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Aurelion Sol ARAM Build and Guide

Updated for patch 26.21. Ability details come from Riot’s official game data for this patch; ARAM balance numbers come from the League of Legends Wiki’s champion data.

An Aurelion Sol ARAM build is a stacking mage path: Rod of Ages and Liandry’s Torment grow with the game, the same way Stardust does. The Howling Abyss helps. He takes 95% damage, gets a flat 20 bonus Ability Haste, and deals 100%.

The item order comes from his patch 26.21 kit and nothing else. Win-rate sites weren’t consulted.

Aurelion Sol ARAM build: Aurelion Sol, The Star Forger, splash art

How is Aurelion Sol changed in ARAM?

ARAM modifier Aurelion Sol
Damage dealt 100%
Damage taken 95%
Ability Haste +20
Attack Speed 102.5%

Buffs, and the useful kind. He takes 95% damage, gets 20 Ability Haste for free, and his Attack Speed is nudged to 102.5% (which, for a dragon who rarely auto-attacks, is close to irrelevant). Damage dealt sits at 100%, so his output is exactly what it is on the Rift. Where does the haste matter? Astral Flight, mostly, and honestly that’s the one place he needs it. Its cooldown is 22 seconds at rank 1, and that flight is his only way out of a lane with no bushes to hide in and no jungle to run to, so extra haste means more flights per fight. Singularity on a 12 second cooldown benefits too.

Why does Aurelion Sol fit the Howling Abyss?

Because Stardust comes from enemies, and ARAM is nothing but enemies. His kit from Riot’s patch 26.21 data:

  • Cosmic Creator (passive): damaging abilities turn enemies into Stardust, which permanently improves each of his abilities.
  • Breath of Light (Q): a channeled breath that damages the first enemy hit and splashes reduced damage around them, with bonus damage per second aimed at one target. Cooldown 3.
  • Astral Flight (W): he flies over terrain, casting as he goes; in the air, Breath of Light has no cooldown and no channel limit. Cooldown 22/20/18/16/14.
  • Singularity (E): a black hole that damages, pulls enemies inward and executes those below a Health threshold at its center. Cooldown 12.
  • Falling Star / The Skies Descend (R): a star that damages and stuns, upgraded by Stardust into a wider knock-up with a slowing shockwave. Cooldown 120/110/100.

Singularity grants Stardust each time an enemy dies inside it and for every second an enemy champion stands in it. On one lane, minion waves and five champions keep walking into the same black hole, so the stacks arrive faster than they do on the Rift. Falling Star adds Stardust per champion hit, and in a teamfight on a narrow lane that’s often three or four. Then the dragon takes off: Breath of Light while flying has no cooldown, and a strafing pass over a clumped team is a lot of splash damage. The catch is the landing. A grounded Aurelion Sol with Astral Flight down is a 550-range mage with no mobility, and ARAM assassins know it.

What should an Aurelion Sol ARAM build focus on?

Items that scale with time and items that reward long, repeated damage, since the breath is a channel, not a burst. Four items and boots.

Rod of Ages first. Every 60 seconds, Timeless puts another 10 Health, 30 Mana and 3 Ability Power into the item, stopping after 10 stacks, at which point he also gains a level. Stardust stacks, the item stacks, and after ten minutes both are far ahead of where they started. Eternity returns 10% of damage taken from champions as Mana and heals for 25% of Mana spent, which, for a champion who channels Q every 3 seconds, is steady healing with no recall in sight.

Liandry’s Torment second. Torment burns enemies for 2% of their maximum Health per second for 3 seconds after a damaging ability, and the breath reapplies it every tick. Suffering adds up to 6% bonus damage as the fight runs on. The breath, the black hole and the burn all want the same thing: an enemy standing still in front of him for a long time.

Blackfire Torch third. Baleful Blaze adds bonus magic damage for 3 seconds after a damaging ability, and Blackfire grants bonus Ability Power for each enemy champion carrying that blaze. A breath that splashes across three champions and a Singularity under all of them means the stack count climbs quickly. It also brings 600 Mana and 20 Ability Haste, on top of the free haste the mode already gives him.

Rylai’s Crystal Scepter finishes. Rimefrost slows enemies by 30% for 1 second whenever an ability damages them, and Singularity’s pull plus a slow is a trap few champions walk out of before the execute. The 400 Health is welcome on a mage who lands in the middle of things. Boots: Sorcerer’s Shoes, for 12 Magic Penetration.

How do you play Aurelion Sol on the Howling Abyss?

  • Put Singularity where the wave dies. Each death inside it adds Stardust, and the minions have nowhere else to go.
  • Breathe on champions, not minions. Breath of Light only collects Stardust when the target is a champion.
  • Fly over the fight, not into it. In the air Q has no cooldown, but the landing spot needs to be behind your team.
  • Hold Falling Star for a clump. Stardust comes per champion hit, and The Skies Descend knocks up instead of stunning once you’ve gathered enough.
  • Chase kills with W in mind. Astral Flight’s cooldown drops when a champion he recently damaged dies, so a kill brings the next flight closer.

How do shopping and Mark work for Aurelion Sol?

In practice you buy at the fountain at the start and after each death; there’s no recall on this map, so Rod of Ages components come first, as the stacking clock starts when the item is finished, not when you’d like it to. With Eternity converting damage taken into Mana and Mana spent into healing, health relics along the lane are a bonus rather than a need (though a grounded dragon should still grab one).

Summoner spells lock before the game loads. Mark throws a snowball and lets you dash to whatever it hits, and for a champion whose whole plan is to stay in the air and at range, that dash is mostly a trap. Should he take it anyway? Flash plus Astral Flight is two escapes; Mark plus Astral Flight is one escape and an invitation to die.

Is Aurelion Sol good in ARAM?

Yes. 95% damage taken and 20 bonus Ability Haste are both aimed at his problems (fragility and a long W cooldown), and the mode feeds Stardust faster than the Rift ever does. If we’re being picky, assassins who catch him on the ground still end the flight early, which is why the roles guide below is worth a read for positioning.

The Aurelion Sol counters guide names the mid laners who punish that landing. Our LoL roles guide explains where a scaling mage stands in a fight, each item’s full stats are in the items database, and his cosmetics are on the Aurelion Sol skins page.

To be fair, the Aurelion Sol ARAM build is a slow burn: Rod of Ages, Liandry’s Torment, Blackfire Torch and Rylai’s Crystal Scepter with Sorcerer’s Shoes, and a black hole on every wave until the star is big enough.

FAQ

Is Aurelion Sol buffed in ARAM?

Yes: damage taken is 95%, he gets 20 bonus Ability Haste, and damage dealt stays at 100% (Wiki data, patch 26.21).

What items does the Aurelion Sol ARAM build use?

Rod of Ages, Liandry’s Torment, Blackfire Torch and Rylai’s Crystal Scepter, with Sorcerer’s Shoes.

How does Stardust work on the Howling Abyss?

Singularity grants Stardust for each enemy that dies inside it and for each second a champion stays in it, and on one lane the waves and the champions keep walking into the same black hole.

Why build Rod of Ages on Aurelion Sol?

Timeless adds Health, Mana and Ability Power every 60 seconds, up to 10 times, which matches a champion whose abilities also grow permanently as the game goes on.

How was this build chosen?

From his patch 26.21 ability text: a channeled breath and a black hole favor items that burn and slow over time. No win-rate data was used.