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Aurelion Sol Build Guide by AirWoo

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League of Legends Build Guide Author AirWoo

[Korean S8 Mid] International Pocket Pick

AirWoo Last updated on November 8, 2017
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Cheat Sheet

Blue Eyes Blue Dragon

Aurelion Sol Build

LoL Path: Sorcery
LoL Rune: Phase Rush
Phase Rush
LoL Rune: The Ultimate Hat
The Ultimate Hat
LoL Rune: Celerity
LoL Rune: Waterwalking

LoL Path: Inspiration
LoL Rune: Approach Velocity
Approach Velocity
LoL Rune: Biscuit Delivery
Biscuit Delivery

+15 Attack Damage or +25 Ability Power (Adaptive)

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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Hello friends! My name is AirWoo and I have been playing League of Legends since season 3. Currently I am a mid/adc main ranked in high Diamond elo. Yes, there was a time when I also was a low elo summoner who wanted to get better at the game. I didn't want to be that high percentage in "elo hell". I believe that the best way to climb the solo que ladder is to watch and learn from better players and know how to optimize itemization. Even to this day, I am still striving to become better to maybe one day reach Challenger and this goal is not a solo que mission. I still require the advice and mindset of other players, whether it be mechanics from watching VODs or build paths.

Since the community has given so much to me, I would now like to return the favor and give the best build/guide I can on the new champion Aurelion Sol. Aurelion Sol is a very tricky champion that does require practice and experience before being played in a ranked match. Sol is not one of those ap mages that rely on skill shots, but he is like an adc where he must prioritize his positioning to output consistent magic damage. This guide will cover tips/tricks, build paths, and the fundamentals of being a true Star Forger! It will be frustrating at times because he is a unique champion like no other, but don't give up! If I can do it then you can do it! Fighting!

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Pros / Cons

Pros: Cons:
  • Prone to ganks when Flash and AoE skills are on cooldown.
  • Very difficult to go up against assassins.
  • Vulnerable to champions in melee range when Voice of Light is on cooldown.
  • Item reliant.
  • Visible to enemy team in bushes even without vision wards due to flying stars.
  • Crowd control causes (main damage source) Celestial Expansion to be disabled and shrink back into the smaller inner circle which greatly decreases DPS.
  • Needs time and experience to master.

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Marks are primarily meant for offense stats. This mark is essential, optimal, and most beneficial for ap mages to do the greatest amount of damage possible while shredding the enemies' magic resist.

Glyphs are primarily meant for magic stats. In the current meta your laning opponent will most likely also be an ap mage, so optimizing as much resist against ap is important for surviving the early game.

Seals are primarily meant for defensive stats. Since we have already covered the resists and defenses for the early game, having health that scales with leveling up is necessary for late game team fights.

Quintessences are primarily meant for utility stats. To even feel more in control of our champion when we already have so much movement speed from boots and our Comet of Legend, why not become even faster! It would maximize our efforts and make kiting, chasing, and roaming even easier!

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Aurelion Sol rarely auto attacks, but when he does auto attack it is usually for last hitting when he can not execute them with his stars. So taking points in Fury would be a waste since he has no need for attack speed. Sorcery is really good on him since all of most of his damage comes from his abilities.

vs vs
Aurelion Sol has no need for Expose Weakness for he is supposed to be the carry and should not rely on his teammates for damage. He should either take Double Edged Sword if you want more damage later in the game or Feast if you want to better secure survival in the early game.

Vampirism does give some sustain but not enough to be prioritized over Natural Talent , especially with the recent buff to Natural Talent it helps Aurelion Sol scale very well into the late game.

Aurelion Sol has many tools to impair his targets so Oppressor grantees consistent and reliable damage from the start of the game to the end. Taking Bounty Hunter is like taking Mejai's Soulstealer, high risk for high reward. So it is really up to you as the summoner playing the game. Do you like to take chances and risks?

Farming is very important for an ap carry no matter what champ you're playing, so I recommend taking Savagery to guarantee consistent income. Wanderer is decent for roaming, but guaranteed gold is too much to pass up.

vs vs
Runic Affinity is not bad if you're guaranteed every single blue buff from your jungler to make use of this mastery, other wise take Secret Stash which works well with your first buy, Corrupting Potion. Assassin really should not be taken since Aurelion Sol is constantly ganking and roaming and will always be near a teammate.

If you are able to manage your stars and mana pool well then you should never need mana regeneration. Take Merciless and become the carry you were meant to be.

If you farm well enough and are able to pick up kills or assists from roaming then you should have a decent income. Bandit should never be taken, take Dangerous Game for the sustain and exciting plays when you are in a pinch.

Cooldown is not really necessary when his main ability, Celestial Expansion, is a toggle. Take Precision to help assist you in your fight to shred magic resist.

vs vs
Aurelion Sol never heals or shields, so never take Windspeaker's Blessing . Aurelion Sol excels and strives for the long lasting teamfights so Thunderlord's Decree won't be optimal. And as I said before, Aurelion Sol's strength comes from his movement speed, so taking Stormraider's Surge will skyrocket his ability to chase and kite.

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Summoner Spells

Almost every single champion takes Flash as their primary summoner spell and Aurelion Sol is not the exception. Sol should always take flash, he is already a champ with a kit that has no dashes or escapes. And Comet of Legend can only be used out of combat, so during a fight he is very vulnerable. Flash is great for creating flashy plays with Starsurge or Voice of Light, chasing down enemies for kills, or escaping sticky situations.

Movement speed is Aurelion Sol's best friend. Ghost is just another great addition to his kit. Another option to chase enemies and make it literally impossible for them to escape. With Ghost you can also kite it out to make yourself impossible to catch especially with the help of the items Rylai's Crystal Scepter and Hextech GLP-800. It is the best summoner spell to take if you are confident and not afraid of getting bursted or one shotted.

I recommend this summoner spell when VS opponents with high burst/solo kill potential such as Zed and Syndra. Aurelion Sol fears assassins or champions with gap closer so exhausting them will increase the chances of survival. It will weaken them and slow them down to make it easier to land his crowd control skill shots.
I do not find this summoner spell efficient enough to be taken on Aurelion Sol for competitive play. Aurelion Sol strives in the early game because of his almighty roams which is enhanced by his Comet of Legend and given bonus movement speed. He also strives in teamfights where his power becomes exponentially stronger when he is given a lot of mobility. Teleport does not give him the utility in teamfights. Especially with Teleport nerfs, I have experienced countless failures when contributing to ganks with delayed teleports, rather than flying over and around Vision Wards and initiating surprise ganks with Comet of Legend.

I personally am not a fan of Heal because it does not protect Aurelion Sol from high burst especially from assassins who take Ignite to lower healing effects like Talon or Akali. The movement speed boost from Heal is not enough and the duration is not long enough for it to have more priority than other summoner spells like Ghost and Exhaust in my opinion.

Barrier's cooldown might be lower and its protection might be stronger for burst than Heal but it will not be enough to save Aurelion Sol every time. It will not help Sol duel or give him a chance to fight back against his laner like Exhaust. And it does not give movement speed or a slow to make landing skill shots on the opponent easier.

Do not take Ignite. Aurelion Sol already has a lot of damage potential, he needs utility or defenses to survive to deal out the damage. In addition, Aurelion Sol is not really trying to get first blood with a solo kill in his own lane, but looking else where to make plays and assist his teammates when it's needed.

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Center of the Universe

Range: 325 / 650

INNATE: Aurelion Sol is constantly orbited by three Stars, and beyond them exists an Outer Limit affecting his damaging abilities. Ability-inhibiting crowd control disables Center of the Universe.

The Stars deal 20 - 97 (based on level) (+ 10 / 20 / 30 / 40 / 50) (+ 18 - 35 (based on level)% AP) magic damage and apply spell effects to enemies that come in contact with them, executing minions below 25 health.

  • Great last-hitting tool because of its execution ability when minions are at a certain hp.
  • Hard to manage and freeze wave, basically forced to push wave.
  • If the stars are not in the bush enemies will have vision of the stars, so when trying to be sneaky hide the stars in the bush not the champion.
  • Passive stars do not use mana, so when both you and your opponent are out of mana you can still stay in lane longer and force other laner in awkward position to back and miss wave.


Range: 75 / Global
Mana Cost: 60 / 70 / 80 / 90 / 100
Cooldown: 10

ACTIVE: Aurelion Sol fires the core of a newborn star in the target direction, which expands as long as it remains within the Outer Limit and grants him 10% bonus movement speed.

Upon traveling beyond the Outer Limit or reactivating Starsurge, the core detonates, dealing magic damage to all enemies caught within and stunning them.

Magic Damage: 70 / 110 / 150 / 190 / 230 (+ 65% AP)
Stun Duration: 1.1 / 1.2 / 1.3 / 1.4 / 1.5

  • If Starsurge's center passes the circle of stars, it will be forced to detonate.
  • Expanding the circle of stars with Celestial Expansion will increase the distance that Starsurge can travel.
  • If you are confident that you are in a safe position and will get peel from your fellow teammates, then use Starsurge to initiate or catch someone out.
  • If you are constantly getting focused and no one can help you then I recommend using Starsurge for self peel for when the enemies close in with gap closers and dashes.
  • Amazing for starting teamfights in lanes. For example, release Starsurge early and run it down a lane while gathering up speed to get a multiple-man-stun that takes up an entire lane for a game winning play.

Celestial Expansion

Mana Cost: 40 + 16 / 22 / 28 / 34 / 40 PER SECOND
Cooldown: 6 / 5.5 / 5 / 4.5 / 4

PASSIVE: The Center of the Universe Stars' base damage is increased.

TOGGLE: Aurelion Sol Celestial Expansion pushes his Center of the Universe Stars out to the Outer Limit and increases their damage by 50%.

Bonus Damage: 10 / 20 / 30 / 40 / 50
Total Damage: 30 - 145.5 (based on level) (+ 15 / 30 / 45 / 60 / 75) (+ 27 - 52.5 (based on level)% AP)

  • Hardest part of mastering Aurelion Sol is star management. Understanding and getting a lot of experience with Celestial Expansion is the key to success. There will be times when you will have to untoggle Celestial Expansion to hit enemies that are very close up.
  • Great zoning tool, most ADC ranges are the same distance from the outer rim to Sol. So basically the enemy ADC is forced to get hit by the stars if they want to auto attack you.
  • Pay attention to mana pool because Celestial Expansion drains mana very quickly.
  • Try your best to dodge enemy crowd control because crowd control will cause the stars to return to the inner circle which will decrease damage output drastically.

Comet of Legend

Range: 3000 / 4000 / 5000 / 6000 / 7000
Mana Cost: 60
Cooldown: 60 / 55 / 50 / 45 / 40

PASSIVE: Aurelion Sol gains Escape Velocity while moving, up to 100. He also gains bonus movement speed, based on how long he's been moving in the same direction.

At 100 Escape Velocity, Comet of Legend can be activated. Turns consume the movement speed, based on how sharp they are. Damage from champions or turrets consumes the bonus movement speed and Escape Velocity entirely.

ACTIVE: Aurelion Sol pulls in his Center of the Universe Stars and takes flight in the chosen direction, gaining unobstructed Sight icon sight and ignoring terrain and unit collision. Aurelion Sol can also be seen regardless of obstructions.

Performing any action (excluding Starsurge) or taking damage from champions or turrets will end Comet of Legend early.

Maximum Bonus Movement Speed: 25 / 30 / 35 / 40 / 45%

  • Gains speed while moving in once continuous direction, so try to level up this skill before your first back to arrive at lane faster.
  • Use it to escape chasing enemies when you haven't taken any damage recently.
  • Can be used to fly over terrain to avoid enemy Vision Wards.
  • You should definitely abuse this ability by ganking and assisting other lanes. Comet of Legend's roaming potential can be comparable to Twisted Fate's Destiny and Taliyah's Weaver's Wall.
  • It can be used to make Starsurge even larger.
  • Be aware that you can not change the direction of Comet of Legend once a direction has been chosen so try to predict ahead of the enemy when ganking.

Voice of Light

Range: 1300
Mana Cost: 100
Cooldown: 120 / 100 / 80

ACTIVE: Aurelion Sol exhales a wave of starfire in a line, dealing magic damage to all enemies hit, slowing for 2 seconds and knocking targets back to the Outer Limit if they are within.

Magic Damage: 150 / 250 / 350 (+ 70% AP)
Slow: 40 / 50 / 60%

  • It can be used early to catch an enemy out with its long range slow.
  • It can be used to snipe or burst an enemy from far away.
  • Should be used defensively and to self peel when enemies get too close.
  • Knocks back enemies exactly in the range of your outer circle of stars.

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Early Game Items

I think this item is the best one to take first just because it gives so much sustain especially with the Secret Stash mastery. Early game you just want to roam and survive, so now you can always return to lane knowing that you have some potions when you make a mistake instead of buying 50g potions every time. Additionally, the burning damage from Corrupting Potion will help duel and secure kills when ganking.

Boots are a must on your first back because it gives so much to Aurelion Sol. He can get back to lane quicker after buying, the success rate on ganks become higher, and it helps control and manage the stars.

I like to buy Doran's Ring just because it is so cost efficient. It's probably the best early game items you can buy in this game since it gives mana regeneration, health, and damage.

If you think you can fed and snowball the game, then I recommend this The Dark Seal. It synergies really well with [corrupting potion]] and gives a significant amount of ability power when you get a kill or assist, but it is also a risk since you will lose all of those combat stats if you die.

If you do not care at all for combat stats or your lane and you just want to roam and tilt the enemy side lanes, then take these babies and FLY!

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Late Game Items

I believe that this item is very efficient on Aurelion Sol, it provides sustain, mana, damage, and utility. It basically give Aurelion Sol another ability to deal damage and slow his enemies for when he is chasing or kiting. It is also another option to hit targets from up close, which is one of Aurelion Sol's weakest points.

This is a MUST buy! Since the stars of Center of the Universe apply spell effects, there is will be an unlimited supply of slows. This is Aurelion Sol's bread and butter for chasing and escaping.

Build this item when you start seeing the enemy team building magic resist such as Locket of the Iron Solari and Spirit Visage. With magic penetration you are basically doing true damage.

Probably the best defensive item you can buy when facing a enemy team that is ability power focused. It provides resist to survive against ability power burst and it even provides extra damage by reducing nearby enemies' resist. And the range of this aura is perfect since the range of the aura is the same range as your stars when expanded to the outer rim. Definitely buy this item early when facing an ap assassin.

Every ap champions' favorite item. A great late game item that helps any champion scale since it provides so much extra ability power. Definitely take this item to do tons of damage.

If you purchased The Dark Seal and you are still steamrolling the enemy team in the mid game. Purchase Mejai's Soulstealer to exponentially enhance your lead and gurauntee your victory.

Zhonya's Hourglass is a great defensive items against ad assassins like Zed and Talon. It provides armor to handle autos from adcs and abilities that are attack damaged based. In addition, you can have Celestial Expansion toggled on still even when in Zhonya's Hourglass to do tons of damage while being invulnerable.

Take this item over Void Staff if you want to feel more tanky with the given hp stats and if the opponents have some magic resist and a lot of health. It burns through the opponent's health over time and shreds some magic resist.

This item is a good substitute for Hextech GLP-800 if you do not care about the utility ("icy shot ability that slows") and if you want to scale harder into the late game since it give more bonus stats.

Preference item if you don't think zhonya's hour glass and Abyssal Mask gives enough defensive stats. Also, take this item if you are constantly getting focused and assassinated.

If the enemy is skill shot reliant and are ability power focused then grab this item as your defensive item. It will block the first ability that you get hit by which can save you and help keep Celestial Expansion toggled.

If the enemy has a lot off crowd control to constantly hold you in place and stop your Celestial Expansion then switch out the Boots of Swiftness for these. It also gives a nice small amount of magic resist.

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Laning Phase

  • Right when the minions meet in the mid lane, I like to stand near the enemy red side between the melee and ranged creeps and wave clear the minions as fast as possible with Celestial Expansion. This gives me dominance and priority over the other laner. Now I can ward the enemy red jungle camp to grant vision for my entire team of where the enemy jungler is. Then I take one raptor creep for a early level two with my passive stars. Now when I go back to lane I have even more pressure and the ability to duel/trade with the enemy midlaner since they would still be level one.
  • After doing that cheese to get level two and vision of the enemy jungler, I like to do my best at last hitting and farming until I reach level four and 700g. Getting level four is important for leveling up your Comet of Legend to get back to lane faster. In addition, I like to get 700g or more before I back to buy boots and another starting item like Doran's Ring or The Dark Seal. If you have the money I recommend buying a Vision Ward because they are game changers, vision will make roaming easier and more wary of the enemy ganks.
  • Now from levels one to five, you can shove way as hard as you can into the enemy turret and start roaming. I like to roam bot side because that lane will provide the most crowd control to secure the kills and there will be two potential targets instead of one. I also prefer to roam on the same side as your jungler to avoid getting caught and have a safety net just in case you get caught while roaming.
  • At level six you now have even more kill potential. So you can continue to roam or call your jungler to gank mid and get a kill.

Mid/Late Game

  • At this time it would be at your best interest to group with your team since Aurelion Sol is a beast team fighter.
  • Try to get picks with your Voice of Light and run it down a lane with a charged up Starsurge
  • Use your Comet of Legend for map pressure. Roam to another lane where your split pusher is to catch the enemy out. Or be the split pusher and shove out a wave for lane dominance and fly back to your fellow teammates.


  • You can either start the teamfight by using Voice of Light to initiate if you see the opponent out of position. Or you can wait for your team to engage and peel for your adc.
  • Save Starsurge and Voice of Light for when enemies get too close, you can basically peel for you and your adc. Use the stars and zone away enemies, but don't stand too close and clump with your adc because it would be ideal for both of you to not get CC and stay alive.
  • Try your best to dodge the crowd control spells while still hitting your enemies with your spell effect stars.
  • So in conclusion, you should always be peeling back with your adc until it is clear that your winning the fight and that it is safe to chase.