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Milio Build Guide by BreadedBreadCrum

Support Milio Support - Friendly Fire [13.15]

Support Milio Support - Friendly Fire [13.15]

Updated on August 4, 2023
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6,261 Views 0 Comments League of Legends Build Guide Author BreadedBreadCrum Milio Build Guide By BreadedBreadCrum Updated on August 4, 2023
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Runes: Aery

1 2
Sorcery
Summon Aery
Manaflow Band
Transcendence
Waterwalking

Inspiration
Biscuit Delivery
Cosmic Insight
Bonus:

+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3
Standard Exhaust
LoL Summoner Spell: Exhaust

Exhaust

LoL Summoner Spell: Flash

Flash

Items

Champion Build Guide

Milio Support - Friendly Fire [13.15]

By BreadedBreadCrum
Intro

My fuemigos aren't just cute, they're also helpful. Just wait, I'll show you guys.

Introduction


Hey! This is my guide for a champion that I've been really really enjoying recently. I am an Ivern OTP with 500k mastery on him, but Milio has quickly become my favourite support pick due to his similar playstyle and ability usage.

What is your OP.gg or U.gg?


OP gg
U gg
Matchup Sheet

Matchup Sheet!


This matchup sheet is still WIP, but I'll probably make support matchups, ADC matchups, and ADC synergies first, and if I feel like it I'll also detail specific top, mid, or jg matchups/synergies.
Pros and Cons

Pros



+ Insane Utility
+ Amazing Synergies
+ Great Trading Patterns
+ Flexible Matchups
+ Unique CC
+ Fight-Changing Ultimate

Cons



- ADC reliant
- Limited Scaling
- Low CC
- Low Roaming Ability
- Low Synergy with AP Bruisers
- Insanely low damage by yourself

Milio has a kit that is phenomenal when used at all(most likely cause they were released recently lol) and is often held back simply because your teammates aren't able to apply or use your abilities to their maximum effectiveness. However, despite these cons, Milio is pretty much never bad into or with any comp except if it's specifically designed to beat him or specifically designed to not work with him.

Ability Breakdown

This will be a brief look at Milio's abilities if you're getting started. These abilities are

Fired Up!


Ultra Mega Fire Kick


Cozy Campfire


Warm Hugs


Breath of Life



Fired Up!


Milio's abilities, when applied to himself or allies, applies an enchantment for 4 Seconds which makes the next instance of damage applied to an enemy instantly does extra magic damage based on 15% of the champ's AD as well as adding a burn that does magic damage over 1.5 seconds; 25-80 base damage and 20% of Milio's AP



This is essentially the main ingredient to Milio's kit as it's applied to someone in all of the other abilities. The damage doesn't sound like much, but considering at Lvl 2/3 you can apply this ability to the enemy about 8 times which the burn alone would do about 240 damage disregarding the extra AD damage, that's some crazy damage early and late as your ADC starts to get more and more AD.
This scaling is what makes this ability balanced. Being 20%, it really doesn't have the best synergy with AP dominant items which is the reason you tend to build Redemption. This doesn't mean that AP is a useless stat however, it's just a less wanted stat compared to something like Ability Haste, Movement Speed or Utility.
Furthermore, I'd recommend trying to proc as many of these on an ally with AD stats as that will maximise the damage your passive can apply with its 15% AD scaling.



Ultra Mega Fire Kick


After a 0.25 casting time, Milio kicks a Fuemigo forward 1000 units(Just a bit short of Lux Q), granting sight of the area it goes in. When colliding with an enemy, it knocks them back and stuns them over 1 second, exploding as both the enemy and the ball hits the ground, hitting in an AOE for 90-270 plus 90% of Milio's AP. This AOE also slows for 40%-60%(an extra 5% slow for every 100 AP).

Other Stats

Cooldown : 12 at all levels Explosion Area : 250 if Q hit a champion, 275 if Q hit a minion. Knockback Units : 190 Units, more if its a non-champion.




Ultra Mega Fire Kick (UMFK) is the only form of CC you can protect yourself with. Being a slow projectile that does nothing when missing combined with the stagnant, slow cooldown makes it risky and inconsistent to use if they have a hook or they have abilities that can't be cancelled. However, due to it knocking back the enemy, it is really powerful against certain, dash-like abilities like Rell W or Lee Sin Q2, cancelling their engagement and opening up for punishment.
In the big spreadsheet for matchups, I'll list what abilities Milio Q should be or can be used for to get maximum effectiveness.


In lane phase, Q should be used to either cancel a hook - the easiest being Pyke Q as he is super slow and limits his ability to follow up if he throws it - or to disconnect the enemy botlane from one another to limit their ability to follow up or deal damage with each other. For engage, its a bit more nuanced that I'll explain later in the guide.


UMFK also applies Fired Up! to any allies it goes through AS WELL AS the AOE explosion.



Cozy Campfire


Milio creates a fuemigo for 6 seconds that provides a 415 Unit circle whereby all champions who enter it in its duration gain a buff that increases their attack range by 10%-20% based on ability level. Furthermore, upon casting and every 3 seconds afterwards while it's up, it applies Fired Up! to all allies in it.
All allies who stay in the circle also get healed every game tick(about 0.25 seconds) for 2.8-6 base plus 0.6% of Milio's AP.
The fuemigo will then follow the ally or yourself that you originally cast it on unless recast.


After casting, you can recast W - now named Follow Them! - to make the fuemigo follow another ally or yourself.

Other Stats


Cooldown : 29-21 Initial Range : 650
Recast Range : 700


Milio W at Level 1.



Milio W at Level 5.



Milio W Recast





Cozy Campfire is a crazy powerful ability that essentially makes up a lot of Milio's synergies. With a Caitlyn or Aphelios, Cozy Campfire is the better ability comparative to Warm Hugs as it boosts their survivability, damage, and positioning power in lane and in fights considering that its range amp is a percentage, rather than a fixed unit amount(e.g Caitlyn's 650 range with Cozy Campfire at 20% equals an extra 130 units!).
If you have a Samira or Xayah who have shorter attack ranges and tend to get closer than other ADC's, Cozy Campfire is more used for its damage amp, but the extra range can alleviate a lot of the range problems they experience( Samira's 500 range with Cozy Campfire at 20% equals 600 units still!). Overall, Cozy Campfire is the reason Milio works well with any ADC, even stuff like Yasuo.
There is a bit of nuance to the ability, mainly to do with extending its reach and combos associated with it.



Warm Hugs


Milio summons a Fuemigo on himself or an ally providing a shield from 60-140 base plus 25% of Milio's AP and giving an extra 15%-25% move speed bonus based on ability level.
This ability can hold up to 2 charges, with a 0.5s cooldown between uses.

Other Stats


Cooldown : 18-14 Cast Range : 650



Warm Hugs is a very useful ability that is essentially your main bread-and-butter tool to apply your passive - Fired Up! - good mobility, and great trading patterns in lane. When playing with champions without range or limited uptime such as poke mages, Warm Hugs is the better ability to spam as it can be utilised much quicker and more efficiently.
Taking this lvl 1 makes you proc Spellthief's Edge twice really easily while protecting yourself from enemy autos with the shield, like how Bard passive works. Just auto them with shield up and you'll get an easy 40 gold where you're also protected by a shield.
When playing with a Tristana or Samira, you should save the two shields if you suspect a dive from your ADC as you give about 220 shields when Warm Hugs is at Lvl 3, protecting them as well as maximising their burst.
When playing with someone who likes to poke, whether that be Caitlyn or someone with ticks of damage over time, make sure that if you want to maximise damage, only shield again after the first Fired Up! enchantment has been used before shielding again.



Breath of Life


Milio jumps up into the air, exploding with healing magic, healing and cleansing all allies in a 700 unit radius(a bit smaller than Locket of the Iron Solari's range of 850). This can cleanse any CC other than airborne and is similar to Quicksilver Sash's cleanse. Afterwards, Breath of Life applies both Fired Up! and increases all affected allies with 65% tenacity for 3 seconds.

Other Stats


Cooldown : 160-130, based on ability level Heal : 150-350 + 30% of Milio's AP



This is one of the most powerful ultimates depending on enemy team compositions and is pretty much always useful due to its ability to cleanse slows alongside its heal and hard CC cleanse. Its especially useful is timed well against stuff like Renata Glasc's R and Amumu R. If something like Sejuani R or Lissandra R hits your carry within a fight, Breath of Life singlehandedly ruins that engage and can turn fights quickly.
I will detail what abilities you should prioritise to cleanse in each support/adc matchup in botlane in the matchup spreadsheet.
Stats, Combos, Nuance!
The previous chapter was a superficial look into Milio's abilities.
This section is for combos, maximising effectiveness, and itemisation.

Stat Priority


Milio has many interesting properties to his kit that makes the itemisation unique among the enchanter cast. The limited AP scalings makes Milio less effective at using enchanter/mage items and, subsequently, worse at scaling effectively. Combine that with his insanely low base armour and HP, as well as his lack of mobility, which makes him super squishy.
On top of that, all 4 abilities have some of the highest cooldowns in the game, with Cozy Campfire's cooldown being 29 seconds at lvl 1.

Ability Haste


By building ability haste, we improve a lot of the issues related with Milio. Despite being squishy, the double shield makes up for this. However, due to it's low uptime at 19 seconds, cultivating in a 38 second cooldown for both shields once both are used up means that he has terrible uptime without Ability Haste to subsidise it. This is why we build Ionian Boots of Lucidity first as it helps reduce the CD's significantly as well as giving Milio the mobility he needs to weave in and out of trading range in lane as well as to roam.

Heal & Shield Power and Movespeed


After ability haste, heal and shield power is usually the best option. Although it isn't given by any mythic, it empowers the high base healing and shielding from Cozy Campfire and Warm Hugs far more than Ability Power could due to the low scaling on those abilities.
As Milio often gets caught out by abilities due to his low mobility, Move speed is also a crucial part of his itemisation.

AP, HP, or Armor?


After ability haste, all three of these stats are about equal in effectiveness depending on enemy comp.
AP against enchanter comps or where you want to empower allies as much as possible, although its not fully recommended.
HP, Armor, and Magic Resist are about equal, although due to how assassins work, Armor tends to be the better stat overall.



Combos and Nuance


Milio Insec


This combo is barely used but is good when getting tower-dived or an enemy is low near the tower with tower aggro. Its also good if you really really need to catch someone out and you're in flash range.
Essentially, get into range where you can flash behind them and use Q to push them back into your team/tower. Its really silly and fun and I'd recommend going for it in non-serious games.


Ultra Mega Fire Kick As Engage


Due to how the ability is, UMFK really isn't the best engage tool. Pushing back the enemy is explicitly a disengage tool, but this doesn't mean that UMFK cant be used as an engage. The stun duration is long enough that it can net you a kill despite sending them further away.
Another way to pressure the opponent with an UMFK engage is to position in front of the wave in lane, similar to a Thresh to wall the ADC if they're alone. If they step up too far, you can aim to run behind them with the move speed from Warm Hugs and kick them back into your ADC. This is a risky thing to do, especially as you can just be hit a lot if you do it against the wrong ADC, like Caitlyn for example, but for things like Nilah who are weak without many items and has a dash you can cancel, you can use UMFK to predict her dash onto you to escape and hit her back in.



Maximising Fired Up! Damage


Maximising your damage is actually quite difficult if you are playing with your ADC, even more so if you're playing with the entire team. The combo can be a couple things, but here are a couple solid combos to maximise your efficiency.

Easy Combo


> on yourself > Explosion with > > AA with > Reproc > AA with > > AA with > Final Reproc > AA with .
This looks really really complicated but its honestly pretty straightforward. Just make sure you proc the burn before triggering another instance of your shield. This is an easy build but is pretty inefficient at dealing damage quickly.

Medium Difficulty Combo


> on yourself > Explosion with > Throw your AA > > AA lands with > Throw your AA > > AA lands with > Throw your AA > Reproc > AA lands with > Final Reproc > AA with
This combo is even more complicated in text form but you essentially use Milio's low auto attack projectile speed to get the Fired Up! buff while its in the air to maximise your efficiency. Putting in both Warm Hugs's procs before the first reproc of Cozy Campfire is pretty difficult when at lower levels, but at higher levels and especially with Ardent Censer, this should be doable.

You really don't need to do this combo Combo


> AA > on yourself > AA lands with > > Explosion with > AA > > AA lands with > Reproc > AA lands with > Final Reproc > AA with
This combo utilises the travel time of both Ultra Mega Fire Kick and your AA's to properly maximise your burst potential.



Example Milio Combo



Ultra Mega Fire Kick in Lane


If you're in a lane where both enemies aren't really pressuring you or your ADC(e.g Caitlyn Soraka), you can use Ultra Mega Fire Kick to proc Manaflow Band or to get some extra poke in. Simply hit use UMFK to hit a minion and it will automatically target the nearest enemy champion. Although not too consistent, it can often hit one of them. This is your best way to build up Manaflow Band quicker.
In lanes where they have some decent lethality, its better to save UMFK to cancel engages.
This can be a great way to setup a gank from far away if the AOE explosion hits. Slowing for 40%, it can be a decent CC that may allow the Jungler and you to kill the enemy, albeit it still isn't the best engage.
Although not in lane necessarily, similar to Nami bubble, you can use UMFK to proc Fired Up! onto your allies, subsequently proccing Shurelya's Battlesong on all allies in front of you.



Cozy Campfire range increase


Although the indicator for Cozy Campfire maxes out at 1015 units, you can target an ally within about 1200-1300 units and Cozy Campfire will begin to follow them.
Although the initial proc of Fired Up! won't be applied, it will still provide the other two procs, healing, and range increase for the duration.
I often throw this on my ADC when roaming or when leaving a lane I just ganked.
This is very useful to get an assist on a kill you're far away from, as well as getting extra Shurelya procs from a distance where Warm Hugs can't be applied.
Enchanter Milio

Mythics


Shurelya's Battlesong

+ Cheap Cost
+ Mobility
+ Mana Regen
+ Ability Haste
- Low Synergy with Redemption
Shurelya's is the better option 99% of the time as it really gives everything that Milio wants to be most effective. Mobility, Ability Haste Mythic Passive and Stats, Mana Regen, Build Path, and HP makes Shurelya's Battlesong a great option almost always if you're going enchanter.

Echoes of Helia


+ Cheap Cost
+ Good Second Passive
+ Higher Mana Regen
+ Better Item Synergies
+ Healing
- Lower Stats
- Super Super Situational
Echoes of Helia is an okay item. It does great healing but due to it not being able to be applied without auto-attacking or hitting Ultra Mega Fire Kick, both of which are situational/inconsistent. If you don't need the movespeed and can consistently auto-attack the enemy to get Soul Shards to heal, Echoes is a great option. Usually taken into enchanter/bruiser heavy comps with limited mobility and range. Still WIP tho.

Overall, Shurelya's Battlesong is the best mythic choice for Milio when going Milio as it ultimately provides what Milio really likes, Utility.




Legendary Options


Redemption


Redemption is almost always the best second item option, only really being swapped out for Chemtech Putrifier for anti-heal or for a defensive item like Frozen Heart is dire circumstances.
I'd highly recommend going this second as its provides insane utility for teamfights, something Milio really focuses on.


Chemtech Putrifier


If you need the anti-heal, go this item. Just make sure to auto attack sometimes to apply it consistently! In certain situations, if you're playing an aggressive botlane(e.g Tristana Milio) into a defensive botlane like Soraka & Ezreal, getting an early Oblivion Orb is a solid decision before getting your mythic if you need it desperately.


Ardent Censer


As Milio already really likes playing with the ADC, Ardent is a great option despite it not necessarily being the best item for other enchanters.
Additionally, the extra attack speed on Ardent Censer empowers the speed at which you can apply Fired Up! onto opponents and would be a nice pair with Echoes of Helia as it allows you proc the Soul Shards more often.


Staff of Flowing Water


Staff is a worse option compared to Ardent Censer mainly cause Staff is mainly centred around AP mages, albeit the Ability Haste is nice. You can still go this if you have a lot of AP champs on your team and is especially viable if you have an APC.
It can also build into a hybrid Abyssal Mask build is you have a lot of mages.


Mikael's Blessing


Although this sounds troll as you already have a cleanse on your R, in certain circumstances where you need to cleanse more than one crucial CC or they have Twisted Fate who constantly pressures your carry with stun card, you can cleanse a secondary CC like stun card with Mikael's Blessing and save Breath of Life for bigger CC's like Lillia R or Renata Glasc R.


Frozen Heart


If you're going a hybrid enchanter into tank build, Frozen Heart is almost always the third item you buy if they have a majority AD.
It's cheaper cost, ability haste, high armor, mana, and passives makes Frozen Heart a disgusting item that can really help protect yourself against AD assassins as well as diminishing the enemy ADC's ability to auto-attack.


Abyssal Mask


Obligatory MR alternative to Frozen Heart, although it is more situational as you need a majority AP team as well as a mainly melee/close range enemy team.


Anathema's Chains


This is usually the last item in a hybrid build as it rounds out every stat you have, provides added utility and makes you very hard to kill if you put it on their AP champ or carry.


Knight's Vow


Knight's Vow is the alternative to Anathema's Chains if you wanna protect your carry rather than yourself. This is great third item if you want a mix of empowerment and tankiness and is especially good if you want to go hybrid albeit with a bit more focus on enchanter.
Tank Milio

Mythics


Radiant Virtue

+ Healing and HP
+ Self-protection
+ Breath of Life Synergy
+ Redemption Synergy
- No Mana Regen
- No AP
Radiant Virtue is pretty much the best option for tank unless you're going to be playing in fights with lots of burst and are quick. If you can use the entire heal of Radiant Virtue in a fight, this item is crazy good for Milio. The problems it encounters despite all the good aspects is the lack of mana regen in its build path and full item that makes this item way worse for laning phase and having no AP compared to an enchanter mythic makes your damage lower and your shielding lower.
Overall, still the better option as it goes amazing with heal and shield power from Redemption.

Locket of the Iron Solari


+ Cheap Cost
+ Burst Control
+ Independent from Breath of Life
+ Armor and MR
+ Passive Tankiness
- Lower Stats
- No Mana or AP
Go Locket against burst, that's about it. It has lower HP stats, but the added ability haste over Radiant is nice. I tend to like going Radiant over Locket most of the time anyways as it synergises with Milio's kit better, but Locket is still a good option.

Radiant Virtue is usually going to be the better item to take as it synergises well with Milio's playstyle and Breath of Life and it can go into both Enchanter Items due to the heal scaling well off of Heal and Shield Power and tank if you still need the extra utility or armor.
If you're going tank, make sure to go an early Faerie Charm after boots.




Legendary Options


Redemption


Redemption is almost always the best second item option, only really being swapped out for Chemtech Putrifier for anti-heal or for a defensive item like Frozen Heart is dire circumstances.
For tank, this is an amazing item as it buffs the healing Radiant Virtue and means you can heal about 900 HP per team fight if you play it right.


Chemtech Putrifier


If you need the anti-heal, go this item. Just auto attack sometimes to apply it consistently! In certain situations, if you're playing an aggressive botlane(e.g Tristana Milio) into a defensive botlane like Soraka & Ezreal, getting an early Oblivion Orb is a solid decision before getting your mythic if you need it desperately.


Staff of Flowing


In a tank build, as your mythic passive isn't ability haste and Radiant Virtue doesn't have the highest ability haste in its stats, Ardent Censer is actually probably the worse option compared to Staff of Flowing Water as not everyone benefits that well from Ardent Censer. In a support build where you want to be boosting your backline damage, Radiant Virtue is more equipped for frontline, and therefore buffing them with ability haste as well as providing your own stats with AP and AH makes Staff of Flowing Water the better legendary in most cases.


Frozen Heart


If you're going tank, Frozen Heart is almost always the third item you buy if they have a majority AD.
It's cheaper cost, ability haste, high armor, mana, and passives makes Frozen Heart a disgusting item that can really help protect yourself against AD assassins as well as diminishing the enemy ADC's ability to auto-attack.


Abyssal Mask


Obligatory MR alternative to Frozen Heart, although it is more situational as you need a majority AP team as well as a mainly melee/close range enemy team.


Randuin's Omen


Randuin's is a more expensive form of Frozen Heart is pretty much never gone cause it is more situational. Only go this if they ****ed up their team composition and its all AD or they have a lot of crit reliant champs( Vayne Top, Viego Jg, Draven Bot, Senna Sup).


Anathema's Chains


This is usually the last item in the tank build as it rounds out every stat you have, provides added utility and makes you very hard to kill if you put it on their AP champ or carry.


Knight's Vow


Knight's Vow is the alternative to Anathema's Chains if you wanna protect your carry rather than yourself. This is great third item if you want a mix of empowerment and tankiness and is viable in tank as you already have a lot of tankiness and Knight's Vow can both help you and your carry.
Runes

Summon Aery



Summon Aery is pretty much Milio's best keystone as it helps with his poke and damage playstyle and due to it being longetivity focused, it works well with both Echoes of Helia, Shurelya's Battlesong, and Radiant Virtue. The other keystones I can think of that could be viable(excluding Guardian) are things like Glacial Augment or Electrocute for CC and poke respectively, but the secondary runes as well as Milio's general focus do not work well with either of these keystones, due to the inconsistency of Ultra Mega Fire Kick and the lack of damage Electrocute would do with a low AP build path.
Although building up Manaflow Band is difficult as your own tool to proc it is Ultra Mega Fire Kick, its probably the best option out of the top three runes as even later in the game, Milio is quite mana dependent and can run out quickly, especially on tank. I think if you're doing an enchanter and you either need a bit more protection against AP threats or extra MS(something Milio does really enjoy), you could definitely go Nullifying Orb or Nimbus Cloak respectively.
Transcendence is the best rune for Milio in the second tier as it helps him lower his insane cooldowns. If you're really not gonna need ability haste where it'd be more important to have the move speed, Celerity is also an option.
Tier 3, almost always, you want to go Waterwalking except in games where you can't roam. Scorch is a useless rune as you already do no damage, and Gathering Storm isn't very useful as 1. Takes a long time to setup, and 2. AP isn't the best rune for Milio.

Secondary Runes



Resolve and Inspiration are the only two viable secondary rune choices. Both Domination and Precision provide next to nothing for Milio's playstyle. Inspiration is usually the better option as Milio suffers quite heavily from mana issues and the Cosmic Insight is incredibly useful for pretty much every game, considering you also build Lucidity boots as well.
If you're in a particularly hard lane where you might get hooked/engaged on often and they have limited poke(e.g Samira Nautilus), you can opt to go Bone Plating and Revitalize to get some extra survivability against their insane burst.



Guardian



Alternatively to Summon Aery, Guardian supplies a much more defensive, burst-oriented keystone that holds up a lot better against hook supports as well as assassin midlaners later into the game. Its great with Locket of the Iron Solari and Radiant Virtue especially, but Shurelya's Battlesong is still a solid option that works well with Guardian's more quick activation.
I'd consider Font of Life to be the best out of these three as it works well as you tend to build a combination of HP and mana regen. The major problem with Font of Life is that only your Q, Ultra Mega Fire Kick can proc it. If your team can't consistently proc Font of Life and you need that extra tankiness, Shield Bash is also a great option.
Conditioning is usually the better option, although Bone Plating is also great if you need extra survivability. Essentially, Conditioning into scaling matchups, Bone Plating against heavy dive and no poke.
Overgrowth and Unflinching really don't do much comparatively to Revitalize. I think this is just simple pick.

Secondary Runes



Inspiration is the only viable secondary rune choice. Both Domination and Precision provide next to nothing for Milio's playstyle. Inspiration is usually the better option as Milio suffers quite heavily from mana issues and the Cosmic Insight is incredibly useful for pretty much every game, considering you also build Lucidity boots as well.
On top of that, as you don't have much consistency in lane due to a lack of Summon Aery, the extra healing and mana regen from Biscuit Delivery helps a lot.
Lane & Vision

Laning Phase


Laning phase, much like many other enchanters, Milio doesn't necessarily want to win lane; winning lane for Milio is more centred around getting out of it roughly even. This is quite easy as you have a good disengage tool with UMFK and great poke and harass if you combine with your ADC's damage.
However, due to your low damage on autos and abilities as well as low individual poke, often times your wave is pushed in quite quickly, especially with things like Ashe, Caitlyn who rely on their poke game rather than early game wave prio to win lane, which can be a problem against melee hook champs like Thresh(i know he isn't but he's picked a lot), Nautilus or Pyke who tend to force a lvl 2 fights with a second wave clear with Steel Shoulderguards.
Furthermore, a lot of good support players will know the weakness of Milio's kit that it can't hit inside bushes without wasting one or two spells into it.
This is where important vision control in any phase comes in.
If you wanna see more specifics about Laning phase, look up at the matchup spreadsheet! I detail a little bit about each champ(mostly) about your chance of winning lane.

Vision


In the early to mid game, normal vision spots like the grey circled wards on the map below are typical, with the one is red side tri-bush being for cases where you are pushing in with prio often, river bush being normal vision, and the tri-bush in blue side being a more protective ward if you are getting pushed in often and they have a heavy dive jungler like Elise or Lee Sin. The one's highlighted in green represent aggressive wards that, despite taking a bit of time to place, can protect/track enemy jungle clear and track enemy sup and mid roams. Just make sure not to leave your ADC to die in botlane while you're setting these up!
Vision map from the perspective of red side.

This is where I place a lot of wards in the late game. Remember, since you're a high value target that is really squishy, don't try and facecheck these places when you're placing them. Place them according to how far in you can place them and whether or not you want defensive ward positioning or aggressive ones, with the priority ones being an example of defensive > neutral > aggressive.
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Milio Support - Friendly Fire [13.15]

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