See Aurelion Sol's counters
Patch 26.18mid

Aurelion Sol Mid Build & Guide — Patch 26.18

AurelionSol

Tactical Dashboard

Difficulty
Damage
MAGIC
Class
Mage / Battlemage
Patch
26.18

Core Abilities

Cosmic Creator
Damaging abilities collect Stardust from enemy champions. Stardust permanently grows the area, range, and execute threshold of every spell — patient stacking pays off late.
Breath of Light
Breath of Light
Channeled dragon-breath cone in front of you. Hold the button to keep dealing damage; each full second on a champion bursts extra damage and grants Stardust. Main DPS source.
Astral Flight
Astral Flight
Directional flight over terrain with no Q cooldown while flying. Takedowns within 3s refund part of W's CD. Stardust extends max flight range.
Singularity
Singularity
Place a black hole zone that drags enemies toward the center and damages them. The center executes low-HP targets. Stardust grows the zone and the execute threshold.
Falling Star / The Skies Descend
Falling Star / The Skies Descend
Crash a star at a target area: stuns and damages. After 75 Stardust the next R upgrades to The Skies Descend — bigger area, knock-up, AoE shockwave.

Skill Order

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

Primary Combo

EQWR

Core Items

Liandry's Torment
Sorcerer's Shoes
Rabadon's Deathcap
Shadowflame

Situational Items

Zhonya's Hourglass
Zhonya's Hourglass
vs mobile assassins (Zed, Fizz, Talon, Akali) — stasis is the panic button when W is on cooldown
Banshee's Veil
Banshee's Veil
vs hard single-target CC that interrupts your Q (Annie R, Lissandra R, Twisted Fate gold card)
Rylai's Crystal Scepter
Rylai's Crystal Scepter
vs slippery teams: the slow keeps targets glued inside your Q breath cone
Void Staff
Void Staff
swap as soon as any priority target buys their first Magic Resist item
Morellonomicon
Morellonomicon
vs healing-stacking comps (Soraka mid, Vladimir, Yuumi + heal-heavy bot lane)

Runes

Primary · Sorcery
Arcane Comet
KeystoneArcane Comet
Manaflow Band
Manaflow Band
Transcendence
Transcendence
Scorch
Scorch
Secondary · Inspiration
Biscuit Delivery
Biscuit Delivery
Cosmic Insight
Cosmic Insight
Stat shards
Adaptive ForceAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Sorcery with Arcane Comet: Breath of Light (Q) is a sustained channel, so the comet fires again the moment its 20 to 8s cooldown is up. Manaflow Band adds 25 max mana per ability hit up to 250 on a champion that holds Q down, Transcendence trims cooldowns, Scorch adds 20-40.

Why secondary

Inspiration secondary: Biscuit Delivery covers a kit with no heal, one biscuit every 2 minutes until 6. Cosmic Insight adds 18 summoner spell haste, so Flash is back sooner for the escapes Astral Flight (W) alone cannot make once its cooldown is spent.

Win Condition

Stack Stardust through extended fights with long Q channels and W flights. Once Liandry's Torment and Rabadon's Deathcap are online, your sustained burn deletes squishies through their Magic Resist.

Weakness

Q is a long channel: any hard CC that interrupts it (Annie R, Lissandra R, Twisted Fate stun) cuts your damage in half. Mobile assassins close the gap before W flight is ready to escape.

Overview

Aurelion Sol is a sustained-damage mage whose kit revolves around two simple ideas: keep your Breath of Light (Q) channeled on a target for as long as possible (channel = an ability you keep casting continuously for several seconds, interruptible by hard crowd control), and use Astral Flight (W) to follow them when they try to run. His passive Cosmic Creator gathers a permanent resource called Stardust every time you damage a champion long enough — Stardust permanently grows the area, range, and execute threshold (an HP threshold below which the spell instantly kills the target) of his spells. The longer the game goes, the bigger and scarier each cast becomes. He has no instant burst combo: he wins by staying on top of enemies until the burn (damage that ticks over several seconds instead of landing all at once) finishes them.

Your mid-lane game plan is asymmetric. Early levels you trade in short windows (a brief exchange of damage in lane, not a full kill attempt): Q a champion when they walk up to last-hit, get one or two ticks of damage, walk back. From level 6 onward, W lets you cross terrain like a free Flash — use it to chase kills your jungler sets up (a "gank" — the jungler comes to your lane to help kill the enemy), or to disengage by flying back to your tower. Late game you become a back-line battlemage (a mage who fights at medium range, mixing spells with positioning instead of long-range artillery): stand at the edge of a teamfight (behind the front line — your tanks and bruisers, the durable melee fighters who soak damage for the team), channel Q through their bodies onto the enemy carry, drop Singularity (E) to pull enemies caught at the edge of the fight, and finish with Falling Star (R) when it stuns the carry.

Recommended Build

Starting items: Doran's Ring Doran's Ring (the default first-buy ring for mages: a small chunk of AP, HP, and mana regen) + 2 Health Potion Health Potions. Patch 26.17 cut Breath of Light (Q) to 30/35/40/45/50 mana, 5 less at every rank, so the early harass costs a little less — but Doran's mana regen is still mandatory, you spam Q every minion wave.

Core items (in order):

  1. Liandry's Torment Liandry's Torment — burns a percentage of the target's max HP every second your Q is on them (so it hits tankier enemies harder, and the longer the channel the bigger the burn). Your single best item.
  2. Sorcerer's Shoes Sorcerer's Shoes — magic penetration boots: each cast ignores part of the enemy's Magic Resist, which deletes squishies (low-defence targets like ADCs and mages) faster.
  3. Rabadon's Deathcap Rabadon's Deathcap — multiplies your AP (Ability Power, the stat that scales magic damage) by an extra 30%. Every spell hits harder. Buy it third when ahead.
  4. Shadowflame Shadowflame — bonus magic damage to enemies on low HP (HP-threshold passive — extra damage that activates only when the target is below a certain HP %). Lines up perfectly with R finishes.

Situational items:

  • Zhonya's Hourglass Zhonya's Hourglass — vs mobile assassins (Zed, Fizz, Talon). Stasis is your panic button if W is on cooldown.
  • Banshee's Veil Banshee's Veil — vs hard single-target CC (Annie R, Lissandra R, Twisted Fate gold card). One blocked stun saves your channel.
  • Rylai's Crystal Scepter Rylai's Crystal Scepter — slows everything Q hits, keeping targets glued inside the breath cone.
  • Void Staff Void Staff — heavy magic penetration aimed at enemies who built Magic Resist. Swap to it when any priority target buys their first MR item.
  • Morellonomicon Morellonomicon — applies Grievous Wounds to enemies you damage (a debuff that cuts their healing and health regeneration by 40% for 3 seconds). Take it vs healing-stacking compositions (Soraka mid, Vladimir, Yuumi + heal-heavy bot lane).

Boots: Sorcerer's Shoes Sorcerer's Shoes is default. Ionian Boots of Lucidity Ionian Boots of Lucidity (boots that reduce your ability cooldowns) are an option if your team needs R ready more often as a teamfight engage tool.

Skill order: Max Q first (main damage source), E second (waveclear and AoE setup), W last. Take a point in R at levels 6, 11, 16. Keep W last even after the Patch 26.17 buff: the cooldown cut only touches ranks 2-5 (20/18/16/14 seconds, from 20.5/19/17.5/16), and rank 1 is still 22 seconds.

Runes: Primary Sorcery with Arcane Comet, Manaflow Band, Transcendence, Scorch. Secondary Inspiration with Biscuit Delivery and Cosmic Insight, or Resolve with Second Wind and Overgrowth if the lane is heavy ranged poke harass (low-commitment damage to whittle down your HP).

Pick into / Counterpicks

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

Champions AurelionSol beats

  • Immobile control mage without dash

    Veigar has no dash and Event Horizon (E) is a slow cage telegraph. Astral Flight (W) flight closes the gap while Breath of Light (Q) keeps channelling — he eats sustained Q damage outside Baleful Strike (Q) range and dies before Primordial Burst (R) sets up.

    Veigar
  • Immobile DPS mage without escape

    Karthus has zero mobility outside Flash and Defile (E) needs melee proximity. Astral Flight (W) follows him through Wall of Pain (W) slow, Breath of Light (Q) chunks his HP, and Falling Star (R) stuns the Requiem (R) channel before it lands.

    Karthus
  • Short-range melee mid skirmisher

    Galio needs close range for Justice Punch (E) and Shield of Durand (W) taunt. ASol kites with Astral Flight (W) and Breath of Light (Q) from outside his auto range; if Galio Hero's Entrance (R) flashes in, Singularity (E) pulls him off-position.

    Galio
  • Stack-scaling immobile mid

    Liandry's burn through Breath of Light (Q) chips Smolder before he can stack Dragon Practice. Astral Flight (W) catches the Flap, Flap, Flap (E) escape and Falling Star (R) finishes him before he reaches the 125-stack Super Scorcher Breath (Q) threshold.

    Smolder
  • Soldier-based mage skirmisher

    Breath of Light (Q) cone out-ranges Azir's Arise! (W) soldier auto range. Astral Flight (W) follows him through the Emperor's Divide (R) knock-back and Cosmic Creator scaling burns through the Shifting Sands (E) shield before Conquering Sands (Q) chains a slow.

    Azir

Champions that beat AurelionSol

  • Mobile assassin with multiple shadows

    Living Shadow (W) plus Death Mark (R) chains two dashes onto ASol mid Breath of Light (Q) channel, interrupting his damage. Razor Shuriken (Q) plus Shadow Slash (E) marks burst him faster than Cosmic Creator stardust scales, and Astral Flight (W) cooldown is too long to escape.

    Zed
  • Wind Wall mid duelist

    Wind Wall (W) blocks the entire Breath of Light (Q) breath line — ASol's main damage source becomes useless mid-trade. Steel Tempest (Q3) plus Sweeping Blade (E) punishes the missed channel with an all-in he cannot kite from outside Astral Flight (W).

    Yasuo
  • Soul-form dash mid with a damage-absorbing shield

    Spirit Cleave (W) shields off the Breath of Light (Q) channel tick damage. Soul Unbound (E) baits an Astral Flight (W) flight while his body stays untargetable, and Fate Sealed (R) closes the gap through ASol's mid-channel for a Mortal Steel (Q) knock-up finish.

    Yone
  • Long-range AD poker with form swap

    Shock Blast (Q) cannon-form poke interrupts the Breath of Light (Q) channel from outside Astral Flight (W) range. Thundering Blow (E) hammer-form knockback cancels the W flight gap-close before Singularity (E) pull lands.

    Jayce
  • Undying tank with global engage

    Soul Furnace (W) shield soaks Breath of Light (Q) channel chip damage. Unstoppable Onslaught (R) charges in from far off-screen to interrupt the channel, and Roar of the Slayer (E) slows ASol and shreds his armour before Falling Star (R) lands.

    Sion

Key matchups

  • Yasuo / Yone: Yasuo's Wind Wall blocks your Q breath line entirely, while Yone has no wall, only the Spirit Cleave shield. Save Q until Yasuo pushes the wall, then re-engage. Trade only when the wall is on cooldown.
  • Zed / Talon: They burst you before W flight is ready, and the Patch 26.17 cooldown cut does not reach rank 1 — Astral Flight (W) is still 22 seconds in lane. Zed chains Living Shadow (W) and Death Mark (R) onto your Breath of Light (Q) channel; Talon crosses walls with Assassin's Path (E) and opens with Noxian Diplomacy (Q) from a side you did not ward. Buy Zhonya's Hourglass Zhonya's Hourglass before Rabadon's Deathcap Rabadon's Deathcap; never hold both Flash and W on cooldown at the same time.
  • Veigar: Even pre-6 — he stuns inside his E cage; you out-poke from outside the cage with Q range. Post-6 he can one-shot you with E-W-Q-R if you stand still — keep moving sideways while channeling.
  • Annie: Her stun is hidden in a passive counter that you cannot see clearly. Count her ability casts: every 4 casts she has a stun ready. If her Pyromania indicator (the orange flame icon under her portrait) is lit up, do not stand within Tibbers cast range.
  • Twisted Fate: A race for who roams (leaves their lane to help other lanes) first. His R teleports across the map; your W can fly across terrain to follow him. Keep the mid minion wave shoving toward the enemy tower whenever you can, so if he leaves lane to gank bot, you free-farm CS while he's away and stay even.

Power spikes & win conditions

  • Level 2: With Q + E you can pin a mistake against the lane wall — punishes anyone who walks too close to the river without vision.
  • Level 6: First Falling Star unlocks an instant stun. Set up ganks with your jungler (when the jungler comes to your lane to help kill the enemy): E pull → R stun → kill.
  • Liandry's Torment Liandry's Torment online (~ minute 11-13): Your sustained Q goes from chip damage (small, slow damage) to a real threat. Force fights at Drake spawns (the Dragon objective in the river that gives team-wide buffs) once Liandry's is online.
  • Levels 14-15 (second and third point in W): Astral Flight (W) drops to 20 then 18 seconds after the Patch 26.17 cut, and 14 seconds at rank 5. That is where W stops being a once-per-fight commitment and becomes a repositioning tool between skirmishes — a takedown within 3 seconds still refunds part of the cooldown on top.
  • 75 Stardust collected (~ minute 18-22): Your R upgrades to The Skies Descend — bigger area, knock-up instead of stun, AoE shockwave. This is your team-fight win condition; hold it for objectives instead of burning it on a single pickoff (eliminating an isolated enemy outside the team fight).

Common mistakes

  • Channeling Q without flying. Standing still during the Q channel (an ability you keep casting for several seconds — interruptible by hard CC) makes you a sitting duck. W in the same direction your target is running so the channel continues at no extra mana cost while you stay safe.
  • Using W aggressively with no exit plan. W is your only escape. If you fly into 3 enemies without setup (your jungler nearby, R ready, enough cooldown reduction stat to bring W back quickly), you die without dealing damage. Treat W as a commitment (an all-in — going for the kill with no easy way to back out), not a free mobility tool.
  • Greeding for Stardust over kills. Stardust scales abilities long-term, but if the enemy carry is one-shot at 30% HP, finish them. A dead carry is worth more than 5 Stardust.
  • Forgetting E pulls toward the center. Your E drags enemies into the middle of the zone — pull them INTO your team, not out of it. A misplaced E can save the enemy carry by pulling them away from your front line.
  • Pushing the wave with Q in lane. Q pushes too slowly and burns mana. Use E to clear caster minions, then last-hit melees with auto-attacks. Save Q for trades and harass.

Advanced tip

The Q-W-Q chain is the technique that separates Aurelion Sol players. Cast Q on a champion, then immediately cast W in the same direction they are running. Because W removes Q's max channel limit while flying, you keep dealing damage continuously through the air — and Q can be re-cast mid-flight for a second instance if the original target dies and a new one is in range. In practice this lets you commit to a kill from very far away: W flies a long distance (1500 units) and during that flight your Q still hits anyone in front of you, so the threat zone is roughly W range plus Q range stacked. On takedown, part of W's cooldown is refunded so you can re-engage the next fight almost immediately.

Past patches

No previous versions available.

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