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Recommended Items
Runes: Aery
1
2
Sorcery
Inspiration
+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
3
Standard Exhaust
Exhaust
Flash
Items
Champion Build Guide
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
Table of Contents
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 |
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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
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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
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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
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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
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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.
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.
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.
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.
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.
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.
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 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.
> 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.
> 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.
> 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
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.
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.
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+ Mobility + Mana Regen + Ability Haste - Low Synergy with Redemption |
Echoes of Helia+ Cheap Cost + Good Second Passive + Higher Mana Regen + Better Item Synergies + Healing - Lower Stats - Super Super Situational |
Legendary Options
RedemptionRedemption 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 PutrifierIf 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 CenserAs 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 WaterStaff 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 BlessingAlthough 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 HeartIf 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 MaskObligatory 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. |
Knight's VowKnight'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+ Self-protection + Breath of Life Synergy + Redemption Synergy - No Mana Regen - No AP 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 |
If you're going tank, make sure to go an early Faerie Charm after boots.
Legendary Options
RedemptionRedemption 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 PutrifierIf 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 FlowingIn 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 HeartIf 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 MaskObligatory 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 OmenRanduin'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). |
Knight's VowKnight'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
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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
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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!
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