Aurelion Sol Build Guide by Vicksay
[10.16] Vicksy's UPDATED Reworked Master Aurelion Sol GuideBy Vicksay | Updated on August 5, 2020
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Runes: Burst set up
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Why play Aurelion Sol?
My peak Aurelion Sol win-rate on my high Diamond/Master's account, Vicksy in Season 6. I started playing Sol in high Diamond
Aurelion Sol was my favourite champion at one point, and I spammed him endlessly on release. I love his unique play style that no other champion can mirror, and playing this champion alone revitalized my love for League. I decided to pick him up after being inspired by Sweaty ASol and just first timed him in high Diamond and continued to spam him. He can carry game solo with his insane pushing power and constant gank pressure. He is however easily counter-picked and he loses quite hard when people get within his stars. This guide will show you step by step how to maximize your Space Dragon game play and climb the ranks!
After his rework, he has become a lot more viable and fun to play in my opinion, I feel like I have fallen in love with him all over again. All of the changes he received were to push him into a healthier play style while also keeping the integrity of the champion, having his damage come from his stars. I hope you guys will give him a try with the new changes!
9.17 patch notes
Passive - Center of the Universe
Base damage lowered from 20/23/26/29/32/35/40/45/50/55/60/70/80/90/100/110/120/130 to 16/18/20/22/24/27/30/35/40/45/50/60/70/80/90/100/110/120
AP ratio changed from 0.18-0.35 (levels 1-8) to 0.25 AP
Ability-inhibiting crowd control no longer cancels Center of the Universe
Q - Starsurge
Cooldown changed from 10 seconds to 11/10/9/8/7
Movement speed while casting increased from 10% to 20%
The star will now keep up with Aurelion Sol if he is faster than the star
W - Celestial Expansion
When activated, Aurelion Sol's stars push out to the outer limit with increased damage and rotating at a high, but decaying speed. After 3 seconds or upon reactivating the ability, the stars will retract and grant Aurelion Sol 40% movement speed, decaying over 1.5 seconds
Cooldown changed from 6/5.5/5/4.5/4 seconds ⇒ 8/6.5/5/3.5/2 seconds
Mana cost changing from 40 mana on cast + 22/24/26/28/30 mana per second it's activated ⇒ 70/80/90/100/110 mana on cast
E - Comet of Legend
[REMOVED passive] - Aurelion Sol no longer gains bonus movement speed when moving in the same direction for a period of time
Range increased from 3000/4000/5000/6000/7000 ⇒ 5500/6000/6500/7000/7500
Cooldown increased 60/55/50/45/40 seconds ⇒ 80/75/70/65/60 seconds
Speed increased from 600 ⇒ 600/650/700/750/800
My thoughts on the rework
Truth be told, I stopped playing Aurelion Sol for a while - I started disliking him and strayed away from him, each time I tried to pick him up again I disliked his play-style more and more. The problems with Aurelion Sol [in my eyes] were that he had to be purposely kept down a notch compared to other mids because of how oppressive it is going AFK in a lane then roaming down bot repeatedly, with no punishment for failed ganks or bad bases because of his Comet of Legend movement speed. It was a very stale linear playstyle. I've been wanting a rework/mini-rework on ASol for a long time because of his kit pigeonholing him.
Q cooldown lowered post level 3 and movement speed increased from 10% to 20%, more MS is always nice. I don't like the missle speed change however, because of removing his E base movement speed it's harder to get a huge star down mid lane because the star catches up to you too fast with homeguards, which forces you to use E a lot earlier to carry it, which in turn makes your Starsurge burst earlier because obviously your Starsurge still is faster than ASol. You can reach enemy tier 2 MAX now with level 5 Comet of Legend Maybe intended change?
His Celestial Expansion is no longer a toggle in exchange for his stars rotating at a high, decaying speed. The long cooldown early game is so he can't perma push early to get an edge with a first base, but the cooldown goes down to 2 seconds when maxed. With a few levels and an item you can clear a wave /faster/ than before, but you sacrifice pressure vs champions because of the cooldown and can be punished a lot easier. His mana costs feel overall lower than before, his damage overall higher, and his stars also can't be interrupted by CC anymore.. perfect!
Regarding Comet of Legend, while I miss the speedy dragon, it had to be removed as it wasn't tied to a cooldown. With the movement speed gone, now they made it so that E is longer range earlier now which allows you to gank from further away, but at the cost of the CD being increased by 20 seconds at level 1, because of this you can't just run it down botlane and still get back to mid to catch your wave even if you failed your ganks, you have to think a lot more about ganking and that's always a +1 from me.
TL;DR - this is probably the best iteration of Sol after removing his oppressiveness, was well thought out to still keep his kit generally the same. 10/10 from me! Hope you guys enjoy him!
Aurelion Sol. It covers his weak spots by disabling divers and assassins, and also allows you to be very aggressive vs. champions you wouldn't usually without it as it makes you a lot safer. This is also a great summoner spell for slowing someone and guaranteeing a free hit with your Starsurge. It basically makes a champion extremely weak for 1.5 seconds, and in that time you can get in a good spot with your stars and combo your Starsurge and Voice of Light for free kills. This is also the better summoner spell for if you're new to Aurelion Sol because it makes his abilities a lot easier to hit and makes his play-style a bit more forgiving.
Elise. Rammus and Sejuani, mid laners such as Twisted Fate and Veigar, supports like Morgana or Braum, tanks such as Shen or Maokai, or marksmen such as Varus or Ashe. Keep in mind you do not have to take Cleanse versus only one champion that has CC, but if it's the enemy jungler or mid laner that has it along with it being unavoidable or easy to land, I highly recommend getting used to Cleanse and taking it. I highly prefer Ignite over this unless it's absolutely necessary. Even vs. heavy CC, you can opt for Legend: Tenacity and mercury tread's over Cleanse for 60% tenacity.
Aurelion Sol. Even though Ghost definitely feels really nice, especially on a champion that depends on movement speed so much, I think this summoner spell is a noob trap after its nerfs a long time ago. It was really good before because it gave you instant movement speed, but now that it takes a few seconds to scale it's pretty bad on most champions, unless you're a champion that has a lot of DPS, which Aurelion Sol definitely has, it just feels pretty as you're always a "combat" summoner down. You may get away with taking this vs. someone that takes Teleport but I h onestly don't like it too much. I loved this summoner spell when it w as great but now it definitely feels awful.
Comet of Legend to roam. Pass!
Aurelion Sol needs nor wants a purely defensive summoner spell. Your job is to be aggressive and constantly roam to snowball as your early game is amazing, and this doesn't really help you. Heal and Barrier are better for those control mages that want to farm and gain items, with this champion you want to end the game as early as possible. If you really need a defensive option Exhaust is your go to.
Domination (Main tree)
Cheap Shot will be your next choice. Just the next obvious option on the tree, he has a lot of CC in the form of Starsurge and Voice of Light, and even more so once you purchase a Rylai's Crystal Scepter. You can also run Taste of Blood if you want some more beef to early laning.
Eyeball Collection will be your next choice here. With your high solo kill pressure now, you can easily stack this, and you also have easy stacks waiting for you on bot lane! Just a straight forward rune here.
Relentless Hunter gives you the old feeling of Comet of Legend movement speed, allowing you to walk to lane and to fights a lot easier!
Coup de Grace is just the straight forward damage rune as well on this tree, there's nothing else that interests you other than Legend: Tenacity, which is great combined with Mercury's Treads vs. a high CC team.
You always want to be maxing Celestial Expansion > Starsurge > Comet of Legend, and leveling those at levels 1-3 in the same order too.
You max Celestial Expansion as it's Aurelion Sol's bread and butter tool, his main DPS and waveclear tool.
Max Starsurge second because it's his second damage spell and also has CC.
Max Comet of Legend last because of no damage and it's just a utility spell, and a one point wonder.
Center of the Universe is Aurelion Sol's passive, which is pretty central to his kit. It gives him 3 orbiting stars around him that deal magic damage and apply spell effects to everything they hit.
His stars orbit constantly, and only disappear when Aurelion Sol dies. This passive also makes you very bad at hide and seek, because if you're standing in a bush, your stars will continue to rotate and not hide, meaning people can find where you are if they have no vision on the bush that you're in.
Another part of Aurelion Sol's passive is his Outer Limit. This is pretty much an invisible circle around you that effects most of his abilities - it's quite important to remember this invisible circle. Your Outer Limit is the same circle when his W, Celestial Expansion, is turned on. You can also check it by hovering over Celestial Expansion.
Aurelion Sol's Outer Limit
Starsurge is Aurelion Sol's main CC ability. He fires the core of a newborn star in the target direction, which continues to expand as long as it remains within his Outer Limit. While the star is still airborne, Aurelion Sol also gains 20% bonus movement speed. Once the star travels beyond the Outer Limit, or upon reactivating Starsurge, the star detonates, dealing magic damage to all enemies caught in the area and stunning them.
One thing to note that after the 9.2 buffs to Starsurge, you can stun some almost directly on top of you, as the reactivation time has been set to 0.25 seconds. Champions getting within Aurelion Sol's stars was one of his biggest weaknesses, and this definitely helps him out a lot. You can also do a cool Flash trick when in times of danger. Remember when I said Starsurge bursts when it reaches Sol's Outer Limit? You can cast Starsurge in one direction and Flash in the opposite direction, making your star instantly detonate for a quick and easy stun.
If Aurelion Sol is faster than the star, the star now speeds up to keep up with him!
Celestial Expansion is Aurelion Sol's bread and butter ability. Celestial Expansion pushes his passive stars to his Outer Limit, making them rotate at a high, but decaying speed, and increasing their damage by 50%. After 3 seconds or if you reactivate the ability early, the stars will retract and grant Aurelion Sol 40% movement speed, decaying over 1.5 seconds.
This ability is what makes Aurelion Sol so hard to play - you have to be constantly moving and changing your direction to make your stars land. Don't forget that stars rotate counter-clockwise, once you invest more and more games into Aurelion Sol you can position yourself in a way to make your stars hit more.
Comet of Legend is a great roaming tool. When activated, Aurelion Sol pulls in his stars and takes flight in the chosen direction, gaining sight over walls and beyond (not inside) bushes. He can also be seen regardless even if walls or bushes block his vision. The active is a long cooldown at a whopping 80 seconds so you have to make sure you don't just randomly throw this ability out while ganking - sometimes you can get away with just walking down river, you have to keep a note on how the enemies react to know if they have vision on you to use this skill correctly.
Voice of Light is Aurelion Sol's ultimate, and personally one of my favourites. Aurelion Sol exhales a wave of starfire in a line, dealing magic damage to all enemies hit, slowing for 2 seconds and knocking them back to the Outer Limit.
This is a great ultimate and fits nicely with the rest of your kit, so much more opens up to Aurelion Sol once he has this available. One of Aurelion Sol's biggest problem is people getting within his stars, and this helps greatly. You should be combining this always with Starsurge, first using Starsurge in the same direction you want to ult, then immediately ult. This combo allows you to keep people locked down for like 3 seconds which is amazingly strong. This is also a really good ultimate for sniping off low targets as it's range is so high, and it is also AMAZING to start fights with. Notice someone alone? Just immediately ult them and apply a strong slow on them so you and your team can catch up, if someone without mobility does this without Flash they are almost always dead.
The Dark Seal
Dark Seal is an amazing item to purchase when you have 350 gold spare. It is already 102% gold efficient without it's passive, the +25% healing from potions, and with no stacks which is great. Getting a few stacks early on this really helps you snowball the game in your favour with the bonus chunk of AP!
Control Wards win games - I cannot stress enough how important it is to make sure you get these on the map early, they stay placed indefinitely, and if you're strong enough to protect them you can an insane amount of vision the entire game through it. Every time you have 75 gold on a base pick one of these up and place it around mid, in conjunction with your Warding Totem you can get a serious amount of vision around mid, which allows you to push out waves indefinitely and also put insane amounts of pressure on the map.
Rod of Ages
Rod of Ages is one item that you should be building every single game after Hextech GLP-800 has been changed. It's the only item now that grants HP, mana and AP, everything that Aurelion Sol needs, unfortunately less damage without GLP active. Aurelion Sol does not rely on cooldown reduction like other mages, as once Celestial Expansion is maxed it has a very low cooldown.
Mercury's Treads will be your main choice of boot for most games. Since Aurelion Sol relies SOLely on his positioning to output damage, he gets hindered greatly by slows or any hard CC, which Mercury's Treads help against. Also most of the time you're vs. an AP mid laner so this gives you a lot more tankiness combined with Rod of Ages and Nullifying Orb.
Morellonomicon is a really good purchase on Aurelion Sol. It's a great second item in the game because it has great synergy with him, giving him more base HP to survive in fights more and it also gives him Magic Penetration, which is really good because he has high base damage on his Celestial Expansion. This is also a great purchase if the enemy team has a lot of innate healing effects, because of the Grievous Wounds passive - so if you are laning vs. heal-heavy champions such as Vladimir or Swain you can't go wrong with this item. If you ever need Morellonomicon in a game because of the enemies having a lot of healing it's highly recommended to get this as early as possible after your Rod of Ages so you can shut down their healing faster and also flat magic penetration is a lot more useful the earlier it is in the game.
Rylai's Crystal Scepter
Rylai's Crystal Scepter and Aurelion Sol come hand in hand most of the time, as he was one of the only champions that continued to build this after it's terrible nerfs because of the synergy he has with this item. It has been buffed recently, and gives a WHOPPING 90 AP now, combined with 300 health to make him tankier to stay alive and continue outputting damage, AND also gives him a slow on every single star boop, allowing him to stick to enemies a lot easier. What's not to love?
Liandry's Torment is a nice pick-up on Aurelion Sol if you are playing vs. a team that has a lot of tanky members because of it's nice % health damage. Because Aurelion Sol loves Rylai's Crystal Scepter, your DPS increases further because of the unique passive of this item, increasing it's max health DPS from 3% to 6% on movement impaired targets. You should build this item after you have bought Rylai's Crystal Scepter most of the time and not before.
Void Staff should be built every single game for Aurelion Sol because he relies on getting out as high DPS as possible. You should start building this when you see the enemies building some magic resist, roughly around 3rd item and onwards, as most of the time you will be hitting the frontline because Aurelion Sol can't dive for the squishies in the backline, so even if the ADC or the mid doesn't have magic resist it'll be hard for you to abuse that if there is a 300 MR tank sitting in front of them.
Zhonya's Hourglass is a great defensive item on Aurelion Sol. You don't necessarily have to build this vs. only AD threats, it is a great counter to many AP mid laners because dodging damage is a lot better than just soaking slightly less damage. It completely negates abilities such as Syndra's Unleashed Power, Veigar's Primordial Burst and even Karthus' Requiem. I don't recommend getting this before Rod of Ages ever but it's a decent choice if you need it to survive (vs. Zed, Vi and others) as Aurelion Sol does get quite close to people while dealing damage, and you can bait people with this active. It's also a great choice later on in the game, as you already dish out tons of damage with a 4+ item build, and you just need something to keep you alive - a Zhonya's Hourglass can never go wrong. Another cool trick with Aurelion Sol is your Celestial Expansion will still be toggled on if you use Zhonya's Hourglass' active, making it so that your stars cannot be interrupted. One thing to note is Celestial Expansion still drains mana while you're in stasis, so your stars will stop if you run out of mana.
Banshee's Veil is another great defensive item. Pick this up if you're afraid of an AP mid bursting you down constantly (like Fizz or LeBlanc), not only does this item have magic resistance but it has a spellshield that blocks a single ability, which is great as Aurelion Sol because CC disables your stars, and this might soak an important CC and keep your stars going for longer. It helps to disrupt champions that need to hit all of their spells to correctly kill someone. It's also REALLY good vs. champions that really rely on hitting their crowd control straight up even if they aren't in your lane, such as Sejuani, Elise, Blitzcrank, Lux and more!
Rabadon's Deathcap is the big boy purchase! You should only build this if you are EXTREMELY fed and the enemy team has a lot of squishy champions that won't stack magic resist too much. The reason this item is core for a lot of standard mages and not so much for Aurelion Sol is because he needs health and resistances, most items he buys add to his defensive stats in one way or another because of how close range he has to get to deal damage.
Boots of Swiftness
Boots of Swiftness is a very common boot choice for Aurelion Sol and was the recommended boot of choice for a long time. This boot is still good if you're vs. a lot of champions that slow or have barely little CC to make use of the higher movement speed, but most of the time the raw defensive stats from other boots are better.
Ninja Tabi are a good option if you are vs. an enemy team that has champions that only deal physical damage and if they are champions that rely a lot on auto attacks, such as Yasuo, Irelia and most marksmen. It should only be bought if you can make use of the auto-attack defensive passive because the armor alone isn't worth it anymore.
Sorcerer's Shoes is a unique option that you won't see much on Aurelion Sol, but it is great in some scenarios where you are building Morellonomicon or even just the Oblivion Orb for the penetration and you are the only source of magic damage for your team, so you can threaten the enemy team early on in the game by practically doing true damage to them with your stars. This is the riskiest option by far though because Aurelion Sol needs to be tankier to help him deal damage because he is a mage that needs to get close to deal damage so you can be blown up a lot easier. I would recommend these if you have played quite a bit of Aurelion Sol and are quite good at positioning with him.
You first want to learn how to waveclear as Aurelion Sol. You have to position yourself slightly off the side of the minions to allow your Celestial Expansion to hit the creep wave. Sometimes you can't hit all 6 because of how minions position but you should be able to easily hit at least 5.
Even though Aurelion Sol has a great early game, you have to note that he is extremely susceptible to ganks if you do not have proper warding. Because you have to stand to the side of minions to waveclear, this gives junglers many opportunities to gank you from the side bush you're closest to, or they can easily just hide over one of the mid lane walls and wait for you to walk up. You have to make sure every time you push you have sufficient ward coverage in these spots, and as written earlier in the guide, Control Wards will win you games - place one of these in a bush on the side of mid lane and always hug that side when wave-clearing so you're safe. I prefer to put the Control Ward in the bush that's closest to bot lane because of how devastating your ganks are, and it's hard for enemies to clear it because you push so hard. Don't forget about your Warding Totem to cover blind spots of vision that you'll need to make roaming a lot easier.
Aurelion Sol cannot really harass people under their tower (unless they're melee) or threaten to take their tower very easily, so the best thing for you to do when your minions are under the enemy mid laner's tower is to look for roams with Comet of Legend - even if you don't get a kill from doing this, blowing summoners is great because you can constantly repeat gank. The amount of pressure you put on bot lane and mid lane is absurd, even just mentally tilting the enemy is good enough!
Playing Aurelion Sol in teamfights is a lot different than other mages, you want to be using yourself as a "barrier" and a zoning tool between the enemies and your squishier members like your AD carry. You want to be positioning in a way where you're not frontlining for your entire team, but you're standing in a confident way infront of your squishier team mates, showing the enemy team that they have to go through you first before they can harm your backliners. Funnily enough Aurelion Sol's kit is actually not that bad for peeling, a constant Rylai's Crystal Scepter slow on your stars combined with the slow/knockback of Voice of Light combined with the stun of Starsurge you're actually pretty decent at peeling - the Starsurge > Voice of Light combo being really good for locking people up for about 3 seconds.
If you'd like to see my Aurelion Sol gameplay and more, you can follow my Twitch channel - I play him frequently, and if I'm not just ask in chat! I stream every single day from 6-7 PM until midnight to 1 AM GMT.
I also have a highly rated Zoe guide and a highly rated Ahri guide if you would like to check those out!