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Patch 16.2.1
Aurora is a highly mobile skirmisher mage who excels at kiting and area denial. She uses to poke, and to stay elusive, and to trap enemies in a spirit arena where she can teleport freely to outplay them. She wins through attrition and superior positioning.
| Ability | What You'll See | What It Means For You |
|---|---|---|
| Spirits orbiting her character model | She heals and gains move speed by damaging you with spells. Long trades favor her sustain, so avoid extended fighting unless you can burst her. | |
| A line projectile followed by a returning effect | The first hit applies a curse, and the recast pulls spirits back to her. The return damage is significant; move laterally after she fires the initial missile to avoid the return path. | |
| A short leap followed by invisibility | Her primary safety tool. It has a long cooldown (20s+ early). Once she uses this to dodge or engage, she is extremely vulnerable to a focused all-in. | |
| A blast in front of her that makes her hop backward | Her self-peel and slow. If you are a melee champion, she will use this to keep you at bay. Bait this out before using your primary gap closer. | |
| A massive circular spirit boundary on the ground | A death trap. Trying to cross the edge slows you and knocks you back toward the center. Aurora can teleport between the edges to dodge your spells, so aim your CC for the center or wait for her to reappear. |