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Support Scaling Rework Proposal: Make Utility...

Creator: Glenner359 February 25, 2026 1:02am
Glenner359
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Permalink | Quote | PM | +Rep February 25, 2026 1:02am | Report
Overview

As you can likely tell from my posts, I'm a support main. I also dabble in Top/Occasionally Mid/Bot, less so Jungle since they removed Ghoul summoning Yorick. However, this post isn’t about me — it’s about support versatility.

Supports are currently under-rewarded when building pure healing/shielding (S/H-P). Shields and heals scale too weakly early and mid game, forcing hybrid AP/damage items to feel impactful. This diminishes the value of a support who prioritizes their core role: keeping teammates alive and controlling fights.

This proposal aims to raise the baseline scaling of S/H-P items to 15% per item, making full utility builds satisfying while preserving risk/reward and hybrid build flexibility.

Problem

Current S/H-P items (Circlet, Censer, Staff, Dawncore, Redemption/Mikael) scale ~8–16% per item, resulting in mid-game shields and heals that are functional but barely noticeable.

AP ratios on enchanters like Milio, Sona, and Yuumi are relatively low (15–50% depending on ability), so even at 200+ AP, their utility rarely feels fight-changing.

Tank/hybrid supports (Taric, Rell) gain immediate impact from defensive items, highlighting the perception vs reality gap.

Proposed Scaling

Increase each S/H-P item to 15% effectiveness (base).

Full build example: Circlet + Censer + Staff + Dawncore → 60% S/H-P scaling

Add boots + upgraded support item → up to 75–90% effective scaling

Result: Shields and heals become visibly impactful in mid/late fights, rewarding support-focused play.

Champion Examples
Milio – Pure Enchanter
Ability Current Effect (~200 AP) Boosted Scaling (15% per item)
Warm Hugs (E) ~215 shield ~300–350 shield
Breath of Life (R) ~450 heal ~600–650 heal
Cozy Campfire (W) ~180 heal ~250–275 heal

Impact: Heals and shields become fight-turning, rather than “numbers on paper.” Mid/late-game utility finally feels satisfying.

Sona – Full Support

Typical mid/late-game build: Support Item → Circlet + Staff + Censer + Dawncore (+ Boots)

Current scaling: ~52% S/H-P → ~225 AP effective

Proposed scaling: 15% per item → 60–75% S/H-P → heals and shields genuinely change trades and poke phases.

Taric / Rell – Hybrid Tank/Support

Build: Support Item → Bandle / Dawncore + Thornmail + Abyssal + Boots

With 15% scaling, shields and heals scale with your hybrid tank build, giving frontline supports more meaningful utility without overshadowing damage or tankiness.

Late-game flexibility: In late-game, the support may swap the upgraded support item for Mikael’s for additional healing/shielding power, if wards are less necessary.

Why This Works

Full utility becomes viable and rewarding

Risk/Reward preserved: expensive gold investment and careful positioning required

Hybrid builds still effective: choice matters

Aligns mechanical contribution with perceived reward, similar to macro-heavy top-lane mages like Aurora

Numerical Example: Mid-Game Fight (5v5)
Champion Current Heal/Shield Boosted Scaling Mid-Fight Impact
Milio 200–250 HP/shield 300–350 HP/shield Meaningful fight swing
Sona 150–200 per heal 225–275 per heal Allies survive AoE poke
Taric 300–350 shield 400–450 shield Frontline + utility stronger

Observation: Support-focused scaling now visibly contributes to outcomes, rather than being “supporting numbers on paper.”

Conclusion

Raising S/H-P item scaling to 15% per item:

Rewards enchanter support choices

Enhances hybrid/tank support utility

Preserves risk/reward and game balance

Makes teamfights and macro play more rewarding for true support players

Supports finally do what they’re supposed to: swing fights through utility, not just AP numbers or kill participation.

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