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Recommended Items
Spells:
Barrier
Exhaust
Items
Ability Order
Cosmic Creator (PASSIVE)
Aurelion Sol Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Katarina
She can easily [[shunpo]] inside your orbit and then you're completely boned.
Ideal
Strong
Ok
Low
None
Introduction
Patch 6.19 nerfed the hell out of
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Pros:
[+] Constant damage output because of
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[+] Great teamfighter because of sustained damage from
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[+] Excellent at ganking / roaming from
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Cons:
[-] Not much defense against assassins
[-] You're a huge target for skillshots (but your tail is untargetable)
[-] Awful against teams full of hard CC since they will disable your stars
The upgrade path for our star dragon should almost always be R > W > E > Q.
I can't emphasize this enough. Three stars orbit you for a reason. Use them since they are your main source of damage. Every level of
Astral Flight increases the passive base damage of your stars (only 5 instead of 10 after Patch 6.19 ://), and activating the ability gives you +50% MORE damage. You can literally go AFK and get a kill as long as someone runs into your orbit. GG EZ.
Singularity allows you to fly almost globally (from mid lane, your radius covers the entire map at max rank), which makes you a natural roamer. Fly in for easy ganks to either side lane, and your jungler can basically camp the other half of the map. This is why I recommend getting this ability to at least level 3 before you start leveling
Breath of Light. The counterplay is insane.
Upgrade your
Falling Star whenever you can. It actually doesn't do much damage because its main bonuses are the slow and knockback, so any extra upgrade will ensure that you secure the kill of anyone that tries to run.
Max
Breath of Light last. Neither the stun duration increase nor the damage increase is very significant between levels, so this ability is a one-point wonder, just like Katarina's
Shunpo.
MAX YOUR W FIRST!
I can't emphasize this enough. Three stars orbit you for a reason. Use them since they are your main source of damage. Every level of
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Get Your Roam On
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The Ultimate
Upgrade your
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The Star Stun
Max
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Aurelion Sol is relatively versatile with regards to spells, unlike someone such as Katarina who pretty much requires Flash and Ignite, though the following two will offer you the best utility. Possible alternatives are listed below, but they might not be as useful to the star dragon.
Barrier is your best friend against those jumpy burst assassins that are all-too-common in the mid lane. This is especially useful since your
Breath of Light has a small delay before it can be exploded. Lee Sin shows up to gank and jumps on you? Barrier. Leona pulls herself toward you? Barrier. Yasuo actually managed to tornado you and is trying to pull of his ultimate
Last Breath? Barrier.
Exhaust is a very nice addition to your Crowd Control Hell. Not only is it useful during teamfights, but it also keeps enemies within your orbit, so you can immediately proceed to stun them and harass with
Astral Flight and maybe follow up with
Falling Star for a free kill. It's especially useful pre-
Rylai's Crystal Scepter so no one escapes you with 2 HP.
People will argue that everyone and their grandma should use Flash 100% of the time. It offers clutch escapes and useful gap closers, they'll say. HOWEVER, since Sol already has so much mobility for both chasing and escaping with his momentum-based movement speed increases,
Singularity, and
Breath of Light for that +10% movement speed, Flash just isn't completely necessary.
Ghost is useful for champions who rely on chasing to secure the kill. For example, Master Yi's
Highlander &
Ghost combo grants him about 700 movement speed. HOWEVER, as with Flash, Sol already has enough speed built into his kit.
Cleanse is an alternative to Barrier if the enemy team is packed with HARD CROWD CONTROL, like Blitzcrank's
Power Fist, Sion's
Decimating Smash, and Malphite's
Unstoppable Force, which disable your stars.
Ignite can be taken if you're feeling overly aggressive and want to kill secure, especially in the early game, which was hella nerfed by Patch 6.19. Unless you rush a full AP item instead of something tankier like
Rod of Ages, your early damage is low and the increased mana costs, especially for
Astral Flight are insane.
Sol naturally scales as an offtank so you personally won't have trouble with HP, and it's likely that the ADC and/or support already have Heal anyway, so it's a waste of a slot.
Teleport can very much increase map pressure, but if
Singularity is decently upgraded, you can fly almost globally and be present to help your team in almost roughly the same 4 seconds that it takes to teleport.
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Alternatives
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Don't Take
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Quintessence of Ability Power and
Mark of Magic Penetration for that beautiful AP damage
Seal of Health to stay alive early-game, and
Seal of Scaling Health for later on, so you can sustain your boop damage in teamfights for longer.
Glyph of Mana Regeneration because your
Astral Flight eats mana every second. The longer you can keep it active, the more damage output you have.
Glyph of Magic Resist, but the defensive items will offer that anyway.
Alternatives
Glyph of Ability Power if you're lusting after pure power.
You've probably heard this for many other champions, but
Thunderlord's Decree
is absolutely the best mastery to have on this guy. All it takes is the
Breath of Light stun > an easy comet boop > auto-attack combo, or even three consecutive
Astral Flight boops to activate it.
As for the others,
Feast
(2nd tier Ferocity) can be swapped with
Expose Weakness
if you're planning on roaming a lot and/or playing more of a support role. Also
Merciless
(3rd tier Cunning) can be swapped with
Meditation
, but after early-game you won't be running into mana problems.
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As for the others,
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Starting
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Start Rushing Core Items
Ideally save up 1100 gold for
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Boots
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Rylai's Crystal Scepter
At the 20 minute mark (or closer to 15 if you're a lot better at last-hitting minions than I am) your life will change. This is when you'll finally be able to afford
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most important item you can build on Aurelion Sol
. The bonus health and AP is a nice boost for your teamfight performance, but its defining feature is the passive. Every single one of your![](/images/spacer.png)
Late-Game Defense
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Late-Game Offense
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+80 Ability Power (you will still melt)
+300 Health (even a better choice than some of the defensive items... screw their True Damage)
+15 Magic Penetration (not as good as
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+Sustained fire damage, which IS DOUBLED WHEN THEIR MOVEMENT SPEED IS IMPAIRED. When paired with the slow from
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