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
+25 Ability Power
500
Rylai's Crystal Scepter
Abilities apply slows
+350 Max Health
+70 Ability Power
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
2700
Rylai's Crystal Scepter TIPS: This item will allow you to slow the enemy whenever your abilities deal damage to them. Pick up on champions with lots of AOE.
Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration
+55 Ability Power
+45 Move Speed.
+150% Mana Regeneration
Magic Break: +8% Magic Penetration.
1400
Liandry's Torment
Abilities deal bonus damage
+250 Max Health
+75 Ability Power
+7% Magic Penetration
Torment: Damaging abilities or empowered attacks deal 20 + 0.5%+ 0.4% of enemy's max Health as bonus magic damage over 3 seconds.
3000
Liandry's Torment TIPS: Liandry's is good against tanks. Pick it up when the enemy consists of multiple tank champions.
Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration
+55 Ability Power
+45 Move Speed.
+150% Mana Regeneration
Magic Break: +8% Magic Penetration.
1400
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1000
Stasis Enchant TIPS: Good against assassins and burst damage.
Meteor Enchant
Large Area Damage
Starfall (Active): Lights up an area and summons a meteor after 2.5 seconds, dealing 25% of each enemy's maximum health as magic damage. (90s Cooldown)
Minions and Monsters cannot take more than 500 damage.
500
Rylai's Crystal Scepter
Abilities apply slows
+350 Max Health
+70 Ability Power
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
2700
Rylai's Crystal Scepter TIPS: This item will allow you to slow the enemy whenever your abilities deal damage to them. Pick up on champions with lots of AOE.
Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration
+55 Ability Power
+45 Move Speed.
+150% Mana Regeneration
Magic Break: +8% Magic Penetration.
1400
Liandry's Torment
Abilities deal bonus damage
+250 Max Health
+75 Ability Power
+7% Magic Penetration
Torment: Damaging abilities or empowered attacks deal 20 + 0.5%+ 0.4% of enemy's max Health as bonus magic damage over 3 seconds.
3000
Liandry's Torment TIPS: Liandry's is good against tanks. Pick it up when the enemy consists of multiple tank champions.
Rabadon's Deathcap
Boosts Ability Power
+100 Ability Power
+7% Magic Penetration
Overkill: Increases Ability Power by 20-45%.
3400
Rabadon's Deathcap TIPS: A huge power spike for champions with high AP ratios to increase AP by 20-45% and significantly increase their damage. Most effective against enemy teams that lack magic resistance or have squishy targets.
Crown of the Shattered Queen
Blocks an enemy ability
+60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
3000
Crown of the Shattered Queen TIPS: Defensive and offensive item, great for champions that need to engage and protect themselves from crowd control. It's most effective against champions with crucial abilities that can be blocked by its active shield, such as Ashe, Lux, Morgana.
Riftmaker
Ramping Damage
+150 Max Health
+80 Ability Power
+7% Magic Penetration
+15 Ability Haste
Assimilation: +11% Omnivamp.
Void Corruption: When in combat with champions, gain 1 stack(s) of Corruption every 1 second(s). Each stack increases the damage you deal by 2.5%, up to 3 stacks. At maximum stacks, the additional damage provided by Corruption becomes true damage.
3300
Riftmaker TIPS: This item increases damage over time while fighting.
Riftmaker
Ramping Damage
+150 Max Health
+80 Ability Power
+7% Magic Penetration
+15 Ability Haste
Assimilation: +11% Omnivamp.
Void Corruption: When in combat with champions, gain 1 stack(s) of Corruption every 1 second(s). Each stack increases the damage you deal by 2.5%, up to 3 stacks. At maximum stacks, the additional damage provided by Corruption becomes true damage.
3300
Riftmaker TIPS: This item increases damage over time while fighting.
Morellonomicon
Magic damage reduces enemy healing
+150 Max Health
+70 Ability Power
+7% Magic Penetration
+20 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.
2500
Morellonomicon TIPS: Mage’s grievous wounds option for tackling enemy comps with heavy healing & sustain. Perfect against champions like Soraka, Dr. Mundo & Vladimir.
Riftmaker
Ramping Damage
+150 Max Health
+80 Ability Power
+7% Magic Penetration
+15 Ability Haste
Assimilation: +11% Omnivamp.
Void Corruption: When in combat with champions, gain 1 stack(s) of Corruption every 1 second(s). Each stack increases the damage you deal by 2.5%, up to 3 stacks. At maximum stacks, the additional damage provided by Corruption becomes true damage.
3300
Riftmaker TIPS: This item increases damage over time while fighting.
Oceanid's Trident
Anti-Shielding
+200 Max Health
+80 Ability Power
+7% Magic Penetration
+10 Ability Haste
Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP + 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP + 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.
2600
Oceanid's Trident TIPS: If you're an mage-assassin and the enemy has a lot of shields, pick this item up to make destroying their shields easier.
Crown of the Shattered Queen
Blocks an enemy ability
+60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
3000
Crown of the Shattered Queen TIPS: Defensive and offensive item, great for champions that need to engage and protect themselves from crowd control. It's most effective against champions with crucial abilities that can be blocked by its active shield, such as Ashe, Lux, Morgana.
Crystalline Reflector
Reduce physical damage and deals magic damage back
+200 Max Health
+45 Armor
+60 Ability Power
+7% Magic Penetration
Mirroed Force: Each ability cast grants a mirror shard that lasts 3 second(s). The shard blocks 8-25 incoming physical damage from enemy champions and deals magic damage equal to 10 + 3% AP + 1% bonus Health to them. Shard durations do not stack.
3000
Crystalline Reflector TIPS: A great item for a mage assassin, it will increase survivability against champions with a physical damage type. It also reflects physical damage back to the attacker as magical damage.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Barrier
Gain a shield that absorbs 120 (120–560 ) damage for 2.5 seconds.
Cooldown: 100s
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
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: (23 to 100) + (3 x total hits on enemy champions) + 35% bonus + 20%.
Cooldown: 16-8s ()
Nullifying Orb
Shield when low health
If you would take damage from a champion that causes you to fall below 35% of your maximum health, grants a shield that absorbs up to 60-190 () damage for 4s.
Cooldown: 60s
Bone Plating
Block Combo-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: 30s
Overgrowth
Bonus HP
When 2 minions or 1 monsters are killed nearby, permanently gains 3 max Health. Max Health can be increased indefinitely. Gains a bonus 3% max Health upon reaching 30 stacks.
Gathering storm
Increasing AD/AP
Every 3 minutes, gain increasing Adaptive or . Totaling: 2/5/9/14 or 4/10/18/28 based on game time.
Overgrowth
Bonus HP
When 2 minions or 1 monsters are killed nearby, permanently gains 3 max Health. Max Health can be increased indefinitely. Gains a bonus 3% max Health upon reaching 30 stacks.
Perseverance
Armor and Magic Resistance, Tenacity
Gain 10% Tenacity. When immobilized, gain 16-30 Armor and Magic Resistance () for 1.5 seconds. Refresh duration time when immobilized multiple times.
Gathering storm
Increasing AD/AP
Every 3 minutes, gain increasing Adaptive or . Totaling: 2/5/9/14 or 4/10/18/28 based on game time.
Giant Slayer
Takedown high health champions
Deal bonus damage based on the enemy champion’s bonus health, up to 16% bonus damage when the enemy champion has 1600 bonus health.
(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 1 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 80/85/90/95
First Cast: Flies in a direction. While flying, Breath of Light has no cooldown or max channel duration, and deals 112/115/117/120% 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
Reduces Magic Damage
+200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.
Dissolve: Reduces magic damage taken by 7-12% ().
1350
Spirit Visage
Increases healing and shielding received
+350 Max Health
+100% Health Regen
+50 Magic Resistance
+20 Ability Haste
Blessed: Increases all healing, regen, drain effects and shields on yourself by 30%.
2800
Spirit Visage TIPS: It is a strong item to amplify in-build sustain (to increase healing and health regeneration). It's good against magic damage champions who deal sustained damage like Vladimir and Swain; against burst mages like Syndra and Veigar to survive their initial burst and heal up quickly.
Force of Nature
Stacking Magic Resist and Move Speed
+350 Max Health
+55 Magic Resistance
Storm: +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 25%.
2750
Force of Nature TIPS: Tank item which is recommended in situations where: 1) enemy team has a lot of magic damage; 2) you need increased movement speed. Effective against champions like Syndra, Brand, etc.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.
3000
Maw of Malmortius TIPS: Good choice against burst mages like Vex, Syndra, and Annie who can quickly take you down. It's also effective against sustained damage mages like Vladimir and Swain who rely on consistent damage over time.
Wit's End
Basic Attack deals Bonus Damage
+45% Attack Speed
+45 Magic Resistance
At Wit's End: Basic attacks deal 15-65 bonus magic damage. While below 50% Health, dealing damage to an enemy champion heals you for (Melee 100%/Range 33%) of this effect's post-mitigation damage.
2700
Wit's End TIPS: A good item to build if you want to deal sustained damage and have some defensive stats against magic damage threats. Most commonly bought on champions that can benefit from it’s on-hit damage like Vayne, Irelia or Master Yi.
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1000
Stasis Enchant TIPS: Good against assassins and burst damage.
Quicksilver Enchant
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.75 seconds.
Perseverance (Passive): After 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.
800
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)
3150
Edge of Night TIPS: Defensive and offensive item, great for champions that need to engage and protect themselves from crowd control. It's most effective against champions with crucial abilities that can be blocked by its active shield, such as Ashe, Lux, Morgana.
Crown of the Shattered Queen
Blocks an enemy ability
+60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
3000
Crown of the Shattered Queen TIPS: Defensive and offensive item, great for champions that need to engage and protect themselves from crowd control. It's most effective against champions with crucial abilities that can be blocked by its active shield, such as Ashe, Lux, Morgana.
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.75 seconds.
Cooldown: 100s
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 1 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 80/85/90/95
First Cast: Flies in a direction. While flying, Breath of Light has no cooldown or max channel duration, and deals 112/115/117/120% 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).
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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.