Echoes of Helia

What is Echoes of Helia? 💚

Echoes of Helia is the primary damage-into-healing converter for AP enchanter supports — a legendary that transforms the unavoidable damage a support deals in lane (poke, auto-attacks, ability harassment) into a healing stockpile that discharges the moment you apply a heal or shield to an ally. The SOUL SIPHON passive creates a direct feedback loop between your offensive contribution in lane and your healing output: every poke ability, every auto-attack against an enemy champion fills Soul Charges that convert into ally healing when you next shield or heal them.

The 35% pre-mitigation damage conversion rate is the critical number. Pre-mitigation means the full damage value before the enemy’s armour or magic resistance reduces it — if you deal a 200-damage ability into a tank with 100 MR (effectively 100 damage received), SOUL SIPHON still converts 35% of 200 (70 Soul Charges), not 35% of 100. This makes Echoes of Helia more efficient against tanky, high-resistance targets than the actual damage dealt suggests — the charge accumulation reflects raw damage output, not effective damage post-mitigation.

The stat line — 35 AP + 20 AH + 200 HP + 125% base mana regen — covers every core support need in a single purchase. AP amplifies healing and shield abilities that scale with AP. AH shortens the cooldowns on those healing and shielding abilities. HP provides the melee-range durability enchanters need to survive aggression. Mana regen sustains the ability spam required to both accumulate Soul Charges offensively and discharge them through heals and shields — all four stats directly amplify the SOUL SIPHON loop.

SOUL SIPHON — Charge Accumulation & Discharge MathCharge rate: 35% of pre-mitigation damage dealt to champions converts to Soul Charges.Max Soul Charges at level 1: 80 charges (requires ~228.5 pre-mitigation damage to fill).Max Soul Charges at level 18: 270 charges (requires ~771.4 pre-mitigation damage to fill).Example: Lulu Q (200 magic damage pre-mitigation) against a 100 MR target: 35% × 200 = 70 Soul Charges gained. The 100 MR reduces actual received damage to 100, but SOUL SIPHON captures 70 charges based on full 200 pre-mitigation — more efficient vs tanky targets than vs squishies who take full damage.Full charge discharge: Healing or shielding an ally converts ALL accumulated Soul Charges into healing equal to the charge amount. At max level 18 with 270 charges full: one shield application heals the ally for 270 HP — roughly equivalent to a dedicated healing spell on a 6-second charge cycle.Key insight: The faster you deal damage to enemies AND apply shields/heals to allies, the more total SOUL SIPHON healing you generate per game. An enchanter who both pokes and shields frequently extracts maximum value — passive enchanter who rarely damages enemies accumulates charges slowly and delivers less total healing.

📊 Base Statistics

StatisticValue
Total Cost2,200 gold
Combine Cost500 gold
Sell Price1,540 gold
Ability Power+35 AP
Ability Haste+20 AH
Health+200 HP
Base Mana Regeneration+125% base mana regen
SOUL SIPHON: Charge rate35% of pre-mitigation damage dealt to champions
SOUL SIPHON: Max charges (L1)80 (requires ~228.5 pre-mitigation damage)
SOUL SIPHON: Max charges (L18)270 (requires ~771.4 pre-mitigation damage)
SOUL SIPHON: Discharge triggerHealing or shielding an allied champion (excluding yourself)
SOUL SIPHON: Discharge effectHeals the ally equal to ALL consumed Soul Charges
SOUL SIPHON: Self-exclusionCannot discharge on yourself — ally-only
Item limitLimited to 1 Echoes of Helia
Item ID6620
AvailabilitySR 5v5, ARAM, Nexus Blitz, Arena

đŸ—ș Map-Specific Differences

StatSR 5v5 / ARAM / NBArena
StatSR 5v5 / ARAM / Nexus BlitzArena
Ability Power+35 AP+40 AP (increased)
Ability Haste+20 AH+30 AH (increased)
Health+200 HP+300 HP (increased)
Mana Regeneration+125% base mana regen+150% base mana regen (increased)
Cost2,200 gold2,200 gold (unchanged)
StatSwiftplay Value
Swiftplay Total Cost2,600 gold (increased from 2,200)
Swiftplay Health+250 HP (increased from 200)
Swiftplay Mana Regen+150% base mana regen (increased from 125%)
💡 Arena Echoes of Helia — Superior Support Stats: Arena’s version provides 40 AP (vs 35), 30 AH (vs 20), 300 HP (vs 200), and 150% mana regen (vs 125%) at the same 2,200 gold cost. In Arena’s 2v2 format, the 50% higher AH (30 vs 20) meaningfully accelerates the rate of healing and shielding, increasing SOUL SIPHON discharge frequency per round. All stats are improved with no tradeoff — Arena Echoes of Helia is straightforwardly stronger than SR for the same gold.

🔹 Recipe & Components

Full build path with component costs and mid-build value:

ComponentCostNotes
Echoes of Helia (Total)2,200 goldFull SOUL SIPHON active on completion
Kindlegem800 gold (150 combine)HP + AH at component; mid-build AH contributes to shorter heal/shield CDs immediately
  └ Ruby Crystal400 goldHP component
  └ Glowing Mote250 goldAH component
Bandleglass Mirror900 gold (50 combine)AP + AH + mana regen at component; AP amplifies abilities from first purchase
  └ Faerie Charm200 goldMana regen component
  └ Amplifying Tome400 goldAP component
  └ Glowing Mote250 goldAH component
Combine Cost500 gold—
Sell Value1,540 gold~70% return on investment
🔑 Bandleglass Mirror Early Value: Completing Bandleglass Mirror (900g) on an early back provides AP, AH, and mana regen before the full item — three of the four base stats that Echoes of Helia delivers on completion. For AP enchanter supports who need AP for ability scaling from the earliest heal-and-shield interactions, this component timing means the majority of Echoes of Helia’s stat value is already in play before the full item completes at 2,200g.

💚 SOUL SIPHON — Complete Mechanics Reference

How Soul Charges Accumulate

Soul Charges accumulate from any pre-mitigation damage dealt to champions — including auto-attacks, ability damage, and item damage effects. The 35% conversion rate captures the full raw damage output before armour and magic resistance calculations reduce it. This design specifically rewards Echoes of Helia holders who actively deal damage to enemies rather than passively positioning away from combat.

The level-scaling max cap (80 at level 1, scaling to 270 at level 18) means the healing potential of a single full discharge grows throughout the game. Early charges fill rapidly but deliver modest healing; late-game charges are harder to fill but convert into significant ally HP on discharge. The total damage required to fill charges from 228.5 to 771.4 pre-mitigation across the level range reflects the increasing damage output of supports as their items and levels accumulate — SOUL SIPHON naturally scales with your own damage growth.

Discharge Mechanics — Ally-Only Heal on Shield or Heal Application

UNIQUE – SOUL SIPHON: Gain 35% of pre-mitigation damage dealt to champions as Soul Charges, up to 80–270 (based on level). Healing or shielding an allied champion (excluding yourself) consumes ALL charges to heal them equal to the consumed amount.
  • The discharge heals the ally for the FULL accumulated charge amount — not a portion. All charges convert to healing simultaneously on the first qualifying heal or shield application after charges are accumulated. There is no partial discharge — if you have 150 charges and apply a shield to an ally, 150 HP healing is delivered immediately alongside the shield.
  • Discharge is ally-only — you cannot heal yourself with SOUL SIPHON. The passive explicitly excludes the item holder from discharge targets. Self-targeted shields and heals from your own abilities do not trigger SOUL SIPHON. Only applying a heal or shield to a different allied champion (your ADC, jungler, mid laner, or other support) triggers the discharge.
  • Any heal or shield application triggers discharge — ability strength doesn’t matter. Even a minimal shield or a small HoT tick applied to an ally triggers the full charge consumption. An ally walking into range of a persistent AoE shield aura (Lulu shield, Karma E shield) counts as an application if the shield is applied to them in that moment.
  • Charge accumulation continues between discharges. After discharging, you immediately begin accumulating new Soul Charges from the next damage dealt to champions. In a prolonged teamfight where you deal damage and apply heals or shields in alternating sequences, SOUL SIPHON can discharge multiple times — once per heal or shield application after charges have accumulated again.
  • Pre-mitigation charges against tanks reward offensive poke. A Lulu Q dealing 300 magic damage into a tank with 200 MR (effective ~100 damage received) still generates 105 Soul Charges (35% of 300). The tank takes less actual damage but SOUL SIPHON captures the full pre-mitigation output — making aggressive poke into tanky frontlines more efficient for charge accumulation than the received damage suggests.
SOUL SIPHON Stat Synergy — Why All 4 Stats Compound:AP (+35): Amplifies healing and shielding ability values — more powerful heals and shields; also amplifies ability damage output which generates more Soul Charges per cast.AH (+20): Shorter heal/shield cooldowns = more discharge opportunities per fight. Shorter ability cooldowns = more frequent poke = faster charge accumulation. AH doubles the throughput of both halves of the SOUL SIPHON loop.HP (+200): Keeps the enchanter alive in the melee-adjacent positioning required to deal damage to enemies for charge accumulation. Dead enchanters accumulate no charges and deliver no healing.Mana Regen (+125%): Poke abilities and heal/shield abilities burn mana. Sustained mana regeneration allows continuous ability use — both for charge accumulation (damage) and discharge (heal/shield) — without going OOM in extended lane phases or protracted teamfights.

🎯 When to Build Echoes of Helia

Build Echoes of Helia When:

  • Playing an AP enchanter support who deals ability damage regularly: Lulu (Q Glitterlance poke), Karma (Q Soulflare poke), Nami (Q Aqua Prison, E auto-enchants), Soraka (Q Starcall poke) — enchanters who naturally harass enemies with abilities as part of their lane pattern fill Soul Charges efficiently without changing their gameplay.
  • Your support role involves both damage and healing/shielding: The SOUL SIPHON passive only delivers healing when both halves of the loop operate — damage deals charges, heals/shields discharge them. Supports who are purely passive (never deal damage to enemies) or purely offensive (deal damage but rarely heal/shield) extract less value than enchanters who do both regularly.
  • Wanting additional healing output from offensive play: SOUL SIPHON converts poke damage into ally healing. For supports whose champions are naturally pokey but not high-healing, Echoes of Helia adds a healing bonus to the damage output without requiring additional dedicated healing ability purchases.
  • Needing mana sustain for ability-heavy support playstyles: 125% base mana regen significantly reduces mana pressure in the laning phase. Enchanters who need to poke, heal, and shield repeatedly benefit from the sustained mana recovery that prevents early OOM situations affecting both charge accumulation and discharge delivery.
  • Playing into a lane where dealing damage to enemies is realistic: Echoes of Helia requires active damage contribution. In lanes where you can safely poke (aggressive ADC providing cover, ranged support advantage, poke-heavy lane) the charge accumulation is natural. In defensive lanes where poking is impossible or suicidal, charge accumulation slows and the passive delivers proportionally less value.

Do NOT Build Echoes of Helia When:

  • Playing a tank or engage support who rarely heals or shields allies: Leona, Nautilus, Blitzcrank — tank supports whose primary output is CC and frontline presence with minimal healing or shielding. SOUL SIPHON discharges on heal or shield application only; engage supports that don’t heal allies gain no discharge healing regardless of how many charges they accumulate from poke damage.
  • Your support champion has no reliable offensive poke: Supports without consistent ability poke (Thresh, Janna primarily utility-oriented, Zilean without forward positioning) accumulate charges slowly. Half the SOUL SIPHON loop — charge accumulation through damage — operates at reduced efficiency, making alternative enchanter items with passive healing contributions more appropriate.
  • The team needs heavy crowd control or engage rather than sustain: Against all-in compositions that punish sustained poke-into-shield patterns, the Echoes of Helia loop requires lane time to deliver. Against hard-engage teams who force fights before charges accumulate, the healing output may be insufficient relative to CC-focused support item alternatives.
  • You’re building multiple support items competing for the same stat needs: Echoes of Helia provides AP, AH, HP, and mana regen — broadly applicable stats. However, if your second or third support item already provides AH and mana regen sufficiently, the overlap means Echoes of Helia’s stat efficiency decreases relative to a more uniquely-statted alternative.

đŸ‘„ Best Champions for Echoes of Helia

Optimal — AP Enchanter Supports with Poke and Heal/Shield

  • Lulu: Glitterlance (Q) is a long-range poke that reliably damages enemies in lane — every Q cast charges SOUL SIPHON while simultaneously threatening the enemy ADC. Help, Pix! (E) shield and Wild Growth (R) HP boost are both ally-targeted applications that discharge SOUL SIPHON immediately on cast. The frequency of E and R usage in teamfights means discharge happens naturally every time Lulu uses her kit protectively.
  • Karma: Soulflare (Q) poke is a high-damage AP ability used repeatedly in lane — heavy Q spam rapidly fills Soul Charges. Inspire (E) shield on an ally triggers immediate discharge. The ability haste from Echoes of Helia reduces Q and E cooldowns simultaneously, increasing both charge accumulation rate and discharge frequency. Mantra-empowered abilities deal higher damage and generate proportionally more charges per cast.
  • Nami: Tidecaller’s Blessing (E) enchants an allied champion’s autos with magic damage — every enchanted auto dealing damage to an enemy generates Soul Charges for Nami even while she’s positioned safely. Ebb and Flow (W) heals/damages in sequence and counts as damage to the enemy hit for charge accumulation. Tidal Wave (R) AoE damage fills charges across multiple enemy hits.
  • Soraka: Starcall (Q) targeted AoE silences/damages enemies and is Soraka’s primary damage source for charge accumulation. Astral Infusion (W) ally heal discharges SOUL SIPHON on cast — the most natural discharge trigger in the game. Soraka’s dedicated healing identity means discharge happens near-automatically every time she W heals the ADC. Equinox (E) silence deals damage for additional charges.
  • Sona: Hymn of Valor (Q) aura damages nearby enemies and triggers on Power Chord (P) basic attacks — continuous charge accumulation from the Q aura and empowered autos. Aria of Perseverance (W) heals nearby allies — AoE discharge on every W cast to all shielded/healed allies in range. Sona’s aura-based Q damage is uniquely efficient for passive charge accumulation without positioning aggression.
  • Seraphine: High Note (Q) and Beat Drop (E) deal magic damage to multiple enemies per cast — charges accumulate rapidly from her inherently AoE poke kit. Surround Sound (W) AoE heal to nearby allies discharges SOUL SIPHON simultaneously to all allies in the heal radius. Multiple allies receiving the discharge multiplies total healing output per cast.
  • Janna: Zephyr (W) deals magic damage to the target, providing a reliable single-target poke for charge accumulation. Monsoon (R) heals all nearby allies per second — each tick applies to allies and each application triggers a SOUL SIPHON discharge, making Janna R one of the highest-discharge-frequency abilities in the game during its channel. Eye of the Storm (E) ally shield discharges on cast.

Situational

  • Zyra (Support): Garden of Thorns (P) plants and Deadly Spines (Q) / Grasping Roots (E) deal consistent magic damage from range — charge accumulation is strong. However, Zyra’s healing output is minimal (only Mikael’s Blessing or similar secondary items); discharge opportunities are limited without a primary heal/shield ability in her kit. Works if building secondary healing items.
  • Milio: Ultra Mega Fire Kick (Q) and Cozy Campfire (W) deal damage and heal/shield respectively — an unusually clean SOUL SIPHON champion with both offensive poke and ally sustain in the base kit. The relatively lower AP ratios on Q limit charge accumulation rate compared to higher-damage enchanters.

Not Recommended

  • Tank supports (Leona, Nautilus, Blitzcrank, Thresh): CC-first supports without meaningful healing or shielding ability output. Soul Charges would accumulate from CC application damage but discharge never triggers without a heal or shield cast. The passive delivers zero value.
  • AD supports or assassin supports (Pyke, Senna AD build): The AP stat line provides minimal value for AD-scaling or mana-less champions. Senna in particular has her own sustain mechanics that don’t interact with SOUL SIPHON.
  • Enchanters who rarely deal damage to enemies in lane: Passive enchanters who focus entirely on protecting the ADC without ever poking accumulate charges slowly. If you deal no damage, SOUL SIPHON generates no charges, and the passive contributes only the base stats — at 2,200 gold, better pure stat alternatives exist.

⚙ Recommended Build Paths

Lulu — Hypercarry Protection Enchanter Build

  1. Bandleglass Mirror — First back: AP + AH + mana regen; enchanter poke damage amplified immediately; AH accelerates Glitterlance (Q) and Help, Pix! (E) cooldowns
  2. Echoes of Helia — First full item (2,200g): SOUL SIPHON active; Q poke charges rapidly; E shield + R HP boost discharge simultaneously on cast; 20 AH compounds with Bandleglass Mirror’s AH
  3. Staff of Flowing Water — Second item: RAPIDS passive grants bonus MS and AP to allies healed/shielded; stacks with SOUL SIPHON healing for dual buff; the AP provided to Lulu amplifies Wild Growth (R) HP gain and Glitterlance (Q) damage
  4. Moonstone Renewer — Third item: STARLIT GRACE stacks increase healing/shielding per second of combat; in teamfights where Lulu is continuously casting E and R, stacking amplifies SOUL SIPHON discharge values over the fight duration
  5. Redemption — Fourth item: active AoE healing circle for critical moments; passive HP regen aura; the active AoE heal applies SOUL SIPHON discharge to all allies in the radius simultaneously — one of the highest single-use discharge efficiency tools
  6. Mikael’s Blessing — Fifth item: active removes CC from an ally and heals; CC cleanse is critical utility against stun-lock comps; the heal portion triggers SOUL SIPHON discharge on the cleansed ally

Karma — Poke-Into-Shield Support Build

  1. Bandleglass Mirror — First back: AP + AH immediately; Q Soulflare damage amplified; E Inspire shield benefit from AP
  2. Echoes of Helia — First item (2,200g): Heavy Q poke fills charges rapidly; E Inspire on ADC discharges immediately; Mantra-Q double damage fills charges in a single cast at max Mantra stacks
  3. Shurelya’s Battlesong — Second item: INSPIRE passive grants bonus MS to allies you heal/shield; active AoE MS boost for engage or disengage; discharge SOUL SIPHON through shield while simultaneously granting ally movement speed
  4. Ardent Censer — Third item: SANCTIFY grants AS and on-hit magic damage to allies you heal or shield; SOUL SIPHON discharge on E cast simultaneously applies Ardent’s AS buff; double utility from a single shield cast
  5. Redemption — Fourth item: AoE active heal discharges SOUL SIPHON to all allies in radius simultaneously; passive HP regen aura; global healing zone in critical teamfight moments
  6. Chemtech Putrifier — Fifth item: Grievous Wounds application on enemies when healing/shielding allies; SOUL SIPHON discharge + Chemtech Putrifier’s Grievous application trigger simultaneously on E cast; anti-heal enchanter role
💡 Echoes of Helia + Redemption — AoE SOUL SIPHON Discharge: When Redemption‘s active healing circle lands on multiple allies simultaneously, SOUL SIPHON discharges its accumulated charges to each ally healed by the circle. In a 5v5 teamfight where Redemption heals 4 allies at once and you have 200 Soul Charges, each of those 4 allies receives 200 HP of SOUL SIPHON healing simultaneously — 800 total healing from a single item active. This AoE discharge multiplication makes Redemption the highest-value single-use SOUL SIPHON extractor in the enchanter support item pool.

🔄 Similar Items — AP Enchanter Support Family

Echoes of Helia occupies the poke-into-healing niche. Here’s how it compares to the core enchanter support items:

ItemProfilevs. Echoes of Helia
Moonstone RenewerAP + AH + mana regen; STARLIT GRACE stacks amplify healing/shielding per second of combatChoose Moonstone for sustained teamfight healing amplification. Echoes of Helia wins when poke-into-discharge is the primary sustain pattern and charge accumulation through damage is achievable
Staff of Flowing WaterAP + AH + mana regen; RAPIDS grants bonus AP and MS to allies healed/shieldedBest as a complement to Echoes of Helia — buy both for SOUL SIPHON discharge + RAPIDS AP/MS buff simultaneously on every heal or shield cast
Shurelya’s BattlesongAP + AH + HP; INSPIRE grants bonus MS to allies healed/shielded; active AoE MSChoose Shurelya’s when movement speed utility for engage/disengage is the priority. Pair with Echoes of Helia — MS buff + SOUL SIPHON discharge on same heal/shield cast
Ardent CenserAP + AH + mana regen; SANCTIFY grants AS and on-hit magic damage to healed/shielded alliesBest for ADC or AS-reliant hypercarry protection. Pairs with Echoes of Helia — SOUL SIPHON discharge + Ardent AS buff on same shield cast; buy both for maximum ally buff stacking
RedemptionAP + AH + HP + mana regen; active AoE ground-targeted heal; passive HP regen auraEssential complement to Echoes of Helia — Redemption’s AoE active discharges SOUL SIPHON to multiple allies simultaneously; not a replacement, a multiplier of discharge value
Mikael’s BlessingAP + mana regen + MR; active CC cleanse and heal on allyChoose Mikael’s against CC-heavy comps. The cleanse heal discharges SOUL SIPHON — buy both for full enchanter sustain + CC counter
Chemtech PutrifierAP + AH + mana regen; PUFFCAP TOXIN applies Grievous Wounds to enemies when healing/shielding alliesChoose Chemtech Putrifier against high-healing enemy compositions (Soraka, Aatrox, Sylas). SOUL SIPHON discharge + Grievous application trigger simultaneously on the same heal or shield cast

❌ Common Mistakes & How to Avoid Them

  • Accumulating charges but rarely applying heals or shields to allies: SOUL SIPHON is a dual-requirement passive — charges must both accumulate AND discharge. Sitting on full charges for extended periods because you’re not actively healing or shielding allies wastes the passive’s entire value. Stay on top of ally heal and shield applications as frequently as ability cooldowns and mana allow.
  • Never dealing damage to enemies and expecting passive to carry: If you play a pure protection style — staying behind your carry without poking — charge accumulation stalls. SOUL SIPHON requires offensive engagement from the support. Even minimal auto-attack harassment generates charges. Find safe windows to deal ability damage to enemies alongside protecting your ADC.
  • Applying SOUL SIPHON discharge to a full-HP ally: The discharge heals the ally for the consumed charges — but healing a full HP target wastes the charge conversion entirely (overhealing delivers no benefit). Prioritise discharging charges onto allies who need healing, not randomly on the first available ally at full health.
  • Buying Echoes of Helia on a tank or engage support: SOUL SIPHON discharges on healing or shielding an ally. Engage supports who have no heal or shield abilities in their kit accumulate charges from CC damage but never discharge them — the passive provides zero output despite gold spent on the passive slot.
  • Underestimating pre-mitigation charge accumulation against tanks: Against a 150 MR tank taking half the magic damage of a squishy, SOUL SIPHON still charges at 35% of the full pre-mitigation damage. Actively poking the frontline is as efficient for charge accumulation as poking the squishy backline — don’t avoid the tank because they ‘tank the poke’; the charge accumulation works regardless.
  • Not using Redemption’s AoE to multiply discharge across multiple allies: If you have 200 Soul Charges and cast Redemption on a cluster of 4 allies, each receives 200 HP healing — not split across them. The discharge multiplies per ally healed. Timing Redemption with maximum charges in a clustered fight multiplies the healing value dramatically compared to single-target discharge.

✅ Best Practices

  • Alternate damage dealing and healing/shielding in every fight window: The ideal SOUL SIPHON loop is: deal damage to enemy → charges accumulate → apply shield or heal to ally → discharge → deal damage again → repeat. In practice this means actively looking for poke windows between shield and heal applications, not saving all your casts for pure protection. The more frequently you complete both halves of the loop, the more total SOUL SIPHON healing the game generates.
  • Apply SOUL SIPHON discharge when the ally needs it most: The discharge is a full-charge dump — 80–270 HP of healing in one application. Treat it like a mini-heal ability with a variable power level based on accumulated charges. Use it reactively when an ally takes a large burst of damage, not proactively on full-HP targets where overhealing discards the value.
  • Stack ally-buff support items that trigger on the same heal or shield cast: Echoes of Helia’s discharge, Ardent Censer‘s AS buff, Staff of Flowing Water‘s RAPIDS MS+AP buff, and Shurelya’s Battlesong‘s INSPIRE MS all trigger from the same heal or shield application. Building 2–3 of these items alongside Echoes of Helia means every shield on your ADC simultaneously heals them (SOUL SIPHON) and buffs their AS, AP, and MS — maximum per-cast utility.
  • Use Redemption’s active as a SOUL SIPHON charge multiplier in teamfights: Time Redemption‘s active for moments when you have near-maximum charges AND multiple allies are grouped in the healing zone. The per-ally discharge means 4 allies at 250 charges = 1,000 total healing from a single item active use — the highest single-cast healing output available to an enchanter support in a group fight scenario.
  • Maintain mana management to sustain the dual-loop (damage + heal/shield): SOUL SIPHON requires both damage abilities and healing/shielding abilities to fire regularly. Going OOM shuts down both halves of the loop. Prioritise mana regen in the build path (Bandleglass Mirror’s mana regen contribution helps immediately) and back when low rather than spamming to empty on one half of the loop while leaving the other half uncharged.

🎬 Final Summary

Echoes of Helia is the primary sustain item for AP enchanters who contribute both offensive poke and defensive healing or shielding — a legendary that bridges the gap between dealing damage and sustaining allies by converting one directly into the other. The SOUL SIPHON passive turns the inherently aggressive poke of ability-spam enchanters (Lulu Q, Karma Q, Soraka Q) into supplemental ally healing without requiring any additional items or ability adjustments. If you deal damage to enemies and heal or shield allies — which describes the natural play pattern of every viable enchanter support — SOUL SIPHON delivers value automatically.

The pre-mitigation charge accumulation is the mechanical advantage that sets Echoes of Helia above surface-level stat comparisons. Dealing poke into tanks who reduce effective damage by 60% still generates SOUL SIPHON charges based on the full pre-mitigation output — aggressively poking the frontline is as charge-efficient as targeting squishies, which gives enchanters a wider range of valid poke targets without sacrificing passive throughput.

The combination with Redemption as a second item — where the AoE active discharges SOUL SIPHON separately to each ally healed — represents the maximum single-use healing output available to an enchanter support. Timing Redemption at near-maximum charges in a clustered teamfight delivers healing equivalent to multiple dedicated healing abilities from a single item active. In Arena’s enhanced version of Echoes of Helia (40 AP, 30 AH, 300 HP, 150% mana regen at the same cost), the SOUL SIPHON discharge values increase proportionally with the higher AP and accelerated AH — making Arena the mode where Echoes of Helia reaches its strongest expression.

Key Action Items:1. Complete the SOUL SIPHON dual loop in every fight — deal damage to enemies to accumulate charges, then apply a heal or shield to an ally to discharge; passive delivers zero healing value if either half of the loop is missing from your play pattern2. Apply discharge onto allies who need healing — not full-HP targets; the discharge converts ALL charges into immediate healing and overhealing on a full-HP ally wastes the entire accumulated charge amount with no benefit3. Time Redemption with near-maximum Soul Charges and 4+ grouped allies — each ally healed by Redemption’s AoE receives a separate SOUL SIPHON discharge equal to the full charge amount; 4 allies at 250 charges = 1,000 total healing from one item active4. Stack ally-buff items (Ardent Censer, Staff of Flowing Water, Shurelya’s Battlesong) alongside Echoes of Helia — they all trigger from the same heal or shield cast, meaning every E shield simultaneously heals (SOUL SIPHON) and buffs AS, AP, and MS in one GCD

📝 SEO & Meta Information

FieldContent
Meta TitleEchoes of Helia — Complete Item Guide 2026 | MagicStark
Meta DescriptionEchoes of Helia guide 2026: SOUL SIPHON mechanics, pre-mitigation charge math, Lulu Karma Soraka builds, Redemption AoE discharge combo, Arena differences explained.
URL/echoes-of-helia-item-guide-league-of-legends/
KeywordsEchoes of Helia, Echoes of Helia LoL, SOUL SIPHON passive, enchanter support items 2026, Echoes of Helia Lulu, Echoes of Helia Karma, support healing item LoL, MagicStark
Item ID6620
Sell Value1,540 gold
AvailabilitySR 5v5, ARAM, Nexus Blitz, Arena

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FAQ

Q: Can SOUL SIPHON discharge heal myself if I take a self-targeted shield ability?

A: No — SOUL SIPHON explicitly excludes the item holder from discharge targets. Self-targeted heals and shields do not trigger discharge. The passive only activates when you apply a heal or shield to a different allied champion. Plan your discharge timing around ally heal and shield casts, not self-protection abilities.

Q: Does SOUL SIPHON discharge separately for each ally healed by an AoE heal?

A: Yes — AoE heals and shields that apply to multiple allies simultaneously trigger separate SOUL SIPHON discharges per ally affected. Redemption‘s active healing 4 allies at once discharges SOUL SIPHON to each of those 4 allies separately — multiplying total healing output per Redemption activation by the number of allies healed. This is the primary reason Redemption is recommended as a second or third item alongside Echoes of Helia.

Q: Does SOUL SIPHON accumulate charges from auto-attack damage?

A: Yes — any pre-mitigation damage dealt to champions generates charges, including basic attack damage. Enchanter supports who auto-attack enemy champions in lane (a standard practice in many poke-oriented lane matchups) accumulate Soul Charges from every auto-attack hit alongside their ability damage. Combine active poke abilities and harassment autos for maximum charge accumulation rate.

Q: Is there a cooldown on SOUL SIPHON discharge?

A: The passive itself has no explicit cooldown on discharge — charges discharge whenever you heal or shield an ally, provided charges are present. The effective ‘cooldown’ on discharge is the time required to re-accumulate charges after the previous discharge consumed them. In practice, high-AH enchanter builds with frequent heal/shield ability casts naturally create a rhythm where discharge happens on each significant ability cast after a brief charge re-accumulation window.

Q: Does SOUL SIPHON work in Arena?

A: Yes — and Arena’s version of Echoes of Helia is strictly stronger at the same cost. Arena provides 40 AP (vs 35), 30 AH (vs 20), 300 HP (vs 200), and 150% mana regen (vs 125%). SOUL SIPHON’s charge mechanics function identically across modes. The higher AH in Arena (30 vs 20) means faster heal/shield ability cycling and more frequent discharge opportunities per round.

Q: What is the maximum SOUL SIPHON healing per discharge at level 18?

A: The maximum Soul Charges cap at 270 at level 18. A single full discharge heals the target ally for 270 HP. To fill charges to maximum at level 18 requires dealing approximately 771.4 pre-mitigation damage to champions. In a single full teamfight at level 18 with active poke, reaching near-maximum charges before the first discharge is achievable — and Redemption’s AoE discharge can deliver that 270 HP healing to 4–5 allies simultaneously for up to 1,350 total healing from one cast.

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