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Recommended Items
Runes: Personal Favorite

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:

Flash
Teleport
Items
Ability Order Standard

Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Akshan
> Akshan has relatively low range outside of his
Avengerang (Q), so look to poke him as much as possible. You should avoid letting him freely push into your turret or else he'll start terrorizing your team.
> If he uses
Heroic Swing (E) at you, avoid using EE unless you're casting it perpendicular to him. If you cast it at him straight on, he'll usually just fly past it. You can also EQ him out of his E if you can quickly determine the arc he's traveling in. WW is another option to soak up his E damage.
> Keep track of where he's going by warding the lane and clear the minion waves to prevent/punish his roams. Make sure you are pinging and communicating with your team about where he could be.
Synergies

Jarvan IV
> [[Hwei]] synergizes well with champions that have strong engage, teamfighting ability, or CCs, especially if they can frontline for him. Most ganking AD junglers are excellent for Hwei as well. (e.g. [[Jarvan IV]], [[Xin Zhao]], [[Rek'sai]], [[Ashe]], [[Rell]])
Champion Build Guide
"There's no secret to art... just begin and keep going. That's all we can do."
As with other immobile mages,
| While this guide was created to inform and educate, by no means is it a strict set of rules that must be followed. Keep in mind that there are many viable builds and rune setups, and sometimes it can come down to preference - which is fine! I have simply compiled my own thoughts and experiences as well as what I've seen and heard from other players into one space. Feel free to agree or disagree, and I encourage everyone to discuss and continue to explore the champion. If you have any suggestions, criticisms, or other thoughts to share, feel free to leave a comment and let me know. |
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"Leave everything to my imagination."
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Signature of the Visionary (Passive) |
Hwei marks enemy champions with his signature finishing touch by first damaging them with his abilities. Hitting an enemy with two damage-dealing spells places Hwei’s signature on the ground beneath them. The signature detonates after a short delay, dealing magic damage to all enemies in range. |
- Does not suffer any damage reduction for multiple procs; multiple enemies stacked on one another will take the full damage from all passive procs
- There is no cooldown for passive procs; you are only gated by your ability haste
- Can help you waveclear (e.g. QE + EE combo through the wave procs passive, damaging the enemy and minions)
- Has to be 2 separate spell casts (e.g. passive can't be proc'd with only WE-enhanced AAs, a single QE with its eruption and DoT portions, or his ult on its own)
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Subject: Disaster (Q) COST: 80 / 90 / 100 / 110 / 120 MANA COOLDOWN: 10 / 9 / 8 / 7 / 6 |
Hwei paints visions of disaster that deal a large amount of damage to enemies. The Q spellbook is for damage. |
Q Spellbook
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Subject: Serenity (W) COST: 90 / 95 / 100 / 105 / 110 MANA COOLDOWN: 18 / 17.5 / 17 / 16.5 / 16 |
Hwei paints visions of serenity that provide utility for himself and allied champions. The W spellbook is for utility. |
W Spellbook
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Subject: Torment (E) COST: 50 / 55 / 60 / 65 / 70 MANA COOLDOWN: 13 / 12.5 / 12 / 11.5 / 11 |
Hwei paints visions of torment that control enemies. The E spellbook is for crowd control. |
E Spellbook
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Spiraling Despair (R) RANGE: 1340 COST: 100 MANA COOLDOWN: 140 / 115 / 80 |
Hwei launches a vision of pure despair that sticks to an enemy champion for a few seconds. The vision expands and overwhelms all enemies it touches, dealing magic damage per second. Enemies within the zone are afflicted with stacks of Despair over time. Each stack of Despair applies a stacking percent slow. Upon completion, the vision shatters, dealing magic damage. DESPAIR: For each stack, the target is slowed by 10% for 0.25 seconds, stacking up to 12 times. At the end of the duration or when the target dies, the aura explodes to deal magic damage to enemies within and remove all Despair stacks from affected enemies. |
- Has a significant cast-time and travels slowly, so be careful when opening with it because it's easy to miss
- Pay attention to the sound of the ult when you're timing QW executes as it's easy to miss lethal damage if QW goes off too early
- Don't be afraid to use this in lane even if it doesn't result in a kill; forcing summoners/getting someone low can force them to base which lets you build your lead
- Only applies one stack of your passive since it's only one spell cast
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Wash Brush (R) |
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Here's a neat little cheat sheet created by Riot to help you digest his kit!
"Every mark should have meaning."
Sorcery |
Inspiration |
precision |
domination |
resolve |
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STAT SHARDS
stat shards |
"One breath and brush at a time."
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"Keep an open mind, and we'll find meaning together."
| Note: If an item is not listed, then I most likely do not recommend buying it. Feel free to comment or reach out for questions! |
Starting Items
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Doran's Ring |
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Tear of the Goddess Starting |
First Back
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Lost Chapter |
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Dark Seal An incredible item to purchase early on. If you are forced to back early or get first blood, buying and sitting on a |
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Boots Against certain matchups (e.g. |
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Refillable Potion It is generally a good idea to buy |
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Tear of the Goddess A necessary component if you plan on building towards |
Boots
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Sorcerer's Shoes |
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Ionian Boots of Lucidity |
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Mercury's Treads Getting |
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Boots of Swiftness |
First Item
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Blackfire Torch |
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Seraph's Embrace |
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Luden's Companion |
Other Items
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Liandry's Torment An incredible item on |
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Shadowflame The passive synergizes well with |
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Stormsurge Another flat pen option like |
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Horizon Focus |
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Rabadon's Deathcap A classic AP stat stick that boosts your entire kit - more damage, more shielding, more everything. If you can, getting |
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Cryptbloom Your option against tanks/MR stacking enemies. It doesn't give as much %magic pen or AP as |
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Void Staff Gives a lot more AP and a significant 40% magic pen instead of the 30% that |
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Bloodletter's Curse A %magic pen option that shreds MR through a debuff rather than simply ignoring MR. This item should only be purchased if your team has multiple sources of magic damage and the enemy team is building MR. You can also build it as a pseudo-defensive item if you want the extra HP. |
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Cosmic Drive An incredible defensive option for |
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Zhonya's Hourglass |
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Banshee's Veil The MR version of |
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Morellonomicon This is basically your anti- |
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Mejai's Soulstealer If you bought an early |
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Elixir of Sorcery Realistically the only elixir that |
The next segment showcases my logic for itemization in various scenarios.
VS. Balanced Team
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VS. Melee / Burst threat
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VS. Tank / HP stacker
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VS. Squishy / Long Range
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"Creativity is limitless—for better or worse."
Rather than learning strict combos, with
- It is crucial that you pair spells together as much as possible in order to proc his
passive. - You can add
WE to the start of your combos whenever you want to maximize your damage, but it isn't necessary. - WE can be cast during the travel time of every single one of Hwei's spells, even EE. This is important to mask your intentions since casting WE first every time will make it obvious when you're looking to be aggressive.
- Get used to the timing of your ult, either by memorizing the duration or listening to the sound so that you can properly time your QW to pop immediately afterward or follow-up with an E spell.
- You CANNOT do QW → EE for the bonus damage off of EE's CC. EE literally does not come out fast enough due to cast times and delays. This has been confirmed by Riot Emizery.
| Note: Spells surrounded by parentheses are optional casts. |
Waveclear | |
| QE | Standard waveclear spell |
| QE → (WE) → EE | Fast waveclear combo but leaves you vulnerable afterward |
| (WE) → EE → QQ | Fast waveclear combo performed perpendicular to the wave, leaves you vulnerable afterward |
Poke | |
| Standard fast poke spell | |
| EE |
Alternative fast poke spell; bypasses minion wave + easier for |
| QE → EE | Waveclear + Poke combined; the passive proc from landing this combo can also help clear the wave |
| EE → QQ | Fast combo |
| EE → QW | Alternative combo that bypasses the minion wave, but does less damage if the target isn't isolated |
| QQ → WE → AAs | Passive proc combo that lets you hold onto E |
Finisher | |
| EQ/EW/EE → QW | Pair your CC spells to guarantee QW lands and deals its maximum damage |
Disengage | |
| EQ → (WQ) → (QE) | EQ shuts down the engage and can be followed up with WQ and/or QE for extra damage or disengage |
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EE → WE → AA for Passive Proc |
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Extended trade with WE empowered AAs, into EE → QW |
All-in | |
| EE → R → QQ/QW | EE is the quickest way to help land your ult |
| QE → R → EW → QW | QE tags the target for the slow, letting you ult from a longer range |
| EQ/EW → QQ → R → EW → QW | Requires some AH so that your E spells come up fast enough. You can chain your ult slow into another E spell which then leads into a free QW spell. |
| EQ/EW/EE → WE → AA → R → QQ/QW/QE | Single rotation, double passive proc combo. Requires you to AA once with WE active so that it counts toward your passive. Can be done in many ways, this is just one example. |
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QE → EE into R → timed QW |
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EW → QW to scout and follow-up with poke. EQ after she Es in, followed by QQ → R → WE while CC'd, then finish with QW |
Flash Combos
"What's heavy in the mind, becomes light on the page."
Create a Gameplan
The game starts during champ select, not after you load into the game! Figure out your gameplan during champ select and the loading screen, and be ready to adapt accordingly as the game progresses and you gain more information.- What's the matchup? Who's the enemy midlaner, jungler, and support? What about your team?
- What rune setup are you running?
- Which summoner spells will you want?
- What is your build path going to look like?
- What are your win conditions?
"Life has to be valued, no seconds wasted... Time is ripped away too quickly."
Laning Goals
Your goal overall should be to harass your opponent when possible, pressuring them off CS and off the wave to get prio. With lane prio, you can get vision down and enable your jungler and team to make plays around the map or defend yourself from ganks.
Level 1
In most ranged matchups, you'll start Q at level 1 and look to poke your opponent with QQ if they stand apart from the wave or too close to minions (make sure you abuse the QQ AoE). You can also immediately QE the wave to get prio and force your lane opponent to use spells on the wave to match you. Starting E can also be viable since EE is fast and can be used to poke through the minion wave, but you risk losing prio when doing so.Against melees, the ability you level first completely depends on the matchup. Please refer to the matchup section near the start of the guide for more details. For aggressive melees, you'll likely level E first to access EQ. You'll want to hold onto your E defensively to stop engages from enemies with gap closers while keeping the wave in the center as much as possible.
Level 2
At level 2, you can level either Q/E or W depending on what you took level 1. Leveling Q/E lets you perform combos such as EE → QQ. Leveling W lets you use WE to harass with AAs and regen mana. Usually you'll level Q/E second. Avoid spamming too much if you don't have access to WE for mana regen. Focus on gettingLevel 3 to 5
Once you hit level 3, you should level whichever spell you haven't already, giving you access to your full spellbook and combos. You'll then continue to put points into Q as you level to increase your damage. With all your spells unlocked, you can start to more aggressively trade and play for prio. Focus on shoving the wave while maintaining good map awareness.For
Level 6 and Beyond
Once you hit level 6, you get access to your ult,Trading
When you are exchanging damage with the opponent, you are trading. Ideally, Hwei wants to abuse his range to make trades as one-sided as possible, otherwise known as poking. When playing a ranged artillery mage like> If I use a combo now I won't have anymore mana, so I'll save my mana to clear the next wave and recall.
> I'll poke but I'll save my E in case the
> If I QQ them now it'll cause the minions to push towards them and they might set up a freeze.
Conditioning and Pattern RecognitionConditioning in psychology is the theory that behaviors and reactions (the "response") to an object or event (the "stimulus") can be modified by learning. When it comes to League, conditioning during the laning phase is when you "teach" your lane opponent to behave a certain way as a reaction to what you are doing. This might sound complicated but I promise it's very simple; when you do "X", the enemy does "Y". "X" could be hitting your lane opponent with a QQ, and in reaction they play behind minions from then on - this is "B". You are now conditioning the enemy to be wary of "X" - the QQ in this case - which causes them to do "Y" - play behind minions - and that's what you need to abuse.This concept can be used by any champ, but it gets even more interesting thanks to |
Once you notice this pattern, you can adapt by attempting, for example, an EW since they're no longer behind any minions, which lets you follow up with QQ or QW as a new poking option. In other words, you noticed your lane opponent doing "Y" to avoid "X", so you switch things up and try "Z", creating a new scenario the enemy has to be careful of.
The best players are able to recognize these kinds of patterns and exploit them, gaining advantage after advantage no matter how microscopic it might seem. Every player has patterns and habits they fall into. Once you start to recognize patterns in play, you can punish them, and when you can create those patterns through conditioning, you get to dictate those plays.
Recall TimingSo you've been beating up your lane opponent for a while now. Maybe you've gotten a kill, but you've definitely accumulated a lot of gold from CSing. When do you recall? Recalling is a simple action, but there is a deceptive amount of decision making behind it. A good recall minimizes the amount of gold, XP, and pressure you lose while you are in base. It takes around 30-40 seconds (including the channel time) to recall and get back to lane, and that's assuming you buy your items right away. A lot can happen in that time!Here's a checklist of things to keep in mind when planning your recalls:
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"Every question, every burden, every vision: I'll lay them out, here."
What is Wave Management?
Wave management - or wave manipulation - is the deliberate control of the minion wave to gain advantages. There are three main techniques when it comes to wave management: Fast push, slow push, and freezing. This section provides a quick rundown of each along with when and when not to perform them.I highly recommend spending some time doing further research on this topic and watching videos that demonstrate it since wave management is an important concept used by all lanes and at all levels. Don't worry if you don't understand or can't implement these techniques right away! Wave management is a highly dynamic and advanced concept that even high level players discuss and struggle with.
Fast Push
Fast Pushing is when you clear the minion wave as quickly as possible so that it fully goes under the enemy turret. This usually means using however many spells it takes to instantly melt the wave (e.g. QE → WE → EE). Doing so allows one or more of the following:
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You should avoid fast pushing if the enemy laner wants to set up a freeze and you would be unable to unfreeze it. Normally this isn't an issue for
Slow Push
Slow Pushing is when you build up multiple waves before letting them crash into the enemy turret. This gives you more time to reset, roam, or harass your lane opponent under turret since they have to spend longer catching the wave.Slow pushing might sound like the opposite of fast pushing but it actually lets you do similar things, the only difference being how much time it takes to perform and how much time you get from it. The main drawback of slow pushing is it can leave you vulnerable to ganks due to how long it takes to build multiple waves. It's also weak against champs with high waveclear, since they can simply melt the wave before it can build.
Freeze
Freezing is when you keep the minion wave on your side of the lane for an extended period of time. There are a few ways to perform a freeze - which I recommend you look up videos for - but the basic requirement is the enemy minion wave pushing towards you with a slight minion advantage. What ends up happening is the enemy wave kills yours first since they have more minions, but due to them having to travel further down the lane to where the wave is, the wave ends up staying in the same spot. You must only last-hit minions when performing a freeze, and any extra damage done to your wave has to be matched so it stays even.Keeping a freeze going in mid is difficult, but there is still value in performing short freezes. Freezing should be done when you have low prio and want to farm safely or if there is nothing on the map to play for. You can also use freezes when ahead to zone the enemy from CS, forcing them to take uneven trades or awkward roams, which you can punish. If you have a lead with
"Act on inspiration when it strikes."
What Is Priority?
Priority or "prio" refers to the state in which a player has agency over the lane, which affects how quickly they can react to or dictate plays around the map. Think of it like having the ball in a soccer game (or football for the rest of the world); the one with the ball gets to take their turn and make a play, while the others have to play around them or try to steal the ball back before making their own play. The ability to move first is a major advantage when it comes to starting skirmishes or helping with them. Moving first also lets you set up vision before these fights break out or to protect yourself from unwanted fights. Lastly, lane priority opens up roam timers especially if you've properly used the aforementioned wave management techniques (e.g. setting up a slow push to help with an upcoming skirmish around the
What Affects Priority?Priority is something that is constantly juggled around, rarely in one person's hand for too long. Priority is determined by: Kill pressure, champion matchup, item differences, wave state, jungle presence, vision control, or some combination. While he lacks kill pressure, the majority of |
Basically, he's great at contesting lane priority, and when he does have priority, he can be a massive headache for the enemy team. In cases where you don't have priority, whether it's the matchup or the game state, you must be flexible and communicate efficiently with your team so they know which plays to avoid or that you'll be late to them. Just because you don't have priority now, doesn't mean you won't have it later, so play with that in mind.
Should You Roam as Hwei?The problem with this question is that people have different definitions for what counts as roaming. Roaming is merely moving away from your lane, whether it's to gank another lane, assist your jungler, or just to set up vision elsewhere. Using this definition, you should absolutely be roaming asEven just standing right outside of vision is a great way to use your prio to exert pressure on not only your lane opponent, but the enemy team. They are forced to play around your possible roam, relieving the rest of your team of pressure. |
As mentioned before,
"There is light in me... I can't lose sight of it."
Warding as a Midlaner
Warding and vision control are integral to your success in League, regardless of what role or champion you play. While mid lane is shorter compared to top and bot, there are many more paths to watch out for, so knowing when and where to ward is crucial. Not only do you have to ward to protect yourself from ganks, the midlaner's natural "reach" due to the lane's location means they can ward for their team as well. Warding is a complicated topic that would require its own separate guide to properly cover, so this section will instead stick to the most basic and essential wards for midlane. I will have Blue side wards on the left and Red side wards on the right.Warding as an Immobile Mage
Despite being an immobile mage,The Warding Mindset
Whenever you go to place a ward, there are certain things you need to be thinking about:- Do you have prio? Will you have prio? What about your team?
- What is your jungler's plan? Do they plan to invade or farm safely?
- Where is the enemy jungler? Which side are they playing towards?
- What does this ward do? What are its strengths and weaknesses?
Blue Side Warding |
Red Side Warding |
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| Note: Wards highlighted in green can be stealth wards or control wards depending on the situation. |
Side Bushes
The Side Bushes at mid are likely the first spot most midlaners think of to ward, and for good reason. They're easy to place and give quick vision for potential ganks without having to step out of the lane. The problem with this ward is that it leaves many openings and gives limited info. Notice how there are bushes and gaps that enemies can abuse to skirt around the ward. Compared to the other options we'll go over, this ward is clearly inferior and should only be placed in a pinch when you need immediate vision. These are what I call "lazy wards", which I'll go over more later on.
It's worth noting that if you have a lead in lane and can keep your lane opponent under their tower, you can place a
Top and Botside River
These wards are the more efficient versions of the previous Side Bush wards while only requiring a few more steps. They cover more of the river, increasing your response time against incoming ganks. They also cover the respective blue and red buff entrances depending on which side is warded, which the Side Bush wards do not do.
The main downside to this ward compared to the Side Bush version is that it cannot be replaced with a
Red Ramp
An alternative to the Top and Botside River wards, giving your team more information into the enemy team's red side jungle while leaving you a bit more exposed through the river. This ward is also ideal against junglers with high mobility or stealth (e.g.
I like using this ward if my team has warded further down the river, covering other entrances, or if it's the side my jungler is playing on. Keep in mind the side differences with this ward: The Blue side version protects your top lane more from mid roams, while the Red side version protects your bot lane.
River Bush
This ward is similar to the previous Red Ramp ward except for the opposite side. It doesn't cover as much of the enemy jungle, but it does reach into the river to protect from ganks. Make sure you check the
I often place this kind of ward to protect my sidelanes from potential roams, but also for upcoming
Lane
Lane wards are placed specifically to counter roams, especially if you have low prio, have a freeze setup, or are about to recall. You get constant vision on your lane opponent so you can warn your team the second they start to lean towards a particular side. I love placing this ward against champs like
Red Ramp Bush
The defensive version of the previous Red Ramp ward. This is my most placed
River Bush
The defensive version of the previous River Bush ward. While the last defensive ward was Blue side's
Raptors Bush
An extremely defensive
Raptors Bush
A deep ward that should only be placed if you have prio and info on the enemy jungler's location, otherwise it can be risky. Getting this ward down lets you and your team get tons of early info on the enemy jungler's pathing, especially since you'll know if their
Wolves Bush
A more niche version of the Raptor deep ward, except for the bush in front of the enemy
Early Raptors
This is probably the most common early ward used due to how much value it gives. With this ward, you can spot the enemy jungler's starting position and therefore where they'll likely path towards. That is crucial information not only for you, but for your entire team and especially your jungler.
There are a few ways to place this ward, with a time range between 1:15 and 2:10. Depending on the matchup,
Avoid "Lazy Wards"
“Lazy wards” are either inefficient or flawed in some way. These are the kinds of wards players will place because they know they’re supposed to ward, but the ward doesn’t actually achieve much. Bad vision is almost as bad as having no vision at all, and in some cases it’s even worse. It is devastating when you play around a ward because it has given you a false sense of security, only to die because the information given was incomplete or misleading.Here’s an example of what I would consider a lazy ward: Let’s say you're playing blue side and you currently have mid prio – your lane opponent is stuck under turret farming a full wave – and you just saw that the enemy
You might remember that Option A is the Side Bush ward that I already called a lazy ward. This is especially true in this case because placing this ward only protects you from potential ganks and does nothing to help your team or provide additional information. You have plenty of time to step out of lane for a bit to place a more efficient ward.
Option B, on the other hand, is a great ward to place. This is the River ward. It protects you from the potential river gank since you know the enemy jungler went down into the river. It also spots out the enemy jungler if they walk through the red ramp, giving your team info to react and plan around the enemy jungler's pathing.
Lastly is Option C. We'll call this the lazy version of the River ward. Notice how this ward isn't placed in the Side Bush ward location, but also not in the proper River ward location to cover the red ramp. This is incomplete information. If you or your teammates aren't paying close enough attention, they might think this ward covers the red ramp. The enemy jungler could cross through this area without being spotted, so your team might think he's still somewhere in the topside river or invading your team's blue side jungle. Avoid lazy wards like these as much as possible!
"Life flows in currents. Twisting... turning."
Map Awareness
Being able to quickly glean as much information as possible from what you see is what map awareness entails as a skill. That definition might seem confusing; isn't map awareness just looking at the map from time to time? While that is an important part of map awareness, doing only that doesn't tell you enough, especially when you have other tools to get information from.League has default keybinds that let you instantly pan over to your allies when you press their respective key: These are the function keys (or F keys)! While it might feel awkward at first, I highly recommend including the usage of these keys into your gameplay, whether it's taking the time to get used to clicking them or rebinding them to whatever is comfortable for you. I personally have mine bound to Shift + 1 - 4, which feels much easier to reach. It will absolutely feel awkward for a bit, but I got used to it and you can too with time. You can quickly check your allies' current health, wave state, and just overall situation at the push of a button - information you wouldn't get just from looking at the minimap.
The other tool you should use is the scoreboard. While the most fun part of the scoreboard is looking at your awesome KDA, it also gives you tons of information without having to click all around the map. You should be checking your team's summoner spell availability, itemization of both teams, and which enemies are currently visible (the scoreboard displays a question mark if an enemy is out of vision). Keeping an eye on enemy itemization will help you decide what to buy since
With the minimap, scoreboard, function keys, and - hopefully - your allies' pings for communication, you have all the information you need to play proactively, allowing you to anticipate enemy plays. With more information and the ability to understand it, you can prevent "nightmare scenarios" from ever happening in the first place rather than getting surprised and wondering how you can "fix" what has already happened.
Jungle TrackingJungle Tracking simply means deducing the enemy jungler's location via in-game information and jungle knowledge. Different jungle champions have different gameplans and clear timings, but there are general patterns and timings you can look out for. The first is that most junglers will start either their Red or Blue buff first. This depends on the champ they are playing and/or which side of the map they want to play towards. Whichever side they start is the opposite of where they will end since most junglers do full clears in the current meta (clearing all camps before ganking or recalling), which is why it's a big advantage to find the enemy jungler's starting position. As for timers, 3:00 - 4:00 is a dangerous window since most junglers finish their clears after 3:00, giving them some time to look for ganks before or after theExample ScenarioLet's assume that you've placed an early ward at the enemy | |
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Read example before revealing! |
"A heart bared isn't broken... it's freed."
Mid-Game and SidelaningThere is no hard rule or timing for when the mid-game begins, but it is usually indicated by the first turret falling and your team rotating positions to better play around objectives and power spikes. This mostly happens after the 14-minute mark when turret platings fall and towers become more vulnerable. Typically what happens at this point is the mid and botlaners swap so the midlaner can begin sidelaning. ADCs are generally more vulnerable compared to midlane champs so the shorter lane is helpful. They can also work on taking down the mid turret with their higher DPS to free up more of the map, or set up for objective fights alongside their support and jungler.In the meantime, immobile mages like ( |
Splitpushing
Some champions are more comfortable playing in contested territory due to their kits, but as an immobile mage without kill pressure, you are mostly only looking to stay alive, CS, and participate in teamfights. Splitpushing asLate-Game
Your goal in the late-game is the same as it was in the mid-game: Catch side waves and group up for objectives and teamfights. The only difference is that mistakes are significantly more punishing, and often game ending.Teamfighting
When approaching teamfights, there are a few general things you need to think about, especially as an immobile mage.- Who are the priority targets? (The ADC? Enemy midlaner? Annoying
Soraka?) - Who should I be careful of? (
Evelynn sneaking around?
Rell hexflashing?) - Which abilities do I need to watch out for? (
Ashe ult,
Malphite ult,
Syndra stun?) - Do I need to peel for a specific teammate? (Protect the
Kog'Maw?)
The main thing you want to look for in teamfights is how you're going to land your
It's also important you don't hold onto your ult! While
Above all else, you need to be flexible.
Teamfight Example
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QE → EE against grouped enemies while using WW to delay ally death. QQ to quickly finish the |
"I'll always be a student of the brush, never its master."
Thank you for reading through my guide! I hope it proves to be a helpful resource for any aspiring Hwei players, and if so, make sure you hit that upvote button!
If you have any questions, criticisms, or simply want to point out a spelling mistake, please feel free to leave a comment on the discussion page or contact me on Discord in the Hwei Mains server (softheadpats or "Benji"). I will try to respond as soon as possible.
I also want to give a big thank you to Making a Guide by jhoijhoi and A Table Coding Guide by Katasandra which helped immensely with the formatting for this guide!
11/05/25 - Updated for 25.22. Descriptions for
10/23/25 - Updated for 25.21. Added Kennnen, Morgana, and Zilean to "Threats" section. Spelling mistakes and grammatical errors fixed. "Synergies" formatting slightly updated to match "Threats" section.
10/09/25 - Updated for 25.20. Cleaned up "Changelog" section. Added "Wave Management", "Lane Priority and Roaming", "Warding", and "Map Awareness and Jungle Tracking" sections. Updated "Champ Select", "Laning Phase", and "Mid/Late-Game Teamfighitng" sections. Updated Items Cheat Sheet. Various formatting and description adjustments throughout the guide. More
Season 2025
Season 2024






























































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