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Aurelion Sol Build Guide by Quil

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League of Legends Build Guide Author Quil

Aurelion Sol Jungle for dragon hatchlings (update for 6.11)

Quil Last updated on June 2, 2016
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Ability Sequence

1
3
5
8
10
Ability Key Q
2
7
12
14
17
Ability Key W
4
9
13
15
18
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
Natural Talent
 
 
 
 
 
Bounty Hunter
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 0

Wanderer
 
 
5/
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
5/
Meditation
 
 
 
 
 
Bandit
1/
Dangerous Game
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Cunning: 12

5/
Recovery
 
 
Unyielding
 
 
 
 
 
Explorer
1/
Tough Skin
 
 
 
 
 
Runic Armor
 
 
5/
Veteran's Scars
 
 
 
 
 
Insight
1/
Perseverance
 
 
 
 
 
5/
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 18


Guide Top

The guide for the rest of us

Hi, I'm Quil Evrything. I'm not a 'leet player, but I'm writing this guide because I dont see any other guide out there that teaches average people how to play Aurelion Sol jungle.

6.11 edit: it used to be difficult to jungle with Aurelion. Now after the nerfs, it's even MORE difficult! :(
In particular, I used to recommend starting Q. However, now the stun duration has been nerfed so hard, it's uncertain whether to start Q or W first. Also, size of Q has been reduced.
Plus, boots of swiftness have been removed, AND no more alacrity!

You need some very specific knowlege and skills on how to play there. Otherwise, it's about as fun as trying to do jungle Sona.

Aurelion jungle has some things in common with Nidalee, in a way. He has potentialy great over-the-wall ganks. Plus, he has the advantage of 2x CC, with Q and ult.

Unfortunately... He's as squishy as nidalee.. but without the heal. So, even tougher to survive early game, and requires even more map awareness to do well when ganking.
He may be THE most difficult yet still viable jungler currently.

I will try to give extreme detail on all the finer points needed to succeed as Sol of the Jungle.

Please pay attention to the mouse-over "Notes" by the runes, masteries, and item guide sections.


Guide Top

Wait.. jungle Sol?? WTH??

A lot of people think that Aurelion Sol is bad in the jungle. That is because it takes a lot of practice and champ skill run him jungle, otherwise you will take too much damage on early clears.

In lane, most people like to max 'W' first or second, for the damage. However, when you are jungler, you want to gank for your laners.

For ganking, 'Q' and 'E' are much more useful. His Comet lets you pull off some beautifully unexpected ganks, and a high level Q gives your laners enough CC to finish the enemy off easily.


Guide Top

Benefits of Dragon in the Jungle

The dragon's biggest jungle benefit, is his amazing ganks.
His 'E', Comet of Legend is weak at level 1, but it grows in Distance and Speed as you put more points into it.
At level 3, it gives you 5000 unit range, with a 35% movement speed bonus.
If you have tier 2 boots, that is some serious speed. Then at level 5, with 45% bonus you're practically a Jinx rocket!

On top of that, his Q, Starsurge, is an AoE stun, although it is now a lot smaller than it was at release time.

So, while early game is tough, his mid to late game is a gamechanger for your team, if you have the timing and positioning skills to fully make use of him.

In particular, a capped Comet of Legend with 20% cooldown lets you rush halfway across the map, every 30 seconds. It's like playing Quinn jungle, but without having to deal with thoser pesky walls!


Guide Top

Early jungle mob clears

With other junglers, there are typical strategies such as "always target the biggest mob, except for raptors. With the Dragon, you have to approach things differently.

In particular, you may want to take the Tough Skin and Savagery masteries, just to give you the extra health margin on your first few jungle camp clears.

First clear is special. Even though he's a mage, and mages traditionally start blue, I recommen starting red side, on Krugs.
Smiting the big krug, gives you the mob stun that will help you keep your health through the early clears.
Start 'Q', and engage with it. Make sure it hits both mobs, and get your orbs on both. Then focus on the big one(smiting it immediately of course).

Remember that they are both melee, so you can kite them left and right to get some free orb hits on them. You might want to wait until the stun procs on them before switching sides.

2nd camp is raptors. Here's where the tricky bit comes in: you need to start your career as dragon ball juggler now.

    Position yourself to where your orbs would hit through the middle of the raptor camp, IF you had 'W' active.
  1. Fire your Q.
  2. Trigger it to explode right in the middle of the raptor camp
  3. Trigger your 'W' to expand JUST AFTER the stunball goes off.
    **YOU MUST KILL THE LITTLE ONES WITH YOUR ORBS QUICKLY** Which means doing as much damage to them as you can while they are initially stunned. Try to simultaneously autoattack one, while positioning your orbs to hit them as well.
  4. orb-walk backwards a little, trying to keep your activated 'W' orbs hitting things for as long as possible. Sadly, this wont be long at all. Maybe 1 secnod
  5. When the mobs are too close for your expanded orbs, de-activate your 'W' and take out the remaining little ones.
  6. When the little ones are dead, circle clockwise around the big one while you attack, to increase rate of orb hitting

when done, you will need a potion. Take a few seconds, then depending on how low you are, either hit the river scuttler, or head to red.

For scuttler, remember that you MUST hit it with a Q-stun right away, to reduce its armor and MR.

For red buff, use a similar tactic to raptor camp.



Position yourself so that you are about at the outer limit of your activated 'W'.
Fire a Q-bolt at red to ideally stun all 3 mobs. try to activate your W, and autoattack, at the same time that it lands, to maximize stun time damage.

Extra skills needed on redbuff


* Make sure you take out the little mobs first. They should go down very fast, if you've built AP like you should.

* Redbuff is one of the mobs where you have enough space to use your movement to augment your orbs. Your orbs rotate counter-clockwise. This means that if you move around the mob clockwise, you cause them to hit the mob sooner than they would if you stood still. USE THIS!

* STAY AWAY FROM WOLVES!
Unless you have full health, and at least 2 levels in 'W', stay away from wolves' camp. You'll probably kill them okay; however, due to the cramped space, you wont be able to make use of your orbs well or kite, which means you'll pay a high cost in health.

* Blue buff == easiest mob
Blue buff is trivial, because the little mobs' range is prtty much exactly your active W. So you pretty much just hit em with Q, pop W, and just sit there until they are dead, with only minor repositioning.

Generally speaking, though:

This is tough stuff


Getting the best positioning and timing for Sol's first few jungle clears is tough. What makes it tough, is that you have to get the positioning and the timing right.
If you activate your 'W too early, you risk the mobs moving too close to you and avoiding the stun. If you activate it too late.. or you are out of position... then you risk missing out on 50-200 free damage to every mob. That translates to a lot of lost HP for yourself, or worst case, having to bail on the camp entirely.

You would probably do well to play a bunch of custom games by yourself just to practice, before playing him jungle in a real game.


Guide Top

Problems with the Dragon

I've tried to highlight his benefits so far, but one must always keep his limitations in mind:

* Incredibly squishy, particularly pre-level-6. Yes he has a stun.. however, it is unusable if your opponent is right on top of you.


Basically, akali, jax, or katarina will eat you for lunch. Or poppy.. or jarvan. etc.

Corollary:

Dont even play Aurelion unless you have at least one, FULL ON TANK.
Note: riven is not a tank. gnar is not a tank.



* Incredibly mana hungry early game. When you finally build Rod of Ages, you'll probably be fine. Before then, however, you will need to very carefully manage your use of 'W', and other skill usage. You'll also never want to let blue go. My Precioussss
The mana problems are why I'm favouring RoA over sunfire cape. The cape could make a good 4th or 5th item though

* You have an awesome escape skill with Comet... unless you get hit in flight, which will instantly shoot you down. A downed dragon usually ends up a dead dragon. Beware of flying over dark jungle areas!

Which also leads to...

* Hidden passive: Global taunt. For some reason, EVERYONE wants to kill you. Even if you are on the same team as teemo, it's tough to say who gets hunted down more.


Guide Top

Just fer lulz

I recently noticed in a video that Zhonyas still allows your orbs to spin and do damage.
So a tanky Aurelion, with Rylais + Zhonyas + Sunfire cape would be hilarious for trolls.

Step 1: Bait them to come onto you

Step 2: pop zhonyas. They will then either take sunfire cape damage, or orb damage + rylai slow

Step 3: use ult to knock them back

Step 4: use Q stun and run away at supersonic speed with E :D