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

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Marks are primarily meant for offense stats. This mark is essential, optimal, and most beneficial for ap mages to do the greatest amount of damage possible while shredding the enemies' magic resist.
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Quintessences are primarily meant for utility stats. To even feel more in control of our champion when we already have so much movement speed from boots and our
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http://www.mobafire.com/league-of-legends/mastery-tree-planner#&tree1=0-5-0-1-0-0-5-0-0-1-0-0-0-0-0&tree2=0-5-0-1-0-3-2-0-0-1-5-0-1-0-0&tree3=0-0-0-0-0-0-0-0-0-0-0-0-0-0-0
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Farming is very important for an ap carry no matter what champ you're playing, so I recommend taking
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If you are able to manage your stars and mana pool well then you should never need mana regeneration. Take
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If you farm well enough and are able to pick up kills or assists from roaming then you should have a decent income.
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Cooldown is not really necessary when his main ability, ![]() ![]() |



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Almost every single champion takes
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Movement speed is
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I recommend this summoner spell when VS opponents with high burst/solo kill potential such as
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I do not find this summoner spell efficient enough to be taken on
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I personally am not a fan of
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Do not take
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Range: 325 / 650
INNATE:
![]() ![]() The Stars deal 20 - 97 (based on level) (+ 10 / 20 / 30 / 40 / 50) (+ 18 - 35 (based on level)% AP) magic damage and apply spell effects to enemies that come in contact with them, executing minions below 25 health. |
Utilization:
- Great last-hitting tool because of its execution ability when minions are at a certain hp.
- Hard to manage and freeze wave, basically forced to push wave.
- If the stars are not in the bush enemies will have vision of the stars, so when trying to be sneaky hide the stars in the bush not the champion.
- Passive stars do not use mana, so when both you and your opponent are out of mana you can still stay in lane longer and force other laner in awkward position to back and miss wave.
Range: 75 / Global Mana Cost: 60 / 70 / 80 / 90 / 100 Cooldown: 10
ACTIVE:
![]() Upon traveling beyond the Outer Limit or reactivating ![]() ![]() Magic Damage: 70 / 110 / 150 / 190 / 230 (+ 65% AP) Stun Duration: 1.1 / 1.2 / 1.3 / 1.4 / 1.5 |
Utilization:
- If
Breath of Light's center passes the circle of stars, it will be forced to detonate.
- Expanding the circle of stars with
Astral Flight will increase the distance that
Breath of Light can travel.
- If you are confident that you are in a safe position and will get peel from your fellow teammates, then use
Breath of Light to initiate or catch someone out.
- If you are constantly getting focused and no one can help you then I recommend using
Breath of Light for self peel for when the enemies close in with gap closers and dashes.
- Amazing for starting teamfights in lanes. For example, release
Breath of Light early and run it down a lane while gathering up speed to get a multiple-man-stun that takes up an entire lane for a game winning play.
Mana Cost: 40 + 16 / 22 / 28 / 34 / 40 PER SECOND Cooldown: 6 / 5.5 / 5 / 4.5 / 4
PASSIVE: The Center of the Universe Stars' base damage is increased.
TOGGLE: ![]() ![]() Bonus Damage: 10 / 20 / 30 / 40 / 50 Total Damage: 30 - 145.5 (based on level) (+ 15 / 30 / 45 / 60 / 75) (+ 27 - 52.5 (based on level)% AP) |
Utilization:
- Hardest part of mastering
Aurelion Sol is star management. Understanding and getting a lot of experience with
Astral Flight is the key to success. There will be times when you will have to untoggle
Astral Flight to hit enemies that are very close up.
- Great zoning tool, most ADC ranges are the same distance from the outer rim to Sol. So basically the enemy ADC is forced to get hit by the stars if they want to auto attack you.
- Pay attention to mana pool because
Astral Flight drains mana very quickly.
- Try your best to dodge enemy crowd control because crowd control will cause the stars to return to the inner circle which will decrease damage output drastically.
Range: 3000 / 4000 / 5000 / 6000 / 7000 Mana Cost: 60 Cooldown: 60 / 55 / 50 / 45 / 40
PASSIVE:
![]() At 100 Escape Velocity, ![]() ACTIVE: ![]() ![]() Performing any action (excluding ![]() ![]() Maximum Bonus Movement Speed: 25 / 30 / 35 / 40 / 45% |
Utilization:
- Gains speed while moving in once continuous direction, so try to level up this skill before your first back to arrive at lane faster.
- Use it to escape chasing enemies when you haven't taken any damage recently.
- Can be used to fly over terrain to avoid enemy
Vision Wards.
- You should definitely abuse this ability by ganking and assisting other lanes.
Singularity's roaming potential can be comparable to
Twisted Fate's
Destiny and
Taliyah's
Weaver's Wall.
- It can be used to make
Breath of Light even larger.
- Be aware that you can not change the direction of
Singularity once a direction has been chosen so try to predict ahead of the enemy when ganking.
Range: 1300 Mana Cost: 100 Cooldown: 120 / 100 / 80
ACTIVE:
![]() Magic Damage: 150 / 250 / 350 (+ 70% AP) Slow: 40 / 50 / 60% |
Utilization:
- It can be used early to catch an enemy out with its long range slow.
- It can be used to snipe or burst an enemy from far away.
- Should be used defensively and to self peel when enemies get too close.
- Knocks back enemies exactly in the range of your outer circle of stars.
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I think this item is the best one to take first just because it gives so much sustain especially with the
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Boots are a must on your first back because it gives so much to
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I like to buy
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If you think you can fed and snowball the game, then I recommend this
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If you do not care at all for combat stats or your lane and you just want to roam and tilt the enemy side lanes, then take these babies and FLY!
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I believe that this item is very efficient on
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This is a MUST buy! Since the stars of
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Build this item when you start seeing the enemy team building magic resist such as
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Every ap champions' favorite item. A great late game item that helps any champion scale since it provides so much extra ability power. Definitely take this item to do tons of damage.
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If you purchased
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Take this item over
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This item is a good substitute for
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Preference item if you don't think zhonya's hour glass and
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If the enemy is skill shot reliant and are ability power focused then grab this item as your defensive item. It will block the first ability that you get hit by which can save you and help keep
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If the enemy has a lot off crowd control to constantly hold you in place and stop your
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Laning Phase
- Right when the minions meet in the mid lane, I like to stand near the enemy red side between the melee and ranged creeps and wave clear the minions as fast as possible with
Astral Flight. This gives me dominance and priority over the other laner. Now I can ward the enemy red jungle camp to grant vision for my entire team of where the enemy jungler is. Then I take one raptor creep for a early level two with my passive stars. Now when I go back to lane I have even more pressure and the ability to duel/trade with the enemy midlaner since they would still be level one.
- After doing that cheese to get level two and vision of the enemy jungler, I like to do my best at last hitting and farming until I reach level four and 700g. Getting level four is important for leveling up your
Singularity to get back to lane faster. In addition, I like to get 700g or more before I back to buy boots and another starting item like
Doran's Ring or
Dark Seal. If you have the money I recommend buying a
Vision Ward because they are game changers, vision will make roaming easier and more wary of the enemy ganks.
- Now from levels one to five, you can shove way as hard as you can into the enemy turret and start roaming. I like to roam bot side because that lane will provide the most crowd control to secure the kills and there will be two potential targets instead of one. I also prefer to roam on the same side as your jungler to avoid getting caught and have a safety net just in case you get caught while roaming.
- At level six you now have even more kill potential. So you can continue to roam or call your jungler to gank mid and get a kill.
Mid/Late Game
- At this time it would be at your best interest to group with your team since
Aurelion Sol is a beast team fighter.
- Try to get picks with your
Falling Star and run it down a lane with a charged up
Breath of Light
- Use your
Singularity for map pressure. Roam to another lane where your split pusher is to catch the enemy out. Or be the split pusher and shove out a wave for lane dominance and fly back to your fellow teammates.
TeamFighting
- You can either start the teamfight by using
Falling Star to initiate if you see the opponent out of position. Or you can wait for your team to engage and peel for your adc.
- Save
Breath of Light and
Falling Star for when enemies get too close, you can basically peel for you and your adc. Use the stars and zone away enemies, but don't stand too close and clump with your adc because it would be ideal for both of you to not get CC and stay alive.
- Try your best to dodge the crowd control spells while still hitting your enemies with your spell effect stars.
- So in conclusion, you should always be peeling back with your adc until it is clear that your winning the fight and that it is safe to chase.
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