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+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Cosmic Creator (PASSIVE)
Aurelion Sol Passive Ability
Threats & Synergies
Try to shut down Gangplank early with the help of your Jungler. Gangplank will eventually outscale you in the progress of the game, so putting him behind will make it harder for him to take over the map. Don't engage with melee trades when Gangplanks Passive is up. It will help him win trades, so wait for him to use it on a minion before looking to fight. Wait for Gangplank to blow up his Barrels Powder Keg(E) before looking to fight. If he has one placed in a nearby bush or has one under him, wait for it to blow before looking to fight.
Try and keep the minion wave closer to your side of the map early. Doing so will make his all-in less effective. Post 6, try to interrupt or somehow force Akshan to top his Ultimate Comeuppance. This will increase your survivability and it will be put on a short cooldown. Keep in mind that early armor will be very beneficial in this matchup. Akshan is an AD champion, so picking up early armor will protect you from some of his damage.
Do not go for extended trades with Fizz as he will always come out ahead thanks to his Seastone Trident(W). Unless you benefit from any other wave manipulation, try and keep the wave even or closer to your side. This prevents him from engaging on you or chasing you down. Fizz has insane roaming potential. Do not blindly follow him as he can easily turn around and kill you. Instead, communicate with your team while following him from a distance if possible.
Avoid trading with Irelia when she has her Passive stacked as she will out trade you. Keep an eye on the little bar under her health.When trading with Irelia, keep an eye on low health minions in your lane. Irelia may use her Bladesurge(Q) on the minion to escape the trade or run you down after a skirmish. Irelia benefits from extended trades. Try and avoid going for extended trades with her as she will always win them.
Be careful when going for short trades with Qiyana as she prefers them over long extended ones.When Qiyana has her River Element (the blue one), do not overextend or play super aggressively. There is probably a reason she has picked this up and her Jungler may be nearby. Play safer when she holds this Element. Pre-6, Qiyana will constantly push the minion wave with her Q. Stand outside of the minion wave at all times so she is unable to push and poke at the same time. But, do not stand near a wall so she cannot R you into it.
Expect Talon to play aggressive in the early game. He is really strong at level 2 and 3 and can easily get an early first blood. To prevent Talon from roaming, keep him pushed in while maintaining a good distance from him so he is unable to jump on to you and kill you. Using basic attacks and abilities to get him low will make it hard for him to fight or jump in with Noxian Diplomacy(Q).
Diana has a unique playstyle when it comes to farming and trading during the early game. Her Pale Cascade(W) has a strong impact on the wave and she will tend to push the wave with it. Try to engage and fight her when her Pale Cascade(W) is on cooldown. Diana is dependent on landing her Crescent Strike(Q) for the all-in. Try to back away if she lands it to reduce her chances to follow up with her Lunar Rush(E) and trade.
If you’re playing as a ranged champion, try to harass and poke Zed down. Avoid over-committing to harassing him though as minion damage does stack heavily. Invest in early armor when playing as a Mage to protect you from Zed’s damage. This will reduce his chances of killing you. Try to play to the opposite side of the lane at all times. This will make it hard for Zed to get on to you without using his Living Shadow(W). Once he does use his W, move to the opposite side of his W so he can’t get on top of you.
Yone is incredibly mobile in lane, but if he uses his Soul Unbound(E), you can abuse the cooldown (after he’s returned) to play aggressive and poke him down. This will make it harder for him to survive a trade or trade back with you. Avoid chasing too far when Yone uses his Soul Unbound(E) as he will always return to his original spot. Try and stay far back though so he is unable to get onto you by his E+Q very easily.
Ekkos main source of damage comes from his Passive. Avoid letting him stack his Passive by dodging his Timewinder(Q) and standing outside his Phase Dive(E) range. Ekko will look to set up a Parallel Convergence(W) stun by walking out of vision. Be cautious of this and wait a few seconds after he appears again before trading with him. Ekko will look to constantly push the wave with his Q. Punish him whenever he uses it for waveclear by engaging in trades.
Look for extended trades whenever possible. Gragas relies heavily on his abilities to deal damage, but if they’re on cooldown he cannot really do anything except for auto-attack. Go for extended trades when one of his abilities are down. Gragas can tease an engage when his Body Slam(E) is up. Try and stand behind or near minions at all times. However, do not stand too close to them since the ability does have an AOE and if you’re close to them, you’ll be hit by his E. If Gragas uses his Drunken Rage(W), it’s because he wants to do something such as setting up his Jungler or going for a trade. Play safer for a short period of time whenever he uses his W.
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. Do not over-commit to doing this though as he could look to turn the exchange around. Playing around Yasuo’s Windwall Wind Wall(W) will make killing him a lot easier. If you can, try to bait this ability out before committing to the all-in.
Stand at the opposite side of the lane at all times. This will make it harder for her to land her Paddle Star!(Q) and Sleepy Trouble Bubble(E). Ensure that you’re always behind the minion wave and not inside it. As Zoe’s Q deals AOE damage, you will take damage if you’re near the minion line. When trading, keep an eye on what spell (if any) Zoe has picked up. If it is an aggressive spell, expect her to look for a trade. If it’s Flash, expect her to be more mobile and if it’s a defensive spell, it will be harder for you to kill her.
Try your hardest to dodge Vel’koz Plasma Fission(Q)’s in lane. Invest in early Boots if you’re struggling to dodge this ability. As soon as he channels his Ultimate Life Form Disintegration Ray(R), either disengage, CC him or commit to the all-in. Hard CC will interrupt his Ultimate, but roots do not. After he has got his first item, Vel’koz will constantly push the minion wave. Stand close but outside of the minion wave at all times so he is unable to push and poke at the same time.
When playing as a ranged champion, try to stay as far back as possible while using your range advantage to harass him. Staying at max distance will make it difficult for him to jump on you with his Shield Vault(W). After he hits level 6, be careful when moving back to lane if he’s not already shown. He may use his Ultimate to get behind you and all-in you as soon as you get back to lane. At level 1, be careful of Pantheon's early pressure as he can often cheese a kill and force you to blow Summoner Spells or health potions.
Make sure you reposition and move away from Katarina’s Blade drops. This will reduce her ability to trade and kill you with her Shunpo(E). Don’t blindly follow Katarina’s roams or you might get ambushed. Punish her by pushing the wave into her turret whenever she leaves the lane. One of Katarina’s weaknesses is her lack of range, so try to harass her with abilities and auto-attacks. Make sure you watch your positioning though so she doesn’t try to all-in you in return.
Xerath has very reliable wave clear and push thanks to his low cooldown abilities and kit. Avoid taking unnecessary damage by standing outside of the minion wave when he uses his abilities. Look to trade with Xerath when his Eye of Destruction(W) or Shocking Orb(E) is on cooldown. When he doesn’t have either of these abilities, he is incredibly vulnerable. Avoid roaming if Xerath is in lane as he can push the lane very quickly while you’re gone. Look to roam when he’s either dead or in base.
After Syndra’s first back, she will have a lot of pushing power. Make sure you match her damage on the minion wave so she is unable to get early plates and roam priority. Syndra’s Scatter the Weak(E) has an incredibly long cooldown. If she uses it to trade with and misses, use this timer to play aggressive and poke her down. Post 6, if Syndra has lots of balls on the floor, do not commit to a trade as her Ultimate Unleashed Power(R) will deal lots of extra damage. Commit to trades when she has no balls on the ground.
Avoid standing too close to Azir’s Soldiers Arise!(W) as he can auto attack you from afar. When he places a Soldier Arise!(W), move to a safer position out of its range. Go for a trade after Azir’s soldiers has disappeared. It’s best to wait for the soldiers to disappear first before fighting him as his damage output will be decreased. After level 6 keep a keen eye on the map and Azir’s mana bar.
Cassiopeia has a powerful level 2 all in with her Noxious Blast(Q) and Twin Fang(E) spam. Make sure you hit level 2 at the same time which is the first wave followed by 1 melee minion on the second wave to reduce her ability to kill you. Cassiopeia has mana issues in the early game. If she is low on mana, it could be a good time to fight her as her damage output will be heavily reduced as she relies heavily on mana to trade. She is an immobile mage with no escapes. Let her push the wave and then call for assistance from your Jungler to shut her down.
Lissandra will be using her Ice Shard(Q) and Glacial Path(E) to push the wave. Stand outside of the minion wave so she is forced to choose between pushing with her Q or trying to poke you instead. When Lissandra is level 6, you’ll need to play a bit safer as she has increased kill pressure and can set up her Jungler very easily. Make sure you have enough vision around your lane to spot the enemy Jungler before they show up and gank you. When playing as a melee champion, try and stay at max range at all times so it’s harder for Lissandra to CC you with her Ring of Frost(W). Be careful when walking forward to last hit and play respectfully if she is zoning you so you don’t take tons of damage.
Leblanc is an early game bully. Watch out for her Sigil of Malice(Q) + Distortion(W) + AA combo. Whenever Leblanc’s W is on cooldown, she is squisher and vulnerable. You could use this time frame to play aggressive and go for a trade as she will not be able to escape or trade as effectively back with you. Standing outside of the minion wave and far back is a good way to reduce Leblanc’s ability to push and poke at the same time with her Distortion(W). If you stand as far back as you can, she will be unable to land her Distortion(W) on you regardless.
Always make sure you’re stood behind at least 2 minions so she is unable to root you with her Light Binding(Q). If Lux uses her Q and it misses, use the cooldown of this ability to play aggressive as she will be unable to protect herself and prevent the all-in. Mitigate Lux’s E effectiveness by standing behind and not inside the minion wave. This will make her choose between using her Lucent Singularity(E) to poke with or to push with.
Stand outside of the minion wave or behind it. This will result in him having to choose between pushing or poking you. Don’t stand in the minion wave as he will be able to push and poke with his Phosphorus Bomb(Q) or Missile Barrage(R). Whenever Corki has his Passive, communicate with your team and ping that he’s missing. He will look to roam as soon as he recalls and picks it up. Post-level 6, Corki will look to constantly push the minion wave. Try to match his wave clear so he doesn’t keep you pushed in. If you don’t, you’ll lose priority and tower plates.
Twisted Fate will look for picks with his Ultimate Destiny(R) during the mid-game. Avoid splitting too far apart to reduce his ability to get picks. As Destiny(R) gives him a lot of map pressure, expect him to be split pushing in the mid-game. While you could fight with the numbers advantage, make sure you keep an eye on him so you can disengage if he makes his way to the fight. Twisted Fate will look to poke as much as possible before initiating. Do not allow him to poke by engaging as soon as you spot him.
Akali has a powerful early game with her Five Point Strike(Q) and Passive. She will look to harass you whenever you go for CS. Avoid letting her get free harass on you by keeping your distance and staying at max range at all times. If she does use her Five Point Strike(Q) and it hits, do not walk forward for some time. Akali has no built-in sustain and she has poor base stats. She is also melee. Use this to your advantage to trade with her early on and harassing her whenever she goes for CS. A good time to trade with her is when she has used/missed her Five Point Strike(Q). Akali’s Twilight Shroud(W) is important for trading and her survivability, but it has a long cooldown. Trade and harass her whenever it's down.
To make it hard for Sylas to land his E on you, always make sure you’re behind at least 1 minion so he cannot land the CC on you. If Sylas is able to get on to you, try to disengage as quickly as you can. A lot of Sylas’ damage is dealt when he is on top of you. Try and stay at max range as much as possible to make it harder for him to get on to you. Sylas has really good map pressure and can roam with ease. If he has left lane and started roaming, communicate with your team and push him in to deny him gold and XP.
Vladimir’s Sanguine Pool(W) has an incredibly long cooldown during the laning phase. Find a way to bait it out and then look to play aggressive while it’s on cooldown. Whenever Vladimir has his empowered Transfusion(Q) available, play safer or walk backwards so he is forced to use his Transfusion(Q) on the minion wave rather than you.
Ryze’s laning phase is when he is at his weakest. Avoid trading with him too much in the very early game as he will just want to recall early and get his Tear anyway. When Ryze hits level 6, his kill pressure doesn’t increase as his Ultimate Realm Warp(R) is not a damaging tool. For most champions, your level 6 will be stronger than his. Try to fight as often as possible. Ryze needs time to scale, so delaying his ability to scale is key. Getting an early kill and putting him behind early will reduce his ability to scale into the mid and late game.
When Ahri’s Charm Charm(E) is down, she has no real way of defending herself without blowing her Ultimate Spirit Rush(R). Look to fight her when her Charm(E) is not available. Try and stand outside of the minion wave, but close to it. This will force her to choose between pushing with her Orb of Deception(Q) or poking with it instead. Stand close to the wave so you can run inside of it to dodge her Charm(E). Ahri is incredibly vulnerable when her Spirit Rush(R) is down. Make sure you abuse the long cooldown early on.
Before looking for the all-in, bait out his Gravity Field(W). His W is his only real form of defence and protection from an all-in and once it’s down, he is easier to kill. When Viktor has completed his first upgrade, which is usually his Death Ray(E), make sure you’re always outside of the minion wave so he is unable to push and poke you at the same time. Viktor will be looking to play safe in the early game. Try to abuse this to get ahead.
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.
Avoid going into melee range when Vex’s Personal Space(W) is up as it not only shields her but also deals damage to enemies close to her. Standing outside of the minion wave at all times will help you counter Vex and prevent her from being able to use her Mistral Bolt(Q) to push the minion wave and poke you at the same time. When recalling, keep an eye on your positioning as Vex’s Ultimate Shadow Surge(R) could be used to snipe you and kill you. Try and recall behind minions or out of vision.
Pay close attention to the location of Orianna’s Ball Command: Protect(E) throughout the laning phase. Try and adapt your positioning and move to the opposite side of the lane to where her ball is. Do not roam unless Orianna has recalled. She has very good wave clear thanks to her Command: Attack(Q) and Command: Dissonance(W) and can quickly push you in and take Tower plates. Due to her lack of mobility and her inherent ability to push waves, Orianna tends to be weak against ganks. Ask your Jungler for ganks whenever she pushes the lane.
Veigar is at his weakest in the early game. Try to abuse him to set him behind. Delaying his stacks will make him less effective in the later stages of the game. Whenever Veigar uses his Event Horizon(E), try to abuse the cool down as it’s his only defensive tool in the early game and once it’s down, he is rather vulnerable. In order to get ganks or kill the Veigar, you need to bait out his Event Horizon(E) first. You can do this by constantly toggling in and out of range of him. Make sure you always bait it out before committing to the all-in.
Try to match Taliyah’s wave clear during the laning phase. Matching her wave clear will reduce her ability to roam. Taliyah doesn’t gain access to a damaging Ultimate Weaver's Wall(R) at level 6. If you’re a champion with a strong Ultimate, try to abuse her weakness at this time. When trading with Taliyah, always keep behind at least 1 minion. This will make it very difficult for her to deal damage with her Threaded Volley(Q). Make sure you also watch out for her Seismic Shove(W).
Anivia has a weak laning phase and often has trouble farming and trading. If she uses any abilities on the minion wave to last hit with, make sure you abuse the cooldowns. Don’t forget about Anivia’s Passive. It has a long cooldown, so once it’s been popped, make sure you try to kill her while she is most vulnerable. Call for assistance and ask for ganks while it’s down. Try and hold off from using any dashes that can help you dodge skill shots. Anivia’s Flash Frost(Q) and Crystallize(W) can be deadly if you have no tools to get away from them.
Kassadin is at his weakest in the early game. Try to fight as much as possible so he falls behind. Kassadin lacks wave clear in the early game. If you can keep the wave closer to your side of the map early on, it will be very difficult for him to farm or break your freeze. If he does walk up to last hit, you can look to trade with him.
Kassadin is at his weakest in the early game. Try to fight as much as possible so he falls behind. Kassadin lacks wave clear in the early game. If you can keep the wave closer to your side of the map early on, it will be very difficult for him to farm or break your freeze. If he does walk up to last hit, you can look to trade with him.
When Galio charges towards you, try to disengage as quickly as possible. If you let him get close, he will look to engage with his Justice Punch(E) and then taunt you with his Shield of Durand(W). As soon as Galio goes missing post level 6, ping your team as he may be looking to roam with his Ultimate Hero's Entrance(R).
Malzahar isn’t very strong in the early game and can be made weaker by destroying his Passive shield whenever it comes up. As soon as he gets it, pop the shield so he has to play even safer. Malzahar will be looking to push the wave constantly once he has an item. Avoid standing inside the minion wave at all times so he cannot poke you and push at the same time. Once Malzahar hits level 6, you’ll have to play more respectful as he will tend to get ganks once his Ultimate Nether Grasp(R) is up. Whenever he has his Ultimate up, make sure you have wards in the river so you can spot the Jungler before they get to your lane.
Stand outside of the minion wave at all times during the laning phase. Seraphine players will often use their High Note(Q) (or empowered Q) to push the minion wave. By standing outside of the wave, she’ll be unable to poke and push the wave at the same time. Keep an eye on how many empowered stacks she has. If she has 3, play safer as her next ability will be much stronger. Once she hits level 6, expect her to either look for kills in lane or set up her Jungler for ganks. Her Ultimate Encore(R) is a strong tool that offers her extra kill pressure.
Whenever Annie has her stun available, you need to respect her and play slightly safer. Stand back and wait for her to consume it before walking forward. Post level 6, respect Tibbers(R) and her stun. Pay attention to the number of stacks on her Passive. You can trade with Annie before she gets 2 stacks without the fear of getting stunned. Annie is prone to poke even though her Molten Shield(E) offers her some protection in trades. Try to poke her down with your abilities before committing to the all-in.
Once Zilean is level 6, it will be harder for you to get kills in lane. Whenever his Ultimate Chronoshift(R) is down, try to abuse him to get kills. Communicate with your Jungler to abuse his Ultimate cooldown. When looking to trade, try and bait out his Time Bomb(Q) before initiating a fight. This will make it impossible for him to CC you if the first Q misses. After Zilean has completed his first item, his wave clear will be pretty strong. Stand outside of the minion wave at all times so he is unable to push, poke and CC you at the same time.
Kayle is at her weakest in the early game. Try to abuse her weakness by playing aggressive and getting kills. Putting her behind in the early game will reduce her ability to carry later on in the game. Keeping the minion wave closer to your side of the map will force Kayle to overextend for farm. Once she walks up and tries to last hit, you could play aggressive and try to all-in her. Once Kayle hits level 6 and unlocks her Ultimate Divine Judgment(R), she will also become ranged and she’ll find it easier to last hit. She will be able to also poke you down and trade more effectively. You’ll need to be more strategic when trying to fight her from now on.
Champion Build Guide
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1. Aurelion Sol is a very strong roaming champion thanks to his Singularity. This will allow you to impact your side lanes with ease after pushing your lane.
2. Thanks to his Passive and Astral Flight, Aurelion Sol has good poke and good wave clear. This will make pushing the wave and trading much easier in comparison to a lot of champions.
3. Aurelion Sol has lots of utility built into his kit. They offer him tons of protection and manoeuvrability. He has tools to stop ganks and protect himself from all-ins.
1. Aurelion Sol is a very difficult champion to play. One reason for this is because you need to constantly be aware of your Passive. You will need to put in a lot of time to master Aurelion Sol.
2. As Aurelion Sol is a roam heavy champion, it can be difficult for you to roam if your side lanes are not strong. It will also be hard to roam against champions with good pushing power.
3. Aurelion is a mana hungry champion. Keep a constant eye on your mana bar at all times otherwise you'll have little kill threat. He will also be vulnerable to ganks and all-ins if he is low. Ensure you have enough mana to use your Singularity just in case something happens.
The passive is what makes him truly unique and unusual. From the very start of the game, 3 stars rotate around Aurelion Sol in the same direction. When colliding with any enemy, the star deals magic damage and continues its orbit. It is due to the spinning stars that Aurelion Sol deals a huge amount of magic damage per match. Please note that the stars not only deal damage, but also are able to transmit the effects of a magical attack. For example, if you have Rylai's Crystal Scepter, then each star on impact will also slow down the enemy's movement speed. It is important to note that if Aurelion Sol falls under the influence of a control skill (for example, a stun), then the stars instantly disappear and while Aurelion Sol is under the influence of control, he will not deal damage. Immediately after the end of the control, the stars will appear in their orbit and begin their movement again. Finally, I would like to say that the rotating stars are visible even if you are standing in the bushes. The enemy, of course, will not see the hero, but will see the rotation of the stars. So sitting and waiting for the enemy in the bushes is not the best idea.
This is the main attacking skill of the champion, which can not only deal good massive magic damage, but also has the ability to stun a group of enemies. It is worth noting that the initial flight range of the star is quite small, since it is limited by the radius of the outer orbit of the hero's stars. In order to use the skill at a great distance, you will have to follow the flying star. This increases Aurelion Sol's movement speed. The flight speed of the star is quite good and under normal conditions without boots or the action of the Singularity passive, Aurelion Sol simply will not have time to move after the star. This skill can be used effectively with the Singularity skill. You launch a star and fly after it. At the same time, if you calculated everything correctly, then the star will fly a long distance and the final radius of the explosion will be much larger. This way you will be more likely to stun a group of enemies rather than a single enemy.
The passive part of the skill allows you to increase the damage of the stars and this will really be felt at the initial stage of the game. The active part of the skill allows you to increase the radius of the orbit of stars and increase the magic damage of each star. As the radius of the orbit increases, the stars begin to move somewhat faster. Thus, you will deal damage with stars with the same frequency as with a small radius. The skill is very good and allows you to inflict enormous damage in team fights. The main disadvantage of the skill is that it spends a lot of mana. Every second the skill consumes mana, so you should definitely keep an eye on this too.
Due to the passive part of the skill, Aurelion Sol is able to significantly increase his movement speed when moving in one direction. If you take damage from an enemy champion, then you stop flying, so keep an eye on it. Activating the skill allows you to move in the specified direction through the air and to ignore any obstacles. This allows you to run away from enemies in difficult situations, using uneven terrain or, on the contrary, to arrange very effective ganks. Taking damage while flying or changing the direction of movement will instantly cancel the effect of the skill. An interesting feature is that during the flight you can use the Breath of Light and at the same time the hero will continue his flight.
On the one hand it may seem that the ult is very simple and unimpressive, but of course it is not. Firstly, it is worth saying that the ult is applied almost instantly and has a very good range. It is quite difficult to miss it in team fights. Secondly, in addition to good magical damage, the ult greatly slows down the movement speed of enemies. Thirdly, with the help of the ult you can push targets. If you look closely, then at the moment the skill is activated, you will see a special mark on the ult's sight, this mark displays where you will push the enemies. This feature can be used to push enemies back and, for example, save their allies, or vice versa, you can go behind enemy lines and throw the enemy right at your allies.
buy this item to get nice amount of additional HP that will help you survive enemy's ability combo + you will be able to apply slow effects by your damaging abilities.
is most effectively used against abilities that have a downtime before they can affect full damage to the target like Chum the Waters, Unleashed Power, Death Mark, Life Form Disintegration Ray, Death Lotus etc.
is a great item for most AP champions with burst type of damage, especially if the enemy team has a lot of champions with shields.
buy this item if you want to cut enemy's healings, life steal and vampirism. Together wiith Liandry's Anguish the Grievous Wounds time can be extended for an additional 4 seconds.
makes a good couple with Liandry's Anguish. This is a perfect item for champions with AOE abilities and works also well against champions who buy ot stack a lot of HP during a game.
is a powerful item for pure ability power casters, and is also very effective on burst assassins and hybrid champions that take advantage of Lich Bane for additional burst. This item provides tons of pure ability power, but it shouldn't be bought early on since its passive gives you more profit when you already have some ability power.
is made to help magical champions to destroy their targets really quickly by ignoring almost half of enemy's magic resistance. This item works well against both tanks and squishy targets.
is one of the best items in the game for mages who need to stack as much mana as possible.
is a strong item against magic damage but is most valued for its ability to prevent crowd control or counter poke damage. As such it is highly recommended to build Banshee's Veil when you are being focused by crowd control effects, or when the enemy has initiation or pulling abilities like Enchanted Crystal Arrow and Rocket Grab. Combined with Zhonya's Hourglass, Banshee's Veil will make you very resilient to both magic and physical damage.
is a very good item for ability power-based champions, as it allows you to ignore 18 points of your enemy's magic resistance. Sorcerer's Shoes are less efficient against enemies with high magic resistance. However, they synergize well with other magic penetration items, percentage items such as Void Staff in particular. It is possible to sell these boots at late-game once you have Void Staff, as the extra magic penetration is arguably negligible.
That rune is very good since it gives you a great boost on your burst damage that can makes the difference between a running 50hp opponent and a sweet boost of 300 gold in your pocket.
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 you some amount of AD or AP whenever you score a takedown (but this amount of AD\AP gain is limited).
This rune gives a lot of movement speed out combat which is very helpful during all stages of the game and it can help you to chase down enemies or to group with your allies faster.
The rune helps you to live through the early game and permanently increases a little bit your mana pool which is also helpful since you will not be in need so fast to do Recall just to restore mana.
Take this rune if you are going to play with Corrupting Potion and you will be able to slightly accelerate your movement speed while Corrupting Potion or Refillable Potion are active.
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.
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.
Ignite provides players an offensive utility and damage spell that scales with level. A well-placed healing reduction debuff from Ignite can severely limit the effectiveness of enemy healing items, as well as healing abilities from champions like Soraka, Aatrox, Vladimir, Volibear and Warwick. It is considered a direct counter to Dr. Mundo, Soraka, Aatrox and Swain because they are reliant on their healing-based abilities. The healing reduction debuff also applies to life steal, omnivamp, etc.
Depending on what level you take your Singularity, your first power spike is when you hit level 3 or 4. While the Singularity won’t help you in 1v1 fights during the early laning phase, it will allow you to help your Jungler if they need you for a potential early scuttle crab fight. Once Aurelion Sol has completed his first item, he can look for more favourable trades with the enemy. Whilst around your Astral Flight, you should poke the enemy down and then commit to an all-in once they’re low. Aurelion Sol’s main power spike his at level 6 when he unlocks his Ultimate Falling Star. It offers him a lot of additional damage and can be used in conjunction with his Breath of Light to CC the enemy. It also helps him in roams too.
Constantly toggle and move around the lane to make use of your Passive and your Astral Flight. Try to hit the minions and the enemy champion whenever possible. Push the early few waves and then recall for your first item. This will give you one up over the enemy in the very early laning phase. Keep a constant eye on the minimap, push the wave and look to impact your side lanes with your Singularity.
MID GAME (strong):
At level 9, Aurelion Sol will max his Astral Flight ability. This is a very good power spike for him as it will allow him to dish out more damage, and clear waves easier. During the mid-game, Aurelion Sol should’ve completed multiple items. He should be able to dish out a lot of damage in team fights with his Astral Flight and Passive. Level 11 is another good power spike for Aurelion Sol because he gets to put a second point in his Ultimate Falling Star.
Keep the minion wave pushed into the enemies tower and look to roam with your Singularity. Keeping them under tower will make them unable to roam or help their allies. When no team fights are occurring, put yourself in a side lane and push the minion wave. Use your Singularity to move around the map fast and help your allies in case of a fight. Look to set up picks with your Breath of Light by charging towards the enemy from your base or using your Singularity to flank the enemy from the side.
LATE GAME (average):
At level 16, Aurelion Sol will put the third and final point in his Ultimate Falling Star. He should be able to deal a lot of damage in team fights at this stage of the game. In the late game, Aurelion Sol will be able to dish out a lot of damage as he should be coming near to completing his build. Ensure that you’re playing around your Astral Flight effectively to stay alive. At level 13, Aurelion would’ve maxed out both his Astral Flight and Breath of Light. He should be a real contender to start team fights with his Breath of Light.
Stick with your team and look for picks with your Breath of Light. Avoid walking or moving around Summoners Rift alone. Use your Ultimate Falling Star in the late game as a utility tool to keep your allies safe and to prevent the enemy from getting on to your teammates. Try your hardest to kite and move around in team fights. It’s important that you stay alive for as long as possible while your Passive and Astral Flight does the work.
Aurelion Sol is quite vulnerable to ganks since he has to push the wave. But, he can use his Singularity to escape one. Make sure you do not waste your gap closer if he has his Singularity or Ultimate Falling Star available so you can catch up to him if he tries to escape. When Aurelion Sol pushes and roams, make sure you ping as soon as he goes missing. Try to push the wave back and start taking Tower plates if you’re unable to match his roam. Try and abuse Aurelion Sol’s Breath of Light cooldown. Once it’s down, he is very vulnerable. Look for favourable trades whenever he misses it.
Aurelion can use his Breath of Light + Falling Star combo to turn team fights instantly. Be sure not to stand in a cluster when looking to team fight. This is especially true when chasing, sieging or fighting inside the jungle. Wards and good communication is key against Aurelion Sol. Make sure you have the river warded at all times, and ping if he goes missing. Don’t be afraid to write in chat that he is missing too. CC is your best friend against Aurelion Sol. If you can lock him down with CC, it will be difficult for him to adjust his positioning for his stars Astral Flight. Additionally, as he is a poke champion, locking him down with CC as quickly as you can make it harder for him to dish out damage in the team fight.
Don’t all in Aurelion at level 1 when he has Corrupting Potion. He is going to heal up a lot and deal surprising damage when trading back with you. While not always practical, once Aurelion hits level 3 he will unlock his main roaming ability Singularity. Ping as soon as he goes missing as it is not unheard of Aurelion roaming to bot lane at level 3. When Aurelion hits level 6, he will try and make good use of his Ultimate Falling Star. If he cannot kill you in lane, he’ll make sure to use it elsewhere. Once his Ultimate Falling Star is up and he’s gone, communicate with your team.
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The truth is, perhaps, more unsettling.
The almighty being known as Aurelion Sol was already ancient before the rise of the mortal races of Runeterra. Born in the first breath of creation, he and those like him roamed the vast nothingness of a pristine celestial realm, seeking to fill this canvas of incalculable breadth with marvels whose twinkling spectra would bring fulfillment and delight to all who witnessed them.
As he wandered, Aurelion Sol seldom encountered any equals. The eternal Aspects were dispassionate and incurious things, contributing little to existence, content only to compose amusingly self-centered philosophies on the nature of creation.
But then, bathed in the light of a fairly unremarkable sun he had crafted eons earlier, he discovered something. A world. New realms.
He did not know who had created this world, or why—only that it had not been him.
The Aspects, who seemed unusually invested in it, implored him to come closer. There was life here, and magic, and fledgling civilizations that cried out for guidance from beings greater than themselves. Flattered by this new audience to his supreme majesty, Aurelion Sol descended to bask in their adulation, in the form of a vast and terrible dragon from the stars.
The tiny inhabitants of the insignificant land of Targon named him for the golden light of the sun he had gifted them, and the Aspects commanded them to bring forth a suitable offering in return. The mortals climbed to the peak of their tallest mountain, and presented him with a splendorous crown, crafted with careful and cunning magic, and etched with the inscrutable patterns of the celestial realm.
From the moment it touched Aurelion Sol’s brow, he knew this was no gift at all.
The accursed thing clamped in place with unimaginable force, enough that even he could not remove it, and he could feel his knowledge of the sun and its creation being stolen and scrutinized by intelligences vastly inferior to his own. Worse still, the power of the crown hurled him back into the heavens, and prevented him from getting any closer to that world again.
Instead, he was forced to watch as the duplicitous Aspects of Targon set the mortals to work in the construction of a great, gleaming disc. With this, they channeled his celestial power to raise up immortal god-warriors, for some unknown conflict that was apparently still to come.
Outraged, Aurelion Sol could see other stars fading across the firmament for lack of care and maintenance, and he strained to break free of the crown’s control. It was he who had birthed their light into the universe! Why must he be shackled, now, by the Aspects and their lowly pawns? He roared with glee when the Sun Disc failed… only to see a second, more powerful one take its place. Eventually, resigned to his fate, he saw the god-warriors cast down their rivals, then chittering creatures of pure darkness, and eventually each other.
Then, in little more than the blink of a star dragon’s eye, the world was ravaged by a succession of sorcerous catastrophes, and Aurelion Sol finally knew that Targon and the hated Aspects were all but defenseless. As he cautiously circled back, he realized the magic that bound him was weakening. Flecks of gold began to fall from his crown, each one blazing across the skies like a comet.
Driven by the tantalizing possibilities of freedom and revenge, Aurelion Sol now regards Runeterra with simmering, eternal fury. Surely, it is here, upon this world, that the cosmic balance will tip in his favor once more—and with it, the universe itself shall bear witness to the fate of those who dare steal the power of a star forger.
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