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Recommended Items
Runes: Q Start
1
2
Sorcery
Resolve
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
1
2
Standard
Exhaust
Flash
Items
Champion Build Guide
About Me and other Guides
Main account Profile: Navcan
Smurf: Navn
Twitch Stream: twitch.tv/navcan
Tiktok: @navcan
Youtube: navcans
Discord Server: Join Link
Hi there! I played Milio the moment he came out, and I'm learning more as I go! He's a pretty cool enchanter and definitely has a lot of potential. Thank you for reading!
If you're interested in my other guides:
Enchanters:
Lulu -> Support Lulu
Nami -> Support Nami
Karma -> Support Karma
Sona -> Support Sona
Yuumi -> Support Yuumi
Milio -> Support Milio
Soraka -> Support Soraka
Mage/Tank/Utility:
Zyra -> Support Zyra
Ashe -> Support Ashe
Amumu -> Support Amumu
Heimerdinger -> Support Heimerdinger
Lissandra -> Support Lissandra
Off-Meta/Fun stuff
Miss Fortune -> Support Miss Fortune
Veigar -> Support Veigar
Trundle -> Support Trundle
Jarvan IV -> Support Jarvan
Pantheon -> Support Pantheon
Why Milio? Pros/Cons
PROS:
- Strong disruption/poke tool in Q
- Good against High CC team comps
- Pairs decently with almost anything.
CONS:
- Not very good against long range after laning phase.
- Pretty long cooldowns.
- Very vulnerable if Q is on cooldown.
Itemization
Support Quest Options

- Very good, high uptime, and pretty much the premier enchanter item.

- Helps a lot trying to go and ward if your whole entire team is squishy and no one can really escort you to get vision.
- If staying alive is hard, this'll increase your chances of surviving.
Boots/Shoes Choice
- There isn't many choices, because of how long your cooldowns are,

- If the enemy team is full AD, then

- If the enemy team is mostly AP, with a lot of CC, then

Items

- This item is amazing to snowball with since


- Buy this as a first item. Because the shards don't scale in damage or healing, it's not as good as a second item or later purchase.

- 3/4 of Milio's abilities heal/shield, so it's very easy to apply.
- Pair this only with mages.
- Pairs much better with AD casters, such as



- Another great safe choice since it gives all meaningful stats that Milio wants.
- A great item when you're ahead, but not as optimal when behind, since being ahead usually means you/your team won't be dying as fast, so the active has a higher chance of being effective.

- If your adc is fed, this is a great purchase.

- If your lane partner isn't an adc, or your adc is behind, this won't be as strong of a purcahse
- If there's another Auto-Attack focused carry on your team, such as




- Buy this if there's a bit of single target CC to get rid of. Abilities such as






- If you can self cast this by buffering it just before CC hits you, this also becomes a


- If you have a fed squishy team mate, look to pick this up to make them a bit harder to kill. It will also help to keep you alive as well.
- It now builds out of armor, so it adds a touch of survivability against ad-heavy comps.

- As a standalone purchase, it's not fantastic, but once it's paired with other items, it becomes absolutely priceless. Synergizes with any heal/shield/buffing items extremely well.
- This is a VERY bad laning phase item, as it no longer amplifies the heal/shield on a single target, and is ONLY a team fighting item. So don't buy this first.

- This should be a 4th or 5th item purchase, and only if your team seems to have trouble capitalizing on an engage. Very niche since it lost it's Motivate passive after the changes.

- Enemy team has big AoE damage ults or burst damage, having this will mitigate that.

- Definitely the biggest power spike after your first item.

- If you just want extra vision control, this'll help. Also a bunch of desirable stats for survivability and spamming your abilities.
How to use your abilities
TLDR; Maximize your passive on others and yourself!
Fired Up!
- This burns over 1.5 seconds on each application, so it's best to space-out your abilities you cast on others if you're looking to maximize your damage. Such as with
Warm Hugs, you can cast both charges 1.5 seconds apart (if you're casting onto the same target)
- This also works on yourself, so don't forget to auto-attack.
- Giving allies your passive and them doing damage WILL give you
World Atlas stacks.
Ultra Mega Fire Kick
- A lot of how you use this will determine how your laning phase goes.
- It's very strong against champions that dash at you to engage. Such as
Rell
Rakan
Alistar, or junglers like
Zac
Gragas, and it will not only cancel their dash, but even completely prevent any follow-up they have since they will be knocked back, AND stunned, THEN slowed.
- This is a very potent poking tool in lane. If you can't land this onto a champion directly, then you can try aiming at a minion that they are standing behind.
Ultra Mega Fire Kick will prioritize Champions to bounce onto, and it hits very hard early game with it's high AP ratio and base damage. It has a fairly generous aquisition range in the shape of a cone.
- For this to hit a champion reliably off the bounce on a minion, wait for the enemy to wind-up an auto attack to farm a minion, and you should be able to get them with the bounce fairly reliably.
- Bonus points if you can shoot it through your lane partner (for
Fired Up!) while you poke but its not necessary.
Cozy Campfire
- This is a very unique and strong ability, and the champions who benefit the most from this will be any ADCs that are strongly auto-attack focused, such as
Kog'Maw
Jinx
Vayne
Caitlyn and more.
- Try not to use it as just a heal as it's quite minimal.
- For
Fired Up! this procs every 3 seconds, so you and whoever it's healing can at most gain 2 procs of
Fired Up!.
- This also grants vision! So casting it over a wall just to see someone is an option, but be careful for the long cooldown.
- It has a very long cooldown, so use this wisely! Maximize it's effectiveness!
Warm Hugs
- Try to space your charges out so you can maximize the damage from
Fired Up!.
- If you're walking from place to place and you're not going to be fighting right away, use this to get there a bit faster!
Breath of Life
- You'll likely cast this more often as an AoE heal around you than removing cc on your team mates, so don't hold onto it too long if your team mates need a heal!
- Against certain giant AoE cc abilities, like
Kennen
Slicing Maelstrom or
Amumu
Curse of the Sad Mummy, you can actually cast
Breath of Life before they use their ability, because IF you do get caught-up in the AoE, then you won't be able to use
Breath of Life to help your team mates in time. But you CAN give them 65% tenacity and top off their HP bars, so that even if you do get hit by the CC, you and your team mates will come out of it much faster.
- This WILL affect untargetable allies such as when
Vladimir is in
Sanguine Pool or
Fizz on
Playful / Trickster.
- This locks you out of casting any other abilities for .75 seconds, so it may mess up your timing on casting your other abilities, especially
Ultra Mega Fire Kick.

- This burns over 1.5 seconds on each application, so it's best to space-out your abilities you cast on others if you're looking to maximize your damage. Such as with

- This also works on yourself, so don't forget to auto-attack.
- Giving allies your passive and them doing damage WILL give you


- A lot of how you use this will determine how your laning phase goes.
- It's very strong against champions that dash at you to engage. Such as





- This is a very potent poking tool in lane. If you can't land this onto a champion directly, then you can try aiming at a minion that they are standing behind.

- For this to hit a champion reliably off the bounce on a minion, wait for the enemy to wind-up an auto attack to farm a minion, and you should be able to get them with the bounce fairly reliably.
- Bonus points if you can shoot it through your lane partner (for


- This is a very unique and strong ability, and the champions who benefit the most from this will be any ADCs that are strongly auto-attack focused, such as




- Try not to use it as just a heal as it's quite minimal.
- For


- This also grants vision! So casting it over a wall just to see someone is an option, but be careful for the long cooldown.
- It has a very long cooldown, so use this wisely! Maximize it's effectiveness!

- Try to space your charges out so you can maximize the damage from

- If you're walking from place to place and you're not going to be fighting right away, use this to get there a bit faster!

- You'll likely cast this more often as an AoE heal around you than removing cc on your team mates, so don't hold onto it too long if your team mates need a heal!
- Against certain giant AoE cc abilities, like






- This WILL affect untargetable allies such as when




- This locks you out of casting any other abilities for .75 seconds, so it may mess up your timing on casting your other abilities, especially

Runes
TLDR;
Summon Aery
Summon Aery
- A solid go-to rune and can't really go wrong with it. It will have so much uptime with the constant healing and shielding you'll be doing.
Nimbus Cloak
- Overall safe choice for safety, as manaflow band usually takes way too long to stack to make it worth it.
Manaflow Band
- Take this if you start
Ultra Mega Fire Kick
Transcendence
- Ability haste is very much needed, since all of
Milio's abilities are fairly long cooldowns.
Absolute Focus
- Take this if you start
Ultra Mega Fire Kick for that extra punch in your abilities.
Gathering Storm
- If all else fails, then just scale with this.
Scorch
- If you think you can win laning phase and start
Ultra Mega Fire Kick then take this. Otherwise, it's useless.
Bone Plating
- If your opponents can engage and all-in on you, then this will provide you a bit of safety to mitigate that damage.
- If your lane opponents can peel this off you easily, then it won't be worth it.
Second Wind
- Very good against poke, usually mage supports, so you can stay healthy enough through laning phase and not die.
Revitalize
- A majority of
Milio's kit involves healing and shielding, so this is just a fantastic rune all around on him.
Cosmic Insight
- Just a fantastic rune.
Magical Footwear
- If you don't plan on roaming at all, then free shoes is always welcome, and it's very easy to pick-up assists because of
Fired Up!

Keystones

- A solid go-to rune and can't really go wrong with it. It will have so much uptime with the constant healing and shielding you'll be doing.
Minor Runes

- Overall safe choice for safety, as manaflow band usually takes way too long to stack to make it worth it.

- Take this if you start


- Ability haste is very much needed, since all of


- Take this if you start


- If all else fails, then just scale with this.

- If you think you can win laning phase and start


- If your opponents can engage and all-in on you, then this will provide you a bit of safety to mitigate that damage.
- If your lane opponents can peel this off you easily, then it won't be worth it.

- Very good against poke, usually mage supports, so you can stay healthy enough through laning phase and not die.

- A majority of


- Just a fantastic rune.

- If you don't plan on roaming at all, then free shoes is always welcome, and it's very easy to pick-up assists because of

Early/Mid/Late game
TLDR; Don't let your opponents have fun.
- Use
Warm Hugs on yourself and auto attack an enemy champion for 2 stacks of
World Atlas.
- You're looking to stack your
World Atlas faster than your opponent's quest item.
- If your opponent's dash to engage on you then only look to auto attack them, and anticipate their dash and inturrupt it with
Ultra Mega Fire Kick. If it's on cooldown, and they can engage, then do not walk up and auto attack supports that dash to engage on you such as
Rell
Alistar
Rakan
Leona.
- If you think you can win the 2v2, then look for opportunities to use
Cozy Campfire on your lane partner and just out-range and run-down your enemies.
- IF starting
Ultra Mega Fire Kick and consistently landing them, then put more points into it and keep poking. It hits VERY hard and can very easily lead to kills.
Defensive Options
- You'll have a very defensive rune setup, and only be looking to mitigate damage in lane and disengage from anything your opponents try to do.
- Help your lane partner by using stacks on Seige and Melee minions, as since we're not able to apply pressure to our enemies, it's likely your lane parnter will have a hard time too.
- Look to disrupt anyone's dash with and/or peel your carries with
Ultra Mega Fire Kick
- Once you think your adc is ready to dish out all their damage, drop
Cozy Campfire onto them so they can just attack anything safely.
- If your team is relatively packed together, this is another time to use
Cozy Campfire for the AoE healing.
- Don't forget to auto-attack a lot.
Breath of Life
Cozy Campfire
Warm Hugs will give you
Fired Up! procs and every little bit of damage helps!
- If you can, try to space out your abilities to maximize your damage output from
Fired Up! as well!
-
Breath of Life will mostly be used as a heal, but if you do remove CC with it, then it's definitely a bonus.
- You're mostly looking to just heal/shield/buff your team and prevent/mitigate your opponent's strongest tactics and opportunities with
Breath of Life and
Ultra Mega Fire Kick.
Early Game
- Use


- You're looking to stack your

- If your opponent's dash to engage on you then only look to auto attack them, and anticipate their dash and inturrupt it with





- If you think you can win the 2v2, then look for opportunities to use

- IF starting

Defensive Options
- You'll have a very defensive rune setup, and only be looking to mitigate damage in lane and disengage from anything your opponents try to do.
- Help your lane partner by using stacks on Seige and Melee minions, as since we're not able to apply pressure to our enemies, it's likely your lane parnter will have a hard time too.
Mid/Late game
- Look to disrupt anyone's dash with and/or peel your carries with

- Once you think your adc is ready to dish out all their damage, drop

- If your team is relatively packed together, this is another time to use

- Don't forget to auto-attack a lot.




- If you can, try to space out your abilities to maximize your damage output from

-

- You're mostly looking to just heal/shield/buff your team and prevent/mitigate your opponent's strongest tactics and opportunities with


WARDING GUIDE + ITEMS CHANGES
HOW TO WARD IN SEASON 14 PART ONE!
HOW TO WARD IN SEASON 14 PART TWO!
SEASON 14 SUPPORT ITEM CHANGES
14.8 TIER LIST
Grading Explanation below the lists! Check the RANK too!
- Milio is overall pretty good, and can match with most laners. But definitely works best with anyone that can fully take advantage of
Cozy Campfire.


Tier List Grading Points
- Winrates
- Champion Difficulty (more relevant in Emerald and below)
- Counter-play (more relevant in Emerald and below)
- Flex pick for draft (more relevant in diamond+)
- Early game (more relevant in diamond+)
- Late game/scaling (more relevant in Emerald and below)
- Anything in the (_Letter_+) row, means it's better the higher in elo you go. Anything in (_Letter_-) row, means it's better the lower in elo you go.
Overall Points:
- Games last longer the lower in elo you go. Therefore, mage supports tend to do much better since you can buy your items, and you basically become another carry threat. This leads to enchanters/engage being weaker in lower level play since you would rely on your teammtes more often.
- Champions that are fundamentally easier to execute on will have higher win rates. Since it is more unlikely players are pilot-ing their champion runes/builds/kit efficiently, the easier the champion, the more likely to maximize their kits. This is especially apparent in Platinum and below.
- I would recommend playing any of the champs in S+, S, or A. However you can climb on almost anything, provided you always look to maximize your champion kit, mechanics, and impact on the game. Winning is the result of improving.
- Milio is overall pretty good, and can match with most laners. But definitely works best with anyone that can fully take advantage of

14.8 Emerald and Below

14.8 Diamond+

Tier List Grading Points
- Winrates
- Champion Difficulty (more relevant in Emerald and below)
- Counter-play (more relevant in Emerald and below)
- Flex pick for draft (more relevant in diamond+)
- Early game (more relevant in diamond+)
- Late game/scaling (more relevant in Emerald and below)
- Anything in the (_Letter_+) row, means it's better the higher in elo you go. Anything in (_Letter_-) row, means it's better the lower in elo you go.
Overall Points:
- Games last longer the lower in elo you go. Therefore, mage supports tend to do much better since you can buy your items, and you basically become another carry threat. This leads to enchanters/engage being weaker in lower level play since you would rely on your teammtes more often.
- Champions that are fundamentally easier to execute on will have higher win rates. Since it is more unlikely players are pilot-ing their champion runes/builds/kit efficiently, the easier the champion, the more likely to maximize their kits. This is especially apparent in Platinum and below.
- I would recommend playing any of the champs in S+, S, or A. However you can climb on almost anything, provided you always look to maximize your champion kit, mechanics, and impact on the game. Winning is the result of improving.
Want to know more?
If you have any questions, leave a comment below! I'll be editing this as I go and be sure to let you know once I have more updates. Or if you'd like to ask me a question directly, you can go to my twitch stream! twitch.tv/navcan
There's also my tiktok
And my youtube!
Cheers and thank you for reading! Good luck on the rift
There's also my tiktok
And my youtube!
Cheers and thank you for reading! Good luck on the rift
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