Normal skill order: R > Q > E > W
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 2,600
- Price
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Total Price
- 2,600
- Price
- 450
+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 2,600
- Price
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 2,600
- Price
- 450
+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.
- Total Price
- 2,600
- Price
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 3,000
- Price
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
Situational itemstop 12
- Total Price
- 2,600
- Price
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
54.39%- Total Price
- 2,600
- Price
- 450
+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.
60.87%- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
55.62%- Total Price
- 3,000
- Price
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
60.28%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
53.17%- Total Price
- 2,900
- Price
- 750
+65 Ability Power +400 Health +15 Ability Haste Vile Decay: Dealing magic damage with abilities or passives to champions reduces their Magic Resist by 7.5% for 6 seconds, up to 30%.
52.17%- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
56.64%- Total Price
- 2,900
- Price
- 450
+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.
49.61%- Total Price
- 3,100
- Price
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
66.46%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
54.62%- Total Price
- 2,900
- Price
- 800
+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.
57.30%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
56.66%Starting items
- Total Price
- 1,300
- Price
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
56.92%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
55.38%- Total Price
- 1,300
- Price
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
55.38%- Total Price
- 850
- Price
- 850
+45 Ability Power
50.50%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
50.50%- Total Price
- 400
- Price
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
50.50%Core items
- Total Price
- 2,800
- Price
- 700
+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 2,600
- Price
- 450
+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.
- Total Price
- 2,800
- Price
- 700
+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 3,000
- Price
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
- Total Price
- 2,800
- Price
- 700
+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.
- Total Price
- 2,600
- Price
- 450
+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.
- Total Price
- 3,000
- Price
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
Situational itemstop 12
- Total Price
- 2,600
- Price
- 450
+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.
53.45%- Total Price
- 3,000
- Price
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
53.87%- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
52.64%- Total Price
- 2,800
- Price
- 700
+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.
55.12%- Total Price
- 2,900
- Price
- 450
+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.
51.03%- Total Price
- 3,200
- Price
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
54.45%- Total Price
- 2,600
- Price
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
49.31%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
55.43%- Total Price
- 2,900
- Price
- 750
+65 Ability Power +400 Health +15 Ability Haste Vile Decay: Dealing magic damage with abilities or passives to champions reduces their Magic Resist by 7.5% for 6 seconds, up to 30%.
57.67%- Total Price
- 2,700
- Price
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
52.57%- Total Price
- 2,850
- Price
- 400
+75 Ability Power +350 Health +15 Ability Haste Grievous Wounds: Dealing magic damage to champions applies 40% Wounds for 3 seconds.
53.76%- Total Price
- 3,000
- Price
- 1,050
+95 Ability Power +40% Magic Penetration
54.53%Starting items
- Total Price
- 850
- Price
- 850
+45 Ability Power
50.85%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
50.85%- Total Price
- 400
- Price
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
50.85%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
55.51%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
55.51%- Total Price
- 1,300
- Price
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
48.79%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks). View augment details | Gold | T1 | 58.46% | 8.50% | 1,926 |
Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you. View augment details | Prismatic | T1 | 57.22% | 5.47% | 1,239 |
Your next basic attack or ability hit, or Burn effect, against an enemy champion inflicts them with a Burn that deals [ 100 – 350 (based on level) magic damage over 3 seconds,] as well as releases a canister of chili from the target that lands to a location near them after 0. 75 seconds (3 second cooldown). Upon landing, the canister shatters to create a pool of Chili Oil at the impact area with a radius of 175 units, lasting for 5 seconds. The pool heals you and allied champions within for 60 – 150 (based on level) upon entering and each second of the pool's lifetime thereafter. While enemies are within the pool, they are dealt 100 magic damage every second. For each unique Burn effect source that you have, up to 10, increase the pool's size by 40 units and its damage per tick by 60 magic damage . The healing per tick is also increased by 50 for each unique Burn effect source that the unit being healed has, up to 10. Healing granted by pools counts as self-healing. View augment details | Gold | T1 | 56.73% | 17.86% | 4,044 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 55.63% | 8.35% | 1,891 |
Damaging an enemy champion with an ability summons a Void Scar at the location they were damaged for 6 seconds (0. 75 -second cooldown per target). If another Void Scar is summoned within 1250 units, through the same condition, both Void Scars are consumed to create a rift to the void between them that converges over 0. 6 seconds and has a width of 250 units. Enemies within the rift are dealt 100 – 450 (based on level) (+ 5. 5 per 1 Lethality) (+ 5. 5 per 1 flat magic penetration) magic damage and slowed by 99% decaying over 1 second. View augment details | Prismatic | T1 | 55.43% | 13.25% | 3,000 |
Your ability hits against champions apply a Burn for 3 seconds that deals [ 2 – 20 (based on level) (+ 4. 6 % bonus AD) (+ 2% AP) bonus magic damage per second] (1 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. Additionally, all of your Burn effects reduce the cooldowns of all your basic abilities by 0. 08 seconds for each tick of damage they deal to a target. View augment details | Prismatic | T1 | 54.63% | 14.43% | 3,269 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T1 | 54.43% | 8.12% | 1,839 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 53.78% | 9.10% | 2,062 |
Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power . View augment details | Gold | T1 | 53.77% | 18.02% | 4,082 |
Damaging abilities against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 10 – 30 (based on level) (+ 7% bonus AD) (+ 7% AP) magic damage (5 second cooldown). Additionally, gain 15% critical strike chance . View augment details | Silver | T1 | 53.58% | 5.86% | 1,327 |
Your slowing effects reduce the movement speed of targets by an additional 75 . View augment details | Silver | T1 | 53.09% | 19.02% | 4,308 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T1 | 51.75% | 6.05% | 1,370 |
Grants bonus health equal to 50% maximum mana . View augment details | Silver | T1 | 51.62% | 8.03% | 1,819 |
Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap View augment details | Silver | T1 | 51.46% | 6.37% | 1,442 |
Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast. View augment details | Gold | T1 | 51.11% | 19.04% | 4,312 |
Gain ability haste equal to 30% AP . View augment details | Prismatic | T1 | 50.87% | 9.94% | 2,251 |
Convert all of your bonus attack damage into ability power at a rate of 1 ability power per 0. 6 bonus attack damage . Additionally, increase your ability power by 15% . View augment details | Silver | T1 | 50.68% | 8.76% | 1,983 |
Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Prismatic | T1 | 50.57% | 13.99% | 3,168 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T1 | 50.16% | 9.58% | 2,169 |
Grants 20 – 80 (based on level) ability power . View augment details | Silver | T1 | 50.04% | 10.66% | 2,414 |
Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Gold | T1 | 49.74% | 5.85% | 1,325 |
Deal 10% increased damage to enemies below 30% of their maximum health . Scoring a champion takedown resets the cooldown of all your basic abilities. View augment details | Gold | T1 | 49.68% | 9.06% | 2,051 |
Your abilities' mana costs are doubled, but you also gain 10% (+ 0. 5 % per 100 maximum mana) increased damage as well as self and outgoing healing and shielding . View augment details | Gold | T1 | 49.38% | 8.15% | 1,847 |
Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them. View augment details | Gold | T1 | 48.90% | 8.23% | 1,865 |
Hitting an enemy champion with an ability generates a stack of Popoff for 6 seconds, stacking up to 6 times. For each stack, your basic abilities' cooldowns progress 2. 5 % faster. At maximum Popoff stacks, this value is doubled, for a total of a 30% faster progression time. View augment details | Silver | T1 | 48.24% | 6.41% | 1,451 |
Gain the Arcane Comet and Summon Aery keystone runes. View augment details | Gold | T1 | 48.07% | 5.96% | 1,350 |
Gain a Needlessly Large Rod . Quest: Obtain Rabadon's Deathcap and Zhonya's Hourglass . Reward: Upon completing your Quest , convert the items you obtained for the quest into Wooglet's Witchcap . View augment details | Prismatic | T1 | 47.26% | 5.73% | 1,297 |
Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 57.65% | 2.63% | 595 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 56.58% | 4.26% | 965 |
Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration View augment details | Gold | T2 | 56.04% | 3.66% | 828 |
Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you. View augment details | Gold | T2 | 55.84% | 2.23% | 505 |
Automatically cast a modified version of Ahri's Fox-Fire , gaining 25% bonus movement speed that decays over 2 seconds and conjuring 3 flames that orbit you clockwise for up to 2. 5 seconds at a radius of 150 units. The flames will fly toward the nearest visible enemy champion within 550 units, dealing 35 – 160 (based on level) (+ 25% bonus AD (+ 25% AP) adaptive damage , reduced to [10. 5 – 48 (based on level) (+ 7. 5 % bonus AD (+ 7. 5 % AP) ] for enemies hit by subsequent flames from the same cast (7 second cooldown). View augment details | Silver | T2 | 55.81% | 2.89% | 654 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 55.21% | 2.42% | 547 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T2 | 55.18% | 2.22% | 502 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T2 | 54.79% | 2.12% | 480 |
Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed . View augment details | Prismatic | T2 | 54.29% | 1.39% | 315 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 54.27% | 3.25% | 737 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 53.81% | 4.29% | 972 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 53.63% | 2.62% | 593 |
You summon a Poro alongside yourself every 3. 5 seconds, up to 5 at a time. Damaging an enemy champion with a basic attack or ability, excluding those which apply damage over time , commands all of your Poros to launch themselves at the target, each dealing true damage equal to 3% of the target's maximum health . If triggered while at the maximum number of summoned Poros , the first Poro to hit the target also knocks them up for 0. 5 seconds. This augment is only offered to up to 1 player on each team for a given game. View augment details | Gold | T2 | 53.47% | 3.56% | 806 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death. View augment details | Gold | T2 | 53.22% | 1.78% | 404 |
Each instance of damage dealt to an enemy reduces their armor and magic resistance by 1. 5 % for 4 seconds, stacking up to 20 times for a total of 30% resistances reduction. View augment details | Silver | T2 | 52.94% | 1.65% | 374 |
Scoring a champion takedown causes the area around the slain champion to explode in a 500 unit radius, dealing adaptive damage to enemies within equal to 15% of their current health and leaving behind a zone for 1. 5 seconds that slows enemies within by 60%. View augment details | Gold | T2 | 52.42% | 3.92% | 887 |
Grants the Crest of Cinders and Crest of Insight buffs permanently. Crest of Cinders: Empowers your basic attacks to slow the target by ( 10% / 15% / 25% / 5% / 7. 5 % / 12. 5 %) (based on level) for 3 seconds and inflict them with a burn for 2 seconds, which deals 8 – 76 (based on level) total true damage over 3 instances over the duration. Each instance deals 2. 67 – 25. 33 (based on level) true damage , with the first instance being applied on-hit and the second and third instances dealt each second over the burn's duration. Subsequent attacks against a burning target will only refresh its duration. While out-of-combat with enemy champions and turrets , you regenerate [ 0. 5 % / 1% / 3% / 9% (based on level) maximum health every 5 seconds.] This effect counts as a Burn source. Crest of Insight: Grants 10 ability haste . If your champion uses mana , restores [ 5. 5 % of maximum mana every 5 seconds;] if your champion uses energy , instead restores [ 5. 5 % of maximum energy every 5 seconds.] View augment details | Silver | T2 | 52.39% | 2.68% | 607 |
Grants 60 ability haste . View augment details | Gold | T2 | 52.12% | 3.34% | 756 |
Gain 15% omnivamp . View augment details | Silver | T2 | 52.05% | 1.40% | 317 |
Your abilities now have a health cost of 5% current health to cast them. In return, you gain ability power based on your missing health , up to 75 – 150 (based on level) at 70% missing health , 0% – 50% (based on missing health) bonus movement speed , and 0% – 20% (based on missing health) omnivamp . View augment details | Prismatic | T2 | 51.10% | 1.40% | 317 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T2 | 50.78% | 1.97% | 447 |
Critical strikes against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 20 – 100 (based on level) magic damage (4 second cooldown). Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 50.48% | 4.59% | 1,040 |
Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn. View augment details | Gold | T2 | 50.46% | 4.36% | 987 |
Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot. View augment details | Prismatic | T2 | 50.15% | 1.44% | 327 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T2 | 48.36% | 1.75% | 397 |
Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 47.95% | 1.51% | 342 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 47.92% | 1.59% | 361 |
【中娅沙漏】的冷却时间降低至45秒。你现在可以在【中娅沙漏】、【探索者的护臂】或【沃格勒特的巫师帽】凝滞状态持续期间移动。 View augment details | Silver | T2 | 47.35% | 3.58% | 811 |
Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death). View augment details | Prismatic | T2 | 45.57% | 1.40% | 316 |
Damaging basic attacks or abilities against enemy champions deal 50 – 150 (based on level) (+ 40% bonus AD) (+ 20% AP) bonus magic damage , and grant you 30 and 25% bonus movement speed for 1. 5 seconds (30 second cooldown per champion). View augment details | Prismatic | T3 | 62.01% | 0.79% | 179 |
Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds. View augment details | Silver | T3 | 59.22% | 0.91% | 206 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T3 | 57.00% | 0.88% | 200 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T3 | 56.30% | 0.60% | 135 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T3 | 54.79% | 0.64% | 146 |
Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size. View augment details | Gold | T3 | 54.14% | 0.59% | 133 |
周期性地出现一个小蛋糕快速飞越整个大桥。接住小蛋糕会获得50 %i:goldCoins%金币。小蛋糕还会为你和附近的友军回复? + ?已损失生命值,但你们会被施加持续0.5秒的?减速。你的小蛋糕每治疗1000生命值,就会提供150 %i:goldCoins%金币。获得治疗的总和:?已赚取的金币:? View augment details | Prismatic | T3 | 53.40% | 0.84% | 191 |
Gain Leona's Sunlight . Sunlight: Your damaging abilities mark enemies, causing them to take 40 – 200 (based on level) bonus magic damage from your ally's next basic attack or ability hit against them (0. 75 -second cooldown per target). View augment details | Gold | T3 | 52.81% | 1.02% | 231 |
Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds. View augment details | Prismatic | T3 | 52.10% | 1.05% | 238 |
Grants 50% critical strike chance . View augment details | Gold | T3 | 51.57% | 1.12% | 254 |
Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T3 | 51.41% | 1.10% | 249 |
Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown). View augment details | Gold | T3 | 51.32% | 1.01% | 228 |
Grants a spell shield that blocks the next hostile ability (30 second cooldown, timer does not restart from champion damage taken). View augment details | Silver | T3 | 51.12% | 0.79% | 178 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T3 | 51.01% | 0.66% | 149 |
Quest: Obtain Heartsteel and accumulate over 300 bonus health from Colossal Consumption . Reward: Upon completing your Quest , increase the bonus health gained from Heartsteel's Colossal Consumption by 200%. View augment details | Gold | T3 | 50.74% | 0.90% | 203 |
Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance . View augment details | Silver | T3 | 50.56% | 0.79% | 178 |
You gain a health threshold equal to 70% maximum health which cannot be modified nor exceeded by any means. In return, you deal bonus true damage equal to 15% of all of the damage you deal pre-mitigation. View augment details | Prismatic | T3 | 50.48% | 0.93% | 210 |
Gain Critical Defend Chance equal to 100% critical strike chance , up to 50%. Additionally, gain 25% critical strike chance . Critical Defend Chance: Grants you a chance to reduce an instance of damage taken by 20% (5 second cooldown per enemy spell cast instance ). View augment details | Silver | T3 | 50.34% | 0.66% | 149 |
Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste. View augment details | Prismatic | T3 | 50.29% | 0.76% | 173 |
Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 Firecrackers at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP) . View augment details | Silver | T3 | 50.22% | 0.99% | 225 |
Basic attacks on-hit against enemy champions consume 2. 5 % of your maximum mana to deal bonus magic damage equal to 4. 5 % of your maximum mana . This damage can critically strike for (100% + 30% ) bonus damage. View augment details | Silver | T3 | 50.00% | 1.02% | 230 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 49.11% | 0.99% | 224 |
Damaging enemies with your ultimate ability polymorphs them into harmless critters for 2 seconds, during which their base movement speed is reduced by 60 , and disarms them for the same duration (15 second cooldown per target). View augment details | Prismatic | T3 | 48.91% | 0.81% | 184 |
Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Gold | T3 | 48.68% | 0.67% | 152 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T3 | 48.63% | 0.64% | 146 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 47.57% | 1.27% | 288 |
Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T3 | 46.89% | 1.21% | 273 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T3 | 46.79% | 0.69% | 156 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T3 | 45.59% | 0.60% | 136 |
Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields . View augment details | Prismatic | T3 | 45.51% | 0.69% | 156 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T3 | 45.45% | 0.97% | 220 |
Upon dropping below 35% of your maximum health , you knock back all enemies within a 500 radius by 750 units and slow them by 90% for 1. 5 seconds (25 second cooldown, resets upon death). View augment details | Silver | T3 | 43.90% | 0.54% | 123 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T3 | 43.71% | 1.33% | 302 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T3 | 38.64% | 0.78% | 176 |
Deal 1% increased damage per 10 movement speed you have more than the target. View augment details | Silver | T4 | 59.65% | 0.25% | 57 |
你的敌人消失信号将发射一个飞弹至被信号标记的位置,这个飞弹会对敌人造成? + 10%已损失生命值的魔法伤害并治疗友军? + 10%已损失生命值。 View augment details | Prismatic | T4 | 57.81% | 0.28% | 64 |
Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown). View augment details | Gold | T4 | 57.50% | 0.53% | 120 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T4 | 54.95% | 0.49% | 111 |
Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash . View augment details | Gold | T4 | 54.44% | 0.40% | 90 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T4 | 51.89% | 0.47% | 106 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T4 | 51.61% | 0.27% | 62 |
获得?技能急速(40%%i:scaleCrit%)。 View augment details | Silver | T4 | 51.52% | 0.29% | 66 |
Replace a summoner spell with Poltergeist . Poltergeist: Casts both Barrier and Ghost on yourself, both lasting 5 seconds and with the former granting a shield for 110 – 440 (based on level) and the latter granting 30% bonus movement speed . View augment details | Silver | T4 | 50.98% | 0.23% | 51 |
Replace a summoner spell with Droppybara . Droppybara: Call upon a massive capybara to land down at the target location after 2. 5 seconds, dealing true damage equal to the 30% of the target's maximum health to enemies within a 650 radius. Deals 70% damage to minions. This augment is only offered to up to 1 player on each team for a given game. View augment details | Prismatic | T4 | 50.86% | 0.51% | 116 |
Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size. View augment details | Prismatic | T4 | 50.00% | 0.30% | 68 |
Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown). View augment details | Silver | T4 | 50.00% | 0.26% | 58 |
Upon entering the enemy team's gate or Catapult for the first time, either of which are located near their spawn , you become Kinged , causing you to gain one random Prismatic-tier augment and the first eligible Legendary item in your inventory to be upgraded with improved stats. The gold value of all upgradeable stats on the item is increased by exactly 1000 . King Me prioritize upgrading the first Legendary item eligible for a upgrade based on its position in the inventory, detecting each slot until an eligible item is found. View augment details | Prismatic | T4 | 49.23% | 0.29% | 65 |
Grants the Mountain Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T4 | 49.02% | 0.23% | 51 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T4 | 48.39% | 0.41% | 93 |
Automatically cast a modified version of Lissandra's Ring of Frost , creating a cold pulse around you in 450 radius that roots nearby enemies for 1. 25 seconds (6. 5 second cooldown). This modified ability does not deal damage. View augment details | Silver | T4 | 48.21% | 0.25% | 56 |
Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death). View augment details | Gold | T4 | 48.00% | 0.33% | 75 |
Convert all of your bonus attack speed into ability haste at a rate of 0. 65 ability haste per 1% bonus attack speed . Additionally, your abilities' total cooldowns are reduced by 10%. View augment details | Silver | T4 | 47.90% | 0.53% | 119 |
Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . View augment details | Gold | T4 | 47.44% | 0.34% | 78 |
Quest: Score 18 champion takedowns . Reward: Upon completing your Quest , you receive The Golden Spatula . If your inventory is full at the time of quest completion, the item will be granted as soon as a slot in the inventory is available. View augment details | Prismatic | T4 | 45.87% | 0.48% | 109 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T4 | 45.31% | 0.28% | 64 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T4 | 41.86% | 0.38% | 86 |
Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units. View augment details | Silver | T4 | 41.10% | 0.32% | 73 |
Surrounds you in flames, causing you to apply a Burn every second to enemy champions within 500 units for 3 seconds that deals magic damage equal to [ 0. 6 6 % of your maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Prismatic | T4 | 39.39% | 0.29% | 66 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T4 | 36.07% | 0.27% | 61 |
After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Prismatic | T4 | 35.00% | 0.26% | 60 |
Aurelion Sol Skill Combos
Extracted from the skill order guide
If your augments directly reward movement, flight casts, chase angles, or repositioning during fights: consider R > Q > W > E.
Take Q/W/E early so you can fight, reposition, and set up space before the first real ARAM: Mayhem brawl.
Aurelion Sol Counters
Counters and threats extracted from the matchup guide
Counters
5Aurelion Sol counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
6Aurelion Sol is countered by these champions in ARAM: Mayhem.
Read counter detailsAurelion Sol Team Comp Highlights
Partner patterns extracted from the team comp guide
Ornn
Ornn gives Aurelion Sol the two things he values most: a durable front line and reliable long-range engage. Ornn can stand in the lane, absorb the first poke cycle, and threaten a knock-up chain that makes it much easier for Aurelion Sol to place damage where enemies cannot simply sidestep.
Leona
Leona is a high-value partner because she gives point-and-click style commitment and repeated lockdown. Aurelion Sol does not need every target permanently controlled, but he needs the first target pinned long enough to make the enemy team choose between saving them or abandoning the fight.
Seraphine
Seraphine gives Aurelion Sol a slower but very powerful teamfight shell: shields, healing pressure, wave control, and wide crowd control that rewards enemies for standing in a line. She helps him survive poke phases and turns his area damage into a real siege threat.
Jarvan IV
Jarvan gives Aurelion Sol a direct way to trap mobile champions inside a fight area. He also starts from angles that many back-line mages cannot create themselves. When Jarvan forces a cage or knock-up situation, Aurelion Sol gets a clear location to aim at instead of guessing where enemies will dodge.
Janna
Janna is not the flashiest partner, but she fixes one of Aurelion Sol’s worst team problems: divers reaching him before his damage matters. Her disengage, shielding, and movement support let him hold aggressive positions for longer without instantly dying to the first assassin or bruiser.
Synergy mechanism: Ornn gives Aurelion Sol the two things he values most: a durable front line and reliable long-range engage. Ornn can stand in the lane, absorb the first poke cycle, and threaten a knock-up chain that makes it much easier for Aurelion Sol to place damage where enemies cannot simply sidestep. Combo: Let Ornn start with his engage tool, then Aurelion Sol follows after the first crowd control lands instead of casting early into open space. If Ornn forces enemies to clump near terrain or behind minions, Aurelion Sol can punish the retreat path with sustained area damage and a delayed finisher. Best scenario: This pairing shines against short-range teams that need to walk forward together. Ornn marks the line they cannot cross for free, while Aurelion Sol turns that line into a damage zone. If the enemy burns mobility to escape Ornn, they often have fewer answers left for Aurelion Sol’s follow-up. Enemy answer: The clean answer is to spread before Ornn commits, bait his engage, then re-enter while Aurelion Sol’s main zone is misplaced. Long-range poke teams can also chip Ornn down before he finds a real angle. Failure risk and recovery: If Ornn engages too deep without Aurelion Sol in range, the fight splits and Aurelion Sol arrives late. Recover by playing the next wave slower: Ornn holds space instead of forcing, Aurelion Sol clears and stacks pressure, and the team waits for the enemy to walk into a narrower lane section. 2. Leona Synergy mechanism: Leona is a high-value partner because she gives point-and-click style commitment and repeated lockdown. Aurelion Sol does not need every target permanently controlled, but he needs the first target pinned long enough to make the enemy team choose between saving them or abandoning the fight. Combo: Leona should tag a priority target or lock the enemy front line in place, then Aurelion Sol layers his damage slightly behind the target, not directly on the first hit only. That placement catches the supports and carries who step forward to peel or counter-engage. Best scenario: This is strongest when the enemy has one fed diver, bruiser, or short-range carry that must enter first. Leona can stop that champion at the door, and Aurelion Sol can punish the pile-up that forms around the immobilized target. Enemy answer: Enemies can hold cleanse effects, spell shields, or disengage until Leona commits. They can also punish her if she dives past the wave and Aurelion Sol cannot safely move up. Failure risk and recovery: The biggest risk is over-committing to the first target while the enemy back line remains untouched. If Leona’s engage fails, Aurelion Sol should not drift forward to “save” it. Drop damage on the retreat path, kite backward, and let Leona’s tankiness buy time for the next setup. 3. Seraphine Synergy mechanism: Seraphine gives Aurelion Sol a slower but very powerful teamfight shell: shields, healing pressure, wave control, and wide crowd control that rewards enemies for standing in a line. She helps him survive poke phases and turns his area damage into a real siege threat. Combo: Seraphine softens the fight with poke and protection first. When she lands a multi-target control effect or forces the enemy to bunch near minions, Aurelion Sol places damage over the trapped line and follows with his larger fight tools once the enemy has already used movement or defensive spells. Best scenario: This pairing is excellent into teams that cannot hard flank and must approach through the bridge. Seraphine keeps the formation healthy, Aurelion Sol clears waves and controls space, and together they make it painful for the enemy to contest relics, towers, or narrow choke points. Enemy answer: Hard engage is the main answer. If the enemy reaches Aurelion Sol before Seraphine’s protection matters, the back line can collapse quickly. Heavy anti-shield or burst patterns also reduce the value of playing slow. Failure risk and recovery: The failure point is passivity. If Seraphine and Aurelion Sol only clear waves and never punish cooldowns, engage teams eventually find a clean angle. Recover by calling targets after Seraphine lands any crowd control, even on the enemy tank, because forcing the first defensive retreat opens space for Aurelion Sol to scale the fight. 4. Jarvan IV Synergy mechanism: Jarvan gives Aurelion Sol a direct way to trap mobile champions inside a fight area. He also starts from angles that many back-line mages cannot create themselves. When Jarvan forces a cage or knock-up situation, Aurelion Sol gets a clear location to aim at instead of guessing where enemies will dodge. Combo: Jarvan engages onto the enemy carry line or pins several champions in a tight space. Aurelion Sol should wait for the commit, then pour damage into the trapped zone and angle follow-up toward the exit path. If allies have more area damage, this combo can delete a fight before the enemy reorganizes. Best scenario: Use this duo against slippery poke champions, enchanter back lines, or carries who rely on spacing rather than durability. Jarvan removes their room, and Aurelion Sol punishes the panic movement that follows. Enemy answer: Dashes, blinks, displacement immunity, or quick disengage can ruin the trap. The enemy can also bait Jarvan into engaging while Aurelion Sol is zoned by poke or standing too far back to contribute. Failure risk and recovery: If Jarvan traps enemies but also blocks allied access, Aurelion Sol may be the only damage source hitting the zone, which is not always enough. Recover by using Jarvan’s engage as a zoning tool instead of an all-in: trap the front line, force cooldowns, then let Aurelion Sol control the next wave and threaten the second engage. 5. Janna Synergy mechanism: Janna is not the flashiest partner, but she fixes one of Aurelion Sol’s worst team problems: divers reaching him before his damage matters. Her disengage, shielding, and movement support let him hold aggressive positions for longer without instantly dying to the first assassin or bruiser. Combo: Aurelion Sol plays just behind the front line and starts zoning when the enemy walks in. Janna saves her interrupt tools for the champion that actually reaches him, not for random poke. Once the dive is stopped, Aurelion Sol turns the same space into a counter-engage zone while the enemy diver has no clean exit. Best scenario: Pick this pairing when the enemy has champions that must dive through the middle of the lane. Janna denies the first contact, and Aurelion Sol punishes the failed entry with sustained damage while the rest of the enemy team is still trying to follow. Enemy answer: The enemy can split threats, sending one champion to bait Janna’s peel and another to hit Aurelion Sol after. Long-range poke can also force Janna to spend defensive tools before the real engage starts. Failure risk and recovery: If Janna uses peel too early, Aurelion Sol has to give ground immediately. Do not stand still and hope the damage race works. Retreat through your own zone, reset behind the next minion wave, and make the enemy spend another engage tool before stepping forward again.
Most needed team functions: Aurelion Sol needs a real front line, reliable engage or counter-engage, layered crowd control, and peel that is saved for the actual dive threat. He also appreciates teammates who can hold waves without over-chasing, because his best fights often start after the enemy is forced to walk through controlled space. Avoid drafting him with four fragile poke champions unless the team has overwhelming range; without a body in front or a way to stop divers, he spends too much of the game running instead of dealing damage.
Aurelion Sol ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Scaling Tempo | Aurelion Sol suffers through a painful early game, frantically stacking Celestial Expansion while hoping to reach meaningful damage output later. | Accelerated gold, experience, and ability haste let you skip the weak early phase and become a threat from the first wave. | Fight for control immediately instead of waiting to scale safely. |
| Starsurge Usage | You often hold Q to extend a stun or check bushes, conserving the ability for high-value moments due to longer cooldowns. | Fire Q constantly since the cooldown is low enough that missing one is not a disaster, forcing enemies into bad positions. | Spam Starsurge for pressure rather than saving it for perfect moments. |
| Augment Influence | Your build path is linear, buying items to fix weaknesses or boost strengths without any external augment modifiers. | Augments can fundamentally change how Aurelion Sol works, shifting you from a peeler to a hard engage tool with utility buffs. | Read your augments and adapt your role instead of sticking to standard builds. |
| Ultimate Economy | You save your ultimate for the perfect multi-man play, carefully selecting the ideal moment to maximize impact. | Use your ultimate freely to secure kills, clear waves, or create space since the cooldown will be back very soon. | Stop hoarding your ultimate for perfect plays and use it liberally. |
| Teamfight Spacing | You have time to reposition as enemies have longer cooldowns and lower damage, allowing for more forgiving positioning. | The margin for error is smaller; if you get caught, you die instantly due to high damage and short cooldowns. | Stay at the edge of your star orbit and never stand still during fights. |
Champion Analysis
Role / Current performance
In Hextech Mayhem mode, Aurelion Sol the Star Forger functions as a ranged mage defined by unique mobility mechanics and exceptional sustained area-of-effect damage. His passive, Center of the Universe, creates orbiting stars that continuously damage enemies they pass through, establishing a persistent zone of magic damage around him. This passive is the foundation of his identity as a battlefield controller who punishes clumped opponents. Aurelion Sol’s primary damage ability, Starsurge, places a stellar core at a target location that detonates after a delay for massive area-of-effect magic damage, rewarding precise timing and prediction. His W, Celestial Expansion, is his signature mobility and damage tool: activating it pushes his orbiting stars outward, dramatically increasing their damage range while simultaneously granting him bonus movement speed. In the confined, single-lane environment of Hextech Mayhem, this allows Aurelion Sol to reposition rapidly while imposing heavy area-of-effect pressure across large sections of the lane. He can weave in and out of combat, leveraging the enhanced star orbits to chip away at multiple enemies simultaneously without committing to a static position. His E, Comet of Legend, grants flight over terrain, enabling tactical repositioning that bypasses the usual choke points and obstacles of the map. This mobility is not merely for escape; it allows Aurelion Sol to unexpectedly shift angles of attack or catch opponents off guard with his ultimate. Voice of Light, his ultimate, unleashes a massive cone of starfire that deals high damage and knocks back all enemies hit. In Hextech Mayhem’s long, straight lane, this ability covers enormous areas, making it devastating for both peeling and initiating or cleaning up fights. The knockback serves as crucial crowd control to disengage threats or herd opponents into dangerous positions. Strategic value lies in Aurelion Sol’s ability to control space through sustained area damage and zone denial. His orbiting stars force enemies to choose between taking chip damage or respecting the space around him, while his gap-closing flight and ultimate provide both survivability and offensive reach. His unique celestial mechanics—combining persistent damage, repositioning mobility, and delayed burst—make him one of the most distinctive mages in Hextech Mayhem, rewarding players who manage positioning, ability timings, and the rhythm of star orbits. Though his cosmic lore suggests immense power, his gameplay identity is that of a calculated controller who excels at applying constant pressure and punishing predictable enemy movements across the entire lane.
Core Tips
Long-form tips / Play pattern
Aurelion Sol wins Mayhem fights by controlling where enemies are allowed to stand. Do not play him like a front-line mage trading one spell at a time. The goal is forcing enemies to walk through your zone, wasting movement to dodge threats, then getting punished when they group into a straight line. If your team has reliable engage, let them start. If lacking engage, create pressure by clearing waves, holding space near center lane, and making the enemy choose between losing minions or stepping into damage. Start fights from fog, behind minions, or just outside enemy engage range so opponents must walk into you rather than you walking into them. Use flight to commit only when the enemy team is already busy—after an allied Snowball connects, after a tank forces defensive spells, or when the enemy backline is grouped behind low-health minions. Flying in while everyone is looking turns engage into a delivery service for crowd control. The narrow ARAM layout is excellent for Aurelion Sol when enemies stack behind minions or retreat through the same corridor; step slightly to the side before channeling so damage hits champions rather than just the wave. Do not spend your big impact spell on the first target seen; hold major control or burst until enemies clump, panic, or step forward. A forced carry flash is often better than padding damage into a tank. When the enemy dives, drop your zone where they want to leave, not where they entered. Divers usually have a planned path: Snowball in, unload, then walk or dash back. Cutting off that retreat forces them to die inside your team or burn extra mobility. Save crowd control for committed melee champions; once they use their gap-closer or Snowball recast, they have fewer ways out, making your response much harder to dodge. Peel backward in layers: step away, then place control zone, then channel damage while allies collapse. Panic-casting everything at once lets the diver sidestep the zone and still reach you. Respect displacement and interrupts, waiting until obvious interrupt tools are used on your frontline or forced to dodge another ally’s spell. Keep an exit line before starting any channel; standing with wall behind and no ally nearby invites being pinned. Position at a diagonal to retreat toward health relics, turret, or support rather than straight backward through enemy skillshots. Use flight as repositioning, not just chase; a short reposition after the enemy commits too far often works best. Move across the lane angle so melee champions must turn and lose uptime while your team hits them. If tagged by Snowball, immediately move behind your team or into a punishing zone so the incoming champion lands in a bad place. When low, stop trying to finish every kill; Aurelion Sol can still clear waves and threaten zones from safer spacing, and dying for one extra breath tick gives the enemy a free push. Own the middle only when your frontline can stand with you; center lane control gives better angles but exposes to hooks and long-range engage, so play one screen safer and clear from behind the wave when tanks are dead. Stand off-center against hooks and linear crowd control, forcing enemies to choose between hitting the wave and fishing for a champion. Do not stack with your backline against area control; take the other safe pocket so one spell cannot punish both. Use minion waves as temporary shields, backing up before the last minion dies and stepping forward again with the next wave.
Read full guidePlaystyle Guide
Playstyle / Team structure
Aurelion Sol wants time, space, and a lane that does not collapse before he scales. In ARAM: Mayhem, play him like a long-range control mage with a huge payoff, not like a front-line battle mage. The job is to farm Stardust safely, hold the wave in awkward spots for the enemy, and turn one good crowd-control chain into a won fight. Walking up first usually leads to punishment; arriving second, after the enemy has spent engage tools, allows Aurelion Sol to take over the screen. During early levels 1‑6, positioning starts behind the minion wave and slightly off‑center. If the enemy has hooks, dashes, or Snowball divers, Aurelion Sol must avoid placing himself and an ally in the same crowd‑control chain. Trades stay short unless the enemy is already locked down. The rhythm is to help thin the wave, punish enemies when they last‑hit, then back up before their engage window opens. Snowball is treated as a defensive or finishing tool early, not a main engage. Augments picked early should help survival, casting frequency, or scaling. The first levels require a choice between pushing only when the team can safely hit the wave and stalling when the enemy has stronger dive. When ahead, the health lead allows brush control and pressure without chasing. When behind, Aurelion Sol stops contesting every minion, clears from maximum range, and saves the first big ultimate for a grouped enemy push. Mid levels 7‑11 bring the ability to shape fights. Positioning shifts behind the frontline but close enough to follow up on crowd control instantly. Poke is tied to wave states and enemy movement: damaging the wave and threatening champions behind it, then backing off when the wave is gone. A missed enemy engage spell opens the punish window to step forward and channel damage. Snowball becomes more flexible, used to follow guaranteed kills, dodge sideways via minions, or reposition after a fight starts, but never to start a solo dive. Augments now define the identity: defensive or mobility augments allow baiting engage, damage or scaling augments reward longer fights, utility augments require coordination with allies who start fights. Push when the team has health and brush control; stall when frontline or ultimate is missing. If ahead, use the lane length to trap the enemy between minions and area denial. If behind, give up aggressive angles, place damaging zones where the enemy wants to walk, and save ultimate to disrupt divers. Late levels 12+ allow Aurelion Sol to decide fights if he avoids being the first death. Positioning must account for peel, carries that block retreat, and the enemy comp. Late trades are deliberate, setting up fight‑winning zones or forcing bad spacing. Poke is reserved for when enemies are grouped near minions or locked near a turret. Snowball is for opportunity and survival: marking a low target for a team follow, repositioning away from divers, or threatening a surprise angle. Augments should now define the fight plan, whether slow extended fights, burst into guaranteed hits, or baiting through control zones. Push hard after winning a fight; stall when unsafe. When ahead, avoid blind base chases, control the wave, and use ultimate defensively. When behind, the win condition is a defensive wipe, letting the enemy push into narrow space and saving spells until they commit. The simple rule: do not start the chaos; be the champion who makes chaos impossible for the enemy to escape by farming safely early, controlling space in mid game, and holding ground until the enemy commits.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Aurelion Sol The Star Forger’s strengths revolve around zone control, wave clear, and the ability to shrink the map when ahead, but his weaknesses are tied to his vulnerability when out of position, his reliance on teammates to absorb initial engages, and his tendency to throw leads by chasing or overcommitting. When ahead, his game plan is to own the middle of the bridge and force enemies to walk into his breath and black hole. The correct trigger to step up is when the enemy is clearing under pressure, their engage tools are missing, or they are grouped near a choke. He should step just far enough to threaten both the wave and the champion line, taking structure damage if they back away and dragging them into a bad trade if they walk forward. The lead is used to shrink the map, not to chase every low-health target; chasing past the frontline leaves him with a predictable retreat path and makes him punishable. Zone control should be placed where the enemy must move, not where they are standing—behind the minion wave, near health relic routes, or where they need to dodge allies, forcing awkward splits or wasted movement tools. His big crowd-control ultimate should be held until the enemy commits or stacks, waiting for a Snowball arrival, dash-in, or clumped retreat. Firing too early gives the enemy a clean punish window. Flight should be used as a finishing angle, not a first defensive layer; if the enemy’s hook, knockup, displacement, or long-range burst is still ready, stay grounded behind the team and make them come through the zone. Greedy flight into layered crowd control gives away shutdown gold. Augment choices when ahead favor damage and ability haste if the team has peel, range or area-control augments to avoid overstepping, defensive augments if the enemy wins by killing Aurelion Sol first, and mobility only for safer angles—never to start fights alone. To avoid throws, respect the enemy’s best five seconds: when Snowball connects, a hook lands, the frontline is dead, or the team splits, stop channeling greedily, reset spacing, and let the wave and cooldowns return. When behind, the job is to slow the game until the enemy must walk through narrow space. His wave clear, zone threat, and scaling still matter, but only if he survives the first engage. The fight trigger is not “enemy is visible” but “enemy has used mobility, crowd control, or burst on someone else.” Clear waves from the safest angle, behind the structure line or a teammate, using breath and black hole to thin the wave before it crashes. Black hole should be used defensively before damage, placed on the path divers must cross to buy peel time. Flight is saved for repositioning after danger shows, not to start engagements. Fight around the strongest ally, not panic. Trade health for time only when the wave matters; taking damage to poke a full-health tank is not worth it. Augment choices when behind prioritize defensive and sustain options to survive first contact, range augments to clear safely without donating deaths, ability haste or repeat-cast styles if the team can stall and not die instantly, and mobility as recovery tools, not ego tools. To avoid unrecoverable fights, give up space before bodies, ping back, clear what you can, and force the enemy to spend resources for each step. The comeback pattern is patience: stall the wave, punish clumps, survive the first engage, and convert one enemy overreach into a full reset.
Read full guideChampion Background
Lore / Identity / Text block
Aurelion Sol The Star Forger in ARAM: Mayhem is a zone-control artillery mage who transitions from a vulnerable early game into an unstoppable late-game raid boss. Your entire identity revolves around generating Stardust through ability hits, which permanently increases your maximum health and empowers each of your abilities. The permanent health gain is your primary survival tool in Mayhem’s high-damage environment—you are not tanky early, but a well-stacked Aurelion Sol becomes surprisingly difficult to burst by the mid-game. Because your power curve is directly tied to how aggressively you farm Stardust, you must use your abilities constantly, even if the trade is not perfect; every tick of Breath of Light, every enemy hit by Astral Flight’s trail, and every center-hit of Singularity generates stacks, and champion hits give significantly more than minion hits. Missing abilities punishes you severely: you stay squishy and become a liability rather than a carry. Positioning is everything. If you get caught or panic-flash, you usually die, but if you stay at maximum range and layer your abilities properly, you dictate the entire pace of the game. Your primary poke and peel tool is Breath of Light, a channelled beam that slows and deals ramping damage. In Mayhem, where everyone has high mobility and Snowball, the perma-slow from a max-range Breath of Light can completely shut down a diver’s engage, and the vision it grants prevents face-check deaths. Astral Flight is your critical escape and re-positioning tool, granting untargetability frames that are your only real defense against targeted burst. The damage trail is a bonus; the main goal is dodging enemy engages. Singluarity is your big playmaking ability, a black hole that pulls enemies and explodes for massive true damage on the center hit. It pairs perfectly with any AoE CC on your team and is a game-changer in clumped fights, even if you miss the center pull. Your ultimate, The Skies Descend, provides a knockup for disengage or setup, and once you reach the Stardust threshold, a second cast fires a global line nuke that can snipe low-health enemies under their tower or delete a teamfight from across the map. Key decisions revolve around cooldown management and survival. Early on, you must play safe and save Astral Flight for when the enemy commits, as a wasted flight leaves you dead to a simple Snowball combo. Use Breath of Light to punish enemies walking up and to set up Singularity; hard CC breaks its channel, so wait for those cooldowns to be burnt. Your ultimate’s knockup is best used defensively early to survive bad engages—staying alive to stack is more important than a risky kill. Assassins and hard engage are your nightmare because they deny your stacking time by forcing you to run. To counter this, use the lane width to land abilities, let team cooldowns draw pressure, and always position at max range. By layering your slow, area denial, and knockups, Aurelion Sol becomes an immovable force who farms Stardust until he single-handedly wins fights.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Aurelion Sol wins fights by keeping enemies inside his damage zones while staying far enough away that they cannot instantly punish him. Most mistakes come from rushing the fight, flying too early, or dropping abilities where enemies can simply walk out. Treat every cast as a setup for the next one: slow the enemy movement, force them through a choke, then commit damage when their answer is already limited. A common mechanical mistake is holding the main damage channel while standing still in the open, leaving Aurelion Sol vulnerable to divers, hooks, long-range crowd control, or Snowball engage. Damage should start from behind the frontline, near terrain, or after the enemy’s engage tool has been used. If caught, stop trying to finish the cast and move back immediately. Another frequent error is using Astral Flight forward just to chase a low-health target, losing the best repositioning tool and landing inside the enemy team with no clean exit. Fly forward only when the enemy’s hard crowd control is down, your team can follow, or the target is trapped by terrain. Placing Singularity behind the enemy when they are already running at you wastes the pull zone because it does not slow their engage path enough. Place it between you and the threat or slightly in front of their path so they must cross it. Casting the ultimate on the first visible target without checking movement tools lets mobile enemies dash out and tanks soak the impact, wasting the strongest fight-swinging button before the real clump happens. Wait for enemies to bunch in a choke, commit to your frontline, or spend their mobility. Dropping area control directly on a full-health tank and expecting it to win the fight leaves the enemy backline untouched. Use the tank as an anchor only when the zone also blocks enemy carries’ path or cuts off retreat. Channeling damage into enemies about to leave vision or step behind minions and terrain spends time dealing poor pressure while the enemy resets spacing. Use spells to control the exit first, then damage once their path is predictable. Flying in a straight line through the center of the lane during a full teamfight gives the enemy an easy line and ruins the damage route. Fly along the side of the fight, using terrain and allied bodies to narrow angles. Ignoring enemy Snowball marks while preparing a long cast allows marked enemies to close the gap. Track who has a mark and who can follow it; hold repositioning tool and stand farther back until the mark expires. Decision mistakes undermine impact as well. Playing every wave like you must hard push first steps too far forward, gives the enemy engage angles, and loses safe space. Push when your frontline controls the lane or when the enemy wave blocks your skill angles. Picking augments or build options only for raw damage when the enemy team has reliable dive risks dying before your damage zone matters. Into assassins or hard engage, value survival, spacing, and uptime. Starting fights before your team is close enough to benefit from your control lets enemies walk out of spells and turn on you. Ping or posture with your frontline before committing major abilities. Fighting in wide open space against mobile champions allows them to dodge zones and attack from multiple angles; favor narrow lane sections, turret approaches, and choke points. Saving every major spell for a perfect five-player hit misses real kill windows; use big spells on two or three high-value targets if it wins position or prevents a dive.
Read full guideFAQ
Aurelion Sol
Is Aurelion Sol good in ARAM: Mayhem? Yes, he is strong when your team can slow the fight down and let him scale. If enemies are forced to walk through narrow space, use your area control to tax their approach and save your flight for repositioning rather than greed. The tradeoff is that fast dive comps can punish you hard before your damage has time to take over. What is Aurelion Sol’s main job in a Mayhem fight? Your job is to control space first, then finish the fight once enemies are stuck or low. If both teams are poking, place your zone where enemies want to stand and channel damage from a safe angle. The tradeoff is mobility: if you step too far forward without a way out, you become an easy target. Should I play Aurelion Sol aggressively early? Only in short, safe windows. If the enemy uses key engage tools or misses crowd control, you can step up, channel damage, and back off before they recover. If you force too hard early, you usually lose health and pressure that you needed to reach your stronger mid and late fights.
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