B TIERwarriorSolo LaneMediumPatch 1.62Reviewed
Amily portrait

Amily

One knife, one window, Amily closes it permanently.

Win Rate
0%
Pick Rate
0%
Ban Rate
0%
Editor's Take

Amily — Patch 1.62 Verdict

[Default: B]

Reviewed Patch 1.62By Danai · ROV META
Overview

Amily — Warrior Guide

Amily is a slayer-lane brawler who hits back harder the longer a fight goes. Her entire damage profile is built around isolating one target and dumping amplified hits into them through the Duel passive, which grants a flat 50% damage bonus whenever a normal attack or a Combo skill connects on an isolated enemy. The loop is straightforward: throw Kickblade to slow and chip, let it arc back to heal and re-accelerate yourself, then walk the enemy down with boosted autos and a two-hit Combo that ends in a knockup into a powered auto. Enrage is the closer, a mode that turns trades decisively in your favour once you've whittled the opponent to half health.

Right now Amily sits at B tier, and that is an honest read on her situation. She executes the 1v1 at a high level but struggles when the meta rewards earlier spikes or harder teamfight initiation. Her crowd control is limited to the Combo knockup and Kickblade's soft slow, which makes her easy to skip in drafts that value utility. That said, she punishes mechanically shaky opponents brutally. Players who have internalised her Kickblade return timing and Duel passive amplification windows will find she earns a draft slot. Pick her when you want a slayer who rewards disciplined 1v1 habits over flashy playmaking.

Strengths

  • +The Duel passive makes Amily one of the most efficient 1v1 fighters in the slayer lane because every skill and auto in an isolated trade hits for effectively 1.5x their listed value, which skews short trades heavily in her favour from level 3 onward.
  • +Kickblade's return heal and cooldown refund give Amily exceptional sustain pressure in lane, she can harass at a longer range than most melee warriors and recover HP in the same motion, denying the opponent's damage-and-recall timing.
  • +Enrage's combined 100 bonus AD and 40 damage resistance effectively transform Amily into a semi-bruiser during the mode, letting her force extended fights that pure assassins cannot survive once their burst window expires.
  • +The Combo knockup is a reliable setup that requires no skillshot coordination with teammates, Amily can create her own CC window and follow it with the empowered auto entirely on her own, which gives her consistent independent kill pressure in the slayer lane.

Weaknesses

  • Amily's CC toolkit is limited to a soft Kickblade slow and a single Combo knockup, meaning she contributes almost nothing to organised teamfights where a hard-engage or multi-target CC is expected from the slayer role.
  • The Duel passive is strictly single-target, so any skirmish that devolves into a multi-hero brawl drastically cuts her actual damage output and makes her look like a budget bruiser rather than the burst threat she is in isolation.
  • Her early levels 1, 2 are notably weak, Kickblade is her only form of real damage before Combo comes online at level 2, and experienced opponents who know this window will shove hard and deny CS before she can trade back.
  • Without Flicker or a gap-closer beyond Kickblade's passive speed buff, Amily has very limited tools to re-engage a target who kites her or disengages over terrain, making her frustrating to close out against mobile opponents who save their escape spells.
Kit

Abilities

Duel ability iconP
PASSIVE

Duel

When Amily's auto attack or Combo skill hits a single target, she deals 50% increased damage.

Kickblade ability icon1
SKILL 1

Kickblade

Amily throws a blade that bounces to 4 other enemies on hit, dealing 150 (+60% AD) physical damage and slowing them by 30% for 1.3s (first target slowed by 50%). When the blade returns, she gains 20% movement speed for 3s, restores 125 (+50% AD) HP, and reduces this skill's cooldown by 30%.

Combo ability icon2
SKILL 2

Combo

Amily performs a kick combo dealing 80 (+30% AD) physical damage. The 2nd hit launches enemies airborne. The next auto attack triggers an extra hit dealing 80 (+30% AD) bonus physical damage. Passive: Amily restores 1% of max HP and mana per second and gains 10 movement speed when out of combat.

Enrage ability iconR
ULTIMATE

Enrage

Amily enters a rage state. After 1s, she deals 300 magic damage. She then gains 100 attack power and 40 movement speed, along with 40 damage reduction. Additionally, she deals 60 magic damage every 0.8s.

How to Use Amily's Kit

P
Duel

Duel is the lens through which every decision you make on Amily should be read, if you're hitting a target alongside an ally or splash, the 50% bonus simply doesn't fire, so your job in every fight is to isolate before committing damage. The passive rewards you most during the Kickblade return window and the Combo sequence, since both of those land on a single target by design; peel away from grouped skirmishes and reset the angle if a second enemy body is absorbing your hits. In the late game, Duel interacting with Fenrir's Tooth's execute threshold means a solo target who falls below the execute mark often dies faster than they expect, don't burn Enrage early if isolation and Duel alone can finish the job.

1
Kickblade

Kickblade is your poke, your engage tool, your heal, and your cooldown refund all in one, the skill rewards patient positioning far more than aggressive throws. Land it on the enemy and the blade ricochets to nearby units four more times for physical damage plus a 30% slow (50% reduced on the primary hit), but the real payoff is the return: when the blade comes back to Amily she gets a 20% movement speed buff, heals for 125 (+50% AD), and shaves 30% off the cooldown. Never throw it blindly into minion waves mid-combo; the return heal is critical sustain in extended trades, and wasting the trajectory on creeps burns both the heal and the CDR refund. The most common mistake at Diamond rank is using Kickblade as a wave-clear filler, treat it as your re-engage timer and only throw it when you can reasonably walk back into the blade's return path.

2
Combo

Combo is a two-part sequence: the first hit deals physical damage and the second hit launches the target airborne, after which your next normal attack auto-converts into a bonus slam for an additional 80 (+30% AD). The passive Duel bonus applies to both the skill hits and that post-knockup auto, which is where the burst actually lives, never waste the empowered auto on a minion or a different target after the knockup. The passive regen on Combo (1% HP and mana per second out of combat) is quietly one of the strongest sustain tools in the slayer lane; use it between poke windows rather than recalling to tower, since Amily's base HP recovery out of combat is fast enough to deny most recall patterns.

R
Enrage

Enrage has a critical one-second delay before it deals its initial 300 magic damage burst, which new players routinely misread as a signal to throw it as an opener, it isn't. Activate it when you're already in the face of your target and the Combo knockup has just connected, because the delay becomes irrelevant when the enemy is airborne and you're inside their hitbox. The stat package is substantial: 100 bonus attack damage, 40 movement speed, and 40 damage resistance, plus a 60 magic damage tick every 8 seconds of the duration. The damage resistance makes Amily tankier than she reads on paper during the mode, so don't panic-disengage the moment enemies turn around, if Enrage is active and you're above roughly 40% HP, trading deeper usually wins.

Leveling

Skill Order

Priority: R > Q > W
Skill123456789101112131415
1Kickblade
1·3·5·7·9···13··
2Combo
·2·4···8·10·12·14·
REnrage
·····6····11···15
Build

Loadout

Flicker summoner spell icon
Summoner Spell
Flicker
Core Runes
Onslaught rune iconOnslaught
Assassinate rune iconAssassinate
Dragon's Claw rune iconDragon's Claw
Recommended

Standard Build

Glided Greaves item icon1
Glided Greaves
Broken Spear item icon2
Broken Spear
Hercules's Madness item icon3
Hercules's Madness
Omni Arms item icon4
Omni Arms
Fenrir's Tooth item icon5
Fenrir's Tooth
Blade of Eternity item icon6
Blade of Eternity
Mechanics

Core Combos

01

Standard Lane Trade

Kickblade ability icon1
Kickblade
Combo ability icon2
Combo
AA
Auto
Duel ability iconP
Duel

The bread-and-butter slayer-lane pattern: throw Kickblade to proc the slow and begin Duel, immediately follow with Combo's two-hit knockup, then land the empowered post-knockup auto while the Duel bonus is active, walk back into the returning blade to heal and reset the cooldown.

02

All-In Kill Combo

Kickblade ability icon1
Kickblade
Combo ability icon2
Combo
Enrage ability iconR
Enrage
AA
Auto
Duel ability iconP
Duel

Use this when the enemy is below 60% HP: Kickblade first to trigger the slow and activate Duel, Combo into the knockup, activate Enrage during the airborne frames so the 1-second delay fires while they're still in the air, then land the empowered auto into the Enrage-buffed auto-attacks to finish.

03

Flicker Gap-Close

Fl
Flicker
Combo ability icon2
Combo
Enrage ability iconR
Enrage
AA
Auto
Kickblade ability icon1
Kickblade
Duel ability iconP
Duel

Against mobile opponents who have used their escape, Flicker closes the final gap before they can re-engage their spell, Combo knockup immediately after landing, activate Enrage during airborne, empowered auto, then Kickblade for the heal and CDR refund if they're still alive.

04

Poke-and-Recover

Kickblade ability icon1
Kickblade
Duel ability iconP
Duel
AA
Auto
Kickblade ability icon1
Kickblade

A safe harass loop for the early laning phase: throw Kickblade to proc Duel on the first auto you land while the slow holds them in place, then reposition into the blade's return path for the heal and the 30% CDR refund to throw it again quickly.

Strategy

Gameplan

Power Spikes

Amily's first real spike lands at level 4, when she has her full ability rotation and the Duel passive synergy across all three skills. Her item spike is sharper. Broken Spear online (item two, roughly 8 to 10 minutes) is the moment she threatens kills rather than just winning trades, because the armor penetration starts cutting through early-game tanky warriors who otherwise absorb her damage comfortably. Hercules's Madness (usually 13 to 16 minutes) is her strongest window; the fury passive combined with Enrage makes her nearly unkillable in a controlled duel. She falls off in percentage terms after 25 minutes as enemies complete full damage-resistance builds, so force your solo-lane fights before the third back.

Early Game

Levels 1–6
  • Play passive at level 1 — last-hit under tower if necessary and don't trade until Combo comes online at level 2, because Kickblade alone doesn't win trades against most slaner warriors.
  • From level 2 onward, use the Kickblade slow to bait movement then immediately follow with Combo for the knockup; your goal is to get the enemy to half HP before the first recall wave, not to go for early kills that require burning Flicker.
  • Max Kickblade first for the increased healing return and CDR refund scaling — this is your sustain backbone and getting it to level 5 by mid-laning phase is more important than levelling Combo second.

Mid Game

Post Broken Spear
  • Once Broken Spear is complete, start looking for solo dives on the enemy slayer under their tower after a successful Kickblade-Combo trade — the armor penetration combined with Duel passive means tower shots hurt less proportionally than you think.
  • Rotate to the mid lane for quick 2v2 skirmishes only when you have Enrage available and the enemy mid hero is isolated; do not walk into teamfight clusters where Duel turns off and your damage halves.
  • Use your out-of-combat Combo passive regen (1% HP/mana per second) to avoid wasting time recalling — a 10-second sidestep into a bush between waves keeps you healthy and in lane longer than any opponent who has to recall to fountain.

Late Game

Teamfight phase
  • Identify the enemy carry and track their position before every major objective fight — your job in a 5v5 is to bypass the frontline with Flicker or the Kickblade speed burst and lock the carry in a solo duel bubble away from their teammates.
  • Activate Enrage before, not after, engaging on the carry so the 1-second delay fires during your gap-close, meaning your first auto within range lands with the full 100 bonus AD already online.
  • If the game is going long and the enemy team has stacked damage resistance, prioritise objectives over kills — Amily's DPS against a 3-item tank is poor, and she wins games by applying kill pressure on squishies to force disengagement, not by tanking through full teams.
Matchups

Matchups

Amily first-picks badly. Butterfly, Murad, and Florentino are all credible slayer-lane answers who can be counter-picked directly against her. Put her in the third or fourth pick slot, after you've confirmed the enemy has no high-mobility dodge mechanic in the slayer lane. In losing matchups like Florentino, play fully reactive. Don't throw Kickblade until he's committed to an extended trade, then recover with the return heal rather than trading straight. Her synergy list is almost entirely CC-based, which tells you what kind of team she belongs in: one that creates the isolation she needs, rather than hoping she can create it herself. Draft her alongside Baldum or Grakk and the B-tier ceiling lifts considerably.

Amily gets countered by

  • Butterfly hero icon
    Butterfly
    Butterfly's high mobility and dodge mechanics let her simply sidestep out of the Duel passive window, and her burst DPS with passive true damage trades through Enrage's resistance before Amily can stabilise.
  • Murad hero icon
    Murad
    Murad's dimension-hopping ultimate removes him from the plane of the fight entirely, resetting the Duel isolation requirement and returning fully healed into a cooldown-drained Amily.
  • Florentino hero icon
    Florentino
    Florentino's flower boons give him sustain and burst trades that match Amily level-for-level, and his superior mobility in the combo window means he can re-engage after a Kickblade throw before it returns, punishing the empty window.
  • Allain hero icon
    Allain
    Allain's long-range poke and knock-back punish Amily's medium-range Kickblade throw reliably, and he can maintain enough distance that she never recovers the blade return heal, draining her sustain over a full lane phase.

Amily synergizes with

  • Baldum hero icon
    Baldum
    Baldum's pull ultimate drags enemies directly into Amily's melee range and holds them isolated for an extended Duel window, which is exactly the single-target bubble she needs to go all-in with Combo into Enrage.
  • Annette hero icon
    Annette
    Annette's wind channel roots a target in place and peels approaching threats, letting Amily walk down a stationary isolated target with the full Duel passive active without worrying about kiting or secondary engagement.
  • Grakk hero icon
    Grakk
    Grakk's chain pull yanks a carry out of their team directly into the slayer-side Amily, handing her the exact isolation scenario Duel demands and usually catching the target without mobility spells available.
  • Ormarr hero icon
    Ormarr
    Ormarr's ground slam and knock-up buy Amily enough airborne time on a target to activate Enrage mid-delay and land the empowered Combo auto on a completely CC-locked enemy, maximising burst within a single engagement window.
Tips

Pro Tips

  • Walk back into the returning Kickblade's path immediately after throwing it, players who throw and chase forward lose the heal and CDR refund because they've moved away from the blade's arc, burning what is essentially a free mini-recall every 8 seconds.
  • The Combo empowered auto after the knockup is not automatic, you must manually land a normal attack within the window or it expires; building muscle memory to immediately queue an auto after the second Combo hit is the single largest damage difference between average and high-ranked Amily players.
  • Enrage's 40 damage resistance is often forgotten during the mode, which causes players to disengage prematurely, if Enrage is active and you're against one or two opponents, the resistance means you're tanking roughly 28% more damage before the mode expires, so leaning into the fight is correct even if your HP looks low.
  • Against heroes with point-and-click CC (Baldum, Grakk, Lumburr), save Flicker specifically for after their CC lands rather than using it as a gap-closer; repositioning out of their follow-up burst is more valuable than using Flicker to engage when Kickblade's slow can do the same job for free.

Amily rewards players who are willing to master the geometry of her Kickblade arc and the strict isolation requirement of the Duel passive. Get those two things right and she is one of the most satisfying 1v1 heroes in the game, a consistent Diamond-and-above performer. Draft her when you have CC-based teammates who can hand-deliver an isolated target. Avoid her when the enemy has already locked high-mobility slayer-counter picks. The single most important habit to build is the Kickblade return path: walk into that blade on the way back, every single time, and you will outpace every opponent's sustain curve in the laning phase before the first item completes.

FAQ

Amily — Frequently Asked Questions

Is Amily good in the current ROV patch?+

Amily is a solid B-tier pick on the Thai server right now. She is not dominating the meta but she is far from unviable. She excels in the hands of players who have mastered her Kickblade return timing and Duel passive isolation requirement, but the current patch's tendency to reward heavy CC teamfight compositions limits her overall impact compared to slayers with better engage toolkits.

What is the best build for Amily?+

The recommended core is Gilded Greaves into Broken Spear, which solves her early armor-penetration deficit and lets the Duel passive fully express itself against tanky slayer opponents. From there, Hercules's Madness into Omni Arms is her damage-and-durability backbone. Fenrir's Tooth as the fifth item synergises with the Duel passive to execute isolated low-HP targets before they can escape, and Blade of Eternity closes the build as the survivability option.

How do you counter Amily?+

Deny her the single-target isolation her Duel passive requires. Group with a teammate whenever she looks to engage and her damage output drops to roughly two-thirds. Mobile heroes like Butterfly and Murad are particularly effective because they can break contact mid-trade, interrupting the Kickblade return window and denying her both the heal and the CDR refund that fuel her sustain trading pattern.

Is Amily hard to play / good for beginners?+

Amily is rated Medium difficulty. Her basic rotation is approachable, but her ceiling requires internalising several non-obvious mechanics: the Kickblade return positioning, the post-Combo empowered auto timing window, and the correct moment to activate Enrage. Beginners can pick her up and win games, but they will plateau quickly without drilling those specific habits. She is a good second or third slayer-lane pickup once you understand the role.

Sources & MethodThis guide reflects the current Thai-server ranked meta as discussed on the kritngi and Doyser YouTube channels and cross-referenced with live win/pick/ban data from Thai-server ranked play, written specifically for English-speaking players who cannot access those Thai-language sources directly. See our full methodology.