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Hwei Build Guide by Soft Headpats

Middle [25.22] Your True Colors - Complete Hwei Guide

Middle [25.22] Your True Colors - Complete Hwei Guide

Updated on November 5, 2025
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League of Legends Build Guide Author Soft Headpats Build Guide By Soft Headpats 261 6 420,578 Views 4 Comments
261 6 420,578 Views 4 Comments
League of Legends Build Guide Author Soft Headpats Hwei Build Guide By Soft Headpats Updated on November 5, 2025
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Runes: Personal Favorite

1 2 3 4 5
Sorcery
Arcane Comet
Manaflow Band
Transcendence
Gathering Storm

Precision
Presence of Mind
Cut Down
Bonus:

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

Spells:

1 2 3 4
Standard
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Ability Order Standard

Passive
Subject: Disaster
Subject: Serenity
Subject: Torment

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[25.22] Your True Colors - Complete Hwei Guide

By Soft Headpats
Preamble

"There's no secret to art... just begin and keep going. That's all we can do."


Hwei is labeled as an artillery mage but he's also a control mage. Blocking off areas and manipulating where enemies can move, punishing those who overstep, and sniping enemies with long-range executes as a finisher is what Hwei is all about. Similarly to mages like Brand or Vel'Koz, Hwei likes to combo his spells to activate his passive: Signature of the Visionary, as it adds a lot of extra damage, especially in teamfights with grouped up enemies. With 9 different basic abilities at his disposal, learning when to use each one effectively at a moment's notice is what makes a true Hwei player shine.

As with other immobile mages, Hwei requires proper positioning, or else he'll pop instantly to almost anything. Unlike some other mages, however, he also has tools to keep himself safe and is almost untouchable when piloted properly. While his arsenal of spells may seem overwhelming at first, individually they are quite simple to understand and utilize. Throughout this guide, I will refer to his spells using letters and colors to hopefully make it easy to follow (e.g. QW, WE, EQ).

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.
Pros and Cons

Pros

Versatile kit; has an answer for basically every situation
Versatile builds; can itemize well against all comps
Decently mid-range mage with self-peel
Exceptional zoning capabilities
Utility and teamfighting powerhouse
Can neutralize almost any matchup while bullying easier ones; a fantastic blind pick/one-trick champ
Surprisingly low skill floor, but high skill ceiling

Cons

Mana hungry, especially with high AH
Higher AH is optimal to fully utilize his arsenal of spells
Misinputs are costly - don't spam keys!
Almost all spells are slow-moving skillshots with cast times
Weaker into high range and/or high mobility comps
Not the best at sidelaning; low kill pressure and weak on his own
Functions best with a balanced team comp; often unable to solo carry unless ridiculously ahead
Champion Abilities

"Leave everything to my imagination."


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.

Hwei's damaging abilities mark enemies hit for 4 seconds. Damaging them with a different ability consumes the mark to create an explosion beneath them, dealing 35 − 230 (based on level) (+ 35% AP) bonus magic damage to enemies in the area after 0.85 seconds.
  • 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)
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.

Hwei enters a disastrous mood, gaining access to its abilities as well as Wash Brush. He will exit the mood upon casting any of them.

The Q spellbook is for damage.

Q Spellbook

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.

Hwei enters a serene mood, gaining access to its abilities as well as Wash Brush. He will exit the mood upon casting any of them.

The W spellbook is for utility.

W Spellbook

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.

Hwei enters a tumultuous mood, gaining access to its abilities as well as Wash Brush. He will exit the mood upon casting any of them.

The E spellbook is for crowd control.

E Spellbook

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.

Hwei launches a globule of pure despair in the target direction that collides with the first enemy champion hit, afflicting them with an aura that grows over 3 seconds, reveals the target, and grants sight within its radius. Enemies within are both dealt magic damage and applied a stack of Despair every 0.25 seconds.

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.

Spiraling Despair can only be cast if Hwei has not entered a mood.
  • 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
Wash Brush (R)
Wash Brush is a unique mechanic that allows Hwei to exit whichever spellbook - or mood - he's currently in by pressing R while he has a spellbook open. You'll notice that when you choose a spellbook, Hwei has unique animations and effects that play. These animations and visual effects can be used to threaten or sometimes even bait your opponent, mostly during the laning phase and other slower moments in a game where they are paying closer attention to you. You can also open a spellbook and hold it without completing a spellcast to pressure in that way as well. Just be careful that you don't accidentally cast spells or even your ult while doing this.

Here's a neat little cheat sheet created by Riot to help you digest his kit!

Runes

"Every mark should have meaning."


Hwei can utilize many different rune setups, allowing him to adjust to almost any matchup and team composition. In this section, I will highlight various runes and explain how they benefit Hwei. For full rune setups, refer to the example pages at the top of the guide.

SORCERY


Sorcery

INSPIRATION


Inspiration

PRECISION


precision

DOMINATION


domination

RESOLVE


resolve
STAT SHARDS

stat shards
Summoner Spells

"One breath and brush at a time."



SUMMONER SPELLS
-
FLASH: A staple summoner for the vast majority of champs in the game and for good reason, giving you the ability to be both aggressive and defensive when it's up. QQ, EQ, and R can all be Flash buffered as needed. You should take this every single game.
TELEPORT: Currently the standard pairing with Flash for midlane mages. Since you have low kill pressure early on, your main goal is simply to farm up and deny CS when possible, which is further aided by the consistency of having Teleport. Later in the game, Teleport allows you to farm and pressure side lanes while being able to Teleport to teamfights and objectives.
GHOST: Ghost is a viable alternative, especially after the changes to Teleport. Taking Ghost means you're losing map pressure and team playmaking from Teleport for more combat versatility. Ghost can be used to help you space around enemies or dodge skillshots, but it also allows you to position aggressively or chase down enemies if needed. If you choose to forgo Teleport for Ghost or any other summoner, make sure that you're keeping an eye on objective timers and the map so that you're prepared for upcoming fights.
BARRIER: Similar to Ghost, Barrier is another option to replace Teleport if you need even more safety, especially against assassins with burst damage. Simply having Barrier acts as a deterrent, since the enemy team knows you have a strong shield that can be popped at a moment's notice. If you feel like you need more tools to survive - especially if the enemy team has someone who can easily jump on you and deal a lot of damage (e.g. Zed, Talon, Fizz), it might be worth considering Barrier.
CLEANSE: Extremely situational. I would only take Cleanse against champs like Lissandra, Annie, or maybe Zoe, who rely on their strong CCs to kill you. Cleanse can also be useful against team comps with heavy CC, such as against Fiddlesticks or Leona.
Itemization

"Keep an open mind, and we'll find meaning together."


Hwei's itemization is incredibly flexible compared to other mages which is part of why he's such a good blind pick. At the same time, that means your build has to change almost every game if you want to be optimal. Hopefully with my descriptions and example builds, you'll have a better idea of what to buy in all situations.
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

Doran's Ring
Doran's Ring gives you the best stats for the lane phase. It is often not worth selling your Doran's Ring for as long as possible since the stats are valuable. If you can reach an important item breakpoint later on by selling it, go for it.

Tear of the Goddess
Starting Tear of the Goddess is viable when facing tanks or other matchups where you are unable to threaten a kill and would rather focus on scaling instead (e.g. Garen, Sion, etc.). Otherwise, you lose a lot of damage and overall laning power when starting Tear of the Goddess.

First Back

Lost Chapter
Lost Chapter is an incredibly well-rounded item and one of the best to buy on your first back if you have the gold. Getting Lost Chapter early on will solve a lot of your mana issues, plus it gives a good amount of AP and AH which Hwei wants. Even if you plan on going for Archangel's Staff/ Seraph's Embrace first, it is still worth it to buy Lost Chapter on your first back if you can immediately afford it unless you're rushing something else.

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 Dark Seal can help snowball your games, giving you the option to upgrade it into a Mejai's Soulstealer if you get enough stacks.

Boots
Against certain matchups (e.g. Xerath, Ziggs, Syndra), it can be valuable to rush boots or T2 boots to help with dodging skillshots or neutralizing AP/CC threats. Buying Ionian Boots of Lucidity and Tear of the Goddess on your first back is a common safe, defensive option.

Refillable Potion
It is generally a good idea to buy Refillable Potion if you have the extra gold for it, especially if you happen to back after your lane opponent and see that they have purchased it to match them.

Tear of the Goddess
A necessary component if you plan on building towards Seraph's Embrace, even if you want to delay finishing it. You should try to get your Tear of the Goddess as soon as possible unless you have a ton of gold on your first back and can push your lead.

Boots

Sorcerer's Shoes
Sorcerer's Shoes provide a noticeable damage increase thanks to the flat mpen. If you are solo AP and/or the enemy team won't be purchasing a lot of MR, you should go for Sorcerer's Shoes to deal as much damage as possible.

Ionian Boots of Lucidity
Ionian Boots of Lucidity is a cheap alternative to other boot options. Getting a bit of summoner spell AH is nice to help lower your Teleport and Flash CDs. If the enemy team is tanky and will buy MR, or your team has multiple people who deal magic damage, you should lean towards buying Ionian Boots of Lucidity. The Feats of Strength upgrade ( Crimson Lucidity) is arguably the best boot upgrade, so it is totally viable to hold off on upgrading boots in case your team wins the Feats.

Mercury's Treads
Getting Mercury's Treads early against certain champions - such as Syndra - can completely neutralize them and allow you to play without having to worry about getting one-shot or CC-locked. If your lane opponent and the enemy jungler are AP/CC heavy, I highly recommend Mercury's Treads.

Boots of Swiftness
Boots of Swiftness have become increasingly popular after all the nerfs to the other boot choices. It is a cheap option and serves a similar role to Mercury's Treads as a defensive option, except it's much more versatile. The damage and utility loss from not taking Sorcerer's Shoes or Ionian Boots of Lucidity are still noticeable, but the movement speed is fantastic for helping you kite and space any threats.

First Item

Blackfire Torch
Hwei can easily and consistently apply the burn to enemies thanks to his AoEs and high AH builds. It also scales well into the late-game, especially if you have high AP items like Rabadon's Deathcap or Shadowflame to take advantage of the item's passive. Hwei's waveclear becomes even faster with Blackfire Torch, allowing you to melt waves with only a QE. The tooltip is deceptive since it only shows the burn damage and doesn't take into account any damage you've gained from the AP passive.

Seraph's Embrace
Seraph's Embrace provides great defensive utility and a huge amount of mana, which you will find Hwei burns through incredibly quickly. You can either rush Archangel's Staff to stack it quicker or hold onto Tear of the Goddess and wait to finish it later on. You can also pair Seraph's Embrace with Blackfire Torch to boost the AP and shield amount from Seraph's Embrace's passive, although this is highly situational.

Luden's Companion
Luden's Companion is a more situational item for Hwei after its changes, and with the addition of Blackfire Torch, he doesn't have as much reason to build it. However, if you're going for a more burst-focused build into a high range, squishy team, it can be worth considering.

Other Items

Liandry's Torment
An incredible item on Hwei that synergizes with his hybrid artillery/control mage playstyle. Hwei loves spamming spells, and combined with his persisting large AoEs, he is able to apply the burn effect constantly. The damage boost uptime can be inconsistent outside of teamfights, but otherwise you'll have it up without issue. It only gives 60 AP which reduces its synergy with Blackfire Torch and Rabadon's Deathcap, but it's still a great item on Hwei that helps him melt through HP stacking enemies. It can be especially effective against midlaners like Ryze, Sylas, and Anivia who tend to have a lot of HP.

Shadowflame
The passive synergizes well with Hwei's kit and typical itemization, amplifying all of his DoTs, QW execute, passive procs, and his backloaded ult. In terms of pure damage, Shadowflame is one of the best for Hwei. Unfortunately it is expensive and has a difficult build path, so ideally you're able to recall and purchase the Needlessly Large Rod first if you're planning to buy this. Thankfully it gives tons of AP, meaning it scales well with Blackfire Torch and Rabadon's Deathcap, although pay attention to enemies buying MR, otherwise the flat pen will lose value if not paired with a %pen item.

Stormsurge
Another flat pen option like Shadowflame, except it's much cheaper with a nice build path. The passive effect is easier to proc compared to when it was first released, and the permanent movement speed is especially helpful for repositioning and kiting or chasing down enemies. If you want flat pen and don't recall with enough for a Needlessly Large Rod, or if you want more movespeed for safety, Stormsurge is a great option. The big AoE effect is a nice visual bonus as well if you manage to get it off. As with other flat pen items, make sure you're paying attention to the enemies' MR, otherwise the flat pen loses value.

Horizon Focus
Horizon Focus gives Hwei a lot of stats that he wants for a cheap price, and is easy to proc. The high AP also means it pairs well with Blackfire Torch and Rabadon's Deathcap. The fact that it provides vision whenever you tag someone makes it a lot easier to snipe people with QW. The AoE vision effect from its passive is also a nice utility bonus during teamfights and will often spot enemies hiding nearby which comes in handy around the jungle, especially around the Baron and Dragon pits. Most notably, Horizon Focus is a worthwhile pickup against stealth champs (camouflage, not invisibility) such as Evelynn or Twitch since the vision effect will reveal them.

Rabadon's Deathcap
A classic AP stat stick that boosts your entire kit - more damage, more shielding, more everything. If you can, getting Rabadon's Deathcap early on (usually as a third item at the earliest) feels great, plus it only gets better and better as you get more items. However, this is not an item you should force if you need something else. Make sure you don't need anti-tank/anti-MR items first. On the other hand, delaying Rabadon's Deathcap can be awkward if the game goes on for too long, since holding onto two Needlessly Large Rods can be rough.

Cryptbloom
Your option against tanks/MR stacking enemies. It doesn't give as much %magic pen or AP as Void Staff but it gives a lot of haste. The buildpath is also very nice, not to mention the passive which will proc in basically every fight, giving your team a small but welcome heal. You can even consider buying Cryptbloom as your 2nd item against certain teams if you're certain that they'll be rushing MR since its stats and buildpath are so good after its changes.

Void Staff
Gives a lot more AP and a significant 40% magic pen instead of the 30% that Cryptbloom and Bloodletter's Curse provide. If you already have a good amount of AH and are against enemies with a lot of MR, it can be worth considering over the other options.

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. Hwei can easily apply stacks on enemies with his AoEs and lingering abilities, making him a good candidate to buy it for the team to help in teamfights since the MR shred works multiplicatively with other sources of %magic pen besides itself.

Cosmic Drive
An incredible defensive option for Hwei. The buildpath is decent and it provides a lot of AH and HP. It can be a lifesaver into melee-heavy comps that you need to kite out. The damage drop is noticeable compared to other options, but staying alive thanks to the MS and HP may prove more useful.

Zhonya's Hourglass
Zhonya's Hourglass is a great anti-dive option, especially against champions like Vi, Camille, or Zed who have point-and-click spells and can easily get onto you. You should almost always go for Seeker's Armguard first to take advantage of the one-time effect if you plan on going for Zhonya's Hourglass.

Banshee's Veil
The MR version of Zhonya's Hourglass. It can be a lifesaver against enemies with a lot of pick potential such as Lux, Syndra, or Blitzcrank. Sitting on Verdant Barrier provides a bit of breathing room, but the effect's CD drops significantly when you upgrade it into Banshee's Veil (goes from 60 seconds down to 30 seconds).

Morellonomicon
This is basically your anti- Vladimir and Swain item for mid, but it can also be worth picking up against champs like Dr. Mundo and Soraka. You should never rush Oblivion Orb if you need anti-heal, since you will out-damage their healing simply by rushing your usual first items. After you finish your first item, you can consider purchasing Oblivion Orb and sitting on it until you finish your core items. Hwei is great at applying grievous wounds thanks to his range, low CDs, and DoTs.

Mejai's Soulstealer
If you bought an early Dark Seal and have it stacked up, it can be worth it to upgrade it into Mejai's Soulstealer especially if you're at low risk of dying. The snowball potential of Mejai's Soulstealer is enormous thanks to Hwei's long range and self-peel. The MS boost at 10 stacks also helps you move around and kite more. If you reach the late-game, you can sell Mejai's Soulstealer for another item once you've saved up enough to fully purchase it.

Elixir of Sorcery
Realistically the only elixir that Hwei will want. You usually only buy this in the late-game after you've finished your build, or if you know the next fight will decide the game. Elixir of Sorcery gives a bunch of temporary AP and mana regen, as well as giving your basic attacks and abilities bonus damage (works against turrets).
Example Buildpaths

The next segment showcases my logic for itemization in various scenarios. Hwei is extremely flexible in how he can build, so learning what to look for when choosing your items is important to being as optimal as possible. Whether it's maximizing your DPS against a squishy or tanky team, or picking a defensive setup that will keep you alive against threats, Hwei can do it all if you know how.

VS. Balanced Team


Blackfire Torch

Sorcerer's Shoes

Horizon Focus

Cryptbloom
This build path works against balanced team comps, offering great damage against both squishy targets and beefier threats. Blackfire Torch and Sorcerer's Shoes give you everything you need for the early and mid-game: consistent DPS, waveclear, and flat magic pen for extra damage against squishy targets. I enjoy getting Horizon Focus 2nd since the high AP and haste make poking and fishing for picks feel even easier, plut it's extremely cheap. Otherwise, if you can afford a Needlessly Large Rod, transitioning into Shadowflame for tons of AP and flat pen can be a huge boost while targets still have low MR. You can go for Stormsurge with its easier buildpath if you still want flat pen but need a cheaper option. You can also go for Liandry's Torment second if your opponents are stacking HP early. If the enemy team isn't stacking HP or MR, then Rabadon's Deathcap is a classic option to solidify your position in the mid-game, otherwise you should get a %pen item like Void Staff or Cryptbloom. Typically, your 3rd and 4th item slots will be Rabadon's Deathcap and a %pen item in whichever order they're needed. The key to itemization is understanding what the enemy team comp will be building and being flexible so you can adapt to each game.

VS. Melee / Burst threat


Seraph's Embrace

Boots of Swiftness

Cosmic Drive

Liandry's Torment
Rushing Archangel's Staff so that it upgrades as soon as possible into Seraph's Embrace provides defensive utility against melee threats, especially if you don't want to invest into Seeker's Armguard or Verdant Barrier early on. You might also want to consider sitting on component items like Cloth Armor or Null-Magic Mantle if you need more safety. Ionian Boots of Lucidity are great if you want a lower Teleport and Flash timer, otherwise you can take Boots of Swiftness if you can kite enemy threats. Other than that, you can build into Blackfire Torch as it's a powerful item for Hwei and will boost your Seraph's Embrace shield and AP even further (You can swap the order of these two items as well). If you're not going for a double mana item build, then you can opt for Cosmic Drive as your second item to help you kite and survive in the side lane. From here on, you can adjust your build as needed.
Note: Running Presence of Mind when going double mana items is not recommended as you'll already have a ton of extra mana.

VS. Tank / HP stacker


Blackfire Torch

Ionian Boots

Liandry's Torment

Cryptbloom
In this scenario, you'll want Liandry's Torment and Cryptbloom (or another %pen item) as soon as possible to deal with tanky enemies. You can swap the order as well; Liandry's Torment versus early HP stacking and Cryptbloom or another %pen item against early MR stacking. You should prioritize %pen if they are rushing any tank MR items unless it's only one enemy that you're not laning against. Blackfire Torch is still a strong item to rush, allowing you to at least waveclear easily against your opponent while doing respectable damage. You can also consider running a delayed Seraph's Embrace build where you sit on an early Tear of the Goddess and rush Liandry's Torment into Cryptbloom so that you can really melt down a tanky target. This is usually unnecessary however since you can typically ignore and scale through tanky matchups with your powerful waveclear, but it is an option if you feel like you'll need the safety from Seraph's Embrace. Ionian Boots of Lucidity are also better against high HP/MR since flat mpen loses value, or you can go for Sorcerer's Shoes if you're planning to rush Cryptbloom and have enough AH, since the flat pen will be better once you have %pen.

VS. Squishy / Long Range


Luden's Companion

Sorcerer's Shoes

Stormsurge

Rabadon's Deathcap
Burst builds aren't common on Hwei, but against squishy or higher range team comps where you don't get much value from Blackfire Torch, Luden's Companion can be a niche but effective answer. You'll likely want Sorcerer's Shoes for your boots to really lean into your damage, with Shadowflame and Stormsurge as your 2nd item flat pen options. Once again, if you manage to get the gold for it, getting a Needlessly Large Rod and building towards Shadowflame will be a massive damage increase. On the other hand, Stormsurge has an easy build path while also being much cheaper. The movespeed can also be incredibly valuable to help you kite or dodge skillshots. Your 3rd item will likely be Rabadon's Deathcap unless the enemy team is itemizing MR - which should be unlikely if you're opting for a burst build in the first place - but be flexible and adapt to what's happening in the game.
Combos

"Creativity is limitless—for better or worse."


Rather than learning strict combos, with Hwei you will often find yourself adapting your spells to each specific situation and choosing which spells you need in the moment. Knowing when to use each and being flexible is part of what makes Hwei a difficult champion, and what will make you a great Hwei player. However, there are a few common spell combos that I will briefly mention here. Keep in mind that these are by no means strict combos - switch things up as needed!
  • 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 QWEE 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) → EEQQ Fast waveclear combo performed perpendicular to the wave, leaves you vulnerable afterward

Poke

QQ Standard fast poke spell
EE Alternative fast poke spell; bypasses minion wave + easier for Arcane Comet to land due to the slow but can leave you vulnerable
QEEE Waveclear + Poke combined; the passive proc from landing this combo can also help clear the wave
EEQQ Fast combo
EEQW Alternative combo that bypasses the minion wave, but does less damage if the target isn't isolated
QQWE → AAs Passive proc combo that lets you hold onto E

Finisher

EQ/EW/EEQW 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

EEWE → AA for Passive Proc

Extended trade with WE empowered AAs, into EEQW

All-in

EERQQ/QW EE is the quickest way to help land your ult
QEREWQW QE tags the target for the slow, letting you ult from a longer range
EQ/EWQQREWQW 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/EEWE → AA → RQQ/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.

QEEE into R → timed QW

EWQW to scout and follow-up with poke. EQ after she Es in, followed by QQRWE while CC'd, then finish with QW

Flash Combos

Hwei can Flash his QQ, EQ, and R. This can be used to surprise an enemy, reposition quickly while locked in animation, or to avoid hitting the wrong target. You simply have to cast and then use Flash immediately after, although I recommend trying it in the Practice Tool first to get used to the timing. Depending on when Flash is used with his ult, the projectile can become visually disjointed as seen in the clip below. Using Flash with his other spells will not change where the spell is cast from or its direction. Make sure you're making this type of play with purpose rather than just to be fancy.
Champ Select

"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?
These are the types of things you should be thinking about every single game if you truly want to learn, improve, and succeed. Knowing what to do is one thing, but knowing why you should do it is just as important. Avoid autopilot and engage that brain!
Laning Phase

"Life has to be valued, no seconds wasted... Time is ripped away too quickly."


Laning Goals

Hwei has a safe and potentially oppressive laning phase depending on the matchup. You are often able to secure lane prio and affect the rest of the map via your waveclear and excellent utility. Even in tougher matchups, he has plenty of ways to neutralize the lane and farm safely while scaling.
Concept art for the symbols representing disaster, serenity, and torment

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. Hwei is great at absorbing pressure thanks to his strong self-peel and utility spells, so having vision down and baiting the enemy jungler to waste time coming to your lane (without you dying of course) is huge for your team. Hwei doesn't need to have a lead in lane to be useful, but he has the tools and power to form one in most matchups.

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 EEQQ. 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 getting Manaflow Band procs with efficient trades while playing for prio if possible.

Level 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 Hwei's more difficult matchups (e.g. Yasuo, Irelia), you'll want to keep the minion wave closer to your side of the map to prevent the enemy from running you down or freezing the wave. Hwei's waveclear isn't strong enough until after purchasing Lost Chapter or completing a full item, so if the enemy is able to freeze the wave against you early on you're going to have a rough time.

Level 6 and Beyond

Once you hit level 6, you get access to your ult, Spiraling Despair, which is huge for getting picks. Even using it to chunk out your lane opponent can be useful, since it threatens a dive or solo kill, forcing them to play extra safe under turret or recall which gives you and your team a timing to affect the map. Aside from that, continue to farm toward your first item for a big powerspike, playing for prio and securing objectives.

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 Hwei, you might be tempted to trade and poke as much as possible so that you can threaten a kill on your opponent, but this isn't always efficient. Always have a plan in mind, and make sure that what you're doing aligns with that plan. There's a lot more to trading than just lowering the opponent's health. These are just some examples of what you have to take into account when trading:
Are you managing your mana properly?
> 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.
Will the trade leave you vulnerable to retaliation or a gank?
> I'll poke but I'll save my E in case the Zed jumps on me.
How is the wave state affected by your trading?
> If I QQ them now it'll cause the minions to push towards them and they might set up a freeze.

Conditioning and Pattern Recognition

Conditioning 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 Hwei's unique ability to choose which spells to cast. Let's use one of Hwei's most common spell combos as an example: QEWEEE. After you've used this once or twice, you might notice your lane opponent standing apart from the wave so that they don't get caught by the combo. What do you do with this information? Rather than continue using a combo that will no longer hit them, you have to change things up. This is where pattern recognition comes in.
Concept art of Hwei’s temple on Koyehn

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 Timing

So 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:
  • Is there an incoming cannon wave?
  • What is the wave state?
  • How much gold do I have and what can I buy?
  • Is there an upcoming objective?
Final Hwei concept art by Gem “Lonewingy” Lim
You'll usually want to recall while a cannon wave is spawning since they take longer to clear, giving you more time to get back before the enemy laner crashes the wave. You should also keep track of how much gold you have so you can decide what you'll buy when recalling, or maybe if you can stay in lane a bit longer so you can afford that big item breakpoint ( Lost Chapter at 1200 gold!). Upcoming objectives are also an important factor for deciding when to recall, since you really don't want to be sitting on a bunch of gold when those spawn. I'll be going over wave states in greater detail in the later "Wave Management" section, but the gist is that you want your wave to be in a position where you're losing as few CS as possible.
Wave Management

"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. QEWEEE). Doing so allows one or more of the following:
  • Recall
  • Quickly set up a dive
  • Enable a quick roam
  • Keep opponent in lane
  • Punish a roam
  • Reset the wave
Depending on when you fast push, you can create a slow push towards your side of the lane which can be converted into a freeze, or you can completely reset the minion waves so that they meet in the middle.

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 Hwei thanks to his waveclear and range, unless you're against a champ like Yasuo or Irelia who have the mobility and damage to run you down.

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 Hwei however, it's often more valuable to use your lead to get your team ahead since he has low kill pressure on his own.

Hwei can actually use his WW to tank the minion wave while he waits for his own wave to arrive as well, letting you set up a quick freeze if you're not being contested. You can also pull the wave by taking aggro and moving to the sides of the lane, delaying the crash and setting up a freeze.
Priority and Roaming

"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 Voidgrub).
Early Hwei concepts from artist Nancy “Sojyoo” Kim

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 Hwei's matchups are either great or decent, with very few where he is unable to do much. He also has amazing waveclear and utility, letting him melt waves with ease and backup his jungler.

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 as Hwei. His ganks aren't as potent as an assassin's or mages who actually excel at roaming (e.g. Vex or Taliyah), but his ability to get lane prio combined with his utility options makes him excellent for setting up vision and assisting the jungler.

Even 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.
Shaping Hwei's concept

As mentioned before, Hwei isn't the best at full blown sidelane ganks like other midlane champs. You should only opt for a committed gank if the odds of success are high - almost guaranteed. Determining these odds in a split second can be difficult and only comes with game experience.
Warding

"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, Hwei is decent at face checking and setting up vision thanks to his utility options and respectable range outside of the lane. You can use QQs and QWs to poke and prod around bushes for any potential enemies, EW to grant temporary vision and close off chokepoints, or WQ to quickly get away should any unwanted appearances occur. Saving your E spell also lets you EQ anyone that jumps on you while you’re putting your ward down, as long as you’re ready for it.

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?
It might be overwhelming at first, but eventually you'll understand it intuitively!

Blue Side Warding

Red Side Warding

Note: Wards highlighted in green can be stealth wards or control wards depending on the situation.
Standard Wards

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 Control Ward here instead of a Stealth Ward. This lets you place deeper Stealth Wards while still having a ward nearby to protect yourself - assuming you can protect the Control Ward that is. Make sure when placing this ward that it is closer to your side so that enemies have to put themselves slightly at risk to clear it.

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 Control Ward since it would be way too exposed. Also, if the enemy team spots you placing this ward down, they can exploit that and jump directly into the Side Bush if their champ allows them to.

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. Zac, Shaco, or Hecarim), giving you a ton of response time without having to leave your lane much. This ward pairs well with the River Bush Control Ward.

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 Stealth Ward range when placing this since it can be somewhat precise for river coverage (the images are accurate for precise placement). This ward pairs well with the Red Ramp Bush Control Ward.

I often place this kind of ward to protect my sidelanes from potential roams, but also for upcoming Voidgrub and Dragon skirmishes. While niche and difficult to protect, this can also be switched out for a Control Ward but I very rarely do that.

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 Akshan, Talon, or even Taliyah since they are constantly leaving lane to mess with my team.
Defensive Wards

Red Ramp Bush


The defensive version of the previous Red Ramp ward. This is my most placed Control Ward when I'm playing Blue side, while it's a bit more niche on Red side. Its location makes it easy to defend, providing constant vision and protecting your red side jungle and botside. This is also just a common Control Ward that's placed while fighting around Dragon when you're Blue side.

River Bush


The defensive version of the previous River Bush ward. While the last defensive ward was Blue side's Dragon ward, this is my favorite Red side version to put down. Just like the last ward, it's close enough to midlane that you can defend it if you have prio, plus it protects your blue side jungle and botside.

Raptors Bush


An extremely defensive Control Ward that is only placed when you have little to no prio for an extended period of time and/or your jungler is getting heavily pressured by the enemy jungler or midlaner. Spotting the enemy jungler or midlaner on this ward lets you and your team collapse on them since they are likely trying to steal camps or set up an ambush.
Aggressive/Deep Wards

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 Raptor camp is up. You can also abuse this info and go for invades with your jungler for a big punish.

Wolves Bush


A more niche version of the Raptor deep ward, except for the bush in front of the enemy Greater Murk Wolf. While this ward doesn't give as much info on the enemy jungler, it can still spot them walking by or even when they're finishing the camp depending on their pathing. The nice part about this ward is that it can spot the enemy midlaner roaming as well, plus it almost never gets cleared. Make sure you follow the images when placing this ward since the wall geometry can block vision.
Early Wards

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, Hwei can often get early prio, allowing him to place this ward inbetween the first and second wave or after the second wave - closer to the 2:10 mark. Otherwise, this ward can be placed level 1 around 1:15 so that you don't lose all lane pressure while achieving a similar effect.

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 Xin Zhao (because he can't jump walls) attempted a gank top and is now walking down river towards mid. Where do you put your ward while you have this timing? Option A, B, or C?

Option A

Option B

Option C


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!
Map Awareness and Jungle Tracking

"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 Hwei's itemization options are so flexible.

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 Tracking

Jungle 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 the Rift Scuttler spawns at 3:30. There are exceptions to this of course; junglers like Jarvan IV, Nunu & Willump, and Shaco love going for cheeky early ganks, so keep that in mind. As for second clears, we know that small camps respawn after 2:15 minutes, while the blue and red buffs respawn after 5 minutes. Junglers will usually start their second clears around 4:20 when their first small camp respawns. It's also worth noting that each camp cleared counts as 4 CS (e.g. 12 CS means 3 camps cleared).

Example Scenario

Let's assume that you've placed an early ward at the enemy Raptors (1) and see that they started clearing it. After they finish the Raptors (1), they path upwards towards their Red Brambleback (2). You can safely assume they are clearing the rest of their red side jungle, either the Red Brambleback (2) first or the Ancient Krugs first (3), but either way their general position is known while doing so. This is when you have to think about the different paths they can take. Which one is the most likely when you think about their champion and the lanes? Which is the riskiest for them, and riskiest for you? Until you see them again, you have to keep these possible scenarios in the back of your mind and play accordingly. After taking a second to think, feel free to uncover the spoiler and look at where the enemy jungler could go.
Read example before revealing!
Mid/Late-Game and Teamfighting

"A heart bared isn't broken... it's freed."

Mid-Game and Sidelaning

There 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 Hwei instead focus on safely catching waves in the sidelanes - either bot or top - while paying attention to objective timers‎‎
( Dragon and Atakhan especially). Play around your vision and jungler while trying to push out as far as you safely can. Then, be prepared to rotate for objectives as they spawn or for potential teamfights. Use your Teleport proactively if you have it; early presence is vital to success.
Green = Safe | Yellow = Contested | Red = Dangerous
Notice how the safe zones change due to which turrets are still standing

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 as Hwei is extremely rare and I don't really recommend it. Once again, Hwei doesn't have high kill pressure, especially when the enemy is under turret. He also doesn't do a lot of damage to turrets even with WE, meanwhile he's an amazing teamfighter and mid/late-game skirmisher. You are usually only losing value when splitpushing unless the turret is completely undefended and your team can stall or outright win fights without you.

Late-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. Hwei should stick with the team even more in the late-game, often sacrificing sidelane waves if necessary to ensure that he is there for teamfights (as long as it doesn't lead to losing the game of course). If your Teleport is up, you'll want to be on the opposite side of the map as the objective (i.e. top lane if Dragon is spawning, or bot lane if Baron Nashor is spawning). If you aren't running Teleport, you'll have to do the opposite and play on the side where the objective is spawning. Continue grouping up and play for your win condition(s).

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?)
As Hwei you will usually just be hitting whoever is right in front of you, but if and when an enemy squishy champion gets low, mispositions, or breaks away from their team, you can look to catch them out or snipe them with QQ and QWs. Don't get stuck in the habit of only spamming QE in teamfights. While the AoE slow and zoning are powerful, your QQ does a lot of upfront damage and can be just as - if not more effective when used properly. EE also becomes much more powerful in teamfights, letting you stack up multiple Signature of the Visionary procs for massive damage. Just make sure you don't need to save your E for defensive use. WQ and WW are amazing utility options to help your team move around quickly or to absorb damage as well.

The main thing you want to look for in teamfights is how you're going to land your Spiraling Despair. Fighting in tighter spaces - such as in the jungle - makes it easier to group up enemies with AoEs and land ult. Try to reduce the chance of your Spiraling Despair missing as much as possible by pairing it with your or your allies' CCs, since missing it is a huge damage and pressure loss. Ideally you land your ult on a squishy target, getting tons of damage off and likely burning key spells. It's not the end of the world if your ult lands on a tank if they are near other priority targets, since the large AoE will help separate and disrupt their team.

It's also important you don't hold onto your ult! While Hwei's ult is powerful and can do significant damage, it's on a relatively low cooldown in the mid and late-game, and not something Hwei relies on. The long detonation time also gives enemies ample time to absorb or avoid the damage, but even then the large AoE and slow makes it valuable.

Above all else, you need to be flexible. Hwei's arsenal of spells requires you to think on the fly and adapt to different situations, so it can get overwhelming and chaotic - especially in teamfights - if you're not used to piloting the champion. Think about which one you're using and why, until it becomes second nature and you no longer have to dedicate your cognitive energy to it. Everything comes with time and experience. Even if you feel intimidated now, just keep at it and continue learning.

Teamfight Example



QEEE against grouped enemies while using WW to delay ally death. QQ to quickly finish the Fizz. EW cuts off Jhin's escape, followed by an ult to slow and finish off enemies. (I recommend watching at 0.5x speed)
Conclusion

"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!
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Changelog
mm/dd/yy

11/05/25 - Updated for 25.22. Descriptions for Shadowflame, Stormsurge, Liandry's Torment, and Horizon Focus under "Itemization" section slightly adjusted. Decscription and build for "VS. Balanced Team" example updated under "Itemization" section.

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 Hwei quotes!

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