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Patch 26.18bot

Aphelios Bot Build & Guide — Patch 26.18

Aphelios

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Difficulty
Damage
PHYSICAL
Class
Marksman / Weapon Swap
Patch
26.18

Core Abilities

The Hitman and the Seer
Aphelios cycles 5 Lunari weapons in a fixed-then-shifting order. Two are equipped at a time (main-hand + off-hand); each has finite ammo and forces a swap when empty.
Weapon Abilities
Weapon Abilities
Activated ability changes with main-hand: long-range mark (Calibrum), AoE lifesteal sprint (Severum), root all slowed (Gravitum), cone burst (Infernum), sentry turret (Crescendum).
Phase
Phase
Instantly swaps main-hand and off-hand weapons. Short cooldown — your damage profile flips with every cast: range, lifesteal, AoE, slow, or attack speed.
Weapon Queue System
Weapon Queue System
Aphelios has no real third ability — this slot only displays the next weapon Alune will hand him. Useful for planning combos a few weapons ahead.
Moonlight Vigil
Moonlight Vigil
Long-range moonlight blast that explodes on champion hit. Applies the unique main-hand effect (extra Calibrum mark shots, AoE attack, lifesteal AoE, etc.).

Skill Order

1
Q
2
W
3
Q
4
E
5
Q
6
R
7
Q
8
W
9
Q
10
W
11
R
12
W
13
W
14
E
15
E
16
R
17
E
18
E

Primary Combo

QWRAA

Core Items

Yun Tal Wildarrows
Berserker's Greaves
The Collector
Infinity Edge
Rapid Firecannon

Situational Items

Lord Dominik's Regards
Lord Dominik's Regards
vs tanky frontlines (Sion, Ornn, Malphite) — flat 35% armor penetration plus up to 15% more damage based on their bonus HP
Mortal Reminder
Mortal Reminder
vs heavy healing (Soraka support, Yuumi, Vladimir, Aatrox) — applies Grievous Wounds to cut healing by 40%
Bloodthirster
Bloodthirster
when you need lifesteal and a shield — replace The Collector if the enemy has 2+ assassins targeting you
Maw of Malmortius
Maw of Malmortius
vs heavy AP burst (Syndra, Veigar, double-mage comp) — shield procs at low HP and gives Magic Resist
Mercurial Scimitar
Mercurial Scimitar
vs lockdown CC (Malzahar suppression, Skarner R, Warwick R) — active cleanses crowd control on cast

Runes

Primary · Precision
Lethal Tempo
KeystoneLethal Tempo
Presence of Mind
Presence of Mind
Legend: Bloodline
Legend: Bloodline
Coup de Grace
Coup de Grace
Secondary · Resolve
Second Wind
Second Wind
Overgrowth
Overgrowth
Stat shards
Attack SpeedAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Precision with Lethal Tempo: Aphelios has no burst, only attacks, and 4% attack speed per stack up to 6 makes long trades ramp. Presence of Mind refunds mana for weapon casts, Legend: Bloodline stacks life steal that Severum turns into sustain, Coup de Grace adds 8% under 40% HP.

Why secondary

Resolve secondary: Second Wind heals 4% of missing health over 10s after enemy champion damage, covering the stretches where Phase (W) is your only answer to a dive. Overgrowth turns farmed waves into permanent max health on a champion with no defensive spell.

Win Condition

Reach two-item spike, then cycle Calibrum + Gravitum during fights to lock down a key target with the W swap, R, and Q-root combo while your team commits the engage.

Weakness

No dash, no escape, and the wrong weapon at the wrong time wastes a fight. Falls behind hard if shut down levels 1-3 before he can stack ammo and items.

Overview

Aphelios is a marksman with the longest theoretical kit in League: 5 different weapons that rotate through his hands, each with its own basic attack and its own Q ability. You only ever hold two — a main-hand (which dictates your attacks and Q) and an off-hand (which fires periodically alongside main-hand attacks). Every weapon has finite ammo (a fixed number of shots): when it runs out, the weapon is discarded and Alune hands him the next one in the queue. Mastery is mostly knowing which weapon is coming next and which two you want active at the right moment.

The game plan is to survive a fragile early game (no dash, no escape, finicky ammo management) until you reach two items, then snowball (turn an early lead into a bigger lead by winning more fights) through skirmishes (small fights of 2-4 players, smaller than a full teamfight) by using Phase (W) to swap to whichever weapon punishes the situation: Calibrum (the rifle) for poke (chipping the enemy's HP from far away with ranged damage) and execute (finishing off targets already at low HP), Severum (the scythe pistol) for sustain (healing and survival in extended fights), Gravitum (the cannon) for lockdown (locking an enemy in place with crowd control long enough to kill them), Infernum (the flamethrower) for waveclear and team-fight AOE (area of effect: damage on a zone, not on a single target), Crescendum (the chakram) for melee-range DPS spikes (sudden bursts of damage per second).

Recommended Build

Starting items: Doran's Blade Doran's Blade + 1 Health Potion. Doran's Blade is the standard starter for marksmen: small Attack Damage (AD) boost, a bit of HP, and omnivamp (you heal for a percentage of every kind of damage you deal). Aphelios needs every point of AD because his weapons consume ammo.

Core items (in order):

  1. Yun Tal Wildarrows Yun Tal Wildarrows — first item is the meta DPS pick, but read the stat block before you count it as a crit item: it starts at 0% critical strike chance and earns it. Practice Makes Lethal adds 0.2% crit chance per basic attack for a ranged champion, 125 attacks to reach the 25% cap, and Flurry hands you another 30% attack speed for 6 seconds the moment you attack a champion — which is exactly what a five-weapon champion who never stops auto-attacking wants. Treat it as an attack-speed item that becomes a crit item over the next two waves. Patch 26.15 made it both cheaper and faster — 3000 gold instead of 3100, 45% attack speed instead of 40% — which is exactly what a champion who wants attack speed on five different weapons was asking for.
  2. Berserker's Greaves Berserker's Greaves — attack speed boots (more autos per second). Default for almost every Aphelios game because his weapons all benefit from extra attack speed, and Patch 26.16 pushed the boots to 30% attack speed from 25%, so the second buy now carries a real chunk of your DPS instead of just closing the gap on movement.
  3. The Collector The Collector — execute under 5% HP plus Lethality (a flavor of armor penetration that ignores a chunk of the target's armor, especially useful against squishy targets — champions with low defenses like ADCs and mages). Pairs with Calibrum mark shots (Calibrum's auto-attacks place a "mark" on the enemy: re-attacking a marked target fires from up to 1800 units away — roughly three times a marksman's normal attack range, not the whole map — and deals 15 plus 15% bonus AD for each mark you consume, R included) that already chunk (deal a big slice of damage to) low-HP targets.
  4. Infinity Edge Infinity Edge — crit damage multiplier. Base crits already deal 200% AD; Infinity Edge adds 30% on top, taking every crit to 230% AD, and puts 75 AD and 25% crit chance in the same slot. When you time this buy, count only The Collector or Rapid Firecannon as crit chance you actually own — Yun Tal is still climbing toward its 25% cap.
  5. Rapid Firecannon Rapid Firecannon — Sharpshooter charges up while you move: the Energized attack, and only that one, deals 40 bonus magic damage and gains 35% bonus attack range. Every other attack fires at your normal reach. Synergizes with kiting (moving backward while attacking, keeping distance from threats).

Situational swaps:

  • Lord Dominik's Regards Lord Dominik's Regards — replace Rapid Firecannon when the enemy stacks armor (a frontline of Sion, Ornn, Malphite — frontline = the tanks/bruisers who soak damage at the front of the fight while the carries shoot from behind).
  • Mortal Reminder Mortal Reminder — same slot as Lord Dominik's, take this version when the enemy team has heavy healing (Soraka, Yuumi, Aatrox, Vladimir): applies Grievous Wounds, which cuts enemy healing by 40%.
  • Bloodthirster Bloodthirster — replace The Collector when you need sustain in a long match or when the enemy team has two assassins targeting your backline (Ichorshield banks the healing your 15% life steal wastes once you are already at full HP and turns it into a shield — so it pays you for fighting through a wave or a camp before the skirmish, not for sitting at full).
  • Maw of Malmortius Maw of Malmortius — late slot vs heavy AP burst comps (Syndra + Veigar + Annie). The shield triggers when magic damage would take you below 30% HP, and it also hands you 10% omnivamp until the end of that fight.
  • Mercurial Scimitar Mercurial Scimitar — final-slot swap when a single CC chain (Malzahar suppression, Skarner R, Warwick R) decides every team fight against you.

Skill order: Max Q first (raises the damage of every weapon's activated ability), W second (faster swap = more flexibility per second), E last. Take R at levels 6, 11, 16 as usual.

Runes: Primary tree Precision (built around auto-attacks): Lethal Tempo as keystone (extra attack speed when fighting champions), then Presence of Mind (mana back on damage and takedowns — relevant because every weapon Q costs 60 mana), Legend: Bloodline (more lifesteal stacking with kills), Coup de Grace (extra damage to low-HP targets). Secondary tree Resolve with Second Wind and Overgrowth vs heavy poke lanes (Caitlyn, Senna), or Inspiration with Magical Footwear and Cosmic Insight when you expect a passive lane.

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions Aphelios beats

  • Immobile bot-lane scaler

    Gravitum slows Karthus on every auto, then its Q roots him in place. He has no dash outside Flash and the level-6 Moonlight Vigil (R) chain plus a Lay Waste (Q) trade kills him before Requiem (R) finishes channeling.

    Karthus
  • Hyper-scaling marksman with weak early

    Aphelios level 1-2 with Calibrum out-trades Jinx, whose lane is just farming for stacks. Switcheroo! (Q) reload windows give free Calibrum marks, and applying pressure pre-3 items denies her Super Mega Death Rocket! (R) late-game spike.

    Jinx
  • Short-range hyper-carry that needs to step up

    Calibrum mark shots out-poke Kai'Sa step-up Icathian Rain (Q) windows. Gravitum root cancels Killer Instinct (R) blink commits before her Void Seeker (W) shred lands, and Severum heals the Supercharge (E) trade chip.

    Kai Sa
  • Waveclear-focused marksman without long range

    Severum AOE Q heal-cycle out-sustains the Boomerang Blade (Q) poke and Ricochet (W) chip. Infernum cleave erases the On the Hunt (R) steroid-AA spike during teamfight grouping windows when Spell Shield (E) is on cooldown.

    Sivir

Champions that beat Aphelios

  • Aggressive early-game marksman

    Draven level 1-3 windows are brutal: Spinning Axe (Q) catches plus League of Draven gold stacking out-damage Aphelios while his weapon Q has 9-second cooldown and ammo is finite. Stand Aside (E) knocks him out of mark range with no trade-back option.

    Draven
  • Hard-engage support

    Aphelios has zero mobility (no dash, no blink). Zenith Blade (E) dash-stun chains into Shield of Daybreak (Q) plus Solar Flare (R) — one CC chain and he is dead before he can W-swap to Severum to heal or burn his Flash.

    Leona
  • Long-range poke marksman

    Piltover Peacemaker (Q) out-pokes him at 1250 range whenever Calibrum is not in his main-hand, and Yordle Snap Trap (W) plus 90 Caliber Net (E) zones Aphelios on a fixed lane spot. Ace in the Hole (R) finishes him from across the screen with no dash escape.

    Caitlyn
  • Melee marksman with AOE pull engage

    Slipstream (E) closes 550 units in a single dash and Apotheosis (R) AOE pull catches Aphelios who has no dash. Jubilant Veil (W) dodges Crescendum chakrams and Formless Blade (Q) sustained damage out-trades Severum heals.

    Nilah
  • Stealth assassin with sustained AOE

    Ambush (Q) stealth flanks Aphelios who has no dash escape. Spray and Pray (R) AOE deletes the immobile marksman during weapon swap windows when Phase (W) cooldown leaves him stuck on the wrong weapon, and Contaminate (E) detonates Deadly Venom stacks for true burst.

    Twitch

Key matchups

  • Draven: Hardest lane on the board. He out-trades you levels 1-3 (he wins every short exchange of basic attacks and abilities) every single time. Stay behind your support, last-hit only with auto-attacks (don't burn Calibrum Q ammo on minions), wait for level 6 to even the trade with R.
  • Caitlyn: Range war. Her traps + headshot out-poke even Calibrum (her ranged damage chips your HP from outside your own range). Swap to Gravitum the instant she steps near a trap; the slow (movement-speed reduction) plus your Q root (an effect that locks the enemy in place, unable to move or dash) negates her escape window.
  • Samira: She wants to dive you (run under your tower to kill you despite the tower shots). Hold Severum for the moment she enters melee (close-up auto-attack range) — the AOE Q heals you from her chip damage (small but constant damage that wears down your HP) and your support's CC kills her if she over-commits (steps too far in and can't retreat).
  • Jhin: He out-pokes pre-6, you out-DPS post-6 (his ranged poke wins in early levels, your sustained damage wins after level 6). Don't trade auto for auto in lane (a "trade" = a brief exchange of hits — his W root and 4th-shot crit are lane-defining); push level 2 hard (force the wave under his tower) and recall (return to base) on first Yun Tal completion to come back ahead.
  • Kalista: She is squishy and short range. Auto-trade with Calibrum main + Severum off-hand; her dash chain forces her into your range, and your Q mark shot punishes her every time she leaps.

Power spikes & win conditions

  • Level 2: With one extra weapon ability online, you can match most ADCs in trades. Most Aphelios games are decided by who lands the level-2 all-in (a full-commitment fight where you go for the kill with no fallback option) cleanly.
  • Level 6 with Calibrum: First Moonlight Vigil with the rifle main-hand fires extra long-range mark shots. If the enemy bot lane is shoved to your tower (their wave has been pushed close to your tower, putting them in a vulnerable spot), the R + Q execute window from full screen away is a free kill for an alert support.
  • Yun Tal Wildarrows Yun Tal Wildarrows completion (~ minute 12-14): Lane priority flips (you become the lane that can leave to help fights elsewhere without losing CS or HP). You can shove (push your wave to the enemy tower) and contest dragon, your DPS in skirmishes spikes hard (your damage-per-second jumps in a clear step at this item). Two patch changes stack into this window: the item is 100 gold cheaper since 26.15, so the early end of that minute range is the normal one now, and Patch 26.13 raised four of the five weapons, with every one of those buffs on the ability rather than on the plain auto-attack: Calibrum's mark now scales at 15% bonus AD instead of 10%, Severum's Onslaught at 20-41% total AD instead of 19-40%, Infernum's Duskwave at 15-21% bonus AD instead of 10-16%, and Crescendum's Sentry at 34-52% bonus AD instead of 30-48%. Gravitum was left alone. Spend the Q and consume the marks: holding the pair without casting banks none of it.
  • 3-item spike (Yun Tal + Berserker's + The Collector around minute 22-25): A "spike" is a clear power jump tied to a level or item milestone. Aphelios is now the highest sustained-DPS marksman in the game. Force objective fights here (objectives = Dragon, Baron, Rift Herald, towers — neutral targets that grant team buffs or map pressure) and stand at max Calibrum range while your team frontline holds the line.

Common mistakes

  • Auto-attacking minions with Calibrum Q ammo. Save the Q ammo for champions. Calibrum's Q is one of your few long-range threats; burning it on a wave for fast-push (forcing the wave to crash into the enemy tower as fast as possible) only helps if you are recalling on the same back, otherwise the trade you give up is huge.
  • Forgetting to track the next weapon in your queue. The E slot shows the next weapon. Always check before committing: stepping forward as you swap to Severum when Crescendum is queued behind it is fine; doing the same with Gravitum on deck wastes the all-in window (the few-second window in which you can finish the kill).
  • Standing still in team fights. Aphelios has no dash. If you stand on the same spot two seconds in a row, anything mobile (Zed, Diana, Camille) deletes you. Strafe (move sideways while attacking) between every auto-attack — short steps, but constant motion.
  • Using R the moment it comes off cooldown. Moonlight Vigil's value depends entirely on which weapon is in your main-hand when you cast. R with Crescendum chakrams against a single target is wasted; R with Infernum into 4 grouped enemies is a quadra kill.
  • Picking Aphelios into hard engage. This is a draft mistake, not a gameplay one — "engage" means a champion's tool to force a fight (e.g., Leona's Q stun, Malzahar's R suppression). If the enemy has Leona + Malzahar mid + Hecarim jungle, you will not get to use any weapon. Pick Severum-friendly setups (a peeler support — one whose job is to protect you from divers, like Lulu or Janna) to compensate.

Advanced tip

Learn the W-cancel timing on Phase: queueing a swap during a Calibrum mark shot lets you fire the long-range follow-up auto with the new weapon's effect (e.g., swap to Infernum and the follow-up becomes an AOE cone). This turns Calibrum's mark shot into a multi-target burst that no other marksman can replicate, and it is the single biggest mechanical advantage you have over a casual Aphelios player.

Past patches

No previous versions available.

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