Aurelion Sol Build Guide

TY Ao'Shin

Uploader Barph
Updated 1 year ago
12,174
100%
Runes
  • 3
    Greater Quintessence of Ability Power (+4.95 ability power)
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Scaling Health (+1.33 health per level (+24 at champion level 18))
  • 9
    Greater Glyph of Magic Resist (+1.34 magic resist)
Masteries
12 Ferocity
0/ 5
5/ 5
1/ 1
0/ 1
0/ 1
0/ 5
5/ 5
0/ 1
1/ 1
0/ 5
0/ 5
0/ 1
0/ 1
0/ 1
18 Cunning
0/ 5
5/ 5
0/ 1
1/ 1
0/ 1
5/ 5
0/ 5
0/ 1
1/ 1
5/ 5
0/ 5
0/ 1
1/ 1
0/ 1
0 Resolve
0/ 5
0/ 5
0/ 1
0/ 1
0/ 5
0/ 5
0/ 1
0/ 1
0/ 5
0/ 5
0/ 1
0/ 1
0/ 1
Skill Order
Q W E R
Starsurge
Celestial Expansion
Comet of Legend
Voice of Light
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Alt text

Greetings, I'm Varph a Master tier midlane main on EUW and this is my guide to Aurelion Sol! Aurelion Sol is a fairly beefy zone control mage focused on sustained damage and map mobility. He's somewhere between Twisted Fate and Anivia as far as his kit is concerned. Aurelion is a pretty decent laner with surprising bully potential at early levels although he isn't a safe pick since some champions can really just abuse his kit(Yasuo.) Later in the game he provides extremely impressive sustained AoE damage in teamfights as long as he can stay alive and wields a very powerful and reliable ult that can turn teamfights.

One really cool thing about Aurelion is he is not only a midlaner but a potent jungler as well with his strong roaming and ganks and high scaling.

Pros

  1. Massive AoE sustained damage potential.
  2. Potent Roamer
  3. Extremely powerful and reliable ultimate
  4. Very fast at travelling the map due to his E
  5. Can make lane wide stuns with Q

Cons

  1. Very awkward and difficult to play due to his playstyle with the passive.
  2. Extremely vulnerable to champs that can get close and stay close.
  3. E is a non-existent spell during combat
  4. Crowd control deactivates his passive and puts W on cooldown
  5. Generally puts himself in harms way to deal damage due to his range

My accounts

  1. Varph (Main, finished S5 Master 300 LP) http://euw.op.gg/summoner/userName=varph
  2. Squiggle Dragon (Smurf, finished S5 Master -16 LP, Aurelion OTP) http://euw.op.gg/summoner/userName=Squiggle+dragon
  3. Zarph (Vel'Koz only smurf, Finished Challenger 715 LP) http://euw.op.gg/summoner/userName=Zarph

Alt text

As a laner, Aurelion varies massively with his match ups from a lane bully constantly looking for fights with his Q or as one cowering as far back as he can to avoid engagements, it is all down to the match ups. Basically most immobile champions Aurelion should be fine against and will even bully a lot of them, on the other hand mobile champions(specifically things like Fizz, Yasuo, Talon, Zed, LeBlanc, Ahri) will bully him really hard as they have the tools to get inside his passive and stay there which makes it really hard to fight them at all if they choose to fight.

Aurelion has level 1 cheese that you should abuse, W at level 1 is one of the most powerful single point abilities and pretty much guarantees you winning a fight. It can be used for relentless pushing during lane but I'd recommend against most match ups that you try kill 3 of the minions in the first wave ASAP using autos + passive and then engage on your opponent with W active. Make sure to auto as much as you can but don't let auto'ing let them escape the W ring and just push for the trade as long as you can as you are almost certain to massively outtrade your opponent using W.

After level 1 the lane becomes fairly simple, farm as you would and any time you seek to try trade with the opponent, Q at them and activate W the moment you push Q, the expanding ring of stars adds more clutter to your play and will make it harder to read/react to the Q you fire, it makes it MUCH easier to land Q reliably in lane. Generally Q+AA+2 W procs is a standard trade where you can back off with 0 retaliation from your opponent although if you feel you can push it and continue the trade feel free.

Against the threatening match ups you should probably hold on to your Q and avoid throwing it out constantly as you may need it to try protect yourself if they try anything.

By mid game Aurelion becomes a fast response champion, with the aid of your E you can react to ganks/fights around the map or initiate the ganks yourself due to how fast you can get around. With W maxed you can push your lane really fast and easy just by standing to the side of the minion waves so that your W hits every minion, it should only take 3-4 boops to clear the whole wave.

Always keep your eye on he map, quick reactions allows you to leave the lane even if your opponent follows you can get there first. Save your E for the latter half of your journey so that you can bypass walls and come in from behind the enemy at 600 MS and NEVER fire your Q while E is active until you are close enough since a Q fired from the beginning might be bigger, it won't do shit if it misses, better off just getting close and making sure you land the stun. If you land behind your enemy remember you can insec them with your ult as it is a knock back if they are close enough.

Teamfighting

In teamfights your job as Aurelion is the same as most mages, deal as much damage as you possibly can. Aurelion offers A LOT to a teamfight with the constant AoE stuns, the massive ultimate and his persistent high damage output with his W. He is potentially one of the highest damage dealing champions in a teamfight due to the AoE nature of his W hitting multiple champions at once and constantly slowing them(sort of like Azir but not as high damage). Problem is that you have to be relatively close so posititioning is arguably more important for Aurelion than it is any other champion since his damage literally relies on his ability to position. Luckily thats all there is to the main part of his teamfight since W is easily turned on and off, you just need to skirt the edges so th at you can deal damage with W whilst not dying yourself. His ult however is a totally different story and when you use it in a teamfight can decide so many things, see the "skills" section above as a reminder to the multiple uses it has in a teamfight.


The Big Q

Yeah, you know what I'm on about... Aurelion's signature move that everyone knows him for, that massive screenwide stun that he comes flying in with. Well sorry to break it to you but that's a gimmick, and not a very reliable one. I generally make a few of these every game but rarely will one actually prove useful(maybe 1 per game if lucky), that isn't to say you shouldn't do it, go ahead! Problem is the big ones only work midlane or in a sidelane on YOUR half of the map and you can only actually make big ones once you got 3+ points in E. So at level 16 if you want to make a big one down mid for a potential catch on someone, recall for the homeguards and fire the Q(aim with the map) and fly along side it - initially with homeguards you are faster than it so don't outrun it and move with it as long as you possibly can before E'ing. When its about to escape your outer limit E in the same direction so that you are on the back end of it, this prevents anyone damaging you or seeing you before the Q itself.

Yes Jungle Aurelion works and it is actually pretty good, as of 6.7 I'd argue hes the strongest mage in the jungle(although that isn't saying much). Aurelion jungle is a very gank focused jungler using his high movement speed/wall jumping and AoE stun to apply massive pressure on the enemy team. He has a really good clear, he does not lose much health with the correct kiting but he is very vulnerable to counterjungling or simply meeting the other jungler when ganking. I'd recommend you avoid contact with the other jungler whenever you can and just focus on ganks/farming.

Jungle Path

Start topside(Gromp for blue, Krugs for red) and get a leash from your toplaner, starting Q and smite the first camp.

Do the buff on the top side of your jungle then immediately go to your next buff and smite that. That gets you level 3 and make sure to put a point in E at level 3, I'd recommend you head bot ASAP, the E will stack up before you get there and you can E behind the enemy botlane for a seriously strong level 3 gank. After that it is up to you, farm your jungle and gank what you think you can.

Aurelion does not do the jungle like other champions, don't just sit there and auto attack them, you are ranged so you should kite them! Open every camp you can with Q+W and pull back with W active when they come after you, make sure you don't pull them out of their patience range and when they get too close deactivate W and auto the monster then move CLOCKWISE around it between each autoattack, this inceases the passive DPS to the monster. Once Q is off CD, Q the monster while moving away and reactivate W, you should never have to do this more than once on a camp.

7/10 - Her Q movement speed makes her very good at getting out of your W line, additionally her R allows her to get right up in your face. During lane you do have the bonus that Aurelion's tankier nature compared to other mages means Ahri will have a lot of trouble bursting you down as she doesn't have the damage to deal with a high health target. Late game however her Charm is perfect for catching you out along with her mobility. Buy RoA against her.

10/10 - Pre-6 shes easy and you should absolutely abuse her but the moment she gets 6 it is time to hide. 3 long range targeted dashes means she is going to jump on you and stay on you no matter what you do so you should let her push and stay under tower. Start RoA and I'd recommend you even go Abyssal second item.

9/10 - Exact same as Akali above although a little bit less difficult due to her reliance on landing a Q before she engages on you.

10/10 - Ekko in the right hands is one of if not the hardest match up for Aurelion. He can push as hard as you and at level 2 he has the tools to beat you and you can't stop him. His E allows him to close the gap on you, Q slows you and his passive speeds him up so that he will stay inside your circle with ease. I'd recommend dodging if you meet this match up. His initial burst isn't that high so you don't need to start RoA.

10/10 - Really the same as Ekko except Fizz is a bit easier 1-5 and impossible post-6. Once Fizz has his ult he will just shark you and kill you, keep your distance and let him push so that he would have to towerdive to get you. Start RoA and if its going badly get Hourglass second to negate his ult. I'd recommend you get Abyssal third if you go Rylai's second.

9/10 - Its pretty much impossible to hit her with a stun but you have to try every time she W's in. That being said never Q aggressively, save it to try fight her back when she jumps in. Whether you land Q on her after her dash decides whether or not you can actually do anything in this match up. Once you get your ult you get a lot of power to fight back but it is on a long CD. Remember when her passive procs, your passive can be used to locate her assuming it hits her when shes stealthed. Go RoA>Abyssal if you have to.

10/10 - By level 2 he can instantly jump on you and trade hard, your Q won't help much in this match up since if you fire it he will E over it and once he E's you can't hit him that close so the only option is to try run. Seeker's first into RoA/Rylai's, this will make you pretty tanky and he should have issues bursting you down at least.

9/10 - With his infinite mobility, no resource bar and endless trading Yasuo is a pretty damn hard match up. You should find yourself constantly pushed and just keep your distance. A best case scenario is he just pushes you to tower and maybe gets ganked but don't let him trade ever. It isn't the hardest match up to stay alive against but just know that you cannot trade with him, he gets in your passive no problem and you won't be landing a stun on someone that mobile as well as having a windwall to block it.

8/10 - As with most immobile mages Zed is a pain in the ass but his poke pattern is easier to deal with than the all-in melee of most of the above. Post 6 you should save your ult for when he ults, when he ults you just wait and ult him back along with Q'ing at the same time to hit him as he is knocked into the outer limit. Start Seeker's and go RoA, if you feel you need it you can complete Hourglass but since you should be running Exhaust Zed shouldn't have that much kill potential on you.

Aurelion is a unique experience, he is a mage with very extreme strengths and weaknesses but I do feel his spot in the meta is pretty balanced and he has the bonus of being one of the few mages that can jungle as well as mid.

Check out my stream(twitch.tv/justvarph) since on the rare occassion that I stream it is mainly Aurelion Sol these days!

Comments coming soon!
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