B
September 2026 · Patch 7.3
Mage · Mid Lane

Hwei Wild Rift — Tier, Stats & Overview

Hwei, the Visionary, is an Ionian control mage for the Mid Lane who can also be played as a Support.

Best build Rabadon's Deathcap Infinity Orb Blackfire Torch Void Staff Stormsurge Full build →

Hwei
★ Mid Lane Tier B September 2026 · Patch 7.3 magecontrolmid lane
DMG
UTIL
TANK
DIFF
Win % #—
Pick % #—
Ban % #—

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§ 01 — Editorial brief

Hwei arrives in Wild Rift on 22 September 2026 with patch 7.3, and he has no statistical history yet: nobody can honestly call him dominant or weak at this point.

By Updated 22 Sept 2026 Patch 7.3

Hwei, the Visionary, is an Ionian control mage for the Mid Lane who can also be played as a Support. Released in Wild Rift with patch 7.3, this tormented painter creates works of art to confront Ionia's criminals and comfort their victims, searching for balance between light and darkness. His unique kit holds 10 spells: three Subjects (Disaster, Serenity, Torment) with three paintings each, plus his ultimate Spiraling Despair. With no dash or blink at all, Hwei makes up for it with very long-range poke, three forms of crowd control (fear, root, pull) and a dangerous presence in grouped fights around objectives.

Hwei shines with engagers that immobilize, such as Jarvan IV, Amumu or Malphite: an immobilized target makes Severing Bolt (QW) far deadlier. As a Support, he forms a very long-range poke lane with Varus, Jhin or Ezreal, thanks to the root from Gaze of the Abyss (EW). Crushing Maw (EE) and his ultimate keep enemies grouped for his allies' area damage. Serenity (W) also gives his teammates movement speed and a shield.

Hwei has no dash or blink: assassins such as Zed, Fizz or Kassadin punish him as soon as they reach him. All of his spells are skillshots or zones, which lets mobile champions dodge his poke. Once his Torment (E) is used, he has no crowd control left to defend himself. He is also mana-hungry early and suffers against early ganks.

With Hwei, open a Subject first and then pick your painting: cancelling is free, so never cast a spell on reflex. Clear the wave with WE → QE and keep your Torment (E) to defend yourself early. For a pick, place EW and fire QW once the root has landed. In teamfights, decide before the fight whether your Torment is for picking or peeling, then chain EE → QE → R on the group.

§ 06 — The matchup wall · MidHwei Wild Rift Mid counters and synergies

Hard Unfav. Skill Fav. Synergy

Build enginePatch 7.3 build — computed

  1. Core 01 Rabadon's Deathcap Rabadon's Deathcap
  2. Core 02 Infinity Orb Infinity Orb
  3. Core 03 Blackfire Torch Blackfire Torch
  4. Core 04 Void Staff Void Staff
  5. Core 05 Stormsurge Stormsurge
  6. Boots Boots of Mana Boots of Mana
Full variants, runes & power spikes
Nexus · AI Coach Real sheet · nothing made up

Here is the sheet Nexus writes for Hwei in this draft.

This draft is an example. Give it yours and Nexus reads your allies, all five enemies and your rank, then writes the plan for YOUR game — in 0.0 seconds.

1Your draft

AlliesGarenNunu & WillumpHweiAsheSona
EnemiesDariusMaster YiCho'GathKai'SaNautilus

Hwei · MID vs Cho'Gath · Rank Gold

Nexusis reading your draft

2Its sheet for this game

You win ifGrouped objective fightsHwei wins when enemies must cross a prepared area: EE pulls, QE slows, R crushes the group. With Nunu locking targets down, every immobilized enemy becomes a full-power Severing Bolt (QW).
You lose ifCaught alone without TormentMaster Yi and Darius want melee fights: if you spend your E on poke and they arrive, you have nothing to stop them for 10 to 13 seconds.
Your missionopen Disaster and punish him with QQ, then back off before he is back in Feral Scream (W) range

3Your lane · vs Cho'Gath

The trapDo not stand still while farming: Cho'Gath's Rupture (Q) knocks you up, and his combo with Feral Scream (W) silences you — you then cannot open a Subject to defend yourself.
Your windowOnce Cho'Gath has used Rupture (Q), he has no engage for several seconds: cast EE to pull him then QQ, the fireball takes 4 to 7% of his max health — exactly what you need against a health-stacking tank.
Your spikeLevel 3 unlocks all three Subjects: once you have EE and QQ, you win every short trade against Cho'Gath, who has no mobility to escape the Maw.

4Your build for this draft

Anti-resist

Against 3 tank(s): Darius, Cho'Gath, Nautilus
  1. Void Staff
  2. Blackfire Torch
  3. Infinity Orb
  4. Luden's Echo
  5. Stormsurge

Build picked by the site engine for this draft — it changes with the enemy team.

And in the full sheetYour roleFirst minutesPriority targets : Kai'Sa, Master YiThreatsSynergies Nunu & Willump · AsheTempo

Generated on 2026-09-22 · patch 7.3 · in 0.0s · full text, unedited

See the full sheet · 8 sections
Your role

Do Play at the back behind Garen and Nunu: clear your wave with QE, paint the approach paths before objectives and always keep a Torment (E) Subject available.

Avoid Never spend your Torment on the wave while Master Yi is not visible: with no dash or blink, it is your only tool to survive his Alpha Strike.

First minutes

Level 1 Level Disaster (Q). Last-hit with QE on grouped minions and punish Cho'Gath with QQ when he steps up to farm. Keep the wave near the middle: Master Yi looks for level 3 ganks.

Level 3 With all three Subjects, cast WE before trading (mana back on each hit), then EE → QQ on Cho'Gath. If Master Yi shows on the top side of the map, keep your Torment for him and only play QE.

First recall When your wave has just crashed under Cho'Gath's tower and you have the gold for Blackfire Torch, recall: it is the item that makes your poke profitable against his health pool.

First objective As soon as the dragon spawns, push your wave with QE, join Nunu and Sona in the river and place EW near the enemy entrance: the eye grants vision and roots the first one to arrive.

Enemy team

Priority targets

Kai'Sa Kai'Sa is the enemy's main damage source and dives with Killer Instinct (R): keep EQ to push her back as soon as she commits onto your backline.

Master Yi Master Yi wins the game if he reaches your backline: a well-timed EW root or EQ fear stops him and hands him to your team.

Threats

Master Yi Respect — Respect Master Yi when Alpha Strike (Q) is up: he is untargetable during the strike and lands on you before you can aim. Punish — Right after Alpha Strike (Q) he is in melee range and visible: EQ to fear him or EW to root him, then QW on the locked target.

Nautilus Respect — Respect Nautilus when Dredge Line (Q) is up: one hook on you and Depth Charge (R) follows, with no way to answer. Punish — When his hook has been used on an ally or missed, he has no engage left: that is the window to drop QE between him and your team and punish him with QQ.

Cooldowns to track

Cho'Gath · Q (Rupture) While Rupture (Q) is up, keep moving and stay at max range; once it is on cooldown you can cast EE → QQ safely.

Darius · E (Apprehend) If Darius walks up with Apprehend (E) ready, cast EQ before he pulls you: the fear breaks his rush and your team punishes him.

Synergies

Nunu & Willump Nunu's snowball immobilizes its target on impact: follow instantly with QW, which hits hardest on an immobilized target, and your Signature detonates on the second spell.

Ashe Ashe's Enchanted Crystal Arrow stuns from range: follow with QW then EE to keep the target in your zone, and R if two enemies are grouped around it.

Tempo

Mid game · Zone control With Blackfire Torch and Infinity Orb, QE wipes waves and your zones slow every approach. Reach objectives first, place EW on the likely entrance and QE on the path: Darius and Cho'Gath have to walk through your lava to contest.

Late game · Big teamfights With Void Staff against Cho'Gath's and Darius's resistances and rank 3 ultimate, EE → QE → R on the enemy group decides the fight. Stay behind Garen, keep EQ for Master Yi or Kai'Sa, and only cast R once your frontline has engaged.

Free account: 20 Cores included. One sheet = 10 Cores. · See the MVP offer

§ 02 — Strengths & weaknesses Hwei Wild Rift strengths and weaknesses

↑ Strengths
  • Fast, safe waveclear with WE then QE or QQ, without having to step forward.
  • Three different crowd controls in one Subject: fear (EQ), root with vision (EW) and pull (EE).
  • QW hits from very far away and becomes an execute on an isolated or immobilized target.
  • R and QE heavily punish teams that group up around a Dragon or Baron.
↓ Weaknesses
  • Against several assassins or divers who can reach him without walking through his zones.
  • If you have never played his ten spells: ranked is not the place to learn the Subjects.
  • When your team has no frontline to hold space in front of you.
  • In a draft that has to win through a very aggressive early game.
02

§ 03 — Game planHwei Wild Rift game plan: early, mid and late game

I Early

Level Q, farm with WE → QE, always keep your…

Lvl. 1 → 6

Level Q, farm with WE → QE, always keep your Torment available when the enemy jungler is not visible.

II Mid

Clear your wave then join the team: place QE and…

Lvl. 7 → 11

Clear your wave then join the team: place QE and EW on the paths to dragon before the objective spawns.

III Late

Behind your frontline, never alone on a side…

Lvl. 12+

Behind your frontline, never alone on a side lane: an assassin who catches you without Torment wins the fight.

§ 07b — Advanced MechanicsHwei: combos & tips Wild Rift

Waveclear
1 WE WE
2 QE QE

Stirring Lights (WE) empowers your next 3 spells or attacks with +30/40/50/60 (+15% AP) magic damage and restores 45/50/55/60 mana on each hit, then Molten Fissure (QE) draws its line of lava through the wave: impact damage, then a 2.5 s zone that slows by 30%. WE pays for itself while you farm. Swap QE for QQ when the wave is already low.

Short trade
1 EE EE
2 QQ QQ

Crushing Maw (EE) pulls the enemy towards the centre of the maw and slows by 40/50/60/70% over 1.25 s; Devastating Fire (QQ) follows straight after on a target that can no longer dodge it, for 50/90/130/170 (+75% AP) + 4/5/6/7% max HP. Two different damaging spells: the passive detonates.

Long-range pick
1 EW EW
2 QW QW

Gaze of the Abyss (EW) places an eye that grants vision and fires at the nearest enemy champion: 1.25/1.5/1.75/2 s root. Cast Severing Bolt (QW) only once the root has landed: the target is immobilised, so the bolt scales up to 200/330/490/680 (+75/90/105/120% AP) based on missing HP.

Zone teamfight
1 EE EE
2 QE QE
3 R R

EE drags enemies into the centre of the maw, QE lays its slowing lava on the pack, then Spiraling Despair (R) attaches to a champion: a zone that grows for 3 s, +10% slow every 0.25 s, then shatters for 250/350/450 (+75% AP). Save it for grouped fights around objectives.

Disengage
1 EQ EQ
2 QQ QQ

Grim Visage (EQ) fears the first enemy hit for 1/1.125/1.25/1.375 s; use that window to back off and throw QQ on the way out. Hwei has no dash and no blink: this combo and Flash are your only exits.

Mechanical Tips

  • One Subject = one cooldown: Q, W and E each open three paintings, but the cooldown is shared — casting QQ puts the whole Disaster Subject on cooldown (9/8/7/6 s), W 17/16/16/15 s, E 13/12/11/10 s. Opening a Subject and cancelling it costs neither mana nor cooldown: open it to read the situation, cancel if the right spell isn't there.
  • The passive needs two DIFFERENT spells: Signature of the Visionary marks a champion for 4 s on the first damaging spell; a second, different damaging spell on the same target triggers the explosion (33 → 333 based on level, + 33% AP). Each spell either applies OR consumes the mark — which is why you always chain two Subjects.
  • Save Severing Bolt for an isolated or immobilised target: into a group, QW deals 80/110/140/170 (+30% AP). On an isolated or immobilised target it scales up to 200/330/490/680 (+75/90/105/120% AP) based on missing HP. Fire it after a root, a fear or an allied engage, never blindly into a group.
  • Gaze of the Abyss is also a beacon: the EW eye grants vision and locks onto the nearest enemy champion. Placed at a jungle entrance or near an objective, it reveals for 2.5 s and roots the first champion to walk by — zone control before the fight even starts.
  • Pool of Reflection grows over 1.5 s: the WW shield starts at 60/80/100/120 (+35% AP) and grows up to 108/128/148/168 (+71% AP) for anyone who stays in the zone. Cast it before the enemy engage lands, not during it; allies receive 15% less than Hwei.
  • Stirring Lights solves your mana: Hwei is mana-hungry early (80 to 110 per Q). Each WE charge restores 45/50/55/60 mana on a spell or attack: open your farming phases with WE rather than recalling.

Common Mistakes

  • Burning Torment first against an assassin: with no dash or blink, Hwei is exposed as soon as his E is on cooldown. Against Zed, Fizz or Kassadin, keep EQ or EW for their approach, with Flash or Barrier in reserve.
  • Firing QW into a group: the bolt only gains its bonus damage on an isolated or immobilised target. Thrown blindly into a wave or a pack, it loses most of its value and puts the whole Disaster Subject on cooldown.
  • Planning two Disasters in the same rotation: the cooldown is shared per Subject. Decide before the fight whether Q is for burst (QQ), execution (QW) or zone control (QE), and whether Torment is for the pick or the peel.
  • Repeating the same Subject and waiting for the passive: the explosion requires two different damaging spells on the marked target. A combo that only uses one Subject never triggers Signature of the Visionary.
  • Playing in narrow corridors: Hwei's whole kit is skillshots and zones. In a tight jungle or without a frontline in front of him, he gets caught before he can paint. Stay behind your tanks and only push side waves when the map is safe.

Notable Interactions

  • Blackfire Torch: first core item. Its burn applies on spell damage, and Hwei's lingering zones — QE lava for 2.5 s, the R spiral for 3 s — often hit several enemies at once.
  • Infinity Orb: second core item. It boosts magic damage against low-health targets — exactly where Severing Bolt lives, since its damage already rises with missing HP.
  • Arcane Comet: keystone of the MID build. QW's very long range and QE's zone trigger it without ever taking a trade back: free poke is the heart of Hwei's lane.
  • Scorch: secondary rune, extra burn on a damaging spell. It rewards early poke, before mana limits how many spells you can cast.
  • Allied engagers (Malphite, Amumu, Leona): every allied crowd control immobilises the target and unlocks QW's maximum damage; an area engage also makes EE → QE → R far easier to land.
Go deeper Mechanics & Tips — Hwei Every combo, the advanced tips, the common mistakes and the full game plan. Open the section

§ 08 — DialoguesHwei Wild Rift FAQ

Q.01 How do Hwei’s spells work? +

Hwei has three Subjects: Q (Disaster, damage), W (Serenity, utility) and E (Torment, crowd control). Pressing Q, W or E opens the Subject, then the three buttons become its three paintings: QQ, QW, QE, and so on. All paintings in a Subject share one cooldown, and cancelling an open Subject costs neither mana nor cooldown. With the ultimate, that makes ten spells.

Q.02 Is Hwei hard to play in mid? +

Yes, his difficulty is high. Not because of execution speed, but because you manage ten spells with three shared cooldowns and no dash to fix a positioning mistake. Practise the basic combos — WE → QE on the wave, EE → QQ for trades, EW → QW for picks — before taking him into ranked.

Q.03 What is Hwei’s best combo? +

There is no single combo, there is one per situation. Pick: EW then QW once the root lands. Short trade: EE → QQ. Teamfight: EE → QE → R. Defence: EQ → QQ while backing off. Each combo uses two different damaging spells, which triggers the passive Signature explosion.

Q.04 Is Hwei strong this patch? +

Nobody can honestly say yet: Hwei was released on 22 September 2026 and no reliable win rate or pick rate data exists at this point. His kit points to a mage who is very strong around objectives and in waveclear, but fragile against assassins. Our ranking places him provisionally at B, with low confidence, until data comes in.

Data — Stats per levelHwei Wild Rift base stats per level (1-15)

Movement speed 355Attack range 550Bonus attack speed / lvl +2.5%
Show stats per level
LvlHPADArmorMRManaHP regenRes. regen
1630543436480812
275057.538.537.25308.613
3870614338.45809.214
499064.547.539.66309.815
51,110685240.868010.416
61,23071.556.5427301117
71,350756143.278011.618
81,47078.565.544.483012.219
91,590827045.688012.820
101,71085.574.546.893013.421
111,8308979489801422
121,95092.583.549.21,03014.623
132,070968850.41,08015.224
142,19099.592.551.61,13015.825
152,3101039752.81,18016.426

Base data : wiki.leagueoflegends.com (CC BY-SA 4.0) · 2026-09-22

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