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Aphelios Build Guide by MrMad2000

ADC (10.21: Livestream) DIAMOND Aphelios ADC, 4 DIFFERENT TESTED

ADC (10.21: Livestream) DIAMOND Aphelios ADC, 4 DIFFERENT TESTED

Updated on October 16, 2020
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League of Legends Build Guide Author MrMad2000 Build Guide By MrMad2000 20 3 48,745 Views 8 Comments
20 3 48,745 Views 8 Comments League of Legends Build Guide Author MrMad2000 Aphelios Build Guide By MrMad2000 Updated on October 16, 2020
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Runes: Standard Runes, but see guide further down for explanation.

Precision
Conqueror
Triumph
Legend: Bloodline
Coup de Grace

Sorcery
Absolute Focus
Gathering Storm
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

Recommended
LoL Summoner Spell: Exhaust

Exhaust

LoL Summoner Spell: Flash

Flash

Ability Order Stats order

Passive
Calibrum
Severum
Gravitum
Infernum
Crescendum

Attack Damage

Attack Speed

Lethality

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

(10.21: Livestream) DIAMOND Aphelios ADC, 4 DIFFERENT TESTED

By MrMad2000

THE WEAPON OF THE FAITHFUL
SEASON 10 APHELIOS GUIDE



INTRODUCTION

Hello everybody! My name is Sejwoonapiggle and I have been playing League of Legends since the beginning of Season 4. I’ve consistently hit Diamond in solo queue as a mid laner, support and AD Carry.
In season 10, I am now an AD Carry player who mains Aphelios, Ashe, Caitlyn and Varus. I’m also a full time streamer! You can find me at: https://www.twitch.tv/sejwoonapiggle.
I stream at 3pm GMT+0 every weekday (Monday to Friday) so make sure to come along if you have any questions for me!

I’ve always really enjoyed playing as an ADC, but I never thought my mechanics were up to par. But after practice and constant learning, I finally feel like I consistently play at a much higher level than I ever have before. Aphelios has helped me understand ADC from a different perspective. Typically, the type of champions I would play would have a strong early game. Aphelios scales very well but he really needs items to be effective, compared to a Lucian who has a very strong laning phase.





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SUMMONER SPELLS

MANDATORY

Flash is the must have summoner spell for Aphelios. It allows you to outplay opponents, dodge key abilities, kite enemies, escape from a gank and you can also use it to set up a good ultimate.

RECOMMENDED SECONDARY

Exhaust has a short 3 minute cooldown and allows you to duel enemies. Assassins can have a large portion of their burst mitigated with a well time exhaust. The skill ceiling for exhaust is higher than other summoner spells, but it is far more effective if it is properly used at a pivotal moment. The downside is you could just end up wasting it but the same can also be said with other summoner spells. Exhaust on ADCs is something that is becoming far more common right now because heal just isn’t as effective as it needs to be right now for your survivability.
Heal was previously very good for AD Carries to take since they are in a duo lane, but the problem is, ADC has lower agency right now than it ever has before, and heal is not going to save you in the same ways a well placed exhaust can. The extra health and movement speed is nice, but due to the abundance of healing in the game and the fact that Grevious Wounds (and Ignite) are present in pretty much every solo queue game now, I would definitely recommend to take Exhaust right now.
Cleanse is great against CC. Are you against a really annoying stunlock botlane such as Ashe + Braum? Do you struggle to dodge Morgana bindings or Thresh hooks? Does their team have stuns on almost every enemy that you can reliably cleanse? Then this summoner spell tends to be better than Exhaust OR Heal.




RUNES





KEYSTONE


Conqueror
After over 100 games with Aphelios, I can comfortably say that Conqueror is the best keystone for this champion. You can get Conqueror to 12 stacks very reliably due to the fact that your weapons apply on hit effects. You can instantly stack Conqueror with Severum the Scythe Pistol’s Onslaught. Conqueror’s extra attack damage helps you out immensely because Aphelios is very strong when he has high attack damage and a high critical strike chance. Conqueror also provides you with some healing. I usually take Conqueror in all three variations of my build.


Why not Lethal Tempo or Press the Attack?



MINOR RUNE OPTION 1


This is the most flexibility you have. All three options are viable and it is up to your personal preference.

Triumph
Triumph’s missing health restore after a takedown can save you in clutch situations, and because ADCs really need gold, this minor rune can be very rewarding and easily grant you an additional 300 to 500 gold a game, helping you get your items earlier. I take Triumph in two of my build variations.

Alternative to Triumph:

Overheal
Overheal will grant you a shield that blocks damage when you’re proccing lifesteal or healing effects when at full HP. This is also a great defensive room that allows you to survive in all stages of the game. This rune will save your life in many countless games! Overheal stacks with Severum’s shield as well as Bloodthirster, which can be massively helpful against Assassins, since you have more “effective HP” if you have Overheal.

Presence of Mind
Presence of Mind helps you manage your mana. The mana restoration on takedown as well as the permanent mana increase per takedown are a nice quality of life feature to have but I much prefer to take this when I know I can maximise its usage. I tend to be careful with my expenditure of mana so I only take Presence of Mind in one of my build variations.


MINOR RUNE OPTION 2


Legend: Bloodline
Legend: Bloodline grants you 0.6% lifesteal per Legend stack, up to 20 stacks which grants 12% lifesteal. This is MASSIVE for Aphelios and is far stronger than Legend: Alacrity. You usually don’t build Lifesteal until 3rd item at its earliest, or last item at its latest. Sometimes you have to forego lifesteal in games and most people think Severum’s healing is enough but Legend: Bloodline massively helps your survivability.


MINOR RUNE OPTION 3



Coup
De Grace
Coup De Grace increases your damage output against low health targets. This is great since we will be frequently headshotting and ulting low health targets, and this rune increases our burst. This rune will help you net many kills that you may not have been able to have gotten due to the extra damage boost!

Alternative to Coup De Grace:

Cut Down
Cut Down is a good alternative rune if you’re playing against 3 tanks or more. It allows you to deal 5% to 15% bonus damage against targets that have 10% to 100% (double) your maximum health. This increased damage is essential when playing against tankier team compositions.



SECONDARY OPTIONS


Absolute Focus + Gathering Storm
Absolute Focus + Gathering Storm secondary gives you a good amount of Attack Damage as you scale through the game. Absolute Focus will typically be active at the start of fights and also when you are farming, and Gathering Storm is a safety net of guaranteed attack damage, which you gain more of every 10 minutes.

Nimbus Cloak + Celerity
Zeal items received a 2% movement speed increase so I have created a movement speed dependent kiting build against melee compositions for Aphelios where I build Runaan's Hurricane, Phantom Dancer AND Rapid Firecannon. This additional movement speed is vital to allowing me kite melee champions and I thought why not take that a step further? These two runes will help you position well and effectively when you use this build.

Manaflow Band + Transcendence
THIS IS BEING TESTED ON MY STREAM. When I play with the Manamune/ Muramana build on Aphelios I like to take Transcendence and a Cooldown Reduction stat shard in my runes. The additional mana from manaflow band gives you additional damage with Muramana's on hit effect. This build NEEDS to scale and isn't effective until 3 core items minimum, which is not very strong for solo queue. Manaflow Band isn't required here as it is horrible to proc on Aphelios, since not all of his gun's Q's work with it. If you like this playstyle but dislike Manaflow Band, take Nullifying Orb or Gathering Storm instead. I take Manaflow Band along with Presence of Mind.

Magical Footwear + Biscuit Delivery
Magical Footwear gives you a free pair of boots with +35 base movement speed instead of +25 base movement speed like Boots does. This is huge for ADCs! Biscuit Delivery gives you nice mana and health sustain for the lane as well. I prefer sorcery secondary on Aphelios but these two secondary runes are definitely viable and it's based on personal preference!



ABILITIES

The Hitman and The Seer (Passive) Aphelios has access to an arsenal of 5 Moonstone Weapons, created by his sister Alune. He equips two weapons at any one time, one as his main weapon and one as his off-hand. Each weapon has a unique basic attack and passive effect.

Aphelios begins the game with Calibrum, the Sniper Rifle as his main weapon and Severum, the Scythe Pistol in his off-hand, with Gravitum, the Gravity Cannon, Infernum, the Flamethrower and Crescendum, the Chakram queued in reserve. The queue order can be rearranged based on weapon usage.

Weapons spawn with 50 Moonlight for ammunition, which is consumed on basic attacks. 10 Moonlight is used to cast his Q abilities. Abilities that cause Aphelios to attack do not cost additional Moonlight on top of their ability cost. Once his main weapon is exhausted of Moonlight, it is moved to the end of the queue and Aphelios equips the next available weapon from his reserve. Aphelios cannot improve his abilities with skill points. He starts the game with Phase and gains access to Q abilities at level 2.

He gains access to Moonlight Vigil at level 6, which improves automatically at levels 11 and 16. Instead, Aphelios may spend his skill points to gain either 4 / 8 / 12 / 16 / 20 / 24 bonus attack damage, 6 / 12 / 18 / 24 / 30 / 36% bonus attack speed or 2 / 4 / 6 / 8 / 10 / 12 lethality.
WEAPONS


Aphelios has 5 different weapons. Aphelios’ Q ability is based on his current main hand weapon. Each weapon’s ability has an independent cooldown.


Calibrum (Passive) CALIBRUM
Aphelios gains 100 bonus range while Calibrum is his main weapon. Each attack made by Aphelios will consume 1 Moonlight per attack.

Enemies damaged by Calibrum via an ability are marked for 4.5 seconds, revealing them for the duration. Aphelios's next basic attack against a marked target uses the current off-hand weapon and gains 1800 range.

This attack will consume all marks, dealing 15 (+0.2 per bonus attack damage) bonus physical damage per mark to the initial target (at level 1 / 3 / 5 / 7 / 9). If Calibrum is the current off-hand weapon, the empowered attack uses the main weapon instead. When Calibrum, the Sniper Rifle is assigned, Aphelios can use Moonshot.
Moonshot (Calibrum Q)
Aphelios fires a bolt of energy in a line, dealing 60 / 76.7 / 93.3 / 110 / 126.7 / 143.3 / 160 (+0.42-0.6 per bonus attack damage) (+100% of ability power) physical damage to the first enemy hit (at level 1 / 3 / 5 / 7 / 9 / 11 / 13).

Each use of the ability will cost 10 Moonlight + 60 Mana.
Cooldown: 10 / 9.7 / 9.3 / 9 / 8.7 / 8.3 / 8 (levels 1-13)


Severum (Passive) SEVERUM
Basic attacks with Severum don't use projectiles. Each attack made by Aphelios will consume 1 Moonlight per attack.

Severum's attacks heal him for 3−20% of damage dealt (depending on level).

Healing from Severum in excess of Aphelios' maximum health is converted into a shield which absorbs up to 10−140 (+6% of maximum health) damage (depending on level) and lasts for up to 30 seconds. When Severum, the Scythe Pistol is assigned, Aphelios can use Onslaught.
Onslaught (Severum Q)
For 1.75 seconds, Aphelios gains 20% (+10% per 100 ability power) bonus movement speed and autonomously performs up to 6 (+3 per 100% bonus attack speed) attacks over the duration to the nearest enemy, prioritizing enemy champions.

Attacks alternate between Severum and his current off-hand weapon, each dealing 10 / 13.3 / 16.7 / 20 / 23.3 / 26.7 / 30 (+0.21-0.3 per bonus attack damage) physical damage (at level 1 / 3 / 5 / 7 / 9 / 11 / 13), 25% on-hit damage and can critically strike. This will consume Moonlight from Severum regardless of whether the attacks are used.

Each use of the ability will cost 10 Moonlight + 60 Mana.
Cooldown: 10 / 9.7 / 9.3 / 9 / 8.7 / 8.3 / 8 (levels 1-13)


Gravitum (Passive) GRAVITUM
Gravitum applies a 30% slow that decays over 3.5 seconds. Each attack made by Aphelios will consume 1 Moonlight per attack.


Gravitum's slow/passive on hit effect cannot apply to Master Yi during Highlander, Nunu during Biggest Snowball Ever! or Sejuani during Fury of the North. When Gravitum, the Gravity Cannon is assigned, Aphelios can use Binding Eclipse.
Binding Eclipse (Gravitum Q)
Aphelios expunges (removes the debuff) all enemies affected by Gravitum's slow, dealing 50 / 60 / 70 / 80 / 90 / 100 / 110 (+0.26-0.35 per bonus attack damage) (+70% of ability power) magic damage (at level 1 / 3 / 5 / 7 / 9 / 11 / 13) and rooting them for 1 second.

Each use of the ability will cost 10 Moonlight + 60 Mana.
Cooldown: 12 / 11.7 / 11.3 / 11 / 10.7 / 10.3 / 10 (levels 1-13)


Infernum (Passive) INFERNUM
Infernum deals 110% physical damage to the target and sprays four firebolts in a cone behind them, each dealing 75 / 100% physical damage to enemies hit, reduced to 23 / 30% physical damage against minions (at level 1 / 9). Each attack made by Aphelios will consume 1 Moonlight per attack.

Critical strikes spray eight firebolts over a wider cone and deal bonus damage. When Infernum, the Flamethrower is assigned, Aphelios can use Duskwave.
Duskwave (Infernum Q)
Aphelios unleashes a wave of energy in a cone, dealing 25 / 31.7 / 38.3 / 45 / 51.7 / 58.3 / 65 (+0.56-0.8 per bonus attack damage) (+70% of ability power) physical damage to all enemies hit (at level 1 / 3 / 5 / 7 / 9 / 11 / 13) and locking on to each of them. After a delay, Aphelios then fires a volley of basic attacks from his current off-hand weapon, one at each locked-on enemy. There is no range limit for locked-on targets.

Each use of the ability will cost 10 Moonlight + 60 Mana.
Cooldown: 9 / 8.5 / 8 / 7.5 / 7 / 6.5 / 6 (levels 1-13)


Crescendum (Passive) CRESCENDUM
Basic attacks with Crescendum, the Chakram hurl the blade at the target, which lingers for 0.25 seconds before homing back to Aphelios. He is disarmed until he retrieves Crescendum, but the attack timer is reset once caught. Each attack made by Aphelios will consume 1 Moonlight per attack.

Whenever Aphelios casts an ability that would require him to throw Crescendum, he instead throws a spectral Chakram at his target that similarly returns to him. Aphelios accumulates the Chakrams he catches, up to 20, which last for 5 seconds. Attacks against champions and epic monsters will refresh the lifespan on Chakrams.

Basic attacks with Crescendum hurl all temporary Chakrams at his target, dealing 0-164% of Aphelios' attack damage as bonus physical damage which depends on the number of Chakrams hurled, this can go up to a maximum of 130-223% total attack damage. The bonus damage from Chakrams can critically strike. When Crescendum is assigned, Aphelios can use Sentry.
Sentry (Crescendum Q)
Aphelios deploys a lunar sentry for up to 20 seconds, reduced to 4 seconds after it starts attacking. Deploying a new sentry reduces the eldest's duration to 4 seconds. A sentry has 6 health and take 3 damage per ranged basic attack and 4 damage per AoE ability.

The sentry autonomously attacks the nearest enemy in range with a clone of Aphelios' current off-hand weapon, dealing 25 / 35 / 45 / 55 / 65 / 75 / 85 (+0.35-0.5 per bonus attack damage) (+50% of ability power) physical damage (at level 1 / 3 / 5 / 7 / 9 / 11 / 13). The sentry can critically strike and benefits from Aphelios' attack speed and critical strike chance.

Each use of the ability will cost 10 Moonlight + 60 Mana.
Cooldown: 9 / 8.5 / 8 / 7.5 / 7 / 6.5 / 6 (levels 1-13)


Phase (W) Aphelios switches between his main weapon and off-hand weapon.


Moonlight Vigil (R)
Aphelios casts forth a lunar spotlight that stops upon illuminating an enemy champion. Alune smites the area centered on the illuminated enemy, dealing 125 / 175 / 225 (based on level) (+ 20% bonus AD) (+ 100% AP) physical damage and locking-on to each enemy hit.

After a delay, basic attacks will begin raining from the sky based on Aphelios' current main weapon, one upon each enemy locked-on by Moonlight Vigil. These attacks can critically strike for (50% + 18.75%) AD bonus physical damage. There is no range limit for locked-on targets.




WEAPON COMBOS

Crescendum, the Chakram + Calibrum, the Sniper Rifle
Your sentry marks enemies with the calibrum mark, allowing you to attack people from high range and deal insane damage.

Crescendum, the Chakram + Infernum, the Flamethrower
You can easily stack phantom Chakrams by using Infernum’s Q, Duskwave, on a large minion wave.

Crescendum, the Chakram + Severum, the Scythe Pistol
Severum’s Q, Onslaught, lets you stack phantom Chakrams. The dueling power of this combo lets you go toe to toe with bruisers as long as you don’t get immediately oneshot.

Gravitum, the Gravity Cannon + Calibrum, the Sniper Rifle
You can use Calibrum’s Q, Moonshot on a target and then follow up with Gravitum’s Q, Binding Eclipse to catch out a target.

Gravitum, the Gravity Cannon + Infernum, the Flamethrower
Using Infernum’s Q, Duskwave and then switching over to Gravitum’s Q, Binding Eclipse can help set up a wombo combo. The downside is Duskwave’s Q has a low range and you may be compromising your positioning if you attempt to root multiple targets with this combo.

Infernum, the Flamethrower + Severum, the Scythe Pistol
Use Infernum’s Q on a large minion wave in order to lifesteal a significant amount of health.



ITEM BUILDS

Starting item:
Doran's Blade
Health Potion
Botlane ADCs need Doran's Blade to help them last hit and to survive the lane. This item will help you scale up and it is the strongest starting item for laners.


STANDARD BUILD
Why? Aphelios likes Crit and AD. Infinity Edge + Essence Reaver gives him huge damage. This build is widely regarded as the standard build to use on Aphelios. My variant when I play this build is I take Transcendence in my runes as well as the Ability Haste shard for 35% to 40% CDR in a game.


DEATH'S DANCE 3RD
Why? Aphelios likes Crit and AD. Infinity Edge + Runaan's Hurricane gives him huge damage. Professional players are building Death's Dance 3rd on ADCs such as Aphelios and Ezreal. I am testing this build on stream since it looks solid for damage and survivability.



TRIPLE ZEAL KITING BUILD
Why? This build seems unconventional but with the patch 10.11 Zeal buffs, the amount of movement speed you get is insane and it allows you to kite really well. You still deal extremely good damage and you can skip Firecannon and build Essence Reaver, but I massively prefer triple zeal against tanky melee comps.


MANAMUNE BUILD
Why? The Manamune build scales very well but it doesn’t give you the strongest start. I’d recommend against playing this in solo queue and only doing it in an organised game where you know you’ll reach 4 items. This build would be stronger if games lasted longer but you typically end the game by the time you finally reach Muramana.



SUPPORT SYNERGIES

Janna
PROPERTIES

+ POKE AND SLOW WITH ZEPHYR
+ STRONG STERIOD AND SHIELD
+ RELIABLE PEEL WITH Q AND R
+ VERY SAFE LANER, SCALES WELL
Janna helps you survive the lane and transition into a mid/late game beast. She typically builds Ardent Censer and her shield Eye of the Storm grants you bonus Attack Damage. She has good peel to prevent enemies from oneshotting or stun locking you. Really good support synergy.

Lulu
PROPERTIES

+ STRONG SLOW WITH GLITTERLANCE
+ STRONG STERIOD AND SHIELD
+ RELIABLE PEEL WITH W AND R
+ TURNS YOU INTO A HYPERCARRY
Lulu functions similarly to Janna except Lulu has more single target burst mitigation compared to Janna at the expense of peel. Polymorph is a powerful ability that can stop an Assassin from using their combo on you, and the high shield value from Lulu's E + the bonus health and knockup from R can keep you alive vs champions like Rengar.

Nami
PROPERTIES

+ GOOD DAMAGE/SLOW WITH E
+ GREAT LANER WITH GOOD DAMAGE
+ HIGH VALUE HEAL + RANGED
+ TEAMFIGHT CHANGING ULTIMATE
Nami has two good spells that can completely incapacitate the enemy team. Her E gives you a slow and bonus damage, and she has many ways to reliably proc Ardent Censer. Her healing and damage is very good and she also provides you with movement speed.

Braum
PROPERTIES

+ GREAT DEFENSIVE CAPABILITIES
+ PASSIVE SYNERGY WITH SEVERUM
+ VERY STRONG CROWD CONTROL
+ CAN BLOCK DEADLY SPELLS FOR YOU
Braum is tanky enough to absorb projectiles or crowd control that could easily kill you. His passive is very easy for you to proc by using your Onslaught ability and he can help lock down enemies with his ultimate so you can wombo combo with your Infernum, the Flamethrower Moonlight Vigil.

Leona
PROPERTIES

+ 3 ABILITIES HAVE CROWD CONTROL
+ VERY HIGH BASE DAMAGE/BURST
+ EXTREMELY TANKY WITH ECLIPSE (W)
+ GIVES YOU KILL PRESSURE IN LANE
Leona does really well with you because you can set up a pick with your Calibrum, the Sniper Rifle and Gravitum, the Gravity Cannon Moonshot + Binding Eclipse combo, allowing Leona to cast Solar Flare and catch out a target. The damage and tankiness she brings along with her constant hard crowd control allows you to pick up easy kills.

Taric
PROPERTIES

+ GOOD HEALTH SUSTAIN + SHIELD
+ HAS AN AOE STUN ON HIS E SPELL
+ BEST DEFENSIVE ULTIMATE EVER
+ SCALES VERY WELL INTO LATEGAME
Taric is the best of both worlds, a good Ardent user who is also a tanky melee support. He typically runs Guardian and he gives you a lot of healing and shielding with his Q and W. His stun, although not the most reliable, is a short cooldown spell with good damage and it's an AOE. His ultimate is the strongest defensive ability in the game considering it's AOE.


Morgana
PROPERTIES

+ BLACK SHIELD BLOCKS CROWD CONTROL
+ 3 SECOND ROOT WITH DARK BINDING
+ ULTIMATE IS AN AOE SLOW + STUN
+ VERY GOOD GANK SETUP FOR JUNGLERS
A good Morgana will typically remove the neccessity of you building a Quicksilver Sash in a lot of games, although a bad Morgana will typically still require you to build one. Morgana's shield blocks magic damage which can be good against mages. Her Q is a 3 second root at rank 5 (level 9) and her ultimate can reliably stun rooted targets. Other supports are more consistent and generally synergise better with Aphelios.


Yuumi
PROPERTIES

+ ATTACK/MOVE SPEED STERIOD ON E
+ AOE CC ULTIMATE CAN CHANGE FIGHTS
+ GRANTS YOU BONUS AD WITH W ANCHOR
+ IS THE BEST LATEGAME ENCHANTER
Yuumi's synergy with Aphelios comes at a massive expense in that she absolutely sucks in lane, and Yuumi + Aphelios typically has no agency in the laning phase. You will struggle against aggressive lanes and against high burst lanes. Later on in the game, Yuumi can help you survive against Assassins due to her passive shield and heal giving you more effective health, but reaching that lategame 2v5 fantasy is rare since games typically end at 25 minutes.



GAMEPLAY

Laning Phase

The race for level 2 is the first part of laning phase. You and your support will hit level 2 at the same time if you're in exp range for 6 melee minion kills and 3 ranged minion kills. Watch your minion healthbars as well as the enemy's. Whoever hits level 2 has the advantage, so if you and your support will still be level 1 before the enemy levels up you should back up and play safe.

You want to do your best to farm up and last hit minions in a safe manner. Understand the matchup you're playing: what synergies does your support have with you? What's the enemy botlane? Does your midlaner or the enemy midlaner have roaming capabilities? Do enemy toplaners have a global ultimate or Teleport? Can the enemy jungle gank from odd angles (Rengar, Fiddlesticks, Zac, Evelynn?)

Once you've understood what can happen in a game, you need to look at creating favourable situations. For example, you're playing as Aphelios and Leona in the botlane against a Lucian and Braum. Before level 6, Lucian and Braum can easily kill you if Braum manages to tag you with his passive, Concussive Blows. Braum can also jump onto Lucian if Leona engages onto him, and then use his E ability Unbreakable to block any of your projectiles. This means that you should probably look to outscale the enemy botlane even though you have Leona who is an aggressive support. Your level 6 all-in is most likely stronger if you have a good gun combo like Severum, the Scythe Pistol and Crescendum, the Chakram together, so look to create favourable situations. Make sure before you go in for a fight or trade that you have sufficient vision! Warding is important.


Optimal Gun Drop Order

When you're new to Aphelios, his guns can seem confusing. Aphelios has his guns in a set order which is intentional by Riot. You start with Calibrum, the Sniper Rifle and Severum, the Scythe Pistol for laning, which are the best guns for you to have starting out. The thing is, the standard drop order does not let you perform the best combos with your guns. So, when you are playing, it is best to keep in mind that when you can (without sacrificing damage or kills) that you should drop your guns in this order.

Start out by making sure to empty the ammo of Severum, the Scythe Pistol. You now have Calibrum, the Sniper Rifle and Gravitum, the Gravity Cannon. This weapon combo allows you to use Moonshot from a long range on an enemy champion so you can then auto attack them with the Calibrum mark, applying Gravitum, the Gravity Cannon's passive slow which you can then use Phase to switch over to apply the Binding Eclipse root. This combo costs 120 mana, and it's easy to miss Moonshot, so use it sparingly!

You want to deplete Calibrum, the Sniper Rifle's ammo next. You should now have Gravitum, the Gravity Cannon and Infernum, the Flamethrower. This weapon combo gives you good waveclear. You can use Duskwave on a minion wave and then switch to Gravitum, the Gravity Cannon to use Binding Eclipse, which can kill ranged minions with the help of a B. F. Sword. Be aware though that this combo will cost you 120 mana, so spamming it will cause you to run out of mana very very quickly! You want to deplete the ammo of gravitum now.

You should now have Infernum, the Flamethrower + Crescendum, the Chakram. This combo allows you to use Duskwave on a large minion wave in order to stack phantom chakrams (up to 20). Once the ammo goes under 10, you can wait to look for an engage on the enemy botlane where you use Duskwave on the minion wave. The next weapon that you'll have once you deplete your Infernum, the Flamethrower will be Severum, the Scythe Pistol. You can use Onslaught to gain even more phantom chakrams. You can then move into range to look to fight the enemy champion! You don't have a long time to get into range though! Phantom chakrams only last for 5 seconds and ONLY refresh on champion hit or if you use Q on minions to generate them, with the exception of Gravitum, the Gravity Cannon which doesn't interact with other guns.

So, now you should have Crescendum, the Chakram and Severum, the Scythe Pistol. This is the odd part. You want to deplete Severum, the Scythe Pistol, NOT Crescendum, the Chakram. The reason for this is it moves the weapon order about, so you'll have Severum, the Scythe Pistol and crescendum together, and once you've used Severum, the Scythe Pistol up you'll have access to Calibrum, the Sniper Rifle. The Sentry from Crescendum, the Chakram Q will place a turret that will APPLY the Calibrum, the Sniper Rifle mark with EVERY attack as long as Calibrum, the Sniper Rifle is one of your two weapons.


Visualised, here is the optimal gun drop order that you should be starting at level 1, and then continuing throughout the game, seen below.

> > > > >


Now your gun order looks like this!


> > > >


THANK YOU FOR READING


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