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Hwei · Support

Hwei as Support

Alternative roleData-drivenExpertPatch 16.19.1
1.7KUpdated

This guide is assembled by the site from match data and the game's own information — nobody wrote it by hand. Official and community guides appear alongside it when they exist.

Overview

Hwei belongs to Riot's Mage and Support classes and is played mainly as Mid (100% of the public matches we measured). It attacks from range (550 units) and uses mana. Its main role is Mid, but it is also played as Support. In this guide you play it as Support: your job is to win the bottom lane with your marksman, control vision and enable your carries.

Strengths

  • Spiraling Despair hits several enemies: a strong team fight tool.
  • High magic damage: Riot rates it 8/10 in magic.
  • Long attack range (550) for safe trades in lane.

Weaknesses

  • Off-role pick: expect less support from guides and teammates than on Mid.
  • Fragile: Riot rates it 1/10 in defense.
  • No dash or blink in the kit: vulnerable to ganks without vision.

Builds

Utility build

UtilityRecommended
Open build

When to use it

Built to protect your team: Mikael's Blessing, Shurelya's Battlesong and Moonstone Renewer. Choose it when your carries need peel more than they need your damage.

Where it's played

Picked before the game: the main lane first, then the alternatives.

Summoner's RiftRed side · bottom leftBlue side · top right
  1. SupportMain
  2. MidPriority 2100% of matches

Starting items

World AtlasHealth Potion

Core items

  1. 1Mikael's Blessing
  2. 2Shurelya's Battlesong
  3. 3Moonstone Renewer

Boots

Ionian Boots of Lucidity

Situational

Zhonya's HourglassAgainst heavy physical damage.Banshee's VeilAgainst heavy magic damage.MorellonomiconCuts the enemy's healing.Void StaffAgainst tanky teams.

Runes

Primary· Resolve

PrecisionDominationSorceryInspirationResolve
Grasp of the UndyingAftershockGuardian
DemolishFont of LifeShield Bash
ConditioningSecond WindBone Plating
OvergrowthRevitalizeUnflinching

Secondary· Inspiration

PrecisionDominationSorceryInspiration
Hextech FlashtraptionMagical FootwearCash Back
Triple TonicTime Warp TonicBiscuit Delivery
Cosmic InsightApproach VelocityJack Of All Trades

Shards

Adaptive ForceAttack SpeedAbility Haste
Adaptive ForceMove SpeedHealth Scaling
HealthTenacity and Slow ResistHealth Scaling

Summoner spells

  • Flash
  • Exhaust

Abilities

  • Signature of the VisionaryPassiveHwei primes enemy champions he damages with his abilities for his signature finishing touch. Hitting an enemy with a second damaging spell completes his signature, leaving it beneath them. The signature detonates after a short delay, dealing magic damage to all enemies in range.
  • QSubject: Disaster10/9/8/7/6s80/90/100/110/120 mpHwei envisions a series of disasters, allowing him to paint a devastating blow. This ability replaces Hwei's abilities with damaging abilities: Devastating Fire, Severing Bolt, and Molten Fissure.
    Cooldown
    10·9·8·7·6
    Cost
    80·90·100·110·120
  • WSubject: Serenity18/17.5/17/16.5/16s90/95/100/105/110 mpHwei envisions a series of serenities, allowing him to paint invigorating settings. This ability replaces Hwei's abilities with utility abilities: Fleeting Current, Pool of Reflection, and Stirring Lights.
    Cooldown
    18·17.5·17·16.5·16
    Cost
    90·95·100·105·110
  • ESubject: Torment12/11.5/11/10.5/10s50/55/60/65/70 mpHwei envisions a series of torments, allowing him to paint controlling visages. This ability replaces Hwei's abilities with crowd control abilities: Grim Visage, Gaze of the Abyss, and Crushing Maw.
    Cooldown
    12·11.5·11·10.5·10
    Cost
    50·55·60·65·70
  • RSpiraling DespairUltimate120/100/80s100 mpHwei paints a vision of pure despair. The first enemy champion struck becomes the center of an expanding painting that slows and damages nearby enemies. The vision explodes after reaching its maximum size or when the champion dies.
    Cooldown
    120·100·80
    Cost
    100
    Range
    1300
    Ultimate — slows and hits an area. Plan your fights around its cooldown.

Strategy

1Early game

Your lane is about your marksman: trade when the enemy walks up to last hit, and ward the river before dragon spawns. Complete your support quest to unlock wards. Trade when the enemy marksman goes for a last hit: they have to choose between the gold and the damage.

2Mid game

In the mid game, move with your jungler to ward and clear vision around dragons and towers. You're the one who decides where fights happen.

3Late game

Late, vision wins games: ward before Baron or Elder, never alone, and stay close to your carries.

4Team fights

Protect whoever the enemy dives: your job is keeping your carries alive.

Tips

  • Buy a Control Ward every time you go back: it's the cheapest way to win vision.
  • After the laning phase, move with your jungler — two players warding are much safer than one.
  • Vision: every ward you place is information your team can use.
  • Don't take minions from your marksman: your gold comes from your support item.

Changelog

  1. Guide created for patch 16.19.1.

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