This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Aurelion Sol Build Guide by PhoenixianSlayer
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
Threats & Synergies
Just dodge her roots and you will be fine
Same as Lux, except ult when she does to put distance between you and her.
After her first item, landing a charm can equal a full burst, so be careful of that. If you can dodge all of her charms, you are good. However, what makes her more dangerous is a full combo is deadly, unlike other champs like Lux or Morgana. Therefore, be careful of her and be on high alert.
Keep Track of her spell count and Q her when she does. If you time it right, you can avoid the rest of her combo.
He can't do anything to you if you keep your distance, and try to keep your stars both on him and his double when chasing him. That way it would be pointless to redo since he will just die, just running in the opposite direction
His bird deactivates your stars, so you don't really want to engage him unless he's low. Note that him silencing you makes it so that you can't blow your Q early, so plan accordingly when engaging
He can't hurt you or stack properly if you stay out of his range. He will try to zone you on minions if he is aggressive. In that case, his roar can be annoying. Everything else is dodgeable.
Avoid his E and you are good to go. A highly aggressive veigar is a 4 or 5, simply because of his oppressiveness usually coupled with high ganking
Easily snowballs, high burst, can become untargetable. Hide under tower and call for ganks
The higher the skill, the higher the danger. No skill Yas is easy to kill. High skill dances around and kills you whenever he pleases
If you give him the lane for a bit, good luck getting back in. Ask for a gank if you leave to gank someone else. A recall is fine since you come through tower and can slowly cut in through that way
Just like Fizz if he's skilled. Otherwise, easy win
He has a much higher range than you do and a very wide Q. Extremely hard to dodge. Difficult to farm under tower with this guy
like Cho, just avoid his Q at all cost
He's easy to dodge if you are watching for that
Stay away from her and watch out for her ult
Match his W with your Q early to secure game. Once you get Rylai's, he's dead meat assuming you didn't feed him
She has no targeting spells, so she can't hurt you. Killing her is a pain though because of the shields.
Dodge and Kill
Can get close easily and gets extra advantages for doing so. If you keep your distance, he won't be too bad, but don't ever let him get close or you are dead.
She is like you, except with walls instead of stars, and a revive instead of an escape. Get help to keep her in check since she can revive. If her revive is down, you could probably get her yourself.
Dangerous if skilled. Can predict her movements off of her daggers, so stay away from those
Has towers, like Heimer. In addition, has a root and knockup. If you get caught off-guard, you could easily take a ton of damage
High wave clear and high range, his Q may be easier to dodge than Xerath's, but a smart ziggs will hit you when you go near his cs, plus he has an aoe airborne, so he can really mess with you.
Champion Build Guide
|This build focuses on team fight utility and maximization of pressure. For this build to truly work, you need to basically forget about auto attacking. Your stars are your main form of damage and wave clear. Focus on doing that and using your mouse solely to keep yourself in motion (and targeting for skill shots). Always move as Aurelion Sol because he has a very small ring of attack.|
Generally when I play Aurelion Sol, Most games are won or lost by the time I get Liandry's Anguish or Seraph's Embrace, so this champ can really carry if played properly.
Aurelion Sol is a really good laner due to his relative safety. His stars allow for natural and constant harrass through natural csing. However, the main issue with the character is he's kinda helpless once you get close. Therefore, champs with A DASH are annoying, but counterable. Champs with multiple dashes or invisibility basically are death sentences. Champs like Yasuo, Kassadin, Twitch, and Evelynn are major problems for Aurelion Sol (assuming good proficiency).
This is the focus of your kit. It creates the three stars spinning around you at all times. These stars are spells, so on-hit spell effects are really OP on him. These spells cost no mana alone. Airborne, Charm, Flee, Silence, Sleep, Stun, Suprression, and Taunt will deactivate this passive for the duration of said CC.
This is your main form of CC and one of your three escape tool. This is a slowish moving circular skill shot that detonates when out of the range of Celestial Expansion or upon reactivation stunning everything inside of this. You can cast and detonate to stun people close by, but not right next to you. If you are chasing someone, throw one of these out because it grows in size (increases radially), but not in damage the farther it travels. The stun duration also scales with the size of the orb with max stun being 2.25 secs at rank 5. For early game, it will range from 0.5 to 1.65 seconds. Traveling with a star adds a bit of MS so that you can keep up with it.
Its basically a toggle that makes the stars farther away and hit harder at the cost of mana. This is your main mana drain. You want to keep this active as much as possible when laning. Most people will avoid it, so you can CS in peace and force them to CS under tower, which will cost them since towers have a habit of killing minions. This skill allows you to control the lane as you desire. The toggle has a cooldown and will go on cooldown if your passive deactivates from the crowd control mentioned in the passive section.
It's a dual skill that makes moving around the map super easy. The passive makes you move faster when going in a straight line. That is super easy to accomplish and makes it easier to gank or return to lane. The active makes you go fast and go over walls, so you get through the jungle as or more efficiently than Talon. However, taking damage from champions or towers will make you land early. Both of these skills makes it easy to escape opponents and makes you pretty much ungankable. In addition, you can use Starsurge in combo with this to quickly hop from one lane to another with a huge sphere of stunning glory.
This skill is your main escape tool. If they get too close, this throws them back into range of
Celestial Expansion and slows them. This allows you to escape by running and if you have
Rylai's Crystal Scepter it's even harder for them to chase you. You can also use this to secure kills by forcing them back into the main damage zone and then keep them there.
I would suggest either Phase Rush or Summon Aery. Phase Rush is better for people who like combos but still want to focus on utility and team battles. It gives you a speed boost that makes killing easy for you and your team. Summon Aery is better for 1v1 and poking. It's really handy in lane and has a short cycle time. Its easier to proc also, so if you aren't combo focused, its really good. Arcane Comet is bad because you aren't activating a lot of spells since your spells are passives, so it would still have the 30 sec cooldown.
This playstyle is a major mana hog. Manaflow Band is a must.
The build depends a lot on the champ's speed, so Celerity is necessary. It gives you the speed edge to dodge basically everything.
Waterwalking is really good for ganking and escaping opponents. Gathering Storm is also a good choice. You trade speed for constant AP, however, that return is low because games last for a relatively short period of time, so the AP will be low.
Considering that Sol becomes extremely dangerous once he hits his first item ( Rylai's Crystal Scepter), you want to get it as soon as possible. Also, you have a tendancy to recall quite a bit to replenish mana. Definitely not as much with changes to Manaflow Band, but still some. Therefore, you want to make those trips efficient. Therefore I take Future's Market to always be able to buy something. Magical Footwear and Biscuit Delivery are also good runes. Biscuit Delivery isn't as good as Future's Market because the mana that is regenerated by a Total Biscuit of Everlasting Will adds little Celestial Expansion time and adds only a minuscule amount of max mana. Magical Footwear is ok but not the most optimal option beause you want to get your boots early, so the time delay leaves you vulnerable for longer. Its still a decent option, but not preferable.
Approach Velocity is very helpful for finishing off foes. It adds damage when going towards an opponent and makes it so that they have even lower chances of escaping you. This rune can be replaced with Magical Footwear or Biscuit Delivery. I mentioned above what I thought about them. If you want to switch one of the Inspiration runes, I would change this one over Future's Market since this one is less useful than Future's Market.
It is a safety net to keep you alive with extra health and extra MS to help secure your escape.
First, it's a great escape tool since it adds lots of MS. Also, it's easier to pursue opponents since you can phase through enemy minions and keep your Comet of Legend passive constantly active by chasing in a un-obstructed straight line. This used to be better when Celerity added damage based on increased speed, but its still a good spell even if it only adds MS now.
I now think that Flash is closer to Ghost with the 8.23 Path Update, however, I still like Ghost over Flash as pointed out below.
Ghost and Flash are comparable because you gain about the same amount of distance with both at the end of their effects. I think Ghost is better than Flash because gives an effect over the entire course of a battle instead of a instant distance change, has a much lower cooldown, and allows you to keep you Comet of Legend passive activated. In addition, Flash has the same usefulness as Comet of Legend's active -- Getting over walls. Therefore, Flash is kind of redundant and has fewer advantages for offense.
Heal is better than Barrier since Barrier only lasts for a couple of seconds. Heal is pure health, so it lasts indefinitely. In addition, it makes it easier to escape in the early game, so its a double defense. Barrier does have higher damage absorption than Heal, however, the speed makes a huge difference with Celerity, Boots of Swiftness, and Waterwalking (if escaping into the river, which you should do because you can easily outrun them there). That 30% speed boost makes you uncatchable with this build. In the end, not being in the range of damage is a better defense than a shield to absorb the damage.
There have been only a few times when I really needed Ignite. There are usually two situations you meet with this build during the laning phase: either the opponent ignores your star damage and you get an early kill, or the opponent is cautious and rarely gets hit. If they're somewhere in between, they'll be at their tower at half health usually. Therefore, you would rarely need Ignite, because either you beat them without it, or there isn't a time to use it. Mid-game and after, you can easily beat most opponents on your own, so there is no need for it then. It is rarely ever useful.
Exhaust is really redundant with this build. You already have a good slow and chase speed. There is no need for it at any point in the game.
Teleport is unnecesarry because you have enough distance covering capabilities from the MS you build and Comet of Legend.
This should be the first thing you get. This champ needs TONS of mana. This item supplies it. However, on't upgrade this to Archangel's Staff till later.
Due to the relatively small "safe zone" on this champion, you need plenty of movement speed to keep your opponents in star range. These boots supply that move speed. These boots also make it a lot easier to deal with skill shots and ganks since you can usually outrun your opponents once you hit the river. This item is extremely necessary, and therefore the next item that should be bought.
This is basically the whole point of the build. This item gives you a nice chunk of damage and makes pretty much invincible to Melee champions. Between your high boot speed and the slow from this item, melee champions have no chance of catching up to you, let alone killing you. You can just kite them to death with Celestial Expansion or unload everything on your opponents, and they can't do much about it due to the slow. This should always be your first complete item, even with a Fizz.
The icing on the cake. Adds plenty of damage, increases your damage as you fight making kiting more effective, and you burn for percent health with each spell hit. If they weren't having trouble with you before, they will now. This comes second, except with a Fizz.
Now that you finished your core, finishing your Tear of the Goddess is a good idea. When you build Archangel's Staff, it will always autmatically transform to Seraph's Embrace due to you constantly expending mana. You turn your previous weakness into your strength by adds plenty of damage due to your massive mana pool.
Pure damage, Pure death.
An item to deal with those diving burst champs like Fizz, Zed, etc. When they ult, just pop this and instantly they are on the defensive since they probably over-extended to do this. If you have help, get them after you time back in, otherwise, don't. The character you get this to avoid dying to can deal plenty of damage without their ult, not nearly as much, but still plenty. They can still kill you or escape if try to 1v1 them, so you need that backup.
Makes you faster and more dangerous. Might want to opt for Void Staff if you just start using this build since being too fast can be just a big a problem as not fast enough due to the short kill range of the champ. The item is great for tracking down opponents (due to the ghosts that you can follow to a champion) and just the damage and CDR.
Good for breaking down high MR champs. Has some decent AP.
.... constantly attacking them.
Stay in constant motion. It's a lot harder to hit a moving target. It's also a lot harder to gank a moving target
.... that is ready to run away at a second's notice.
Don't be afraid to recall. If you are bullying them properly, they should be losing farm and always stuck under
....tower. This will use up a lot of mana, but you will be able to replenish it by recalling. This also allows you to
....get your next item while waiting for the farm to come back in range. Keep doing this until you have Rylia's
....Scepter and then try and kill your lane opponent. You should always be high health doing this, so you should be
....even harder to gank.
Ward one side of the river and favor that side. If they try and gank from that side, you can see them early
.... and outrun them, if they come from the other side, just run into the bush you are by. You have the speed
.... advantage in the river, so escape ganks by running into the river then just come right back by taking the
....scenic route through the jungle.
Save your R for emergencies. You want your R to avoid ganks since it knocks back opponents too close and
....slows everyone hit. Until you are powerful enough that you don't need it as much, save it for ganks from
.... Xin Zhao or the like that can jump on you or stealth up to you.
Gank other lanes. As you start getting a bigger mana supply and some AP, you can quickly gank someone for
....a kill then rush back to lane. This will help everyone in the process and give your mid laner a big headache
....trying to figure out whether to push or assist their teammates.
Farm and bully.
Farm more and gank a bit, not too much though or you will lose lane advantage and you don't do a ton of damage, so you really won't be able to kill anyone.
Gank anyone overextended. They will definitely die because they weren't expecting the power spike and the inability to escape you.
You should have everyone afraid of you by now, so be aggressive, just avoid unfair fights. You can outpace almost all champs and deal a ton of damage, so try and get kills where you can, and if it gets ugly, hit them with your Voice of Light to super-slow them and run. If they chase, all the better since you will kill them while they think they have the advantage. Also, try and split push. You have great speed, so you can push one lane solo, and if an opponent you don't want to fight shows up, just jump to another lane and push. If you push top and mid, while the rest of the team pushes bot, the opponents will be strained to deal with all those pushes.
You hould continue to split push a lot. If and when your team makes a big team push, be there when the fighting starts. Try and invest in a push just before and then rush in with Comet of Legend and a large Starsurge after the fighting starts and scare the heck out of your opponents.
Probably want Baron at this point to push it over. Items you might want at this point are Rabadon's Deathcap, Zhonya's Hourglass, Banshee's Veil, Void Staff, or Twin Shadows
Pre Rylia's Combo 1:
Open your stars while the Starsurge is going towards the opponent. Then stun him. Then use your passive and auto attack to damage him. This should activate Phase Rush if you are running it. Phase Rush is unconsequential in lane since they will just run to tower, but in a longer chase, it is helpful. Hopefully doing this once with JG or twice solo should get a kill.
Pre Rylia's Combo 2:
Same thing as combo 1, except you slow your opponent first with Voice of Light so they have to flash or stopwatch to avoid the stun. You also get Phase Rush earlier which helps for catching people since this will not always kill on the initial burst. With the additional damage of Voice of Light, you probably only need to do this once with a little poking from before.
Post Rylia's Combo:
Slow them with your passive Center of the Universe then use Starsurge so it is harder to dodge. Even if they flash or stopwatch, the cooldown on this combo is low, so you just repeat when you either catch up or they lose their invincibility.
These combos are kinda unnecessary on most squishy targets once you get Liandry's Anguish because you can take them out with Center of the Universe alone (with Celestial Expansion active).
"Cower, worship, beg, they're all valid reactions."