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Aphelios Build Guide by x3pher

ADC [9.24] 'So many weapons... The deadliest is your faith'

ADC [9.24] 'So many weapons... The deadliest is your faith'

Updated on December 16, 2019
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League of Legends Build Guide Author x3pher Build Guide By x3pher 27 3 66,682 Views 2 Comments
27 3 66,682 Views 2 Comments League of Legends Build Guide Author x3pher Aphelios Build Guide By x3pher Updated on December 16, 2019
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Runes: SKT/FNC (highly recommend)

1 2 3 4 5 6
Presence of Mind
Legend: Bloodline
Coup de Grace

Magical Footwear
Biscuit Delivery

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


1 2 3 4 5
Kill Pressure/Ignite
LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite



Ability Order Passive Path


Attack Damage

Attack Speed


Champion Build Guide

[9.24] 'So many weapons... The deadliest is your faith'

By x3pher
My Opinions/Disclaimer

Disclaimer - Playing this champion is like playing Jenga with toothpicks. To make it easier, simplifying the following, if you don’t intend on playing the champion a lot, I don’t recommend that you play him unless you’re a masochist like me and WANT a headache. There are a lot of concepts to learn for this champion and if you don’t have intentions on AT LEAST playing him a lot/one tricking him he is just not worth to try to learn if you’re looking to climb. Again, that’s only if you’re looking to climb, if you find him fun and play for fun, by all means play him as you please ^_^

Another quick disclaimer, everything that follows is merely opinionated. A quick note on that, I have seen a lot of people argue that 'he's easy after a few games' and 'he's not that hard', and to justify my perspective, they are merely looking at his skill floor and not his ceiling. He isn't the hardest to pick up and play, but he is by far the hardest to master to his fullest extent.

To begin, this champion without a doubt, is one of or the hardest, in the game. The skill required to perform on an above sub optimal level on this champion is way higher than most. Just looking at the front cover, 5 weapon variants, with 5 Q variants, 4 in which combo with your offhand weapon which makes 20 possible combos, and 5 different ultimates. His skill floor isn’t the worst, considering you can just work with whatever weapon you have, though that is going to be the different between an average and advanced player, and this guide is intended to bring you past average. To give scale, there are- give me a second.

There are 5 weapons, each with their own basic attacks, their own Q and their own ultimate. Every single one of these weapons Q abilities have synergies with their offhand, the only exclusion being the Graviton's (grav cannon). Synergies being the affect of the main weapons abilities considering the off hand weapon.
Each of these weapons have different stats and scaling, on each of their abilities. Each attack, basic attack and ability, uses a special counter called 'ammo' on top of mana (excluding your ultimate which doesn’t use ammo and just mana) (basic attacks = 1 ammo, Q ability = 10 ammo).
*breathe in* Not only that, your weapons aren't selectable on command, or at least not in an easy way which is what raises the skill ceiling to the next level. Once one runs out of the base 50 ammo that you are given (that cannot be adjusted -presence of mind doesn’t affect-), it is sent to the back of the queue to 'recharge' whilst you use your other 4 weapons, two in your main hand- off hand- and the last 3 in queue ‘recharging’. Although riot uses the word ‘recharge’, its very misleading because it isn't actually regenerating ammo, it is just waiting for you to get through the other weapons ammo that are ahead in the queue to get selected again, meaning, even if you burn through all your ammo extremely fast and get back to the weapon you just used all the ammo of, it’s still going to respawn with 50 ammo no matter what/no matter how fast.
On top of this, setting up the queue system properly is a whole thing to learn on top of just understanding it. Main and offhand weapons having ‘synergies’ as I call them, more specifically with their Q abilities as I mentioned earlier. It is important to have the right two weapons in your main and off hand at the right time for situations, in which you need to somewhat predict future situations in order to prepare your weapons prior, i.e. having Gravitum (CC weapon) ready for a team fight, where your team lacks CC and already has enough DMG paired with Infernum for the AOE damage in the jungle where the teams are going to be forced into a small space i.e. behind dragon pit, in which its important not to use all of Gravitum’s ammo so that you can keep its synergy with Infernum which lets you kite away or chase easier with the bonus CC gained from Gravitum on Infernums Q.
Yeah, it’s a nightmare.
In the early game this is going to be even MORE difficult because you are going to have longer cooldown times and slower attack speed than in the later stages of the game where burning through your ammo to get to the next weapon is reasonably quick (meaning its less punishing, not knowing what your doing during the late game), which is going to be even more of a pain in this new season because objectives are even more highly contested during the early game, with how essential dragons are now, meaning your practically going to HAVE to learn to queue your weapons accordingly if you are playing him bot or mid (the lanes that are expected to context dragons). And it’s not only the weapon queueing system alone that you have learn, it’s also constantly keeping track of your ammo to make sure you don’t go over, so that you can hold that weapon in your off hand so you can keep a synergy between it and your main hand weapon, or so that you can line up your queue so that LATER you can have the right weapons/synergies at the right time.
It’s an absolute nightmare. I’ve spent more than too long going through each ability set for each scenario, and god, it was painful to say the least. But remembering all the concepts in game and tracking them, is a whole different story, especially whilst you are dealing with your enemy laner who’s going to be playing a champion that doesn’t have a requirement to have a damn calculator on hand to perform above sub optimally. Don’t forget however, that taking all these things into consideration are necessary only if you intend on becoming better than the average player. The average player will just play with whatever gun they have and roll with it, but if you aren’t here to be an average player, and are here to learn and climb, then this is what will differentiate yourself from the average.

If you are still keen on learning the champion, I’ve comprised this guide to the absolute best of my ability to help you. I’ve attempted to simplify the abilities, sets/synergies that you want to be looking to have in certain situations and setup prior, how to set them up prior, the items you want to build in certain team comps/situations, what stats to level, your playstyle (varying), priorities, and practically everything I could think of covering. Mind you, I am not perfect, and thus this guide is not perfect. This isn’t going to be faker telling you exactly how you should be thinking, especially with the short amount of time that the champion has been out, but I do intend on frequently updating this guide, so stay in touch. Whatever I find out/learn, I will keep updated in this guide.
Quick Updates/Patches
Conqueror took a huge nerf to ranged champions, reducing the healing down to half of what it was. Although this is a very big nerf the pro players are still using it because of how fast severum stacks it, and the value of the adaptive damage. I still recommend that you stick to conqueror but consider holding severum and crescendum ready for every fight.

Pros are starting to adapt similar builds now, i will be adapting the rune and item choices above asap (already fixed)
Abilities IN DEPTH (stats)

The Hitman and the Seer

INNATE - WEAPONS OF THE FAITHFUL: 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.

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

MOONLIGHT: Weapons spawns with 50 Moonlight for ammunition, which is consumed on basic attacks or 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.

WEAPON MASTER: Aphelios cannot improve his abilities with skill points. He starts the game with Phase Phase and gains access to Q abilities at level 2. He gains access to Moonlight Vigil Moonlight Vigil at level 6, which improves automatically at levels 11 and 16. Instead, Aphelios may spend his skill points to gain bonus attack damage, bonus attack speed or bonus armor penetration.

4 / 8 / 12 / 16 / 20 / 24
6 / 12 / 18 / 24 / 30 / 36%
3 / 6 / 9 / 12 / 15 / 18%

The level up for the bonus attack damage, attack speed, and armor penetration have hotkeys Q, W, E, respectively.
Assigning points follows the same rules as conventional point expenditure - i.e. an individual stat cannot be assigned a skill point if it already exceeds half your champion level (rounded up). For example, at level 3 the most you can have in an individual stat is 2.
An ammunition counter will appear to the right side of the screen at 10 or less Moonlight.
Abilities can still be used with less than the required amount of Moonlight, consuming all remaining Moonlight in the process.
Runaans Hurricane item Runaan's Hurricane does not consume additional Moonlight for his basic attacks.



INNATE: Aphelios gains Range icon 100 bonus range while Calibrum is his main weapon.

PRECISION: Calibrum and Moonshot Moonshot mark enemies for 4.5 seconds, Sight icon revealing them for the duration. Aphelios's next basic attack against a marked target uses the current off-hand weapon and gains Range icon global range.

This attack will consume all marks, dealing 20 / 25 / 30 / 35 / 40 (based on level) (+ 40% bonus AD) Attack damage bonus physical damage per mark to the initial target. If Calibrum is the current off-hand weapon, the empowered attack uses the main weapon instead.

Moonshot TARGET RANGE: XCOST: 10 MOONLIGHT + 60 MANACOOLDOWN: 9 / 8.25 / 7.5 / 6.75 / 6 (BASED ON LEVEL)

Calibrum CALIBRUM - ACTIVE: Aphelios fires a bolt of energy in a line, dealing 60 / 85 / 110 / 135 / 160 (based on level) (+ 60% bonus AD) (+ 100% AP) physical damage to the first enemy hit.


Severum, the Scythe Pistol COST: 1 MOONLIGHT PER ATTACK

INNATE: Basic attacks with Severum don't use Projectile projectiles.

RESURGENT: Severum's attacks Heal power heal him for 8% − 25% (based on level) of damage dealt.

Healing from Severum in excess of Aphelios' maximum health is converted into a Hybrid resistances icon shield for an amount of up to 10 − 140 (based on level) (+ 6% maximum health), lasting for up to 30 seconds.


Severum SEVERUM - ACTIVE: For 1.75 seconds, Aphelios gains 20% (+ 10% per 100 AP) Movement speed icon bonus movement speed and autonomously performs up to 6 − ∞ (based on bonus attack speed) basic attacks over the duration the nearest enemy, prioritizing enemy Champion icon champions.

Attacks alternate between Severum Severum and his current off-hand weapon, each dealing 60 / 85 / 110 / 135 / 160 (based on level) (+ 90 per 100% bonus attack speed) physical damage, 50% on-hit damage and can Critical strike icon critically strike. This will consume Moonlight from Severum.


Gravitum, the Cannon COST: 1 MOONLIGHT PER ATTACK

INNATE - BINDING: Gravitum applies a decaying 30% Slow icon slow for 3.5 seconds.

Binding Eclipse EFFECT RADIUS: GLOBALCOST: 10 MOONLIGHT + 60 MANACOOLDOWN: 12 / 11.5 / 11 / 10.5 / 10 (BASED ON LEVEL)
Binding Eclipse
Gravitum GRAVITUM - ACTIVE: Aphelios deals 50 / 65 / 80 / 95 / 110 (based on level) (+ 35% bonus AD) (+ 70% AP) Magic damage magic damage and Root icon roots all enemies affected by Gravitum Gravitum's Slow icon slow for 1 second.


Infernum, the Flamethrower COST: 1 MOONLIGHT PER ATTACK

INNATE - INCENDIARY: Infernum deals 110% AD physical damage to the target and spray four firebolts in a cone behind them, each dealing 75 / 100% (based on level) AD physical damage to enemies hit, reduced to 34 / 45% (based on level) AD physical damage against Minion icon minions.

Critical strike icon Critical strikes spray eight firebolts over a X% wider cone but do not deal bonus damage.


Infernum INFERNUM - ACTIVE: Aphelios unleashes a wave of energy in a cone, dealing 25 / 35 / 45 / 55 / 65 (based on level) (+ 80% bonus AD) (+ 70% AP) physical damage to all enemies hit 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.


Crescendum, the Chakram SPEED: 600 (+ 75 PER 10% BONUS ATTACK SPEED)COST: 1 MOONLIGHT PER ATTACK

INNATE: Basic attacks with Crescendum hurl the blade at the target, which lingers for 0.25 seconds before homing back to Aphelios. He is Disarm icon disarmed until he retrieves Crescendum, but the attack timer is reset once caught.

Crescendum 2
ARCING: Abilities using Crescendum will use spectral Chakrams that will home back to Aphelios. He holds the Chakrams for 5 seconds, refreshing upon attacking Champion icon champions and epic Monster icon monsters.

Aphelios' next basic attack will deal 30% AD bonus physical damage for each Chakram, reduced for Chakrams beyond the first down to 5% AD. This can Critical strike icon critically strike.


Crescendum CRESCENDUM - ACTIVE: 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 3 health, enemies can attack the sentry with basic attacks, dealing 1 damage per hit.

The sentry autonomously attacks the nearest enemy in range with Aphelios' current off-hand weapon, dealing 25 / 40 / 55 / 70 / 85 (based on level) (+ 50% bonus AD) (+ 50% AP) physical damage. The sentry can Critical strike icon critically strike and benefits from Aphelios' Attack speed icon attack speed and Critical strike chance icon critical strike chance.


ACTIVE: Aphelios switches between his main weapon and off-hand weapon.

Weapon Queue
The icon of this ability reflects the next weapon that is in reserve.

ACTIVE: Alune verbally notifies which weapon she will create next.


Moonlight Vigil COST: 100 MANACOOLDOWN: 120 / 110 / 100 (BASED ON LEVEL)

ACTIVE: Aphelios casts forth a lunar spotlight that stops upon colliding with an enemy, dealing 125 / 175 / 225 (based on level) (+ 20% bonus AD) (+ 100% AP) physical damage to surrounding enemies and locking-on to each of them. Aphelios can move while casting, but cannot attack nor cast his other abilities.

After a delay, basic attacks will begin raining from the sky based on his current main weapon, one upon each enemy locked-on by Moonlight Vigil. These attacks can Critical strike icon critically strike for 75% damage. There is no range limit for locked-on targets.

Calibrum CALIBRUM: Marked target takes 20 / 45 / 70 (based on level) bonus physical damage per mark.
Severum SEVERUM: Aphelios Heal power heals for 200 / 300 / 400 (based on level) health.
Gravitum GRAVITUM: Enemies are Slow icon slowed by 99% for the same duration.
Infernum INFERNUM: Attacks Tiamat item splash in a circle instead of a cone, dealing 50 / 100 / 150 (based on level) (+ 40% bonus AD) physical damage instead. Enemies will take damage from overlapping areas.
Crescendum CRESCENDUM: A minimum of 3 spectral chakrams manifest from enemies hit that return to Aphelios, regardless of how many enemies were hit.

Aphelios can resume attacking and using other abilities once the casting time finishes, and the basic attack from Moonlight Vigil Moonlight Vigil does not require him to be able to perform the attack or interrupt his other actions.
The basic attacks from Moonlight Vigil Moonlight Vigil critically strike independently from each other. Targets further away from the center of the blast are hit after a slightly longer delay.
With Infernum Infernum, 14 fire bolts splash from each target hit. For critical strikes, 18 fire bolts are launched instead. This does not occur if the initial damage of Moonlight Vigil Moonlight Vigil kills the target.
With Crescendum Crescendum, 1 spectral chakram is gained for every target hit by the blast, meaning it is possible to gain up to 8 spectral chakrams with one use of Moonlight Vigil Moonlight Vigil if it hits 5 enemy champions.
Weapon Synergies
Not complete
not complete
Team Fighting
not complete
not complete
Mid game/late game
not complete
not complete
not complete
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