Bunnylove
Updated Apr 13, 2026
Angela is a support who trades her own body on the map for the ability to turn one teammate into a hero-and-a-half. She is not a general-purpose enchanter. She is a force multiplier with a global teleport, and she only works when your draft gives her someone worth multiplying.
Win Rate
48.76%
Pick Rate
1.56%
Ban Rate
8.27%
Recommended Build
Battle Spell
Flicker
Weak Against
Strong Against
In teamfights, use Angela's Ultimate first to attach to a strong ally, and use her 1st Skill to deal damage or heal allies when needed. When enemies try to close in, CC them with her 2nd Skill, and follow up with her 1st Skill for sustained damage.
Angela's ult has infinite cast range. That single mechanic defines every draft decision around her. When she attaches to an ally, your team goes from five bodies on the map to four, but the one she is riding becomes significantly harder to kill, significantly harder to escape from, and surrounded by a field of slows and heals that punishes anyone who commits to the trade. The question is whether that trade is worth it.
Pick Angela when your team has a clear dive carry who benefits from a personal shield battery. Paquito, Chou, Ling, Akai, Martis, Yu Zhong: heroes who want to jump into three people and survive long enough to finish the combo. If your jungler or EXP laner is one of those, Angela turns their aggressive plays from coinflips into favorable trades. Pick her when your draft already has enough waveclear and sidelane pressure from the other four, because Angela cannot hold a lane, cannot contest a split push, and cannot take a tower alone.
Avoid Angela when the enemy has burst assassins who punish her detached window. Natalia, Saber, and Lancelot all kill Angela before she finishes the Heartguard channel. Avoid her when the enemy draft has Kaja or Chou, because both can suppress or kick whoever she is attached to out of position, wasting the shield and stranding Angela in the middle of the enemy team. Avoid her when your own team lacks a clear carry to attach to, because an Angela riding a tank who does not deal damage is just a very expensive heal.
If you cannot name which teammate you are going to ult before the draft is over, Angela is the wrong pick.
Angela is not a healer. She is a delivery system for a second health bar.
Heartguard applies a shield that scales off 200% to 300% of her total Magic Power, has infinite cast range, and attaches Angela to the target for twelve seconds. During those twelve seconds every skill she casts costs zero mana. That means five charges of Love Waves firing continuously into the fight, healing the host and stacking Lover's Mark on anything nearby, plus a Puppet-on-a-String root on whoever is trying to answer the dive. The target does not just get tankier. They get tankier, faster (Smart Heart's 30% movement speed transfers to the host), and surrounded by a field of slows and heals that punishes anyone who commits to the trade.
The hero Angela attaches to stops being one player. They become one and a half. That is the entire value proposition. Everything else in her kit, the poke, the root, the passive speed, exists to keep that one teammate alive long enough to justify the roster slot Angela took.
Angela does not lane. She roams with her jungler from level 1 and her entire early game exists to keep that jungler healthy, set up ganks, and stay alive long enough to hit the two-item spike.
Three concrete things to do before the 4-minute mark:
Flicker is your emergency button, not a combo extender. Do not burn it for a kill setup in the first five minutes unless the confirm is guaranteed and the follow-up does not leave you in the enemy jungle alone.
Angela's first meaningful item is Flask of the Oasis: +300 HP, +60 Magic Power, +10% CDR, and +12% Healing Effect that makes every Love Waves charge heal noticeably harder. The Blessing passive adds an emergency shield when your target drops below 35% HP. Before Flask, Angela's heals are present but not fight-changing. After Flask, a five-charge Love Waves volley while attached heals for enough to swing a close trade into a decisive win for your carry.
The spike you actually care about is Flask of the Oasis plus Fleeting Time, usually somewhere in the 8 to 10 minute window. Fleeting Time adds +600 HP, +15% CDR, and the Timestream passive: every elimination or assist immediately reduces Heartguard's cooldown. At one item Angela is a heal bot who ults once per fight. At two items something specific happens: the combined 25% CDR (plus emblem and Demon Shoes) pushes her toward the cap, the Timestream passive means Heartguard comes back mid-fight if your team gets a pick, and the recall-ult cycle becomes viable because the ult cooldown is short enough to use it as a teleport between fights.
Before Flask + Fleeting Time, you play passive and support your jungler's tempo. After it, you play the map. You are the only support in the game who can recall to fountain, heal to full, buy the next component, and instantly teleport back to the frontline through Heartguard. That cycle is the reason Angela scales harder than people expect.
The reflex when your marksman drops below half is to panic-ult onto them and hope the shield sticks. That reflex is usually wrong.
Heartguard takes a channel before it attaches. If your carry is already being bursted, the channel finishes after they are dead. The shield lands on a corpse. You wasted a 70-second cooldown and your team is now fighting 4v5 with no support.
The correct read is to ult before the fight starts, not after it goes wrong. Three rules that matter more than "protect the ADC":
If your team has Estes or Mathilda as a secondary support (rare but it happens in flex drafts), your ult priority shifts to the EXP laner instead of the jungler, because the other support is already babysitting the backline.
Take the default build as three locked slots and three real conversations.
The locked three are Demon Shoes with the Favor blessing, Flask of the Oasis, and Fleeting Time. Demon Shoes solve Angela's mana problems: Love Waves charges drain mana fast when you are spamming them during jungle rotations. Favor gives the AOE heal on assist, which stacks with Love Waves for double-layered sustain during ganks. Flask amplifies all healing by 12%. Fleeting Time makes Heartguard available for every meaningful fight instead of every other one. These three items are not negotiable.
The fourth slot is the anti-heal conversation. If the enemy has sustain heroes (Esmeralda, Uranus, Yu Zhong, Estes), Dominance Ice is the pick: the aura reduces nearby enemies' shield and healing by 40%. Necklace of Durance gives the same anti-heal on skill hit if you need the Magic Power more than the Physical Defense. In most ranked games, Dominance Ice is better because the aura applies automatically while you are attached, whereas Durance requires you to land a skill on the specific target.
The fifth slot depends on who is killing you. Ice Queen Wand if you need the slow field to protect your team's kiting (the slow stacks with Lover's Mark for near-permanent speed reduction on anyone you hit). Antique Cuirass if their physical damage is the threat. Athena's Shield if their burst mage keeps deleting you before you can channel.
The sixth slot is usually Immortality. Angela dead with ult available is the worst possible outcome in a close game. The resurrection buys you the seconds you need to finish the Heartguard channel and get inside your carry. If the game is already won and you need to close, swap Immortality for Glowing Wand: the burn passive adds meaningful damage to your Love Waves spam while attached.
Boot swap. Late game, when all six slots are full, sell Demon Shoes for Tough Boots or Warrior Boots depending on the enemy's damage profile. The mana sustain from Demon Shoes matters less when you spend most of your time attached at zero mana cost.
Reactive ulting instead of proactive ulting. Heartguard has a channel time. If you press it after your carry is already being combo'd, the shield arrives after they die. The fix: ult two to three seconds before the fight starts, when your diver is walking toward the enemy, not when they are already taking damage. Read the map, not the health bar.
Ulting the wrong teammate. The marksman feels like the obvious choice because they deal the most damage. But if your marksman is positioned correctly in the backline, they do not need a shield. Your Chou flashing into three people does. Attach to the hero whose next five seconds will be the most dangerous, not the hero whose role sounds like they need protection.
Getting caught alone while Heartguard is on cooldown. Angela with no ult is the softest hero in the game. No dash, no immunity, no escape beyond 30% passive movement speed that requires four consecutive skill casts to reach. If your ult is down and you are walking through an unwarded jungle, you are a free kill. Stay near your tank, stay in vision of your team, and do not rotate alone until Heartguard is back.
Throwing Puppet-on-a-String without Lover's Mark stacks. Each stack of Lover's Mark increases S2's final immobilize damage by 20%. At five stacks that is 100% bonus damage on the root. Firing S2 cold means you lose that entire multiplier and the root damage barely scratches. The correct sequence when detached: dump three to four Love Waves into the target first, then S2. The slow from Lover's Mark also makes it harder for the target to break the S2 tether before the 3-second immobilize triggers.
Ignoring the recall-ult cycle. Angela is one of the only supports in the game who can recall to fountain, heal to full, and instantly teleport back into a fight via Heartguard. If you are walking around the map at 30% HP with ult available, you are doing it wrong. Recall, heal, buy, ult. It takes fewer seconds than walking back and you arrive healthier. Once Flask of the Oasis and Fleeting Time are online, this cycle becomes the reason Angela never needs to "rotate" anywhere. She just appears.
Tip
Stack Lover's Mark before you commit Puppet-on-a-String. Three to four Love Waves into a target before S2 adds 60-80% bonus damage to the immobilize and slows the target enough that they physically cannot break the tether by walking away. Cold S2 is a gamble. Marked S2 is a lock.
Tip
Channel Heartguard from fog of war or from fountain, never from the open. The channel animation is a giant "CC me now" sign. A single Franco hook, Chou kick, or Eudora stun cancels it and puts the ult on full cooldown. If you recall to base first, you channel from the safest spot on the map and arrive at full HP.
Note
Smart Heart's 30% movement speed transfers to your attached ally, not to you. This means your diver moves noticeably faster while you are inside them. If your Ling or Paquito is chasing a low target and the passive is fully stacked, they have a better chance of closing the gap than they would alone. You are not just a shield. You are a speed boost.
Tip
Love Waves reveal enemy positions briefly on hit. When contesting a Lord or Turtle, fire a charge into the bush you suspect enemies are hiding in. If the wave hits someone, you see their position without face-checking. It is a free, spammable scouting tool with five charges, and most Angela players never use it for vision.
Angela gains 5% extra Movement Speed for 4s each time she casts a skill (up to 20%). When she's attached to an allied hero, the Movement Speed boost is transferred to the allied hero.
Angela sends Love Waves in the target direction, dealing 170 (+80% Total Magic Power) Magic Damage to enemies hit, revealing their positions briefly, and applying a stack of Lover's Mark (up to 5 stacks). Each stack of Lover's Mark increases the damage by 20% and slows enemies hit by 8% for 3s. Love Waves also restore 150 (+75% Total Magic Power) HP to allied heroes hit. Angela can store up to 5 charges of this skill, and the charge time is affected by Cooldown Reduction. When attached to allies, this skill's cooldown is reduced by 50%.
Angela launches a Puppet String at the target enemy (excluding minions), dealing 300 (+40% Total Magic Power) Magic Damage and gradually slowing them by up to 80%. If the enemy is still connected to the string after 3s, they'll be immobilized for 1.5s and take 450 (+60% Total Magic Power) Magic Damage. Each stack of Lover's Mark increases the final damage by 20%.
Angela begins channeling, applying a 600 (+150% Total Magic Power) shield to the target allied hero regardless of distance. Once attached to an ally, the shield remains until detached. After the channeling is complete, she attaches herself to the allied hero for 20s, during which she can cast skills at zero Mana cost. Angela can cast this skill again to cancel the channeling or detach herself from the allied hero. The attaching state will end early if the allied hero is killed.
In teamfights, use Angela's Ultimate first to attach to a strong ally, and use her 1st Skill to deal damage or heal allies when needed. When enemies try to close in, CC them with her 2nd Skill, and follow up with her 1st Skill for sustained damage.
In the laning phase, use Angela's 1st Skill to constantly poke the enemy. When their HP is low, use her 2nd Skill to CC the target, then continue to deal damage with her 1st Skill.
These heroes have the highest win rates against Angela in ranked matches. Pick any of them for a statistical advantage in draft.

Yin dominates Angela in the early game. Apply pressure before Angela can scale and become a threat.
51.6%
Angela performs well against these heroes. Consider picking Angela when you see them on the enemy team.
Angela is most vulnerable in the early game, where counters average a 51.5% win rate. As the match progresses, Angela becomes harder to shut down (49.2% mid, 50.1% late). Prioritize early aggression and ganks to build an advantage before Angela can scale.
Even matchup phase
Even matchup phase
Even matchup phase
Flicker
Heroes that synergize well with Angela in team compositions.





Angela is a sentient puppet brought to life by a powerful Eruditio scientist who imbued her with a heart of pure empathy. Though she appears as a cheerful doll, Angela possesses an extraordinary ability to link her spirit to any ally across the battlefield, shielding them and enhancing their power. She views every hero she supports as a precious friend worth protecting. Angela's unwavering devotion to her allies makes her one of the most beloved companions in the Land of Dawn.
Famous quotes from Angela
“I'll protect you, no matter what!”
- Angela
“Every friend is worth fighting for.”
- Angela
“Don't worry, Angela is here!”
- Angela
“Love conquers all!”
- Angela
“Heartguard - activate!”
- Angela