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Milio Build Guide by Fyrrnix

Support Morbilio|15.22|How to Set Allies on Fire

Support Morbilio|15.22|How to Set Allies on Fire

Updated on November 5, 2025
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League of Legends Build Guide Author Fyrrnix Build Guide By Fyrrnix 8 0 10,893 Views 0 Comments
8 0 10,893 Views 0 Comments League of Legends Build Guide Author Fyrrnix Milio Build Guide By Fyrrnix Updated on November 5, 2025
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Choose Champion Build:

  • LoL Champion: Milio
    Cheastsheet + Guide
  • LoL Champion: Milio
    Straight to In-depth Guide

Runes:

Sorcery
Summon Aery
Axiom Arcanist
Transcendence
Gathering Storm

Resolve
Bone Plating
Revitalize
Bonus:

+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health

Spells:

1 2
Standard / vs Assassins
LoL Summoner Spell: Exhaust

Exhaust

LoL Summoner Spell: Flash

Flash

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




I've recently picked up Milio, and saw that there is currently no actively updated guide, so I decided to make one myself and give some tips from my matches. If you have anything to add/mention that I haven't please be sure to let me know in the comments/my discord (I'll credit you as well if you'd like that ^^)


P.S I will update match-ups to contain more useful info overtime (I simply did not have a chance to fight everyone just yet)




Pros

+ No bad synergies (Provides both healing & shielding, which will be good no matter your ADC)

+ Powerful AOE cleanse ult (Great against CC team comps)

+ Great anti-engage/disengage tool

+ Provides anti-heals to his team with his Fired Up! if he has anti-heals himself

Cons

- Very long cooldowns (29s Cozy Campfire cooldown / 17s Warm Hugs recharge lvl 1)

- No way to counter engage without Ultra Mega Fire Kick

- Immobile (Only has movespeed from Warm Hugs

- No real poke tools except Ultra Mega Fire Kick



PASSIVE ABILITY
Fired up

How does your passive work?

IMPORTANT TIP

Remember that Fired Up! counts as YOUR damage, so items such as Echoes of Helia give you stack if your ally attacks with your passive on them.

Q
Ultra Mega Fire Kick

How does your Q work?

IMPORTANT TIP

Ultra Mega Fire Kick refunds 50% of its mana cost if it hits at least one champion with the fireball or explosion, letting you stack Manaflow Band easier.

You can't cast other abilities during Ultra Mega Fire Kick's delay, so be sure you used what you needed to before using it.

You can use Ultra Mega Fire Kick to stop any sort of dash (i.e Rell, Leona, Rakan, Pyke).

W
Cozy Campfire

How does your W work?

IMPORTANT TIP

Cozy Campfire has a crazy synergy with Echoes of Helia, letting you constantly deal bonus damage / heal allies with it, thanks to your Fired Up! and simply basic attack.

You can use it for vision in bushes or dragon/baron pit over walls as long as it's within your cast range.

E
Warm Hugs

How does your E work?

IMPORTANT TIP


Warm Hugs effects can stack up to 2 times, and it refreshes it's duration. Make sure you abuse it when getting back to lane (use Warm Hugs, then wait till it's almost over and use it again, that way you get 2s of 20% Movement Speed increase and then another 2.5s of 40%).

R
Breath of Life

How does your R work?

IMPORTANT TIP

Breath of Life cannot be used while affected by CC, so be sure you don't get CC'd yourself or you won't be able to help your team (Yes, it does work on Malzahar's Nether Grasp or even Tahm Kench's Devour so you can always use it on that to save your teammate if needed).





SORCERY

Summon Aery is a must, as it grants shield to your allies (but only 1 at a time) whenever you apply your passive, or abilities (including Ultra Mega Fire Kick as it applies your passive to allies it passes through). It also has a great synergy with your Cozy Campfire (constantly applies Summon Aery to your ally, making it so that they are constantly healed from Echoes of Helia as long as you have stacks and are close to them).

I wouldn't recommend Arcane Comet even if you were to go some full AP build, as you will still be spending 90% of the game shielding/healing allies regardless (besides your only damaging ability is Ultra Mega Fire Kick).
Axiom Arcanist increases your Breath of Life healing, and let's you get it back sooner (as long as you are getting assists). If you don't need extra mana from Manaflow Band you should take this.

Manaflow Band is great for early game if you enjoy poking with Ultra Mega Fire Kick, however it becomes useless once you get mana regen.
I prefer Transcendence as it provides free 10 AH] by lvl 8, which helps a lot with your cooldowns, especially how long they are in early game.

Absolute Focus grants you 30 AP at lvl 18, however it becomes non-existant and you lose it as soon as you are below 70% HP.
While Scorch can be taken, I wouldn't recommend it. You need to spam Ultra Mega Fire Kick as nothing else will apply it and 20-40 extra dmg is not amazing when you can simply get more AP instead.

Gathering Storm is amazing as it helps you stay relative as the game goes on. It's biggest con is the fact that it only increases the AP you get from it every 10 minutes, but you'll usually get at least 24AP (by 20 minutes), which is great for a rune and it's obviously better than 0.


RESOLVE
(Secondary)
I like Font of Life and it can be viable when You feel good in lane without Bone Plating, however the healing is weak early and even weaker for you due to being ranged champion and not melee.

I'd say taking Bone Plating is better overall.
Bone Plating is a go-to rune. It's great against assassins/burst champions, especially in laning phase. Do your best to avoid letting enemies proc it early as it takes a while to return.
You need Revitalize. It's a must-have rune for enchanters and You should always have it regardless of what your other choice for resolve runes is.



Stat shards
Pick Ability Haste so that you start game with your cooldowns already reduced by 7% (which given how long they are is massive).

Pick Adaptive Force, because it's simply more AP, which is more damage/healing/shielding. You can already pick bonus health in 3rd shard anyways so it's not worth getting even more health.

You can pick either health or Health Scaling. Keep in mind that health grants you 65 more health at level 1, while Health Scaling gives you 10 health per level (180 bonus health total). Becoming better as soon as you reach lvl 7.





Dream maker
Realistically the best option when it comes to support items. Provides damage reduction and on-hit damage to the person you heal/shield, or simply apply passive to (due to how Summon Aery works).

The other support items simply don't compare and I wouldn't even consider choosing them instead.


Ionian Boots of Lucidity
Similarily to Dream Maker, these are your best choice for most if not all enchanters when it comes to boots.

Your cooldowns are painfully long early on and more AH is what you need, especially when you get feats of strength, and are able to upgrade them to tier3 boots, which are Crimson Lucidity.


Echoes of Helia
Best 1st item that has amazing synergy with Fired Up! & Cozy Campfire. It will constantly proc the healing / damage since your Cozy Campfire is a constant heal, and Fired Up! counts as your damage, so if your teammate is attacking within your Cozy Campfire they will also automatically heal themself with it for extra health.

The healing/damage is static which is why it's best as 1st item, if you don't build it as 1st item it will slowly get worse depending on how late you build it.


Moonstone
Renewer
Increases ALL your healing & shielding by 30% (gives 30% of the original value to the nearest ally/the same if there's nobody close enough), which makes your Warm Hugs even better since it turns it into AOE shield.


Dawncore
A powerspike for enchanters. Think of it like Rabadon's Deathcap for mages. (a.k.a it needs mana regeneration to make use of it's passive, just like rabadon needs AP items to make use of it's passive)


Staff of Flowing
Water
If your team is mostly AP (has Champions like Mel, Azir, or Lillia) or you simply have no Champions that'd benefit from free attack speed and on-hit damage.

Keep in mind that You will benefit more from SoFW's extra AP rather than free Attack Speed and on-hit damage from Ardent.



Ardent Censer
If your ADC is an auto-attacker ( Jinx, Caitlyn, Kog'Maw) and you have other auto-attacking or AD champions that could make use of it. (such as Master Yi, Irelia, or Azir to name a few)

You could build Ardent Censer just for your ADC, but unless they are fed it won't be worth it in the long run if building Staff of Flowing Water would benefit your team more.

You may notice that I give Azir as an example for both Staff of Flowing Water and Ardent Censer, and that's because there are some champions that benefit from both, thanks to which you can't go wrong with building either of them, or even both.





Knight's Vow
If your ADC is fed and seemingly can carry and you want to give them a bit more extra tankiness you could try Knight's Vow, however I don't think other items are worth changing for it.


Redemption
Personally I'd only buy Redemption for fights I can't participate in / get killed early and are unable to provide any sustain with anything but Redemption.


Morellonomicon
Great against healing champs, like Soraka, Irelia, or Warwick, or simply anybody with healing items like Bloodthirster. As I already wrote down in pros & cons, if You have anti-heals, so does anybody you give Fired Up! to, as it counts as your damage.


Imperial Mandate
If their team has health-scaling champions, especially ones that have some form of sustain (such as Dr. Mundo, Tahm Kench, or Sion)






FLASH - Can be used to flash out of cc range only for you to walk back in to use Breath of Life, you can also use it to insec enemy into your turret, but it's nowhere near as good as it is with Lee Sin so I wouldn't recommend using it this way.
EXHAUST - You can use it against burst champs (like assassins or mages) or champions that constantly auto-attack such as Vayne or Master Yi since it will reduce their damage. It's also useful for simply slowing down enemies to catch up to them.
HEAL - It's great if your ADC does not take Barrier, keep in mind that since it is healing your heal and shield power actually increases it, so if you don't need Exhaust you can take this instead, however it'll be weaker early in comparison.


As a support, providing and denying vision is one of the key elements of your gameplay (you get 4 free wards each recall with your support item, letting you pick Oracle Lens instead of Stealth Ward as your trinket). You are expected to set-up vision for objectives and deny enemies vision of said objective, in case they have it in the first place.

Here are some best/most important warding spots for both sides. (green is Stealth Ward spots and red is Control Ward spots, however keep in mind that some spots can be useful as either one.)

P.S If you need warding spots for baron pit simply use the other warding map (i.e if you used blue-sided map, use red-sided map for warding baron) the map is symetrical so they are the same.





1. Best warding spot to spot out any ganks, especially from behind you. If possible, ask ADC to use Control Ward on this spot as it's less likely to be destroyed unless enemy team is fighting for control of this bush.

2. Most common ward spot, gives you vision of the river and the bush itself. Expect this to be warded with either Control Ward or Stealth Ward.

3. Gives vision of dragon pit as well as river, giving you more time to react in case of any incoming ganks from river.

4. Similarily to 3rd, it gives you more time to react to ganks, it's also a good spot for Control Ward.

5. Primarily used for vision of enemy bot-side jungle while you're doing objective (if placed correctly you'll have vision of all four sides from there).

6. Similarily to 5th Stealth Ward, it's mainly use is setting up for objective, and covers the other side of bot-side jungle, including entrance from mid-lane.

7. Perfect in case of no vision on midlane. Will let you know if anybody is coming from it to gank your lane or simply contest objective, so that you can prepare or have more time to escape.

8. Ward here if you're expecting enemy midlaner or jungler to try stealing objective from your own jungle side, or you simply need that extra safety from ganks (in which case this ward does what 1st one does but even sooner).

9. Perfect for spotting out potential tower dives, or someone camping the bush while you're coming back to lane from base.


1. You can use it to safely ward drake pit from your side of the jungle/bush. Stealth Ward works as well

2. I prefer to place Stealth Ward in this place (and save Control Ward for the 3rd spot) as enemy is less likely to check for control ward if you "needed" to ward in this bush.

3. My go-to spot for Control Ward. It gives you vision of enemy blue buff and possibly ganks from that side of the jungle. It's also likely to stay up sometimes even whole game since it's not directly in the path towards your lane, letting you abuse the vision from it.





1. Most common ward spot, gives you vision of the river and the bush itself. Expect this to be warded with either Control Ward or Stealth Ward.

2. Just like 1st on blue-side, it's the best warding for ganks from your own jungle. Ask ADC to use Control Ward on this spot as it's less likely to be destroyed unless enemy team is fighting for control of this bush.

3. Ward for extra safety, in case someone plans to dive you, or camps the bush while you're coming back to lane from base.

4. Gives vision of dragon pit as well as river, giving you more time to react in case of any incoming ganks from river.

5. Use it for vision on the other side of the wall while you're doing objective, so that you can see if anybody is going to try and steal it.

6. Pairs nicely with 7th ward spot as it covers the other side towards the objective.

7. A common warding spot to set up for objectives as it covers a lot of jungle area.

8. Just like on blue-side, it's a perfect ward spot in case of no vision on midlane. Will let you know if anybody is coming from it to gank your lane or simply contest objective, so that you can prepare or have more time to escape.

9. Very deep ward for vision in enemy jungle when setting up for objective, if you have the possibility, be sure to ward here, as it's as good, if not better than 6th ward.

10. Same as 9th , another ward spot deep in enemy jungle, this one covers raptors and the bush near them.

1. Enemy jungler will tend to come from their jungle, so it's a very good spot for vision. Better used as a Stealth Ward spot as it'll be contested by the enemy botlane, if they don't then it's a free Control Ward spot.

2. Perma vision of objective, let's you deny vision from any ward placed by enemy team unless they go in to destroy it, however you won't see river unless you want to expose it to being easily spotted by anyone that crosses river from mid.

3. Similarily to 4th, it gives you more time to react to ganks, it's also a good spot for Control Ward

4. Gives vision in enemy jungle, if you can't place Control Ward in 1st, be sure to place it here, or objective pit. More useful for objectives than laning phase.



(or simply choosing this chapter from chapter selection out of curiousity)



If you found my guide helpful feel free to rate it!

You can reach out to me in case of any questions or such through discord by clicking this link, or simply adding me (same username as here ^^). I'm also in Mobafire's discord server so you can reach to me from there as well!

If you want to you can also let me know what topics you'd wish to see me add to this guide!


Other guides:

KindredBueno

Pykemaxxing

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League of Legends Build Guide Author Fyrrnix
Fyrrnix Milio Guide
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Morbilio|15.22|How to Set Allies on Fire

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