This meta overview presents AURELION SOL’s ranked performance across different roles and skill tiers. The data includes tier placement, win rate, pick rate, ban rate, and short-term trends, allowing you to evaluate her current strength and draft priority. Statistics are synced with rank buckets and role selection, helping you understand where AURELION SOL performs best and how her impact changes in the evolving Wild Rift meta.
The information below will help you get familiar with the game on the Mid Line AURELION SOL. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Amplifying Tome. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Amplifying Tome
+20 Ability Power
500
Blackfire Torch
Deal burn damage
+80 Ability Power
+500 Maximum Mana
+20 Ability Haste
Baleful Blaze: Dealing damage with abilities causes enemies to burn for 20 + 2%
magic damage per second for 3 seconds.
Deal 40 plus 2%
magic damage every second to monsters.
Blackfire: For each enemy champion or monster affected by your Baleful Blaze, gain 4% Ability Power.
2800
Blackfire Torch TIPS: This item is perfect for mages who specialize in sustained spell damage. Your abilities ignite enemies, burning them over time, and the more enemies affected by the burn, the more Ability Power you gain. It excels on champions with area-of-effect and damage-over-time abilities, boosting both your overall damage and your ability to clear waves and jungle camps efficiently.
Boots of Mana
Ability Power, Magic Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
Rylai's Crystal Scepter
Abilities apply slows
+350 Max Health
+65 Ability Power
Icy: Damaging abilities and empowered attacks slow enemies by 30% for 0.75 second.
2700
Rylai's Crystal Scepter TIPS: This item enhances your crowd control by causing your abilities and empowered attacks to slow enemies with every hit. The bonus health improves your durability, while the consistent slow makes it much easier to land follow-up abilities, chase fleeing targets, and support your teammates. It is an excellent choice for damage-over-time mages and champions who rely on keeping enemies within the range of their abilities.
Boots of Mana
Ability Power, Magic Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
Spellslinger's Shoes
Deal bonus damage to minions
+40 Ability Power
+18 Magic Penetration
+8% Magic Penetration
+100% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% base Health Regen.
Big Bully: Attacks and active abilities deal 22 bonus true damage to minions.
2200
Spellslinger's Shoes TIPS: These boots greatly increase your magic damage through a combination of Ability Power and both flat and percentage magic penetration. The high mana regeneration allows for frequent spell casting, while the bonus true damage to minions significantly improves wave clear. Champions without Mana instead gain increased health regeneration. They are an excellent choice for mages and AP supports who value strong damage, constant lane pressure, and efficient farming.
Blackfire Torch (Deal burn damage) as your first item, followed by
Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Rylai's Crystal Scepter (Abilities apply slows).
Spellslinger's Shoes (Deal bonus damage to minions).
Blackfire Torch
Deal burn damage
+80 Ability Power
+500 Maximum Mana
+20 Ability Haste
Baleful Blaze: Dealing damage with abilities causes enemies to burn for 20 + 2%
magic damage per second for 3 seconds.
Deal 40 plus 2%
magic damage every second to monsters.
Blackfire: For each enemy champion or monster affected by your Baleful Blaze, gain 4% Ability Power.
2800
Blackfire Torch TIPS: This item is perfect for mages who specialize in sustained spell damage. Your abilities ignite enemies, burning them over time, and the more enemies affected by the burn, the more Ability Power you gain. It excels on champions with area-of-effect and damage-over-time abilities, boosting both your overall damage and your ability to clear waves and jungle camps efficiently.
Boots of Mana
Ability Power, Magic Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
Rylai's Crystal Scepter
Abilities apply slows
+350 Max Health
+65 Ability Power
Icy: Damaging abilities and empowered attacks slow enemies by 30% for 0.75 second.
2700
Rylai's Crystal Scepter TIPS: This item enhances your crowd control by causing your abilities and empowered attacks to slow enemies with every hit. The bonus health improves your durability, while the consistent slow makes it much easier to land follow-up abilities, chase fleeing targets, and support your teammates. It is an excellent choice for damage-over-time mages and champions who rely on keeping enemies within the range of their abilities.
Liandry's Torment
Abilities deal bonus damage
+300 Max Health
+70 Ability Power
Torment: Damaging abilities and empowered attacks burn enemies for 2% max Health magic damage for 3 seconds.
Madness: Deals 2% more damage for each second in combat against champions, capped at 6% after 3 seconds.
3000
Liandry's Torment TIPS: This item excels in extended fights. Your abilities and empowered attacks ignite enemies, dealing damage over time based on their maximum health, while your overall damage steadily increases the longer you remain in combat. It is an excellent choice for damage-over-time mages and AP bruisers who want to wear down even the toughest frontline champions.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Rabadon's Deathcap
Boosts Ability Power
+130 Ability Power
Overkill: Increases Ability Power by 30%.
3400
Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.
Liandry's Torment
Abilities deal bonus damage
+300 Max Health
+70 Ability Power
Torment: Damaging abilities and empowered attacks burn enemies for 2% max Health magic damage for 3 seconds.
Madness: Deals 2% more damage for each second in combat against champions, capped at 6% after 3 seconds.
3000
Liandry's Torment TIPS: This item excels in extended fights. Your abilities and empowered attacks ignite enemies, dealing damage over time based on their maximum health, while your overall damage steadily increases the longer you remain in combat. It is an excellent choice for damage-over-time mages and AP bruisers who want to wear down even the toughest frontline champions.
Infinity Orb
Abilities deal bonus damage
+110 Ability Power
+15 Magic Penetration
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
3100
Infinity Orb TIPS: This item greatly enhances a mage's finishing power. It provides a large boost to Ability Power and magic penetration while allowing your abilities and empowered attacks to deal increased damage to low-health enemies. An excellent choice for mages and AP assassins who want to execute targets more reliably and maximize their burst potential.
Infinity Orb — This item greatly enhances a mage's finishing power. It provides a large boost to Ability Power and magic penetration while allowing your abilities and empowered attacks to deal increased damage to low-health enemies. An excellent choice for mages and AP assassins who want to execute targets more reliably and maximize their burst potential.
Liandry's Torment
Abilities deal bonus damage
+300 Max Health
+70 Ability Power
Torment: Damaging abilities and empowered attacks burn enemies for 2% max Health magic damage for 3 seconds.
Madness: Deals 2% more damage for each second in combat against champions, capped at 6% after 3 seconds.
3000
Liandry's Torment TIPS: This item excels in extended fights. Your abilities and empowered attacks ignite enemies, dealing damage over time based on their maximum health, while your overall damage steadily increases the longer you remain in combat. It is an excellent choice for damage-over-time mages and AP bruisers who want to wear down even the toughest frontline champions.
Bloodletter's Curse
Reduces enemy's Magic Resist
+350 Maximum Health
+65 Ability Power
+15 Ability Haste
Vile Decay: Dealing magic damage with abilities or passives to champions reduces their Magic Resist by 7.5% for 6 seconds (max 30%).
2900
Bloodletter's Curse TIPS: This item greatly enhances your magic damage by gradually reducing the target's magic resistance whenever your abilities or passive effects deal damage. It excels in extended fights, allowing both you and your AP teammates to deal increasingly higher damage to the same target. An excellent choice for AP bruisers, damage-over-time mages, and champions who can consistently keep the debuff active on multiple enemies.
Bloodletter's Curse — This item greatly enhances your magic damage by gradually reducing the target's magic resistance whenever your abilities or passive effects deal damage. It excels in extended fights, allowing both you and your AP teammates to deal increasingly higher damage to the same target. An excellent choice for AP bruisers, damage-over-time mages, and champions who can consistently keep the debuff active on multiple enemies.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Banshee's Veil
Blocks an enemy ability
+105 Ability Power
+40 Magic Resistance
Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)
3000
Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
Banshee's Veil — This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Morellonomicon
Magic damage reduces enemy healing
+300 Max Health
+75 Ability Power
+15 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2650
Morellonomicon TIPS: This item is designed to counter champions with strong healing and sustain. Any magic damage you deal applies Grievous Wounds, greatly reducing the effectiveness of enemy healing and regeneration. It is an excellent choice for mages and AP supports against teams that rely heavily on healing, lifesteal, or regeneration.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Void Staff — This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Flash (Teleport a short distance) and
Ignite (Ignites target enemy champion, dealing true damageand applying Grievous Wounds for the duration. Grievous Wound reduces the effectiveness of Healing) as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
Arcane Comet (Damaging a champion with an ability hurls a comet at their location. When a comet hits an enemy champion, the next comet's damage increases.) as your keystone, followed by
Botanist (When you destroy a plant, gain gold and empowered plant effects.),
Absolute Focus (Gain an adaptive bonus while your Health is above a threshold.) and
Scorch (Deals bonus damage to champions on ability hit.) in the primary tree, as well as
Bone Plating (Reduces incoming damage.) in the secondary tree. Below you can see possible options for replacing runes.
Arcane Comet
Poke, Stack Amplification
Damaging a champion with an ability hurls a comet at their location. When a comet hits an enemy champion, the next comet's damage increases.
Damage: (15 to 100) + (2 x total hits on enemy champions) + 10% bonus
+ 5%
.
Cooldown: 16-8s (
)
Botanist
Empowered plant effects
When you destroy a plant, gain 30 gold and empowered plant effects. Soulflowers near the turrets also grant additional bonuses.
Honeyfruit: Heal is increased by 20% when consumed.
Scryer's Bloom: Vision granted lasts 20% longer when destroyed.
Blast Cone: Gain 40% Movement Speed for 2.5 second(s) after the knockback.
Absolute Focus
Gain Attack Damage/Ability Power at high Health
While above 65% Health, gain a bonus 2–20 Attack Damage (
) or 2–30 Ability Power (
) (Adaptive).
Scorch
Abilities deal bonus damage
Damaging an enemy champion with an ability burns them, dealing 21-49 bonus magic damage (
) after 1 seconds.
Cooldown: 8s
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Arcane Comet
Poke, Stack Amplification
Damaging a champion with an ability hurls a comet at their location. When a comet hits an enemy champion, the next comet's damage increases.
Damage: (15 to 100) + (2 x total hits on enemy champions) + 10% bonus
+ 5%
.
Cooldown: 16-8s (
)
First Strike
Initiate, Damage Amplification, Bonus Gold
Initiating combat with an enemy champion or dealing damage to them within 0.25s of engaging them in combat grants 10 gold and First Strike for 3s, allowing you to deal 7% bonus true damage to them. After the effect ends, gain bonus gold based on the bonus damage dealt for its duration.
If you do not deal damage to the enemy champion within 0.25s of engaging them in combat, First Strike will go into a 10-second cooldown.
Bonus gold:
Melee: 65% of bonus damage.
Ranged: 45% of bonus damage.
Cooldown: 20-30s
First Strike — The rune is perfect for aggressive champions like Zed or Twitch, who can quickly engage in combat. After dealing damage to an enemy, it activates an effect that allows you to deal bonus true damage and earn gold based on the damage dealt. This makes the rune useful for fast economy gains and increased damage in the early game. It works especially well when initiating fights, where it's crucial to gain an advantage quickly.
Botanist
Empowered plant effects
When you destroy a plant, gain 30 gold and empowered plant effects. Soulflowers near the turrets also grant additional bonuses.
Honeyfruit: Heal is increased by 20% when consumed.
Scryer's Bloom: Vision granted lasts 20% longer when destroyed.
Blast Cone: Gain 40% Movement Speed for 2.5 second(s) after the knockback.
Axiom Arcanist
Empowered Ultimate Ability
Your ultimate ability has 10% increased damage, healing, and shielding. (AoE damage is reduced to a 5% increase.)
Scoring a takedown on an enemy champion reduces your ultimate ability's remaining cooldown by 7%.
Axiom arcanist — This rune empowers your ultimate ability, making it more impactful in every fight while also allowing you to use it more often through takedowns. It is ideal for champions who heavily rely on their ultimate for damage, control, or utility. It works best on mages, supports, and some assassins where the ultimate plays a key role in deciding fights.
Botanist
Empowered plant effects
When you destroy a plant, gain 30 gold and empowered plant effects. Soulflowers near the turrets also grant additional bonuses.
Honeyfruit: Heal is increased by 20% when consumed.
Scryer's Bloom: Vision granted lasts 20% longer when destroyed.
Blast Cone: Gain 40% Movement Speed for 2.5 second(s) after the knockback.
Manaflow Band
Increase Mana
Hitting an enemy champion with and ability or empowered attack permanently increases your max mana
by 30, up to 300 mana.
Manaflow Band — The rune permanently increases your maximum mana with each hit on an enemy champion using an ability or empowered attack, up to a maximum of 300 mana. This rune is perfect for champions who frequently use their abilities and need more mana for efficient combat, such as mages or champions with high mana consumption.
Absolute Focus
Gain Attack Damage/Ability Power at high Health
While above 65% Health, gain a bonus 2–20 Attack Damage (
) or 2–30 Ability Power (
) (Adaptive).
Transcendence
Reduces ability cooldowns
Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.
Cooldown: 8s
Transcendence — This rune reduces ability cooldowns and makes gameplay smoother by allowing more frequent skill usage. It is ideal for champions who rely heavily on abilities and are constantly involved in fights or trades. It works best on mages, supports, and some fighters where maintaining a high tempo through ability usage is essential.
Scorch
Abilities deal bonus damage
Damaging an enemy champion with an ability burns them, dealing 21-49 bonus magic damage (
) after 1 seconds.
Cooldown: 8s
Ixtali Seedjar
Plant fruits after destroying one
After destroying a plant, immediately gain a seeds that replaces your trinket for 60 seconds. The seed matures and self-destructs after it is planted at a target location. (Seeds you can pick up will also drop when an ally destroys a plant.)
Seeds become obtainable 2 minutes after the game starts.
Cooldown: Each plant has a unique 30s
Ixtali Seedjar — This rune provides additional map control by allowing you to reuse plants and create new opportunities for your team. It is ideal for players who actively use map elements and focus on macro play. It works best on supports and junglers where controlling areas, providing vision, enabling mobility, and gaining advantages through smart map usage is essential.
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Cut Down
Deal more damage to high Health enemies
Your attacks deal 6.57% bonus adaptive damage to enemy champions with more than 60% Health.
Cut Down — This rune increases damage against high-health targets, helping you deal with tanky enemies more effectively. It is ideal for champions who rely on consistent damage output, especially against tanks and durable fighters. It works best on marksmen and some fighters where efficiently shredding high-health targets is important.
(Q) Breath of Light
2.8s
10/14/18/22
Breathes starfire for 3.25 second(s), dealing 43 magic damage (43/58/73/88 + 60%
) per second to the first enemy hit and 50% of that damage to nearby enemies.
For every 1 second(s) that the breath hits the same target, Aurelion Sol deals a burst of magic damage equal to 60(60/70/80/90 + 35%
) plus 0% (3% of Stardust stacks) of the target's max Health. If the target is a champion, Aurelion Sol gains 2 stacks of Stardust.
Damage dealt based on the target's max Health is capped at 100 against monsters.
Aurelion Sol can move slowly while casting this ability.
At max ability level, this ability's duration is extended infinitely.
If Aurelion Sol is interrupted within 0.25 second(s) of casting this ability, it will go into a 1-second cooldown.
Deals 40% damage to monsters.
(W) Astral Flight
20.8/18.9/17/15.1s
80
First Cast: Flies in a direction. While flying, Breath of Light has no cooldown or max channel duration, and deals 115/120/125/130% more damage.
Recast: Ends the flight early.
If a champion is killed within 3 second(s) of taking damage from Aurelion Sol, 90% of this ability's cooldown is refunded.
Flight speed: 300 + 100%
.
Aurelion Sol's flight speed is reduced by 50% if Breath of Light is cast while flying.
(E) Singularity
10.7s
80/85/90/95
Summons a black hole, dealing 20 magic damage (20/27.5/35/42.5 + 15%
) per second and dragging enemies toward the center of the black hole for 5 second(s).
Enemies in the center die instantly when their Health falls below 5% (5 + 2.1% of Stardust stacks).
For every second an enemy champion is trapped within the black hole's range, Aurelion Sol gains 1 stack(s) of Stardust. When enemies are killed within the black hole's range, Aurelion Sol gains 5 stack(s) of Stardust for every champion or epic monster killed; 5 stack(s) of Stardust for every siege minion or large monster killed; and 1 stack(s) of Stardust for every minion or small monster killed.
(R) Falling Star
75.9/71.4/67s
100
Falling Star: Plucks a star from the heavens and crashes it into the earth, dealing 150 magic damage (150/250/350 + 65%
) and stunning enemies within range for 1 second(s). Gains 8 stack(s) of Stardust for every enemy champion hit.
Whenever Aurelion Sol collects 65 stack(s) of Stardust, the next Falling Star transforms into The Skies Descend.
The Skies Descend: Rains down cosmic fury on the earth, dealing 188 magic damage (188/313/438 + 82%
) over a larger area and knocking targets hit Airborne for 1 second(s).
Also emits a huge shockwave at the same time, dealing 150 magic damage (150/250/350 + 65%
) to enemy champions and epic monsters and slowing all enemies hit by 50% for 1 second(s).
We have prepared lists of champions that can really annoy you during a match with the game on the Mid AURELION SOL. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
There are no champions in this section that synergies with {title}.
We have prepared a list of items and spells that will help counter Mid AURELION SOL in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Mercury's Treads
Increases Magic resist
+150 Max Health
+25 Magic Resistance
+15 Tenacity
+45 Move Speed
1200
Mercury's Treads TIPS: These boots increase your Magic Resistance while making you more resilient to crowd control through Tenacity. The bonus Health and movement speed improve both survivability and mobility, allowing you to perform more effectively against magic damage and heavy-CC team compositions. They are an excellent choice for tanks, fighters, and any champion who needs to stay in the fight longer.
Force of Nature
Stacking Magic Resist and Move Speed
+350 Max Health
+60 Magic Resistance
+5% Move Speed
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 20%.
2750
Force of Nature TIPS: This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain
+10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)
3000
Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Kaenic Rookern
Gains a magic shield when out of combat
+350 Max Health
+100% Health Regen
+75 Magic Resistance
Magebane: After not taking magic damage for 12 seconds, gain a magic shield that absorbs damage equal to 70-180 + 10% of max Health
.
2800
Kaenic Rookern TIPS: This item is perfect for champions who need extra protection against magic damage, particularly when spending some time out of combat. It provides significant bonuses to health, regeneration, and magic resistance. The “Magebane” passive activates after 12 seconds without taking magic damage, granting you a magic shield that absorbs damage based on your maximum health. This allows you to safely recover between fights and confidently re-enter combat. It’s especially effective against teams heavy in AP damage.
Abyssal Mask
Reduces the Magic Resist of nearby enemies and increases yours
+400 Max Health
+55 Magic Resistance
+10 Ability Haste
Unmake: Curse enemy champions within 600 units, reducing their Magic Resist by 5 plus 1.2% bonus
, up to 25 Magic Resist. For each enemy champion cursed, gain 9 bonus Magic Resist.
3000
Abyssal Mask TIPS: This item is a solid anti-magic pickup: it boosts your magic resistance while reducing the magic resist of nearby enemies, making them easier to shred with spell damage. Great for tanks and frontliners who need to both soak magic damage and amplify their team’s ability to take down AP threats and durable targets.
Quicksilver Sash
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.25 seconds.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
1100
Quicksilver Sash TIPS: This enchant instantly removes most crowd control effects and briefly grants immunity to further disables. Once the effect ends, it provides increased resistance to crowd control and slows, helping you escape dangerous situations or continue fighting without interruption. It is an excellent choice against teams with heavy crowd control, allowing you to stay mobile and effective in crucial moments.
Seeker's Armguard
Turn invulnerable
+20 Armor
+35 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1200
Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Mercurial Scimitar
Dispels crowd control
+45 Attack Damage
+10% Physical Vamp
+40 Magic Resistance
Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
3100
Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Banshee's Veil
Blocks an enemy ability
+105 Ability Power
+40 Magic Resistance
Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)
3000
Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
Cosmic Creator
Breath of Light
Astral Flight
Singularity
Falling Star

Casting damaging abilities against enemies grants stacks of Stardust, which empower Aurelion Sol's abilities.
Breath of Light: This ability's bursts deal bonus magic damage equal to 0% (2.5% of Stardust stacks) of the target's max Health.
Astral Flight: Increases max flight distance by 0% (62.5% of Stardust stacks).
Singularity: Increases the ability's impact area by 0% (15% of Stardust stacks) and execution threshold by 0% (2.1% of Stardust stacks).
Falling Star/The Skies Descend: Increases the ability's impact area by 0% (15% of Stardust stacks).

2.8s
10/14/18/22
Breathes starfire for 3.25 second(s), dealing 43 magic damage (43/58/73/88 + 60%
) per second to the first enemy hit and 50% of that damage to nearby enemies.
For every 1 second(s) that the breath hits the same target, Aurelion Sol deals a burst of magic damage equal to 60(60/70/80/90 + 35%
) plus 0% (3% of Stardust stacks) of the target's max Health. If the target is a champion, Aurelion Sol gains 2 stacks of Stardust.
Damage dealt based on the target's max Health is capped at 100 against monsters.
Aurelion Sol can move slowly while casting this ability.
At max ability level, this ability's duration is extended infinitely.
If Aurelion Sol is interrupted within 0.25 second(s) of casting this ability, it will go into a 1-second cooldown.
Deals 40% damage to monsters.

20.8/18.9/17/15.1s
80
First Cast: Flies in a direction. While flying, Breath of Light has no cooldown or max channel duration, and deals 115/120/125/130% more damage.
Recast: Ends the flight early.
If a champion is killed within 3 second(s) of taking damage from Aurelion Sol, 90% of this ability's cooldown is refunded.
Flight speed: 300 + 100%
.
Aurelion Sol's flight speed is reduced by 50% if Breath of Light is cast while flying.

10.7s
80/85/90/95
Summons a black hole, dealing 20 magic damage (20/27.5/35/42.5 + 15%
) per second and dragging enemies toward the center of the black hole for 5 second(s).
Enemies in the center die instantly when their Health falls below 5% (5 + 2.1% of Stardust stacks).
For every second an enemy champion is trapped within the black hole's range, Aurelion Sol gains 1 stack(s) of Stardust. When enemies are killed within the black hole's range, Aurelion Sol gains 5 stack(s) of Stardust for every champion or epic monster killed; 5 stack(s) of Stardust for every siege minion or large monster killed; and 1 stack(s) of Stardust for every minion or small monster killed.

75.9/71.4/67s
100
Falling Star: Plucks a star from the heavens and crashes it into the earth, dealing 150 magic damage (150/250/350 + 65%
) and stunning enemies within range for 1 second(s). Gains 8 stack(s) of Stardust for every enemy champion hit.
Whenever Aurelion Sol collects 65 stack(s) of Stardust, the next Falling Star transforms into The Skies Descend.
The Skies Descend: Rains down cosmic fury on the earth, dealing 188 magic damage (188/313/438 + 82%
) over a larger area and knocking targets hit Airborne for 1 second(s).
Also emits a huge shockwave at the same time, dealing 150 magic damage (150/250/350 + 65%
) to enemy champions and epic monsters and slowing all enemies hit by 50% for 1 second(s).
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
Aurelion Sol once graced the vast emptiness of the cosmos with celestial wonders of his own devising. Now, he is forced to wield his awesome power at the behest of a space-faring empire that tricked him into servitude. Desiring a return to his star-forging ways, Aurelion Sol will drag the very stars from the sky, if he must, in order to regain his freedom.