Cecilion is a Mid Lane Mage who turns careful Mana stacking into enormous long-range pressure. He wins by farming Overflowing safely, placing Bat Impact's second hit on priority targets, and preserving enough distance that assassins must cross his team before reaching him.
Cecilion is listed as a Mage with Poke/Burst. His 700 starting Mana is already high, and Overflowing keeps increasing that resource during the match. The result is a hero whose safe early contacts matter long after the lane phase: more Max Mana supports more casts and also feeds the Mana ratios in his main damage skills.
These level-one values provide a baseline for his durability and resources. His 255 Movement Speed is useful, but he still has no normal dash, so spacing and vision are more important than attempting to outplay an assassin after contact.
| HP | 2456 |
|---|---|
| HP Regen | 6.8 |
| Mana | 700 |
| Mana Regen | 5.6 |
| Physical Attack | 105 |
| Physical Defense | 18 |
| Magic Defense | 15 |
| Attack Speed | 1.00 |
| Movement Speed | 255 |

Passive / Buff
Every time one of Cecilion's skills hits an enemy target, he gains 10 permanent Max Mana and restores the same amount, with a one-second trigger cooldown. His high Max Mana and Mana Regen support repeated casting, and his damage scales with Max Mana.
Use it well: Touch a minion, jungle creep, or hero with a skill whenever it is safe. Early stacks become both a larger resource pool and more late-game damage.
Avoid: Do not trade health or lose a full wave for one stack. Safe, repeatable contacts matter more than a risky burst of casts.

Skill 1 / AOE
Cecilion sends a giant bat along a fixed path. The bat damages enemies in flight and strikes again at its destination, where the second hit is the most punishing. Recasting within a short window raises the Mana cost, while each cast grants a brief Movement Speed boost.

Use it well: Place the destination on the target rather than aiming only through it. Cast once or twice, then let the rising Mana cost reset unless the fight is ending.
Avoid: Do not empty the Mana bar into a target already leaving the fixed impact zone. Save enough Mana for Sanguine Claws or Bats Feast.

Skill 2 / CC / AOE
A pair of claws closes toward the chosen center after a short delay, pulling enemies inward, dealing Magic Damage, and immobilizing them for one second.

Use it well: Lead moving targets and place the center where they must walk. The pull sets up Bat Impact's destination hit and disrupts narrow jungle entrances.
Avoid: Do not throw it at maximum range without considering the delay. Mobile assassins can cross the area before the claws close.

Ultimate / Burst / Speed Up
Cecilion releases repeated blood-energy bolts around himself, gains a strong decaying Movement Speed boost, becomes immune to slows, and recovers HP when the bolts hit. Repeated hits also stack a slow on enemies.

Use it well: Activate before a pursuer reaches melee range or as a team fight opens. Move while the bolts fire, then turn the growing slow into a clean Bat Impact or Sanguine Claws angle.
Avoid: Do not treat the healing as permission to stand still. Hard control and burst can still remove Cecilion before the recovery matters.

Special Skill / Shield
When allied Carmilla is nearby, Cecilion can draw her into a Vermil Shadow and gain a shield. Carmilla can then choose a landing point, gaining a shield while damaging and slowing enemies around her arrival.

Use it well: Coordinate the timing with Carmilla. It can protect Cecilion immediately, rescue Carmilla from danger, or reposition her for a second engage.
Avoid: Do not pull Carmilla away while she is completing a control sequence. The shared timing is stronger than using the button only for Cecilion's shield.
Learn Bat Impact at level one and prioritize it. Upgrade Sanguine Claws as the secondary skill and level Bats Feast whenever possible. Bat Impact is the wave-clear, poke, movement, and stacking engine, while Sanguine Claws gains value through better catch frequency. Moonlit Waltz appears only when Carmilla is an allied partner.
Use the Mage Emblem. Inspire grants 5% Cooldown Reduction and 2 Mana Regen, both directly supporting more controlled casts. Wilderness Blessing improves movement through river and jungle, helping Cecilion arrive without walking through exposed lane entrances. Temporal Reign rewards casting the ultimate by reducing the cooldown of the other active skills, enabling a tighter control-and-poke sequence.
Flicker is the best general spell because Cecilion lacks a normal mobility skill. Use it to cross a wall, widen the gap before an assassin's last dash, or shift Bat Impact's angle during a team fight. Choose Purify when a reliable stun or root will prevent both Flicker and Bats Feast; cleansing first can restore access to his movement and range.
These five current in-game builds were observed on August 16, 2026. Compare the six-item order and adjust utility or defensive slots for the match.
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Demon Boots | Glowing Wand | Wishing Lantern | Enchanted Talisman | Blood Wings | Divine Glaive |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Demon Boots | Clock of Destiny | Glowing Wand | Wishing Lantern | Divine Glaive | Blood Wings |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Clock of Destiny | Demon Boots | Glowing Wand | Lightning Truncheon | Holy Crystal | Divine Glaive |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Demon Boots | Clock of Destiny | Glowing Wand | Wishing Lantern | Divine Glaive | Holy Crystal |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Demon Boots | Lightning Truncheon | Wishing Lantern | Divine Glaive | Winter Crown | Clock of Destiny |
Use the item notes below to decide what each slot contributes. The table describes each item independently of the numbered builds.
| Item | What it adds | When to consider it |
|---|---|---|
Demon Boots | Movement Speed and strong Mana recovery from minion and hero takedowns. | Buy early when lane casting would otherwise exhaust Mana; later replace it only if another Mana engine is already secure. |
Glowing Wand | Magic Power, HP, Movement Speed, burning damage, and healing reduction. | Prioritize for repeated poke, healing reduction, and extra durability against teams that recover often. |
Wishing Lantern | Magic Power, Mana, Cooldown Reduction, and extra damage against high-current-HP heroes after enough Magic Damage. | Buy when Bat Impact can repeatedly reach healthy front liners; its current-HP pressure rewards safe long-range damage. |
Enchanted Talisman | Magic Power, HP, Cooldown Reduction, high Mana regeneration, and a higher Cooldown Reduction cap. | Choose for maximum casting uptime and long objective fights where Mana and cooldowns decide the outcome. |
Blood Wings | A large Magic Power increase plus a regenerating shield and Movement Speed while the shield is active. | Add when Cecilion needs both a large damage spike and a shield against burst or poke. |
Divine Glaive | Magic Power and percentage Magic Penetration that scales upward against Magic Defense. | Move earlier when enemies invest in Magic Defense; delay it against a team that remains very fragile. |
Clock of Destiny | Magic Power, HP, Mana, Cooldown Reduction, temporary hybrid defense from hero damage, and emergency HP or Mana recovery. | Buy early to combine Mana scaling, HP, cooldowns, and emergency recovery; it is strongest when Cecilion can grow into late game. |
Lightning Truncheon | Magic Power, Mana, Cooldown Reduction, and a chain lightning proc whose damage grows with Max Mana. | Pair with a large Mana pool for stronger wave clear and burst on grouped targets. |
Holy Crystal | A very large Magic Power increase and percentage amplification of total Magic Power. | Choose when raw Magic Power is the best finishing multiplier and defensive utility is not urgent. |
Winter Crown | Adaptive Attack, HP, Cooldown Reduction, and a two-second untargetable Frozen active. | Buy before the final damage item when assassins can reach Cecilion; activate just before lethal burst, not after control lands. |
Build 1 is the high-uptime route: Demon Boots and Enchanted Talisman sustain casting, while Glowing Wand and Wishing Lantern pressure durable targets before Blood Wings and Divine Glaive finish the curve. Use it when fights are long and the enemy gives Cecilion room to keep throwing Bat Impact.
Build 2 introduces Clock of Destiny early for HP, Mana, cooldowns, and recovery, then keeps the Glowing Wand and Wishing Lantern poke core. Build 3 changes the damage pattern by adding Lightning Truncheon and Holy Crystal, making grouped targets and Mana-scaled burst more important. Build 4 is a direct scaling setup with Clock, repeated poke items, penetration, and Holy Crystal. Build 5 sacrifices Glowing Wand for Lightning Truncheon and inserts Winter Crown before the final Clock slot, giving Cecilion an answer to divers.
Change the order for the actual match. Move Divine Glaive forward when Magic Defense appears early. Buy Winter Crown before another damage piece when Ling, Fanny, or another diver repeatedly reaches the back line. Keep Glowing Wand early into healing, and favor Enchanted Talisman when objective fights exhaust Mana before enemies run out of HP.


Sanguine Claws → Bat Impact. Place the claws slightly behind the enemy's movement line. As the pull closes, aim Bat Impact so its destination lands at the center. After the hit, step back with the Movement Speed bonus instead of forcing an expensive recast.




Bats Feast → Bat Impact → Sanguine Claws → Bat Impact. The ultimate's repeated slow makes the fixed impact point and delayed claws easier to land. Continue moving while the bolts fire, use the claws to stop a retreat or collapse, and spend the second Bat Impact only if enough Mana remains for the next threat.


Balmond and Terizla are large, comparatively predictable targets that Cecilion can pressure from beyond their normal reach.


Ling and Fanny cross terrain and reach the back line quickly. Hold Flicker, Bats Feast, and Winter Crown for their commitment.


Carmilla unlocks Moonlit Waltz and provides close-range control, while Minotaur creates a front line and knock-up window for Cecilion.

Luo Yi adds another positioning-dependent Mage without solving front-line access. Make sure the remaining draft supplies initiation and protection.
Availability below reflects the English in-game Shop on August 16, 2026. Event, Collector, collaboration, StarLight, and Soul Vessels entries may return under different schedules.

749 Diamonds

Elite; 599 Diamonds

269 Diamonds

02/2022 StarLight Member

Collector; Limited-time Event

HUNTER×HUNTER; Limited-time Event

Soul Vessels; Limited-time Event
Cecilion was a Blood Demon who hid his identity while performing as a celebrated opera singer in Avalor. He and Carmilla fell in love, but her father separated them and arranged another marriage. Carmilla chose death rather than that life. Cecilion found her too late, revived her with his blood, and transformed her into a Blood Demon so they could remain together beyond the reach of their former world.
That history explains why his kit becomes complete beside Carmilla. Cecilion fights from a distance while Carmilla enters close combat; Moonlit Waltz lets them protect and reposition each other when their timings are coordinated.
Start from Demon Boots or Clock of Destiny, then choose Glowing Wand and Wishing Lantern for repeated poke. Add Divine Glaive against Magic Defense, Holy Crystal for raw scaling, Enchanted Talisman for uptime, or Winter Crown against divers.
Mage Emblem with Inspire, Wilderness Blessing, and Temporal Reign supports cooldowns, Mana, rotations, and repeated casting after Bats Feast.
Flicker is the safest default because Cecilion has no normal dash. Purify is better when hard control is the specific threat that prevents him from repositioning.
Overflowing grants 10 Max Mana and restores the same amount when a skill hits an enemy target, with a one-second trigger cooldown. Minions, jungle creeps, and heroes can all provide safe contacts.
Fast terrain-crossing assassins such as Ling and Fanny are dangerous because they bypass his preferred range. Vision, Flicker, early Bats Feast, and Winter Crown reduce that risk.
Use it before a diver locks him down or as a team fight begins. The movement, slow immunity, healing, and repeated slow make the following Bat Impact and Sanguine Claws easier to land.
Cecilion rewards patient, repeatable advantages. Stack Overflowing without surrendering lane control, place Bat Impact's destination on controlled targets, and keep Sanguine Claws between the enemy and the back line. Spend Mana in decisive windows, adapt penetration and defensive items to the opposing draft, and activate Bats Feast early enough for its movement and sustain to matter.
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