As you can likely tell from my posts, I'm a support main. I also dabble in Top/Occasionally Mid/Bot, less so Jungle since they removed Ghoul summoning Yorick. However, this post isn’t about me — it’s about support versatility.
Supports are currently under-rewarded when building pure healing/shielding (S/H-P). Shields and heals scale too weakly early and mid game, forcing hybrid AP/damage items to feel impactful. This diminishes the value of a support who prioritizes their core role: keeping teammates alive and controlling fights.
This proposal aims to raise the baseline scaling of S/H-P items to 15% per item, making full utility builds satisfying while preserving risk/reward and hybrid build flexibility.
Problem
Current S/H-P items (Circlet, Censer, Staff, Dawncore, Redemption/Mikael) scale ~8–16% per item, resulting in mid-game shields and heals that are functional but barely noticeable.
AP ratios on enchanters like Milio, Sona, and Yuumi are relatively low (15–50% depending on ability), so even at 200+ AP, their utility rarely feels fight-changing.
Tank/hybrid supports (Taric, Rell) gain immediate impact from defensive items, highlighting the perception vs reality gap.
Proposed Scaling
Increase each S/H-P item to 15% effectiveness (base).
With 15% scaling, shields and heals scale with your hybrid tank build, giving frontline supports more meaningful utility without overshadowing damage or tankiness.
Late-game flexibility: In late-game, the support may swap the upgraded support item for Mikael’s for additional healing/shielding power, if wards are less necessary.
Why This Works
Full utility becomes viable and rewarding
Risk/Reward preserved: expensive gold investment and careful positioning required
Hybrid builds still effective: choice matters
Aligns mechanical contribution with perceived reward, similar to macro-heavy top-lane mages like Aurora
Numerical Example: Mid-Game Fight (5v5)
Champion Current Heal/Shield Boosted Scaling Mid-Fight Impact
Milio 200–250 HP/shield 300–350 HP/shield Meaningful fight swing
Sona 150–200 per heal 225–275 per heal Allies survive AoE poke
Taric 300–350 shield 400–450 shield Frontline + utility stronger
Observation: Support-focused scaling now visibly contributes to outcomes, rather than being “supporting numbers on paper.”
Conclusion
Raising S/H-P item scaling to 15% per item:
Rewards enchanter support choices
Enhances hybrid/tank support utility
Preserves risk/reward and game balance
Makes teamfights and macro play more rewarding for true support players
Supports finally do what they’re supposed to: swing fights through utility, not just AP numbers or kill participation.
[quote=Glenner359]Overview
As you can likely tell from my posts, I'm a support main. I also dabble in Top/Occasionally Mid/Bot, less so Jungle since they removed Ghoul summoning Yorick. However, this post isn’t about me — it’s about support versatility.
Supports are currently under-rewarded when building pure healing/shielding (S/H-P). Shields and heals scale too weakly early and mid game, forcing hybrid AP/damage items to feel impactful. This diminishes the value of a support who prioritizes their core role: keeping teammates alive and controlling fights.
This proposal aims to raise the baseline scaling of S/H-P items to 15% per item, making full utility builds satisfying while preserving risk/reward and hybrid build flexibility.
Problem
Current S/H-P items (Circlet, Censer, Staff, Dawncore, Redemption/Mikael) scale ~8–16% per item, resulting in mid-game shields and heals that are functional but barely noticeable.
AP ratios on enchanters like Milio, Sona, and Yuumi are relatively low (15–50% depending on ability), so even at 200+ AP, their utility rarely feels fight-changing.
Tank/hybrid supports (Taric, Rell) gain immediate impact from defensive items, highlighting the perception vs reality gap.
Proposed Scaling
Increase each S/H-P item to 15% effectiveness (base).
Full build example: Circlet + Censer + Staff + Dawncore → 60% S/H-P scaling
Add boots + upgraded support item → up to 75–90% effective scaling
Result: Shields and heals become visibly impactful in mid/late fights, rewarding support-focused play.
Champion Examples
Milio – Pure Enchanter
Ability Current Effect (~200 AP) Boosted Scaling (15% per item)
Warm Hugs (E) ~215 shield ~300–350 shield
Breath of Life (R) ~450 heal ~600–650 heal
Cozy Campfire (W) ~180 heal ~250–275 heal
Impact: Heals and shields become fight-turning, rather than “numbers on paper.” Mid/late-game utility finally feels satisfying.
Sona – Full Support
Typical mid/late-game build: Support Item → Circlet + Staff + Censer + Dawncore (+ Boots)
Current scaling: ~52% S/H-P → ~225 AP effective
Proposed scaling: 15% per item → 60–75% S/H-P → heals and shields genuinely change trades and poke phases.
Taric / Rell – Hybrid Tank/Support
Build: Support Item → Bandle / Dawncore + Thornmail + Abyssal + Boots
With 15% scaling, shields and heals scale with your hybrid tank build, giving frontline supports more meaningful utility without overshadowing damage or tankiness.
Late-game flexibility: In late-game, the support may swap the upgraded support item for Mikael’s for additional healing/shielding power, if wards are less necessary.
Why This Works
Full utility becomes viable and rewarding
Risk/Reward preserved: expensive gold investment and careful positioning required
Hybrid builds still effective: choice matters
Aligns mechanical contribution with perceived reward, similar to macro-heavy top-lane mages like Aurora
Numerical Example: Mid-Game Fight (5v5)
Champion Current Heal/Shield Boosted Scaling Mid-Fight Impact
Milio 200–250 HP/shield 300–350 HP/shield Meaningful fight swing
Sona 150–200 per heal 225–275 per heal Allies survive AoE poke
Taric 300–350 shield 400–450 shield Frontline + utility stronger
Observation: Support-focused scaling now visibly contributes to outcomes, rather than being “supporting numbers on paper.”
Conclusion
Raising S/H-P item scaling to 15% per item:
Rewards enchanter support choices
Enhances hybrid/tank support utility
Preserves risk/reward and game balance
Makes teamfights and macro play more rewarding for true support players
Supports finally do what they’re supposed to: swing fights through utility, not just AP numbers or kill participation.[/quote]
As you can likely tell from my posts, I'm a support main. I also dabble in Top/Occasionally Mid/Bot, less so Jungle since they removed Ghoul summoning Yorick. However, this post isn’t about me — it’s about support versatility.
Supports are currently under-rewarded when building pure healing/shielding (S/H-P). Shields and heals scale too weakly early and mid game, forcing hybrid AP/damage items to feel impactful. This diminishes the value of a support who prioritizes their core role: keeping teammates alive and controlling fights.
This proposal aims to raise the baseline scaling of S/H-P items to 15% per item, making full utility builds satisfying while preserving risk/reward and hybrid build flexibility.
Problem
Current S/H-P items (Circlet, Censer, Staff, Dawncore, Redemption/Mikael) scale ~8–16% per item, resulting in mid-game shields and heals that are functional but barely noticeable.
AP ratios on enchanters like Milio, Sona, and Yuumi are relatively low (15–50% depending on ability), so even at 200+ AP, their utility rarely feels fight-changing.
Tank/hybrid supports (Taric, Rell) gain immediate impact from defensive items, highlighting the perception vs reality gap.
Proposed Scaling
Increase each S/H-P item to 15% effectiveness (base).
Full build example: Circlet + Censer + Staff + Dawncore → 60% S/H-P scaling
Add boots + upgraded support item → up to 75–90% effective scaling
Result: Shields and heals become visibly impactful in mid/late fights, rewarding support-focused play.
Champion Examples
Milio – Pure Enchanter
Ability Current Effect (~200 AP) Boosted Scaling (15% per item)
Warm Hugs (E) ~215 shield ~300–350 shield
Breath of Life (R) ~450 heal ~600–650 heal
Cozy Campfire (W) ~180 heal ~250–275 heal
Impact: Heals and shields become fight-turning, rather than “numbers on paper.” Mid/late-game utility finally feels satisfying.
Sona – Full Support
Typical mid/late-game build: Support Item → Circlet + Staff + Censer + Dawncore (+ Boots)
Current scaling: ~52% S/H-P → ~225 AP effective
Proposed scaling: 15% per item → 60–75% S/H-P → heals and shields genuinely change trades and poke phases.
Taric / Rell – Hybrid Tank/Support
Build: Support Item → Bandle / Dawncore + Thornmail + Abyssal + Boots
With 15% scaling, shields and heals scale with your hybrid tank build, giving frontline supports more meaningful utility without overshadowing damage or tankiness.
Late-game flexibility: In late-game, the support may swap the upgraded support item for Mikael’s for additional healing/shielding power, if wards are less necessary.
Why This Works
Full utility becomes viable and rewarding
Risk/Reward preserved: expensive gold investment and careful positioning required
Hybrid builds still effective: choice matters
Aligns mechanical contribution with perceived reward, similar to macro-heavy top-lane mages like Aurora
Numerical Example: Mid-Game Fight (5v5)
Champion Current Heal/Shield Boosted Scaling Mid-Fight Impact
Milio 200–250 HP/shield 300–350 HP/shield Meaningful fight swing
Sona 150–200 per heal 225–275 per heal Allies survive AoE poke
Taric 300–350 shield 400–450 shield Frontline + utility stronger
Observation: Support-focused scaling now visibly contributes to outcomes, rather than being “supporting numbers on paper.”
Conclusion
Raising S/H-P item scaling to 15% per item:
Rewards enchanter support choices
Enhances hybrid/tank support utility
Preserves risk/reward and game balance
Makes teamfights and macro play more rewarding for true support players
Supports finally do what they’re supposed to: swing fights through utility, not just AP numbers or kill participation.