This meta overview presents MEL’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 MEL 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 MEL. 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
+40 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 22 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Flash (Teleport a short distance) and
Ignite (Ignites target enemy champion, dealing true damageand applying Grievous Wounds for the duration. Grievous Wound reduces the effectiveness of Healing) as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
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
Botanist (When you destroy a plant, gain gold and empowered plant effects.),
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 (
)
Botanist
Empowered plant effects
When you destroy a plant, gain 30 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.
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
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 (
)
Dark Harvest
Bonus Damage, Stack Amplification
Damaging a champion below 50% health deals adaptive damage and harvests their soul, permanently increasing Dark Harvest's damage by 11.
Dark Harvest damage: 35+ 11 per soul + 10% bonus
+ 5% ![]()
Cooldown: 20s (Resets to 1s on takedown)
Dark Harvest — This keystone deals bonus damage to weakened enemies and harvests their souls — each soul permanently increases its damage, turning you into a stronger finisher. Great for assassins and snowball-heavy playstyles that rely on takedowns to snowball fights.
Botanist
Empowered plant effects
When you destroy a plant, gain 30 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.
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) RADIANT VOLLEY
9/8/7/6s
70/80/90/100
Unleashes a barrage of 7/8/9/10 projectiles that explode in the area around a target location.
Each explosion deals 11 magic damage (11/14/17/20 + 6%
), adding up to a maximum of 91 magic damage (91/128/171/220 + 49%
) in total.
Deals 90% damage when used against minions.
(W) REBUTTAL
38/36/34/32s
60/40/20/0
Forms a barrier around herself that reflects projectiles from enemy champions, makes her invulnerable for 1 second(s), and gives her 30% decaying Movement Speed for 1 second(s).
Reflected projectiles deal 40/45/50/55% of the original damage as magic damage.
Structure damage is not prevented.
Reflected projectile damage is calculated using the original caster's base attributes, before damage adjustments and Magic Pen from items.
Does not apply item effects from the original caster.
(E) SOLAR SNARE
11.5/11/10.5/10s
50/55/60/65
Fires a radiating orb, rooting enemies at its center for 1.2/1.3/1.4/1.5 second(s) and dealing 55 magic damage (55/110/165/220 + 50%
).
The orb builds up a hostile area around it that slows enemies by 30% and deals 20 magic damage (20/40/60/80 + 6%
) per 1 second(s).
The slow and damage-over-time effects linger on enemies for 0.75 second(s) after they've left the area created by the orb.
Deals 75% damage when used against minions.
(R) GOLDEN ECLIPSE
95/80/65s
100
Passive:
Overwhelm damage is increased:
- Base damage: 50 magic damage (50/60/70 + 8%
)
- Additional damage: 2 magic damage (2/3/4 + 0.6%
) per stack.
Active:
Unleashes her power on all enemies affected by Overwhelm, dealing:
- Base damage: 100 magic damage (100/150/200 + 25%
)
- Additional damage: 4 magic damage (4/7/10 + 2.5%
) per stack.
Can only be cast when an enemy champion is affected by Overwhelm.
We have prepared lists of champions that can really annoy you during a match with the game on the Mid MEL. 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 MEL 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
+15 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.
Force of Nature
Stacking Magic Resist and Move Speed
+350 Max Health
+60 Magic Resistance
+5% Move Speed
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 20%.
2750
Force of Nature TIPS: This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain
+10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)
3000
Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Kaenic Rookern
Gains a magic shield when out of combat
+350 Max Health
+100% Health Regen
+75 Magic Resistance
Magebane: After not taking magic damage for 12 seconds, gain a magic shield that absorbs damage equal to 70-180 + 10% of max Health
.
2800
Kaenic Rookern TIPS: This item is perfect for champions who need extra protection against magic damage, particularly when spending some time out of combat. It provides significant bonuses to health, regeneration, and magic resistance. The “Magebane” passive activates after 12 seconds without taking magic damage, granting you a magic shield that absorbs damage based on your maximum health. This allows you to safely recover between fights and confidently re-enter combat. It’s especially effective against teams heavy in AP damage.
Abyssal Mask
Reduces the Magic Resist of nearby enemies and increases yours
+400 Max Health
+55 Magic Resistance
+10 Ability Haste
Unmake: Curse enemy champions within 600 units, reducing their Magic Resist by 5 plus 1.2% bonus
, up to 25 Magic Resist. For each enemy champion cursed, gain 9 bonus Magic Resist.
3000
Abyssal Mask TIPS: This item is a solid anti-magic pickup: it boosts your magic resistance while reducing the magic resist of nearby enemies, making them easier to shred with spell damage. Great for tanks and frontliners who need to both soak magic damage and amplify their team’s ability to take down AP threats and durable targets.
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.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+8 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.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain
+10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)
3000
Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Locket of the Iron Solari
Team shield
+200 Max Health
+30 Armor
+30 Magic Resistance
+10 Ability Haste
Locket (Active): Grants a shield to yourself and nearby allied champions that each absorbs 250-370 damage for 2.5 seconds. (60s Cooldown)
This effect is reduced by 50% if the target has been affected by another Locket in the last 20 seconds.
2600
Locket of the Iron Solari TIPS: This item provides powerful team-wide protection during fights. Its active grants a shield to you and nearby allies, helping your team survive burst damage and reducing the impact of enemy engages. It is an excellent choice for tanks and supports who stay close to their teammates and want to maximize their team's survivability in teamfights.
Gargoyle Stoneplate
Shield
+200 Max Health
+45 Armor
+45 Magic Resistance
+10 Ability Haste
Stoneplate (Active): Gain a base shield that absorbs damage equal to 100 plus 90% bonus
and gain size, decayng over 2.5s. (60s Cooldown)
2900
Gargoyle Stoneplate TIPS: This item greatly increases your survivability during teamfights. Its active grants a powerful shield that scales with your bonus Health, allowing you to withstand heavy focus fire and remain on the frontline longer. It is an excellent choice for tanks and bruisers who need to absorb large amounts of damage while protecting their team.
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.
The information below will help you get familiar with the game on the Support Line MEL. 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.
Spectral Sickle (Attack champions and structures to gain 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.
Spectral Sickle
Attack champions and structures to gain bonus gold
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.
Versatile: Gain 10 Attack Damage or 20 Ability Power (Adaptive).
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: Earn 750 gold with this item to transform it into Black Mist Scythe and bind you and the ally with the most Tribute stacks as Perfect Partners.
500
Black Mist Scythe
Attack champions and structures to gain bonus gold
+10 Ability Haste
Versatile: Gain 14 Attack Damage or 28 Ability Power (Adaptive).
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
Black Mist Scythe TIPS: This item is designed for support players, granting passive bonuses to gold and stats. It reduces your gold from killing minions and monsters but provides 75 gold and 1 Soulforce stack every 60 seconds. Each Soulforce stack adaptively grants health, attack damage, or ability power, and at 10 stacks you gain a significant bonus to one of these stats. The item also increases your effectiveness in clearing vision by dealing extra damage to revealed enemy wards. Ideal for map-control–focused supports who want to help their team without worrying about farming; you’ll steadily generate resources and strengthen your utility for both protect and peel.
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.
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 110 + 10%
magic damage to the target and up to 3 nearby enemies. (10s 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.
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
+40 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 22 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.
Black Mist Scythe (Attack champions and structures to gain bonus gold) 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
Luden's Echo (Abilities deal bonus damage).
Spellslinger's Shoes (Deal bonus damage to minions).
Black Mist Scythe
Attack champions and structures to gain bonus gold
+10 Ability Haste
Versatile: Gain 14 Attack Damage or 28 Ability Power (Adaptive).
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
Black Mist Scythe TIPS: This item is designed for support players, granting passive bonuses to gold and stats. It reduces your gold from killing minions and monsters but provides 75 gold and 1 Soulforce stack every 60 seconds. Each Soulforce stack adaptively grants health, attack damage, or ability power, and at 10 stacks you gain a significant bonus to one of these stats. The item also increases your effectiveness in clearing vision by dealing extra damage to revealed enemy wards. Ideal for map-control–focused supports who want to help their team without worrying about farming; you’ll steadily generate resources and strengthen your utility for both protect and peel.
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.
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 110 + 10%
magic damage to the target and up to 3 nearby enemies. (10s 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
First Strike (Gain gold and bonus damage by dealing damage in battle first.) as your keystone, followed by
Cheap Shot (Deals true damage to enemy champions when their movement is impaired.),
Chain Assault (Your attacks deal bonus adaptive damage after you hit an enemy champion with an ability.) and
Eyeball Collection (Gain Adaptive Force after scoring champion or epic monster takedowns.) 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.
First Strike
Initiate, Damage Amplification, Bonus Gold
Initiating combat with an enemy champion or dealing damage to them within 0.25s of engaging them in combat grants 10 gold and First Strike for 3s, allowing you to deal 7% bonus true damage to them. After the effect ends, gain bonus gold based on the bonus damage dealt for its duration.
If you do not deal damage to the enemy champion within 0.25s of engaging them in combat, First Strike will go into a 10-second cooldown.
Bonus gold:
Melee: 65% of bonus damage.
Ranged: 45% of bonus damage.
Cooldown: 20-30s
Cheap Shot
Targets movement-impaired enemies
Deals 10-45 bonus true damage to enemies whose movement is impaired.
Cooldown: 7s
Chain Assault
Triggers on attack after hitting a target with an ability
Hitting an enemy champion with an active ability applies a mark to them, causing your next 2 attacks or active ability casts against them to deal bonus adaptive damage equal to (12-38 (
) + 3% bonus
+ 1.5%
).
Cooldown: 15s
Eyeball Collection
Kills increase Attack Damage/Ability Power
Gains 1.5
or 3
after scoring a champion or epic monster takedown, stacking up to 8 times.
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
First Strike
Initiate, Damage Amplification, Bonus Gold
Initiating combat with an enemy champion or dealing damage to them within 0.25s of engaging them in combat grants 10 gold and First Strike for 3s, allowing you to deal 7% bonus true damage to them. After the effect ends, gain bonus gold based on the bonus damage dealt for its duration.
If you do not deal damage to the enemy champion within 0.25s of engaging them in combat, First Strike will go into a 10-second cooldown.
Bonus gold:
Melee: 65% of bonus damage.
Ranged: 45% of bonus damage.
Cooldown: 20-30s
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 (
)
Arcane Comet — The rune is perfect for champions who frequently use abilities to deal damage, such as Lux or Seraphine. Every time you damage an enemy with an ability, the comet deals additional damage, which increases with each hit. This rune is especially effective on magic-based champions as it amplifies damage and allows for high-frequency ability usage, dealing increasing damage to enemies. It is great for active control in fights and increasing damage over time.
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.
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
Bone Plating — The rune reduces damage from enemy attacks and abilities when you take damage from an enemy champion. It lowers damage from the next few attacks or abilities for a short period, making it useful for most champions, including tanks, fighters, and even some mages. The rune helps improve survivability by mitigating damage in critical moments of the fight, making it suitable for heroes who find themselves in the heart of battles.
(Q) RADIANT VOLLEY
9/8/7/6s
70/80/90/100
Unleashes a barrage of 7/8/9/10 projectiles that explode in the area around a target location.
Each explosion deals 11 magic damage (11/14/17/20 + 6%
), adding up to a maximum of 91 magic damage (91/128/171/220 + 49%
) in total.
Deals 90% damage when used against minions.
(W) REBUTTAL
38/36/34/32s
60/40/20/0
Forms a barrier around herself that reflects projectiles from enemy champions, makes her invulnerable for 1 second(s), and gives her 30% decaying Movement Speed for 1 second(s).
Reflected projectiles deal 40/45/50/55% of the original damage as magic damage.
Structure damage is not prevented.
Reflected projectile damage is calculated using the original caster's base attributes, before damage adjustments and Magic Pen from items.
Does not apply item effects from the original caster.
(E) SOLAR SNARE
11.5/11/10.5/10s
50/55/60/65
Fires a radiating orb, rooting enemies at its center for 1.2/1.3/1.4/1.5 second(s) and dealing 55 magic damage (55/110/165/220 + 50%
).
The orb builds up a hostile area around it that slows enemies by 30% and deals 20 magic damage (20/40/60/80 + 6%
) per 1 second(s).
The slow and damage-over-time effects linger on enemies for 0.75 second(s) after they've left the area created by the orb.
Deals 75% damage when used against minions.
(R) GOLDEN ECLIPSE
95/80/65s
100
Passive:
Overwhelm damage is increased:
- Base damage: 50 magic damage (50/60/70 + 8%
)
- Additional damage: 2 magic damage (2/3/4 + 0.6%
) per stack.
Active:
Unleashes her power on all enemies affected by Overwhelm, dealing:
- Base damage: 100 magic damage (100/150/200 + 25%
)
- Additional damage: 4 magic damage (4/7/10 + 2.5%
) per stack.
Can only be cast when an enemy champion is affected by Overwhelm.
We have prepared lists of champions that can really annoy you during a match with the game on the Support MEL. 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 MEL 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
+15 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.
Force of Nature
Stacking Magic Resist and Move Speed
+350 Max Health
+60 Magic Resistance
+5% Move Speed
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 20%.
2750
Force of Nature TIPS: This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain
+10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)
3000
Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Kaenic Rookern
Gains a magic shield when out of combat
+350 Max Health
+100% Health Regen
+75 Magic Resistance
Magebane: After not taking magic damage for 12 seconds, gain a magic shield that absorbs damage equal to 70-180 + 10% of max Health
.
2800
Kaenic Rookern TIPS: This item is perfect for champions who need extra protection against magic damage, particularly when spending some time out of combat. It provides significant bonuses to health, regeneration, and magic resistance. The “Magebane” passive activates after 12 seconds without taking magic damage, granting you a magic shield that absorbs damage based on your maximum health. This allows you to safely recover between fights and confidently re-enter combat. It’s especially effective against teams heavy in AP damage.
Abyssal Mask
Reduces the Magic Resist of nearby enemies and increases yours
+400 Max Health
+55 Magic Resistance
+10 Ability Haste
Unmake: Curse enemy champions within 600 units, reducing their Magic Resist by 5 plus 1.2% bonus
, up to 25 Magic Resist. For each enemy champion cursed, gain 9 bonus Magic Resist.
3000
Abyssal Mask TIPS: This item is a solid anti-magic pickup: it boosts your magic resistance while reducing the magic resist of nearby enemies, making them easier to shred with spell damage. Great for tanks and frontliners who need to both soak magic damage and amplify their team’s ability to take down AP threats and durable targets.
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.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+8 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.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain
+10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)
3000
Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Locket of the Iron Solari
Team shield
+200 Max Health
+30 Armor
+30 Magic Resistance
+10 Ability Haste
Locket (Active): Grants a shield to yourself and nearby allied champions that each absorbs 250-370 damage for 2.5 seconds. (60s Cooldown)
This effect is reduced by 50% if the target has been affected by another Locket in the last 20 seconds.
2600
Locket of the Iron Solari TIPS: This item provides powerful team-wide protection during fights. Its active grants a shield to you and nearby allies, helping your team survive burst damage and reducing the impact of enemy engages. It is an excellent choice for tanks and supports who stay close to their teammates and want to maximize their team's survivability in teamfights.
Gargoyle Stoneplate
Shield
+200 Max Health
+45 Armor
+45 Magic Resistance
+10 Ability Haste
Stoneplate (Active): Gain a base shield that absorbs damage equal to 100 plus 90% bonus
and gain size, decayng over 2.5s. (60s Cooldown)
2900
Gargoyle Stoneplate TIPS: This item greatly increases your survivability during teamfights. Its active grants a powerful shield that scales with your bonus Health, allowing you to withstand heavy focus fire and remain on the frontline longer. It is an excellent choice for tanks and bruisers who need to absorb large amounts of damage while protecting their team.
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.
SEARING BRILLIANCE
RADIANT VOLLEY
REBUTTAL
SOLAR SNARE
GOLDEN ECLIPSE

Mel's attacks and abilities apply and refresh stacks of Overwhelm for 5 second(s) each time they deal damage.
Overwhelm:
- Stores 60 (60 + 8%
) plus 3 (3 + 0.5%
) damage per stack of magic damage.
- When applied, if the stored amount exceeds the target's combined shields and current Health, they are executed.
Projectile Burst:
- Fires 3 extra projectiles on her next attack after using an ability.
- Each projectile deals 3 magic damage (3–33 (
) + 3%
).
- This effect can stack up to 9 extra projectiles.
Overwhelm deals only 60% damage with the first stack when used against minions.

9/8/7/6s
70/80/90/100
Unleashes a barrage of 7/8/9/10 projectiles that explode in the area around a target location.
Each explosion deals 11 magic damage (11/14/17/20 + 6%
), adding up to a maximum of 91 magic damage (91/128/171/220 + 49%
) in total.
Deals 90% damage when used against minions.

38/36/34/32s
60/40/20/0
Forms a barrier around herself that reflects projectiles from enemy champions, makes her invulnerable for 1 second(s), and gives her 30% decaying Movement Speed for 1 second(s).
Reflected projectiles deal 40/45/50/55% of the original damage as magic damage.
Structure damage is not prevented.
Reflected projectile damage is calculated using the original caster's base attributes, before damage adjustments and Magic Pen from items.
Does not apply item effects from the original caster.

11.5/11/10.5/10s
50/55/60/65
Fires a radiating orb, rooting enemies at its center for 1.2/1.3/1.4/1.5 second(s) and dealing 55 magic damage (55/110/165/220 + 50%
).
The orb builds up a hostile area around it that slows enemies by 30% and deals 20 magic damage (20/40/60/80 + 6%
) per 1 second(s).
The slow and damage-over-time effects linger on enemies for 0.75 second(s) after they've left the area created by the orb.
Deals 75% damage when used against minions.

95/80/65s
100
Passive:
Overwhelm damage is increased:
- Base damage: 50 magic damage (50/60/70 + 8%
)
- Additional damage: 2 magic damage (2/3/4 + 0.6%
) per stack.
Active:
Unleashes her power on all enemies affected by Overwhelm, dealing:
- Base damage: 100 magic damage (100/150/200 + 25%
)
- Additional damage: 4 magic damage (4/7/10 + 2.5%
) per stack.
Can only be cast when an enemy champion is affected by Overwhelm.
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Mel Medarda is the presumed heir of the Medarda family, once one of the most powerful in Noxus. In appearance she is a graceful aristocrat, but beneath the surface lies a skilled politician who makes it her business to know everything about everyone she meets. After an encounter with the mysterious Black Rose, Mel discovered the depths of her mother's deception and, for once, faced a situation potentially beyond her control. With newly awakened magical abilities, she sailed home in search of answers—and though many still seek to temper the light within her, Mel's soul remains forever defiant.