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Echoes of Helia

Legendary item · Patch 26.22 · numbers from Riot's Data Dragon files, refreshed every patch

Total cost2200 g
Combine cost500 g
Sells for1540 g
Gold efficiency124%

Echoes of Helia stats

  • +35 Ability Power
  • +200 Health
  • +20 Ability Haste
  • +125% Base Mana Regen

Passive and active effects

Passive: Soul Siphon
Gain 30% of pre-mitigation damage dealt to champions as Soul Charges. Healing or Shielding an ally consumes all
Passive: Soul Charges
to restore Health .

Effect text as written in Riot's game data; for scaling effects, the in-game shop tooltip shows the exact numbers that match your current stats and level.

Build path

Champion guides with Echoes of Helia

Gold efficiency

StatAmountGold per pointGold value
Ability Power3520 g700 g
Health2002.67 g533 g
Ability Haste2050 g1000 g
Base Mana Regen %1254 g500 g
Total stat value2733 g

Gold efficiency = stat value ÷ item cost = 2733 ÷ 2200 = 124%. The gold per point comes from basic items of the same patch (for example, Long Sword: 35 g per Attack Damage). Passives and actives are not counted.

Echoes of Helia patch history

PatchChange
26.11Effect text changed
26.1Effect text changed
14.19Ability Power: 40 → 35
14.2Effect text changed
14.1Cost: 2300 → 2200 gold; Ability Haste: 15 → 20; Ability Power: 30 → 40
13.11Effect text changed
13.10Added to the game data

We compare cost and stats patch by patch in Riot's Data Dragon files. "Effect text changed" means the passive or active wording changed in that patch.

Echoes of Helia is a support item in League of Legends for enchanters who also deal damage. In patch 26.22 it costs 2,200 gold and gives 35 Ability Power, 200 Health, 20 Ability Haste and 125% Base Mana Regen. Soul Siphon stores 30% of your damage to champions as Soul Charges, and your next heal or shield on an ally spends them to restore Health.

How do Soul Siphon and Soul Charges work?

Damage first, healing second. Every time you hit an enemy champion, 30% of the damage (counted before their Armor or Magic Resist reduce it) goes into Soul Charges. Then, when you heal or shield an ally, all the stored charges are used up at once to restore Health.

The order matters a lot. A support who pokes in lane and then shields their carry gets a nice burst of extra healing out of it, while one who only heals and never deals damage gets nothing extra at all. Riot’s data text skips the exact Health formula; the client tooltip lists it.

Pre-mitigation matters too. Because the charges come from damage before resistances, poking a tanky frontliner fills them just as well as hitting a squishy carry does, so you don’t have to pick fights you can’t win to charge up.

So is it a damage item or a healing one? Both, really (that’s the whole point).

Who should build Echoes of Helia?

Enchanters with damaging abilities. If your kit has a poke spell or a damaging skillshot alongside the heals and shields, Soul Siphon fills up between fights and pays out when you protect someone. Pure healers with no damage get far less from it. A support who roams with the jungler fills charges in those skirmishes too, not only in lane.

Thing is, it competes with a very similar item. Moonstone Renewer uses the same components and a near-identical stat line, but chains every heal and shield to a second ally instead. Long story short: Moonstone for steady team fight healing, this one for supports who trade damage in lane and want each shield to hit harder.

Is it gold efficient?

Very much so, at 124%. That’s 2,733 gold of stats for 2,200 gold.

Ability Haste is the heaviest part: 20 points worth 1,000 gold at 50 each. The 35 Ability Power adds 700 gold, the 200 Health 533 and the mana regen 500. Honestly, with stats this efficient, Soul Siphon is just a bonus. Even in a game where you barely land a spell, the item still pays for itself through haste and mana alone.

What are its components?

Kindlegem (800 gold) and Bandleglass Mirror (900 gold); the combine costs 500 gold on top. Bandleglass Mirror helps with mana problems early, and Kindlegem helps you survive lane. Since Moonstone Renewer uses the exact same two components, you can hold off on the final choice until your next back and pick based on how lane went (a small but real perk of this pair). It doesn’t build into anything.

How has Echoes of Helia changed?

It’s one of the newer support items. Riot’s data has it from patch 13.10, with only two stat changes since:

  • Patch 14.1: price cut from 2,300 to 2,200 gold, Ability Power 30 → 40, Ability Haste 15 → 20.
  • Patch 14.19: Ability Power 40 → 35.

Short list, yes. In practice, it has been stable for a long time, which is rare for a support item. Rewrites of the effect text are in the table above as well, and if you’re curious how other support items moved over those same seasons, the LoL items database lists every one of them with its own patch record.

When does it fit?

When you’re an enchanter who can poke, and your carry needs bigger heals or shields in short trades. It also fits lanes where you trade damage often (two ranged supports poking each other, for example), because every hit you land is stored for the next shield, and a support who lands poke steadily ends up healing far more than the stat line suggests. Want to see where supports fit in a team? Our guide to LoL roles covers that, and for damage-dealing enchanters Echoes of Helia is often the first item after the support quest.

FAQ

How much does Echoes of Helia cost?

2,200 gold in total (500 for the combine). Selling it returns 1,540 gold.

How are Soul Charges gained?

From 30% of the pre-mitigation damage you deal to champions.

What spends the charges?

Healing or shielding an ally consumes all of them to restore Health.

Which stats does it give?

20 Ability Haste and 125% Base Mana Regen, plus 35 Ability Power and 200 Health.

What does it build from?

Kindlegem plus Bandleglass Mirror.