- Tier
- T2
- Posizione
- #58
- Tasso vittoria
- 51.29%
- Tasso scelta
- 0.83%
Vel'Koz è attualmente classificato T2 nei dati ARAM Mayhem. Vedi guida campione

Aurora è attualmente classificato T2 nei dati ARAM Mayhem.
Aurora the Witch Between Worlds
Yes, Aurora is a strong pick when your team can start fights or hold enemies in a tight area. Play her as a skirmishing mage: poke first, look for grouped targets, then commit when the enemy has already used key crowd control. The tradeoff is that she is not a pure backline artillery champion, so bad entries get punished hard.
Aurora wants to soften enemies, threaten side angles, and punish teams that clump together. If your frontline forces the enemy to stand still or retreat through a narrow lane, step up and layer your damage into that moment. If you go first without backup, you usually spend your mobility just escaping instead of winning the fight.
Build for burst when the enemy team has fragile carries and low healing, because short trades let you delete targets before they can answer. Build more sustained damage when fights are long, tanks are walking forward, or the enemy has shields and healing that survive your first combo. The tradeoff is simple: burst gives better picks, sustained damage gives better second rotations.
Be patient until you have enough damage to make your poke matter. Early on, take short trades from safe angles and avoid spending mobility just to land one extra hit. If you lose health before your team is ready to fight, Aurora becomes much easier to zone away from the wave and relic area.
Use Snowball when the target is already controlled, isolated, or low enough that your follow-up wins the trade. Do not throw it just because it is available; a missed or forced engage puts you in the center of the enemy team with no clean exit. Snowball is best as a finishing tool or a way to join a fight your team has already started.
Start fights from the edge, not the middle. Wait for enemy hooks, stuns, knockups, or major burst tools to be used, then move in while their punish window is weaker. Aurora can look slippery, but if you enter before those cooldowns are gone, you are still a mage in range of five enemies.
Aurora loves teammates who can start fights, lock enemies in place, or force opponents to stack together. Tanks, divers, and control mages give her clear windows to step in and deal damage without being the first target. If your team has no engage, you need to play slower and use poke to create health advantages before anyone commits.
Long-range poke, point-and-click lockdown, and heavy disengage are the most annoying. If the enemy can hit you before you are in range or stop you the moment you enter, you must play around fog, minion waves, and ally engage instead of forcing front-to-back fights. The tradeoff is that once those teams waste control tools, they often crumble quickly to a clean Aurora follow-up.
Do not dump everything into the first tank unless your team is also hitting them and they cannot freely walk out. Chip them down while watching for carries stepping too close behind them. If you tunnel the tank alone, their backline gets to save cooldowns and punish you when you move forward.
When behind, stop taking fair fights in the open lane. Clear safely, punish overextensions, and save your engage for enemies who walk past their frontline or waste mobility. Aurora can still swing fights, but only if you make the enemy enter your threat range instead of chasing into theirs.
Delay your entry by a few seconds and track what killed you last fight. If it was crowd control, wait for that spell; if it was burst, enter after your frontline has drawn damage; if it was overchase, stop once the first target dies. Aurora’s damage is valuable only if you survive long enough to cast another rotation.
Prioritize augments that improve reliable damage, survivability during short-range trades, or mobility after committing. If an augment only helps when you are already winning or requires you to stand still too long, it is usually worse than it looks. In Mayhem, Aurora wants tools that let her enter, deal damage, and still have a recovery plan.
She is usually better as follow-up. If an ally starts the fight and enemies are already grouped or controlled, Aurora can commit with much less risk and much higher payoff. She can start fights in the right spot, but the tradeoff is that a failed engage often leaves her with no safe path back.
Force fights when the enemy has to walk through the lane, defend a structure, or contest a healing relic. Stand far enough forward to threaten damage, but not so far that one crowd control spell starts the fight on you. Closing with Aurora is about controlled pressure: poke first, punish the first mistake, then commit when the enemy formation breaks.