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Recommended Items
Runes: Standard
1
2
Sorcery
Resolve
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
3
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
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
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
- Riot's newest's champion/product, so he's gonna be overtuned for a while so he can see pro play. Get your LP!
CONS:
- Not very good against long range after laning phase.
- Pretty long cooldowns.
Itemization
TLDR; Shurelya's in most games. Build Legendaries accordingly
There are 1 main mythics to buy, and it's...
Shurelya's Battlesong
- It's just always giving movement speed buffs to your team mates since
Cozy Campfire is AoE, and constantly ticking the whole 6 seconds,
Warm Hugs has 2 charges, and
Breath of Life is also AoE, so there's just a lot of uptime to give everyone movement speed.
Boots/Shoes Choice
- There isn't many choices, because of how long your cooldowns are,
Ionian Boots of Lucidity are your choice 99% of the time.
- If the enemy team is full AD, then
Plated Steelcaps are a fine choice.
- If the enemy team is mostly AP, with a lot of CC, then
Mercury's Treads isn't bad either.
Staff of Flowing Water
- 3/4 of Milio's abilities heal/shield, this is just an overall great and safe choice.
- Milio's cooldowns are fairly long, so the extra ability haste is definitely a nice addition.
- Pairs much better with AD casters, such as
Ezreal or
Kai'Sa, or while having multiple AP threats on your team.
Redemption
- 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.
Ardent Censer
- I usually don't end up buying this item in general, because if your ADC isn't doing too great, it ends up being a weak buy.
- The only reasons why you would buy
Ardent Censer is because there's another Auto-Attack focused carry on your team, such as
Kayle
Corki
Kindred AND/OR your adc is really fed.
- This item is currently a bit overtuned, and is likely to be nerfed sometime soon, but for now it's an overall strong purchase.
Mikael's Blessing
- Buy this if there's a bit of single target CC to get rid of. Abilities such as
Ashe
Enchanted Crystal Arrow or
Twisted Fate
Pick A Card or
Thresh
Death Sentence.
- If you can self cast this by buffering it just before CC hits you, this also becomes a
Cleanse for yourself, which increases the value tremendously. Here is a youtube short demonstrating that. Mikaels as Cleanse
Knight's Vow
- 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.
Anathema's Chains
- The opposite of
Knight's Vow, if there's 1 exceptionally fed enemy, marking them with this will help the survivability of your yourself which then helps your team survive.
Vigilant Wardstone
- This should be your absolute last item, since the stats increase will be the greatest after you've finished all your other items.
There are 1 main mythics to buy, and it's...

- It's just always giving movement speed buffs to your team mates since



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

Legendaries

- 3/4 of Milio's abilities heal/shield, this is just an overall great and safe choice.
- Milio's cooldowns are fairly long, so the extra ability haste is definitely a nice addition.
- 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.

- I usually don't end up buying this item in general, because if your ADC isn't doing too great, it ends up being a weak buy.
- The only reasons why you would buy




- This item is currently a bit overtuned, and is likely to be nerfed sometime soon, but for now it's an overall strong purchase.

- 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.

- The opposite of


- This should be your absolute last item, since the stats increase will be the greatest after you've finished all your other items.
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.
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 love using
Lethal Tempo, such as
Kog'Maw
Jinx
Vayne
Caitlyn and more.
- If this isn't tagging a champion, the speed in which it moves while not-tagging is quite slow, so try not to use it as just a heal.
- For
Fired Up! this procs every 3 seconds, so you and whoever it's healing can at most gain 2 procs of
Fired Up!.
- 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!
- For
Spellthief's Edge if you self-cast
Warm Hugs and auto attack or land
Ultra Mega Fire Kick, you will get 2 stacks instead of 1. However, if you cast
Warm Hugs on your ally and they deal damage, you will NOT get a stack from
Spellthief's Edge. So, during laning phase, for a quick trade and 2 stacks, you can self-cast
Warm Hugs and auto attack.
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.

- 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 love using





- If this isn't tagging a champion, the speed in which it moves while not-tagging is quite slow, so try not to use it as just a heal.
- For


- 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!
- For







- 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; Mostly go
Summon Aery, unless you can't stack spellthiefs reliably, then go
Guardian with relic shield.
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.
Guardian
- If you took
Relic Shield then this is a bit more of a viable rune because it's very likely your lane match-up is really bad.
Manaflow Band
- The faster you can stack this, the better, but since you only have 1 damage ability, it will take a while.
Transcendence
- Ability haste is very much needed, since all of
Milio's abilities are fairly long cooldowns.
Scorch
- If you think you can consistently land
Ultra Mega Fire Kick then take this, and you will hit like a truck for laning phase. If you think it'll be hard to hit, then don't take this since it only works with damaging abilities and not with
Fired Up!
Waterwalking
- If you always have your lane pushed, then this'll help with roaming potential since you can just pace up and down the river and pressure mid or assist your jungler with invading.
Gathering Storm
- If all else fails, then just scale with this.
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.
Biscuit Delivery
- This is to be taken with
Relic Shield and having
Guardian as your keystone, so you at least have a bit more mana to work with.


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.

- If you took

Minor Runes

- The faster you can stack this, the better, but since you only have 1 damage ability, it will take a while.

- Ability haste is very much needed, since all of


- If you think you can consistently land



- If you always have your lane pushed, then this'll help with roaming potential since you can just pace up and down the river and pressure mid or assist your jungler with invading.

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

- 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.

- This is to be taken with


Early/Mid/Late game
TLDR; Don't let your opponents have fun.
This will be divided into two parts, since the main factor will be if you start
Spellthief's Edge or
Relic Shield
Spellthief's Edge
- Try to look for good angles of
Ultra Mega Fire Kick to stack
Manaflow Band.
- Use
Warm Hugs on yourself and auto attack an enemy champion for 2 stacks of
Spellthief's Edge.
- You're looking to stack your
Spellthief's Edge 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.
- Average case to finish your
Spellthief's Edge should be about 7 or 8 minutes.
- 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.
Relic Shield
- 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.
- Look to stack on Seige(cannon) minions and Melee minions. Average quest finish for wards should be around the 8 minute mark.
- 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.
- If you have
Shurelya's Battlesong then your chasing and engage potential is very strong.
Early Game
This will be divided into two parts, since the main factor will be if you start



- Try to look for good angles of


- 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





- Average case to finish your

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


- 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.
- Look to stack on Seige(cannon) minions and Melee minions. Average quest finish for wards should be around the 8 minute mark.
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

-

- If you have

13.16 Tier List
Grading Explanation below the lists! Check the RANK too!
- Milio is pretty darn good right now, as he's Riot's newest champion, and they need to make him OP so they can sell their new product!


Tier List Grading Points
- Winrates
- Champion Difficulty (more relevant in platinum and below)
- Counter-play (more relevant in platinum and below)
- Flex pick for draft (more relevant in diamond+)
- Early game (more relevant in diamond+)
- Late game/scaling (more relevant in platinum and below)
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 pretty darn good right now, as he's Riot's newest champion, and they need to make him OP so they can sell their new product!
13.16 Emerald and Below

13.16 Diamond+

Tier List Grading Points
- Winrates
- Champion Difficulty (more relevant in platinum and below)
- Counter-play (more relevant in platinum and below)
- Flex pick for draft (more relevant in diamond+)
- Early game (more relevant in diamond+)
- Late game/scaling (more relevant in platinum and below)
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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