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Patch 16.2.1
Win by forcing teamfights in narrow jungle corridors or around objectives where can trap multiple enemies. Use your mobility to kite frontliners while your passive keeps you healthy enough to outlast the enemy backline.
Aurora is a high-mobility skirmisher mage who thrives in the chaos of mid-range combat. You excel at weaving in and out of range, using your invisibility and ultimate to trap targets while sustaining through passive healing.
Every time you hit an enemy with spells or attacks, you pull a spirit out. These spirits follow you and provide flat healing over time. This makes your long-term laning very strong—don't be afraid to take small trades if it means you get spirits back.
Your primary damage. Fire it once to curse a target. Recast it to pull the curses back to you. This deals damage both ways. Pro tip: Wait for the enemy to walk behind their minions before recasting so the return trip hits the whole wave.
Your 'get out of jail free' card. You leap and turn invisible. Use this to dodge incoming CC or to reposition so your return path hits more enemies. Landing the jump gives you a burst of speed to escape or chase.
A defensive blast that slows and damages. The most important part is the self-knockback. Use this to create distance from melee champs like Yasuo or Yone. Note the range: the slow is quite large, but the hop is short.
Create a massive arena. It damages and slows on impact. While inside, you can teleport from one edge to the opposite edge instantly. This is your primary outplay tool—jump back and forth to make yourself impossible to target.
Your main job is to use to split the enemy team or lock down their carries. Once the arena is up, use the teleport mechanic and to stay alive while spamming on the trapped targets.
If the enemy has a hyper-carry like Master Yi, save and specifically to peel them off your own ADC.
The fastest way to proc . The slow ensures the recast hits them on the way back while pushing you to safety.
Use to get into range for the shockwave. Once trapped, unload your kit and use the arena edges to dodge their counter-attacks.
Hit them with to slow their pursuit, then in a direction they don't expect. Since you're invisible, they'll usually chase where they think you jumped.
An aggressive engage. Flash into the center of the enemy team, drop to trap them, and immediately to become invisible and avoid being focused.
| Spike | Why |
|---|---|
| Level 1 | allows for strong poke and waveclear from level 1, letting you dictate the early lane tempo. |
| Level 3 | You have access to your full basic kit, making you extremely hard to gank with and available. |
| Level 6 | creates massive kill pressure in lane and makes you a threat for any jungle skirmishes. |
| Level 11 | The cooldown reduction on allows you to force fights more frequently around objectives. |