Meta, tier list & top-player builds from the China server · live
莉莉娅 · 含羞蓓蕾 Mage B
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 14 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Lillia: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Lillia players, captured in-game.
📖 How to play LilliaCounted on 15 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
14 of the top 30 players have a public match history; the others keep theirs private.
























































The toughest lane matchups for Lillia on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Warwick counters Lillia: His nose chases you beyond your speed and the fear pierces your kiting: the wolf inside the flower field.
How to play Lillia into Warwick: Sleep on HIM the moment he charges: it interrupts his R. No duels: kite toward your team and let the dreams do the work.
→ WarwickWhy Vi counters Lillia: Her R reaches you mid-twirl, every time: the sleepy touch does not stop a homing missile.
How to play Lillia into Vi: When her R launches, ready yours: the moment she lands, you sleep her and whoever follows. Play wide while she has it up.
→ ViWhy Lee Sin counters Lillia: He is an early duelist, you a carousel that charges up over time: he catches you in the clears where your flowers do not hurt yet.
How to play Lillia into Lee Sin: Use your passive speed on camps and run from his greetings. After 2 items you kite him to death: the monk can no longer catch you.
→ Lee SinWhy Kindred counters Lillia: Kiting versus kiting: she hops, you twirl. Her R, though, wakes everyone from your best dream.
How to play Lillia into Kindred: Cast your R AFTER her zone ends: sleep placed right after the salvation is lethal. Contest marks with your speed: you always arrive first.
→ KindredWhy Rammus counters Lillia: You are pure magic damage so his armor is irrelevant: what remains is the taunt, which holds you inside his spikes.
How to play Lillia into Rammus: You are one of his natural counters: burn his health in percentages from outside taunt range. Circle wide and never get grabbed.
→ RammusThe champions Lillia works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Unstoppable Force (R) piles the enemy team into one spot: a single Blooming Blows (Q) leaves dream dust on all of them, and Lilting Lullaby (R) fires as the knock-up ends. His page says the second lockdown has to come from you.
Fate Sealed (R) is a single strike that runs through the whole line: it wakes the sleeping enemies, collecting the 100 bonus magic damage on each, and knocks them up in the same instant, so waking up gives them nothing back.
Bellows Breath (W) applies Brittle, which stretches whatever crowd control follows by 30% and adds magic damage to the follow-up: your sleep simply lasts longer. And the Searing Charge (E) knock-up hands you a centred Watch Out! Eep! (W).
Your page says you have no dash, no blink and no shield: Stand United (R) puts one on you from across the map and brings Shen with it. Shadow Dash (E) taunts the assassin who reaches you, which is the one way you get shut off.
The third Ntofo Strikes (Q) pulls in and stuns for 0.75 seconds, exactly the time Watch Out! Eep! (W) needs to land centred instead of at half value. Footwork (E) dashes onto you and leaves the shield your kit does not have.
Situational, because he has to reach the fight in Mega form: GNAR! (R) slams the pile into terrain and stuns it, and from there one Blooming Blows (Q) dusts every one of them before Lilting Lullaby (R) puts them under.
The Shield of Durand (W) taunt holds the group still and clumped for as long as you need to dust it, and Hero's Entrance (R) is the shield and the escape your kit does not include. Then Lilting Lullaby (R) puts all of them under at once.
Command: Shockwave (R) drags every enemy into a single point: from there one Blooming Blows (Q) marks all of them and Lilting Lullaby (R) leaves nobody out. Command: Protect (E) meanwhile shields you while you go in to lay the dust.
With Pyromania (P) charged, her next spell stuns for a full second without her having to guess: that is the window that makes Watch Out! Eep! (W) land centred, the spin your page says you miss against an attentive opponent.
Nevermove (E) drags enemies together and hands them to your dust in a single pass; then Vision of Empire (W) deals 50% more damage to anything already locked down, and nothing is more locked down than a sleeping group.
The Gold Card from Pick a Card (W) stuns for 1.25 seconds and hands you a centred Watch Out! Eep! (W); and Destiny (R) teleports him into your level 5 gank, which your page calls your first real power spike.
The two ultimates have to fire together: the Slicing Maelstrom (R) pulses wake the sleepers but keep reapplying Mark of the Storm (P), which stuns again on the third mark. Outside that timing he is left defenceless inside the pile.
Dream-Laden Bough (P) burns for three seconds on anything you touch, and Deadly Flourish (W) turns into a real root on anyone an ally has just damaged: his W is armed almost permanently. And Curtain Call (R) fires at targets that are asleep.
Every sleeping target takes 100 bonus magic damage from the first hit that wakes it: Bullet Time (R) wakes the entire enemy team in the same instant, so you collect that bonus on all of them in one single volley.
Enchanted Crystal Arrow (R) stuns from off-screen and hands you a centred Watch Out! Eep! (W); and since you have no dash at all, the constant Frost Shot (P) slow is what lets you get into dusting range in the first place.
MMOOOMMMM! (R) hits hardest at its centre and anyone with legs walks out of the flame before the second tick: inside Lilting Lullaby (R) nobody walks anywhere, and his page says that without safe exchanges like this one his stacks never arrive.
Worth it if she can wait: her page says she has to reach melee range to matter and that hard crowd control shuts her down, and a sleeping group is the safest place to climb to S rank. If she goes in before Lilting Lullaby (R), she dies alone.
Your page says that with no dash a targeted piece of crowd control simply switches you off: the Dark Passage (W) lantern is the escape you lack. And the Death Sentence (Q) stun is the safest way to land a centred Watch Out! Eep! (W).
Magnet Storm (R) rips enemies out of position and squeezes them together, which is the perfect gift: Lilting Lullaby (R) only hits champions you have already dusted, and against a clump one Blooming Blows (Q) marks every one of them.
Black Shield (E) eats the targeted crowd control your page calls the one thing that deletes you, since you have neither a dash nor a shield. And the two-second Dark Binding (Q) root makes Watch Out! Eep! (W) impossible to miss.
Her page says that if the jungler does not punish the window she opens, the whole engage is wasted: Solar Flare (R) is an AoE stun that holds the group still long enough for you to dust it before pressing Lilting Lullaby (R).
Your only defensive tool is the movement speed you stack with Blooming Blows (Q): Song of Celerity (E) pushes it higher still. And Crescendo (R) is the second wave of crowd control, landing the instant the sleep runs out.
Stranglethorns (R) only knocks up whoever is still inside the zone two seconds after the cast, which is exactly why it usually gets dodged: against a sleeping group nobody dodges it. The order matters, though, or you wake them yourself.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | B | 51.51% | 2.72% | 1.19% | #20 / 40 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | B | 51.56% | 2.79% | 1.27% | #20 / 40 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | B | 50.65% | 3.12% | 1.45% | #21 / 42 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | B | 52.73% | 3.8% | 1.59% | #24 / 41 |
Lillia, the Bashful Bloom, is a high-skill magic-damage Mage played almost exclusively in the jungle in Wild Rift. Her entire kit revolves around scattering dream dust with every ability - a lingering burn that ticks for 6% of the target's max HP over 3 seconds and heals her back a flat amount while it burns, more against big jungle monsters than against champions - before she closes games out by putting every dust-covered enemy hero to sleep at once with her ultimate. She deals pure magic damage that only gets scarier as a fight drags on, trading away raw early tankiness and any kind of dash or shield for one of the best teamfight-ending buttons in the game.
Skill order: Q > W > E (grab one early point in E for the Swirlseed slow and vision; take R at 5/9/13)
Path the jungle around Blooming Blows' bonus monster damage and Dream-Laden Bough's heal-over-time - both let her clear camps faster and healthier than the flat numbers suggest, even though her raw damage is unimpressive before level 5. She's one of the squishier junglers through the first few clears, so avoid contesting camps or crossing paths with a faster early-game duelist who can simply out-trade her before her kit comes online. Once she's a couple of levels in, look for a gank by throwing Swirlseed down a likely path or through a bush - it keeps rolling forward until it hits something, so it can slow and reveal a target she can't even see yet - then follow up with Q and a centered W. Level 5 is her first real spike: with Lilting Lullaby available, even one earlier poke on a lane target is enough to sleep them on arrival, so prioritize the skirmish where she can land that first tag before ever committing the ultimate.
From the mid-game on, her job is to dust as many enemies as possible before committing the ultimate, since Lilting Lullaby can only put dream-dust-covered champions to sleep - a stray Q, E, or W landed on each target in the seconds before a fight matters more than raw damage output. Poke from a side angle or the treeline to tag priority targets, then time the ultimate for the moment the enemy team groups up so the drowsy-into-sleep chain catches as many heroes at once as possible. The instant they're out, follow up immediately: the first hit that wakes a sleeping target adds a further 100 magic damage, so a centered Watch Out! Eep! or a rim-hit Q into the backline can end a fight before it wakes back up. She brings no shield, dash, or hard peel for her carries, so fight from the flank and lean on her own stacked move speed to get in and back out rather than holding the front line.