-over-time mages and AP bruisers who want to wear down even the toughest frontline champions.
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.
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.
Liandry's Torment
Abilities deal bonus damage
+300 Max Health
+70 Ability Power
Torment: Damaging abilities and empowered attacks burn enemies for 2% max Health magic damage for 3 seconds.
Madness: Deals 2% more damage for each second in combat against champions, capped at 6% after 3 seconds.
3000
Liandry's Torment TIPS: This item excels in extended fights. Your abilities and empowered attacks ignite enemies, dealing damage over time based on their maximum health, while your overall damage steadily increases the longer you remain in combat. It is an excellent choice for damage-over-time mages and AP bruisers who want to wear down even the toughest frontline champions.
Infinity Orb
Abilities deal bonus damage
+110 Ability Power
+15 Magic Penetration
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
3100
Infinity Orb TIPS: This item greatly enhances a mage's finishing power. It provides a large boost to Ability Power and magic penetration while allowing your abilities and empowered attacks to deal increased damage to low-health enemies. An excellent choice for mages and AP assassins who want to execute targets more reliably and maximize their burst potential.
Infinity Orb — This item greatly enhances a mage's finishing power. It provides a large boost to Ability Power and magic penetration while allowing your abilities and empowered attacks to deal increased damage to low-health enemies. An excellent choice for mages and AP assassins who want to execute targets more reliably and maximize their burst potential.
Liandry's Torment
Abilities deal bonus damage
+300 Max Health
+70 Ability Power
Torment: Damaging abilities and empowered attacks burn enemies for 2% max Health magic damage for 3 seconds.
Madness: Deals 2% more damage for each second in combat against champions, capped at 6% after 3 seconds.
3000
Liandry's Torment TIPS: This item excels in extended fights. Your abilities and empowered attacks ignite enemies, dealing damage over time based on their maximum health, while your overall damage steadily increases the longer you remain in combat. It is an excellent choice for damage-over-time mages and AP bruisers who want to wear down even the toughest frontline champions.
Bloodletter's Curse
Reduces enemy's Magic Resist
+350 Maximum Health
+65 Ability Power
+15 Ability Haste
Vile Decay: Dealing magic damage with abilities or passives to champions reduces their Magic Resist by 7.5% for 6 seconds (max 30%).
2900
Bloodletter's Curse TIPS: This item greatly enhances your magic damage by gradually reducing the target's magic resistance whenever your abilities or passive effects deal damage. It excels in extended fights, allowing both you and your AP teammates to deal increasingly higher damage to the same target. An excellent choice for AP bruisers, damage-over-time mages, and champions who can consistently keep the debuff active on multiple enemies.
Bloodletter's Curse — This item greatly enhances your magic damage by gradually reducing the target's magic resistance whenever your abilities or passive effects deal damage. It excels in extended fights, allowing both you and your AP teammates to deal increasingly higher damage to the same target. An excellent choice for AP bruisers, damage-over-time mages, and champions who can consistently keep the debuff active on multiple enemies.
Liandry's Torment
Abilities deal bonus damage
+300 Max Health
+70 Ability Power
Torment: Damaging abilities and empowered attacks burn enemies for 2% max Health magic damage for 3 seconds.
Madness: Deals 2% more damage for each second in combat against champions, capped at 6% after 3 seconds.
3000
Liandry's Torment TIPS: This item excels in extended fights. Your abilities and empowered attacks ignite enemies, dealing damage over time based on their maximum health, while your overall damage steadily increases the longer you remain in combat. It is an excellent choice for damage-over-time mages and AP bruisers who want to wear down even the toughest frontline champions.
Horizon Focus
Deals bonus damage to marked targets
+80 Ability Power
+25 Ability Haste
Hypershot: Damaging an enemy champion with an ability from 600 units away reveals them for 8 seconds and increases damage dealt to them by 10%.
Focus: When Hypershot is triggered, it reveals all enemy champions within 1.200 units of the target for 3s. (12s Cooldown)
2700
Horizon Focus TIPS: This item is perfect for long-range mages and poke-oriented champions. Hitting an enemy with a spell from a distance marks and reveals them while increasing all subsequent damage they take. It also exposes nearby enemy champions, providing valuable vision for your team and making follow-up attacks much easier. An excellent choice for artillery mages and champions who excel at controlling fights from a safe distance.
Horizon Focus — This item is perfect for long-range mages and poke-oriented champions. Hitting an enemy with a spell from a distance marks and reveals them while increasing all subsequent damage they take. It also exposes nearby enemy champions, providing valuable vision for your team and making follow-up attacks much easier. An excellent choice for artillery mages and champions who excel at controlling fights from a safe distance.
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.
Imperial Mandate
Crowd control grants additional ally damage
+60 Ability Power
+20 Ability Haste
+50% Mana Regen
Coordinated Fire: Abilities that Slow or Immobilize a champion deal 47-75 bonus magic damage and marks them for 4 seconds (6 seconds cooldown per enemy champion). Allied champion damage detonates the mark, dealing an additional 94-150 magic damage (based on ally level) and granting you both 20% Move Speed, for 2 seconds.
2600
Imperial Mandate TIPS: This item is perfect for support champions who have abilities that slow or immobilize enemies, allowing you to activate effects for your team. It provides bonuses to maximum health, ability power, and ability haste, helping you deal damage while also enhancing teamwork with your allies. The "Coordinated Fire" effect activates when you slow or immobilize an enemy, dealing bonus magic damage and marking them for 4 seconds. When an allied champion damages the marked target, it detonates the mark, dealing additional magic damage and granting both you and your ally 20% bonus movement speed for 2 seconds. This item is especially useful for champions with crowd control abilities.
Imperial Mandate — This item is perfect for support champions who have abilities that slow or immobilize enemies, allowing you to activate effects for your team. It provides bonuses to maximum health, ability power, and ability haste, helping you deal damage while also enhancing teamwork with your allies. The "Coordinated Fire" effect activates when you slow or immobilize an enemy, dealing bonus magic damage and marking them for 4 seconds. When an allied champion damages the marked target, it detonates the mark, dealing additional magic damage and granting both you and your ally 20% bonus movement speed for 2 seconds. This item is especially useful for champions with crowd control abilities.
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.
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.
Banshee's Veil — 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.
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.
Cryptbloom
Restore health on champion kill
+75 Ability Power
+30% Magic Penetration
+20 Ability Haste
Life from Death: When a champion that you damaged within 3s dies, a nova spreads from their corpse that restores 100 plus 20%
Health to allies. (60s Cooldown)
3000
Cryptbloom TIPS: This item combines powerful magic penetration with valuable team utility. In addition to boosting your spell damage, champions you recently damaged release a healing nova upon death, restoring health to nearby allies. It is an excellent choice for mages who want to deal heavy damage while providing extra sustain for their team during extended teamfights.
Cryptbloom — This item combines powerful magic penetration with valuable team utility. In addition to boosting your spell damage, champions you recently damaged release a healing nova upon death, restoring health to nearby allies. It is an excellent choice for mages who want to deal heavy damage while providing extra sustain for their team during extended teamfights.
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.
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.
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.
Rylai's Crystal Scepter
Abilities apply slows
+350 Max Health
+65 Ability Power
Icy: Damaging abilities and empowered attacks slow enemies by 30% for 0.75 second.
2700
Rylai's Crystal Scepter TIPS: This item enhances your crowd control by causing your abilities and empowered attacks to slow enemies with every hit. The bonus health improves your durability, while the consistent slow makes it much easier to land follow-up abilities, chase fleeing targets, and support your teammates. It is an excellent choice for damage-over-time mages and champions who rely on keeping enemies within the range of their abilities.
Rylai's Crystal Scepter — This item enhances your crowd control by causing your abilities and empowered attacks to slow enemies with every hit. The bonus health improves your durability, while the consistent slow makes it much easier to land follow-up abilities, chase fleeing targets, and support your teammates. It is an excellent choice for damage-over-time mages and champions who rely on keeping enemies within the range of their abilities.
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
Arcane Comet (Damaging a champion with an ability hurls a comet at their location. When a comet hits an enemy champion, the next comet's damage increases.) as your keystone, followed by
Manaflow Band (Increases max Mana when an ability hits an enemy champions.),
Transcendence (Grants more Ability Haste the higher your level is and also returns ability cooldown duration.) and
Scorch (Deals bonus damage to champions on ability hit.) in the primary tree, as well as
Bone Plating (Reduces incoming damage.) in the secondary tree. Below you can see possible options for replacing runes.
Arcane Comet
Poke, Stack Amplification
Damaging a champion with an ability hurls a comet at their location. When a comet hits an enemy champion, the next comet's damage increases.
Damage: (15 to 100) + (2 x total hits on enemy champions) + 10% bonus
+ 5%
.
Cooldown: 16-8s (
)
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.
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
Scorch
Abilities deal bonus damage
Damaging an enemy champion with an ability burns them, dealing 21-49 bonus magic damage (
) after 1 seconds.
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
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
Absolute Focus
Gain Attack Damage/Ability Power at high Health
While above 65% Health, gain a bonus 2–20 Attack Damage (
) or 2–30 Ability Power (
) (Adaptive).
Absolute Focus — This rune increases your damage while you are at high health, making it ideal for a safe and controlled playstyle. It works best on champions who can maintain distance and avoid taking damage, allowing them to deal consistent increased damage. It is most effective on marksmen and mages where positioning and sustained damage are key.
Scorch
Abilities deal bonus damage
Damaging an enemy champion with an ability burns them, dealing 21-49 bonus magic damage (
) after 1 seconds.
Cooldown: 8s
Gathering Storm
Increase Attack Damage/Ability Power over time
Starting from 6 minutes into the game, gain increasing Attack Damage or Ability Power (Adaptive). Bonuses increase time, totaling 2/5/9/14/etc.
or 4/10/18/28/etc.
based on game time.
Gathering Storm — This rune provides gradual damage scaling as the game goes on, making it ideal for late-game focused champions. It performs best in slower matches where you have time to farm and scale. It works best on mages, marksmen, and some fighters who rely on becoming stronger over time and dominating in the late game.
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
Battle Zeal
Increase damage during prolonged battles
Gain 1.4% stacking basic ability damage amplification every 1 second(s) while in combat with a champion. Stacks up to 3 times and only takes effect against enemy champions.
Battle Zeal — This rune increases damage during extended fights, making you stronger the longer the combat lasts. It is ideal for champions who thrive in prolonged trades and sustained pressure. It works best on fighters, mages, and some marksmen who can stay in combat and gradually ramp up their damage.
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
Cut Down
Deal more damage to high Health enemies
Your attacks deal 6.57% bonus adaptive damage to enemy champions with more than 60% Health.
Cut Down — This rune increases damage against high-health targets, helping you deal with tanky enemies more effectively. It is ideal for champions who rely on consistent damage output, especially against tanks and durable fighters. It works best on marksmen and some fighters where efficiently shredding high-health targets is important.
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
Coup de Grace
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Coup de Grace — This rune increases damage against low-health enemies, helping you finish off targets more effectively. It is ideal for champions who rely on burst damage and securing kills. It works best on assassins, marksmen, and some fighters where quickly executing enemies and securing advantages in fights is key.
(Q) SUBJECT: DISASTER
9.5/8.5/7.5/6.5s
80
Paints visions of disaster that deal large damage to enemies.
(QQ) - Devastating Fire: Paints a blazing fireball that flies out in the target direction. It explodes on the first enemy hit, dealing 50 (50/90/130/170 + 75%
) plus 4/5/6/7% of the target's max Health as magic damage to all enemies in an area.
(QW) - Severing Bolt: Paints a long-range, delayed lightning bolt at the target location, dealing 80 magic damage (80/110/140/170 + 30%
). If the target is immobilized or only one target is struck, they take increased damage based on their missing Health, up to 200 magic damage (200/330/490/680 + 75%
).
(QE) - Molten Fissure: Paints a field of exploding volcanic eruptions, creating lingering lava in its path. Every eruption deals 20 magic damage (20/35/50/65 + 30%
) to enemies hit. Enemies in the lava area are dealt 20 magic damage (20/40/60/80 + 30%
) per second and slowed by 30%. Each lava pool lasts 2.5 seconds.
(W) SUBJECT: SERENITY
17/16.5/16/15.5s
90
Paints visions of serenity that provide utility for himself and allied champions.
(WQ) - Fleeting Current: Paints a current of swift waters in a line for 4/4.5/5/5.5 seconds that grants 30% Movement Speed (30/32/35/37 + 3%
) to himself and allied champions.
(WW) - Pool of Reflection: Paints a protective pool at the target location that lasts 3 seconds, granting a shield that absorbs 60 damage (60/80/100/120 + 35%
) to allied champions in the area. The shield increases over 1.5 seconds, up to an increase of 108 damage (108/128/148/168 + 71%
). Shields granted to allied champions other than Hwei are reduced by 15%.
(WE) - Stirring Lights: Paints three swirling lights that circle him, causing his next three abilities or attacks to deal 30 bonus magic damage (30/40/50/60 + 15%
) and restore 45/50/55/60 Mana on hit.
(E) SUBJECT: TORMENT
13/12/11/10s
50
Paints visions of torment that control enemies.
(EQ) - Grim Visage: Launches a terrifying face that strikes the first enemy hit, fearing them for 1/1.125/1.25/1.375 second(s) and dealing 70 magic damage (70/120/170/220 + 70%
).
(EW) - Gaze of the Abyss: Paints an abyssal eye at the target location that grants vision, locking onto the nearest enemy champion and launching a homing missile at them. The missile roots the first enemy hit for 1.25/1.5/1.75/2 second(s), dealing 70 magic damage (70/120/170/220 + 70%
) and revealing them for 2.5 second(s).
(EE) - Crushing Maw: Paints crushing jaws that deal 70 magic damage (70/120/170/220 + 70%
) to enemies hit and drag them toward the center, applying a 40/50/60/70% slow that decays over 1.25 second(s).
(R) SPIRALING DESPAIR
70/60/50s
100
Launches a vision of pure despair that sticks to an enemy champion for 3 seconds. The vision expands over time, applying a 10% slow that stacks every 0.25 second(s) to enemies and dealing 10 magic damage (10/20/30 + 5%
) per second.
Upon reaching its maximum size, the vision shatters, dealing 250 magic damage (250/350/450 + 75%
).
We have prepared lists of champions that can really annoy you during a match with the game on the Support HWEI. 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!
There are no champions in this section that threaten {title}.
There are no champions in this section that threaten {title}.
There are no champions in this section that threaten {title}.
There are no champions in this section that threaten {title}.
There are no champions in this section that synergies with {title}.
There are no champions in this section that synergies with {title}.
There are no champions in this section that synergies with {title}.
There are no champions in this section that synergies with {title}.
We have prepared a list of items and spells that will help counter Support HWEI in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
SIGNATURE OF THE VISIONARY
SUBJECT: DISASTER
SUBJECT: SERENITY
SUBJECT: TORMENT
SPIRALING DESPAIR

Hwei's damaging abilities against enemy champions mark them with his signature for 4 second(s).
Hitting a marked enemy with a second damaging ability consumes the mark to create an explosion underneath them that detonates after a short delay, dealing 33 magic damage (33–333 (
) + 33%
) to all enemies in range. Each ability can only trigger this effect once per target.
This section is currently empty, but we assure you that we are working tirelessly to fill this section!

9.5/8.5/7.5/6.5s
80
Paints visions of disaster that deal large damage to enemies.
(QQ) - Devastating Fire: Paints a blazing fireball that flies out in the target direction. It explodes on the first enemy hit, dealing 50 (50/90/130/170 + 75%
) plus 4/5/6/7% of the target's max Health as magic damage to all enemies in an area.
(QW) - Severing Bolt: Paints a long-range, delayed lightning bolt at the target location, dealing 80 magic damage (80/110/140/170 + 30%
). If the target is immobilized or only one target is struck, they take increased damage based on their missing Health, up to 200 magic damage (200/330/490/680 + 75%
).
(QE) - Molten Fissure: Paints a field of exploding volcanic eruptions, creating lingering lava in its path. Every eruption deals 20 magic damage (20/35/50/65 + 30%
) to enemies hit. Enemies in the lava area are dealt 20 magic damage (20/40/60/80 + 30%
) per second and slowed by 30%. Each lava pool lasts 2.5 seconds.
This section is currently empty, but we assure you that we are working tirelessly to fill this section!

17/16.5/16/15.5s
90
Paints visions of serenity that provide utility for himself and allied champions.
(WQ) - Fleeting Current: Paints a current of swift waters in a line for 4/4.5/5/5.5 seconds that grants 30% Movement Speed (30/32/35/37 + 3%
) to himself and allied champions.
(WW) - Pool of Reflection: Paints a protective pool at the target location that lasts 3 seconds, granting a shield that absorbs 60 damage (60/80/100/120 + 35%
) to allied champions in the area. The shield increases over 1.5 seconds, up to an increase of 108 damage (108/128/148/168 + 71%
). Shields granted to allied champions other than Hwei are reduced by 15%.
(WE) - Stirring Lights: Paints three swirling lights that circle him, causing his next three abilities or attacks to deal 30 bonus magic damage (30/40/50/60 + 15%
) and restore 45/50/55/60 Mana on hit.
This section is currently empty, but we assure you that we are working tirelessly to fill this section!

13/12/11/10s
50
Paints visions of torment that control enemies.
(EQ) - Grim Visage: Launches a terrifying face that strikes the first enemy hit, fearing them for 1/1.125/1.25/1.375 second(s) and dealing 70 magic damage (70/120/170/220 + 70%
).
(EW) - Gaze of the Abyss: Paints an abyssal eye at the target location that grants vision, locking onto the nearest enemy champion and launching a homing missile at them. The missile roots the first enemy hit for 1.25/1.5/1.75/2 second(s), dealing 70 magic damage (70/120/170/220 + 70%
) and revealing them for 2.5 second(s).
(EE) - Crushing Maw: Paints crushing jaws that deal 70 magic damage (70/120/170/220 + 70%
) to enemies hit and drag them toward the center, applying a 40/50/60/70% slow that decays over 1.25 second(s).
This section is currently empty, but we assure you that we are working tirelessly to fill this section!

70/60/50s
100
Launches a vision of pure despair that sticks to an enemy champion for 3 seconds. The vision expands over time, applying a 10% slow that stacks every 0.25 second(s) to enemies and dealing 10 magic damage (10/20/30 + 5%
) per second.
Upon reaching its maximum size, the vision shatters, dealing 250 magic damage (250/350/450 + 75%
).
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
Hwei is a brooding painter who creates brilliant art in order to confront Ionia's criminals and comfort their victims. Beneath his melancholy roils a torn, emotional mind—haunted by both the vibrant visions of his imagination and the gruesome memories of his temple's massacre. Hwei seeks to understand this light and dark, which drives him inevitably toward the artist who unraveled him. With paintbrush and palette, Hwei shapes endless possibilities as he draws ever closer to earning closure or embracing despair.