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+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
The biggest weakness for Draven is crowd control (especially stuns, snares, knock-ups). Draven is one of the best snowballing champions in the game thanks to his Passive and Spinning Axe(Q). If you can’t win the 2v2, ask your Jungler to come and reset his Adoration (Passive) stacks by killing him. Draven can out trade most champions in the early game. You shouldn’t look to fight him unless he drops an Axe(Q).
Extended trades work in the Kalista’s favour. Try to keep trades short and sweet so she cannot deal tons of damage with her Rend(E). Kalista is a very strong early game champion. Try to harass and poke her down so she is unable to play aggressive and snowball. Post level 6, be careful about focusing the enemy Support in a trade as Kalista can save them with her Ultimate Fate's Call(R). Keep this in mind and try to focus the Kalista instead.
Whenever Samira has max Style points, she will be able to use her Ultimate Inferno Trigger(R). Avoid trading with her when she has max points. At level 6, Samira’s kill pressure increases as long as she has max Style points. Take care as she may look for an all-in when she is at point “A”. Samira is at her weakest when she is out of mana or out of Style points. Looking to fight when she has very little of either of them will increase your chances of killing her.
Take note of the in-game audio- you can hear when Caitlyn places her Yordle Trap(W). If you can’t see where W has been placed, it’s probably behind your tower. Stay away from your tower when you’re being pushed in. Try and stay at max range away from Caitlyn at all times. This is especially true when Caitlyn has her empowered auto-attack ready to fire. If she is holding her empowered auto, wait for her to use it before moving forward. Caitlyn will be looking to push and take your tower early. Don’t let her poke you down by sacrificing CS for health and XP. When she is overextended, request assistance from your mid laner or Jungler to help you shut her down.
Post 6, avoid overextending when you’re defenceless. Varus’ Ultimate Chain of Corruption(R) can be used to catch you out of position and start a fight. Play safer whenever his Ultimate is up. Avoid standing inside the minion wave. This will allow Varus to poke and push the wave at the same time. Standing outside of the minion wave will force him to choose between shoving and poking with his Piercing Arrow(Q). Varus will try his hardest to poke you out of lane. Try your hardest of dodge as much damage and abilities as possible.
Avoid pushing the wave as much as you can as Yasuo has an incredibly strong all-in and can take you down if you’re pushing. Try to keep the wave closer to your side of the map in the laning phase so he is unable to chase you down and kill you. Be cautious around the minion wave as Yasuo will often use his Sweeping Blade(E) to dash through the minion wave to get on to you. Stand outside and away from the minion wave at all times. Try to space accordingly to Yasuo and his Support. If the Support has CC, try to play as far back as possible. This will make it hard for them to get on to you. Post 6, make sure you’re always in a safe position so they cannot all-in you.
Her Explosive Charge(E) and Rapid Fire(Q) makes taking down turrets a piece of cake. Avoid letting her get free shots on your turret since the tower platings will give her a gold advantage over you. Avoid extended trades with Tristana whenever her Explosive Charge(E) is on you. The more auto attacks she hits you with, the more damage you will take. Tristana will often use her Rocket Jump(W) aggressively. If you’re strong and have good all-in, you could try to trade back with her and use her mispositioning to kill her. Take a quick glance at the minimap to see if her Jungler is nearby before committing to the fight though.
Watch out for Lucian’s Piercing Light(Q) as he will try to line it up so it hits the minion wave and you at the same time. Lucian is very strong in the early game and will look to abuse his strengths to get a lead. Avoid dying to him so he doesn’t get ahead. Wait for Lucian to use his Relentless Pursuit(E) before initiating a fight or trying to land CC. Whenever his E is down, he is much weaker and will find it harder for him to defend himself.
Keep a constant eye on her Feathers and avoid standing in front of them. This will reduce her ability to burst you down and trade with her Bladecaller(E). Xayah is rather weak in the early game. Try to abuse her as much as possible to get an early advantage. With low range, she can easily be poked down and harassed. Avoid committing for extended trades with Xayah unless you have an advantage. Thanks to her E and Deadly Plumage(W), she wins extended trades.
Look to strike right after Jhin uses his 4th shot as he will not be able to retaliate with autos until he reloads. Try to push the wave in as Jhin has a harder time farming under Turret. However, make sure your Support is someone who can play at the enemies Tower. Do not push if your Support needs to engage. When paired with an aggressive Support who has CC, beware of Jhin’s Deadly Flourish(W), which he will tend to use after the Support has engaged to layer CC.
Do not 1v1 Kai’Sa if you’re alone as her Icathian Rain(Q) will focus you. Fighting near minions will be helpful as they will block some of her damage. Extended trades work in the favour of Kai’Sa thanks to her Passive. Try and keep trades short so she is unable to activate her Passive on you. When recalling, especially when low, make sure you keep an eye on your champion as Kai’Sa may try to finish you off with her Void Seeker(W). Do not shop until you’ve successfully recalled to ensure maximum safety.
After recalling, Twitch can enter the lane in stealth with his Ambush(Q). Avoid pushing up too far when you know Twitch has just backed as he may pop up and go for favourable trade. Twitch benefits from extended trades. Try to go for short bursty trades over long ones with him when possible. If Twitch has pushed the wave and left lane, he is either trying to bait you forward and go for a trade, or he has gone to the mid lane with his Support. Have consistent vision around your lane so you know what he’s doing and where he’s going.
Miss Fortune is not very strong in the early game but she does have a lot of poke damage with her Double Up(Q). Watch your positioning and avoid standing behind minions when possible. Post 6, stand in the middle of the lane at all times to make it easier for you to get out of her Ultimate Bullet Time(R) when she channels it. If you stand near a wall, it will be harder for you to escape the damage. When paired with a hard engage Support, do not stand too far forward as the enemy Support may engage and set up Miss Fortune for a good Ultimate. If you have a dodge, don’t use it when her Ultimate is up.
Keep the wave closer to your side of the map early. It will protect you from her all-ins. Respect her level 6 power spike. She can quickly kill you when she gets the level up. It’s also important to remember that she will hit level 6 before you.
Stand away from the minion wave when possible. This will make it harder for her to poke and harass you with both her Boomerang Blade(Q) and Ricochet(W). Post level 6, avoid overextending when low as Sivir’s Ultimate On The Hunt(R) can be used aggressively to catch you out while you’re overextended.
Once Ashe has her Ultimate Enchanted Crystal Arrow(R), do not overextend as she can easily set up her Jungler with it. Keep the lane warded at all times as that is the only time when it will be safe for you to overextend post 6. Ashe doesn’t have any escape abilities or built-in sustain. Use this to your advantage by poking her down frequently and then looking for the all-in when she is low. To prevent Ashe from getting extra damage down on you in the early game, stand behind the minion wave at all times so they block her Volley(W) damage for you.
Kog’Maw is rather squishy in the early game. Try to abuse his weakness and look for fights to set him behind. Post-6, Kog’Maw will deal lots of damage in a trade thanks to his Bio-Arcane Barrage(W) and his Ultimate Living Artillery(R). Try to bait out his Bio-Arcane Barrage(W) before committing to the all-in. Forcing Kog’Maw to overextend for farm is a good way of winning the matchup. As he will be overextended, this will allow your Jungler to gank your lane. This will also force him to use his Ultimate Living Artillery(R) or Bio-Arcane Barrage(W) to farm with- which you can capitalise on.
Ensure that you’re always stood behind a minion at all times to make it harder for him to land his Mystic Shot(Q) and poke you down. The best time to go for trades and land skill shots on Ezreal is when his Arcane Shift(E) is on cooldown. If he ever uses it aggressively, try to abuse the cooldown and look for an aggressive play while he’s defenceless. If Ezreal uses his Ultimate Trueshot Barrage(R) to snipe someone on the map, ping your team as it moves across Summoners Rift. This will allow them to dodge the incoming ability. While this ability is on cooldown, you could look to play aggressive and try to fight him.
Jinx will use the extra range from her Q to poke you down and push the lane. Make sure you’re outside of the minion wave so she is unable to deal splash damage to you or the minion wave. As a carry, Jinx is very dependent on others to assist her in snowballing. Try your best to take advantage of Jinx when she is in the lane alone. Jinx is rather defenceless outside of her Flash when her E is down. If she uses her E, try and exploit her weakness and use the long cooldown to go for another skirmish.
Try to keep the minion wave closer to your side of the map early. She will not be able to use her Spark Surge(E) very much if she is pushed up. Post 6, beware of her strong burst and all-in potential with her Ultimate Lightning Crash(R). Try and stay far back from her if you’re low. Her is blocked by minions and so is her Ultrashock(W). Always stand inside or around the minion wave to make it hard for her to harass you.
If Vayne ever uses her Tumble(Q), use the cooldown to play aggressive and try to kill her. She is rather vulnerable when her Q is down. Avoid extended trades with Vayne as her Silver Bolts(W) will deal extra damage to you. Only commit to trades if you’re 100% sure you’re going to win them. One way of abusing Vayne’s weak early game is by forcing her to overextend for farm and then calling your Jungler to kill her. Alternatively, you can push her in and take tower plates to gain a gold lead.
Champion Build Guide
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1. The different weapon combinations available to you make you a very versatile ADC who can adapt to nearly any given situation (provided you don't fall back massively in the game).
2. The AoE damage on your Infernum Ultimate Moonlight Vigil as well as the potential to CC an entire enemy team with your Gravitum Ultimate Moonlight Vigil makes you really good during team fights (especially in closed and clumped fights).
3. You excel in extended trades with slight variations depending on your weapon combination. Combined with the sustenance from items and your Severum, you can easily turn the tide of a fight if you manage to survive the enemy's attempt to kill you at the start of a fight.
1. You're quite immobile which can make you a prime target for chain CC and assassins. You rely on extended trades, so taking you out quickly will give the enemy team a huge advantage (especially if you have your Infernum Phase up when you die).
2. Some weapon combinations are really bad on you and don't synergize well. This can lead to periods where you can't retaliate as effectively as your counterpart. Avoid fighting until you get a favorable weapon combination.
3. You are item reliant during the mid-game. If you are camped constantly early on, you won't be able to farm freely and will have a hard time as the game goes on. Also, the enemy team will look to fight you when your Ultimate Moonlight Vigil is down, so be very careful about initiating a fight during this time.
is one of core items for ADC builds with attack speed and critical strike damage. This item is good against champions with high burst damage. It also gives vampirism which is good enough to keep health points high and restore them by attacking minions, so your champ would have no need to waste time for a recall just only for healing.
is one of core items for ADC builds with attack speed and critical strike damage. This item is good against immobile champions like Garen to successfully kite them. And the item is also good against high ranged artillery champions like Xerath, Lux, Vel'Koz or Ziggs to break the distance between them and your champion.
this item gives huge amount of damage and allows AD champions with strong abilities to one shot their enemies.
the main goal of this item is to increase your damage to tanks and other enemies who bought some items for armor.
is a good defensive option for a champion who has no other sources of healing or vampirism. The shield can be very easily stacked up prior to fights by farming minion waves, allowing the owner to constantly overheal himself.
this item is very good to be bought as 5th and 6th item since it will protect your champion from hostile bursting physical damage and most important it allows to ressurect after being killed which is super important in the late game, when the respawning timer is the longest. Sometimes it also makes sense to sell the item after the REBIRTH being used since it has very long cooldown time.
The item is generally purchased by champions who want to increase their damage and survival in teamfights (because the damage from the bolts also counts for lifesteal ih the champion has it), to easy push a wave or to maximize the on-hit potential.
is often most useful on auto-attack reliant, mixed damage dealers who deal both magic damage and physical damage in order to deal more damage against champions with high armor by dealing additional magic damage. The item is also highly useful on frequent auto-attackers against champions with high magic damage, since it give its owner a good amount of magic resistance while not sacrificing an item slot solely for a defensive item.
Many tanky champions are still sustain reliant, such as Dr. Mundo and Trundle. Mortal Reminder may be a better general purchase against those champions, since it applies Grievous Wounds during teamfights, allowing your entire team to combat them. Buy this item if you want to cut enemy's healings, life steal and vampirism.
This item allows you to land a basic attack outside of your basic attack range. You can also use it to poke your enemies from a safe distance, before engaging into a fight, which is especially useful if the enemies are strong enough to engage you if you enter into your basic attack range. This item is also very powerful for champions whose ranged basic attacks can apply crowd control in order to increase their effective engagement range. This item is most commonly paired with Stormrazor, which can apply the Stormrazor's slowing passive at a higher range, in addition to both item's energized damage stacking.
are most commonly purchased by auto-attack based champions, who can make the most of the attack speed and forgo other more defensive boots options due to their backline playstle.
This rune is a safe option for your champion. Additional movement speed helps your champ to keep safe distance between you and the enemy, so you can kite them more successfully or to be able safely move back after walkning up to last hit a minion. Extra healing from this rune can also be the reason why your champ survived with 1-3% HP in a fight.
The runes provides your champion with a shield that can be a matter of life and death for your champion when you are attacked by an enemy with high burst damage. The shield can be the reason that your champ will survive a hostile combo and so you would be able to counter act somehow like giving him some damage back and destroying him, disable him by any CC abilities or to make Flash over a wall to escape etc.
This rune is perfect in team fights since you can get a lot of extra healing and also to earn some additional amount of money that can help your champion to take a slight gold lead and to enable you to be one step ahead in items. This rune saves champions quite often in situations when they would be rather be dead after the last hit by enemy tower.
The rune simply increases you attack speed and so you can deal more damage by your auto attacks.
The rune increases your damage to champions that have more maximum HP than your champion. Take this rune when you don't plan to buy items for HP or when the enemy team has lots of tanks.
The rune gives your champion some sustain which is especially useful during the early game and the rune scales also with AD and AP items so it can become a reason in the late game why your champion survived a fight with 1-3% HP.
This rune gives a lot of item haste for your champion. Take it if you plan to buy a lot of items with active or passive cooldowns in their kit.
Flash is the most frequent choice of all players in League of Legends. Such popularity of the spell is caused by the fact that Flash is able to instantly teleport you on a short distance. This distance is enough to dodge some hostile abilities or to jump back and avoid an unexpected gank. With the help of Flash, you can overcome various obstacles like walls, pillars and other different obstacles. Flash is equally good to use for both attack and defense. This gives the spell some versatility. The summoner spell cannot be used if you have been silenced (you cannot use skills for some time). Also, Flash cannot be used under the effect of hard control abilities such as stun or fear.
The spell allows you to instantly restore part of the health and even heal your ally. The spell also grants a bonus to movement speed. Although the bonus lasts only 1 second, sometimes it is enough to quickly catch up an enemy or to escape a deadly attack. Please note that Heal searches in a 225 units radius range around the cursor for its intended allied target if none is targeted directly. If it finds none, it targets the most wounded allied champion in the cast range, if no such distinction then the closest one. "Most wounded" means the champion with the least current %HP.
This spell can be used to save a life when low on health and under attack. It is commonly used to get an early first blood by healing oneself for more than one's opponent expects. It is also a skill used for "baiting," where you make your champion appear weaker than it actually is, to lure your enemies out of position or to get them to tower dive you. A similar baiting tactic is also commonly used with Barrier.
Cleanse is a good option against enemies with dangerous and disgusting CC abilities like Charm, Petrifying Gaze, Enchanted Crystal Arrow, Hostile Takeover, Solar Flare or Curse of the Sad Mummy. The spell could help against Nether Grasp in the past too, but it was changed.
Exhaust is an extremely powerful tool for disabling champions who mainly autoattack, as well as any champion that can deal a high amount of damage. When your team is chasing an enemy and he is getting away, using Exhaust on him will help your team gain the upper hand. Using it against enemies when escaping can help you as their movement speed will be greatly decreased.
After Aphelios’s first back, he would have picked up his first damaging item. He can look for more favourable trades with the enemy once he has purchased his first component item. When Aphelios has hit level 6, he gets his first major level power spike. Unlocking his Ultimate Moonlight Vigil offers him a lot of trading and kill pressure. After Aphelios has completed his Mythic item, he’ll be comfortable winning trades with the enemy. This is especially true if he gets his Mythic item before the enemy ADC.
Focus on farming early on so that you can get your first item as soon as possible. Save your Severum ammo if you can as the Weapon Abilites will be useful for trading in the lane if your Support initiates a fight. You may play around your Support/Jungler and set plays for them with your Gravitum Weapon Abilites. At no point, should you get too close to the enemy (even if they are CC'd). When equipped with the Infernum, you will become a gank target as you will automatically push the wave. Do your best to not let that happen and ask you Support to thin out the wave evenly so that you can farm properly.
MID GAME (strong):
Aphelios is good in mid-game team fights thanks to the potential of his Ultimate Moonlight Vigil and the mix of his weapons. As long as he didn’t fall behind in the early game, his mid-game will be where he truly shines. During the mid-game, Aphelios should’ve completed multiple items. He will start to dish out a lot of damage, and he will find it much easier to take down the enemy frontline. Aphelios is a good mid-game champion, especially when paired with a utility Support or a team that can empower him. Healing and shielding, or hard engage Supports will definitely help him shine in the mid-game.
Now you can start saving up on your Infernum ammo as the Ultimate Moonlight Vigil will come in really handy during an objective fight. Although you have hit one of your power spikes, you will still have to maintain your distance from enemy champions who have hard CC in their kit. You may also need to be reactive (Flashing when someone uses Flash to try and CC you) and build appropriately (Grievous Wounds for example). Don't mess up the lane assignments and try to stay mid when possible. The lane is shorter and will allow you to escape assassination attempts with ease while being able to farm easily. You will also be able to get mid priority which can be translated to objectives.
LATE GAME (strong):
Aphelios’s late game is also strong. Although while you’re good in the late game, it is important that you do not over aggres as Aphelios is very squishy. In the late game, Aphelios will be full build or nearing completion of his build. He will be able to dish out a lot of damage in late game team fights. Aphelios is a strong team fighting champion. He should group with his team and play as 5. He will be able to melt tanks at this stage of the game, as long as he watches his positioning and doesn’t get caught out.
You should get at least one defensive item depending on the enemy team comp and fed carry as you will be a prime target. Always keep an eye out on your flanks and prioritize saving yourself. Don't get caught out trying to farm a side lane at this point. Neutral objectives are important at this point so always try to stay near the lane where the objective is about to spawn in the next few minutes. If you manage to find a pick on someone, don't hesitate to use your Ultimate Moonlight Vigil to finish them off. Your Ultimate Moonlight Vigil cooldown should be quite low at this point but do your best to save some Infernum rounds for a major fight.
Stand outside of the minion wave as Aphelios does have a lot of AOE Phase damage. Additionally, stand away from the Tower if you’re pushed under it as his AOE autos will hit you if you’re behind the tower. Don’t trade at level 1 with Aphelios if you’re playing as an AP champion. He is AD based and will deal more damage than you early. Aphelios is prone to crowd control and all-ins. If possible, try to lock him down as quickly as you can when trading to reduce his damage output. Aphelios is also super squishy and easy to kill, so he might even blow Flash when you try to engage.
Aphelios isn't very mobile so if he's running in a certain direction, he might be running towards his Jungler and you might be running into danger. Stand outside of the minion wave when Infernum Weapon Abilites is active as it provides him with a lot of AOE damage and wave clear. Make him choose between pushing the wave and poking you. When marked by Aphelios Weapon Abilites, don’t bother retreating too far back as his long-ranged auto from his second weapon will still hit you. Stay close to him so you can trade back.
Aphelios is very strong in team fights thanks to his Ultimate Moonlight Vigil. Try to take him down before or at the start of the team fight to reduce the enemies chances of winning the fight. Extended trades work in the favour of Aphelios depending on his weapon setup. Try to keep trades short preferably around his Weapon Abilites. Once Aphelios gets his first item, he will be very strong and sustain very well in lane. Unless you match his damage, try not to fight him too much unless you can catch him out of position.
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Born during a rare lunar convergence, when the physical moon was eclipsed by its reflection in the spirit realm, Aphelios and his twin sister, Alune, were celebrated as children of destiny by those of Targon’s Lunari faith.
Mirroring the celestial event that heralded their birth, the two children knew they had been marked by fate Aphelios physically gifted like the moon of stone, and Alune magically like its spiritual reflection. Zealously devout, they grew up within a faith of mystery, reflection, and discovery, and embraced darkness not just out of belief, but as the only thing that could keep them safe.
The Solari who ruled Targon considered the Lunari heretics, driving them into hiding until most forgot the Lunari even existed. The Lunari were left to the shadows, dwelling in temples and caves far from the Solaris’ sight.
The pressure to be exemplary weighed heavily upon Aphelios. He practiced tirelessly with mystical moonstone blades, spilling his own blood in training so he could spill that of others to protect the faith. Intense and vulnerable, he bonded deeply with his sister in lieu of any other friendships.
While Aphelios was sent on increasingly dangerous missions to protect the Lunari, Alune trained separately as a seer, using her luminous magic to reveal hidden pathways and truths by the moon’s light. In time, her tasks required her to leave the temple where they were raised.
Without Alune, Aphelios’ faith wavered.
Desperate for purpose, he undertook a ceremonial journey into darkness where Lunari were said to discover their paths—their orbits. He followed the moon’s light to a pool where rare noctum flowers bloomed beneath the water’s surface. Though poisonous, the flowers could be distilled into a liquid that opened him to the night’s power.
Drinking the noctum’s essence, Aphelios felt so much pain that it numbed him to everything else.
Soon after, an ancient temple, the Marus Omegnum, began to come into phase from the spirit realm for the first time in centuries. Lunari from across the mountain gathered, emerging from hiding to witness the balance of power shift as celestial cycles in the heavens turned.
The fortress accepted only one occupant, gifted in magic, each time it appeared. This time it would be Alune, her orbit guiding her to the temple. Aphelios, usually asking for nothing, requested to attend the event.
But as the fortress passed through the veil in a luminous display of magic, a harsher radiance filled the night. Somehow, the Lunari had been discovered even as the celestial cycles turned in their favor.
An army of Solari descended upon them.
All seemed lost, the Solari purging the Lunari heresy with fire and steel. Even Aphelios was beaten, his moonstone blades shattered on the ground, blood spilling from his lips as he reached for the noctum…
But as the battle raged, Alune traveled deeper into the temple—and when she reached its heart, her full potential unlocked. Through the noctum, Aphelios could feel Alune’s power embrace him… and he could hear her voice. With a whisper, she pushed magic into his hands—a replacement for his blades solidifying into moonstone.
Like the moon of stone and its spiritual reflection, Aphelios’s skill and Alune’s magic converged.
Those Solari would not live to see the sun again.
As her power flared, Alune pushed the temple, and herself within, back into the spirit realm where it would remain safe from the Solari. From inside, amplified by the temple’s focusing power, Alune was able to project her magic anywhere, so long as it found a focus—like the poison coursing through Aphelios’ veins.
Only now did they understand their destiny. Aphelios would hollow himself out with pain, but would become a conduit for the moon’s power. Alune would live alone, isolated in her fortress, but she would guide her brother, able to see through his eyes.
Together, they would be the weapon the Lunari needed, bound by pain and sacrifice. Only apart could they be together—their souls brushing across the veil, distant, yet impossibly close, converging into something they could not understand.
To protect the survivors of the attack who retreated back into the shadows of the mountain, Aphelios’ training as an assassin has been given reach by Alune’s magic—his blades now an arsenal of mystical weapons, perfected by Alune over the course of many missions together.
Now that the power balance of Targon is shifting, and the Solari know the Lunari still endure, Aphelios and Alune are needed more than ever.