Aurelion Sol

Aurelion Sol Mid Build 16.11

Aurelion Sol Mid build in patch 16.11 has a 55.7% win rate over 97 games. This setup focuses on boots are an early movement purchase built to improve baseline mobility and reduce how punishing bad positioning feels. they are mainly bought to help with spacing, lane movement, and getting to fights or objectives faster.

Aurelion Sol Roles
Patch: 16.11
97 Matches
Win Rate: 55.67% / Pick Rate: 13.66%
Doran's Ring
Health Potion
Health Potion
Rylai's Crystal Scepter
Sorcerer's Shoes
Liandry's Torment
Liandry's Torment
Rylai's Crystal Scepter
Doran's Ring
Spellslinger's Shoes
Dark Seal
Flash
Teleport

Aurelion Sol Build Guide & Strategy (Patch 16.11)

About Aurelion Sol

Aurelion Sol is a scaling zone-control mage who reshapes fights with expanding area damage, flight-based repositioning, and massive celestial spells that become overwhelming as the game drags on. He excels when he has time and space to set up his influence, but his early vulnerability and reliance on positioning make him punishable before his control fully takes over.

Aurelion Sol Build Strategy & Items

Boots support a tempo-oriented style where movement matters as much as raw stats, letting you weave in and out of trades, dodge skillshots, and reach waves or skirmishes sooner. They fit gameplans built around cleaner rotations, safer lane resets, and better control over distance in fights. The item supports spell-driven lanes where having enough mana to clear waves, trade repeatedly, or threaten an all-in matters more than a direct stat boost. It fits controlled setups that value access to abilities across a longer sequence of actions instead of frontloaded combat power. The item supports spell-driven laning where you pressure with abilities, manage the wave actively, and threaten opponents without running out of gas too quickly. It fits champions whose early game revolves around cast frequency, poke timing, and keeping control of minion states. Boots are an early movement purchase built to improve baseline mobility and reduce how punishing bad positioning feels. They are mainly bought to help with spacing, lane movement, and getting to fights or objectives faster. Sapphire Crystal is a mana component built to increase your resource pool so you can cast more before running out. It is mainly used by champions who need a larger mana buffer to lane comfortably or unlock a key item path. Doran's Ring is an AP starter built to smooth out early spell usage while still giving meaningful lane presence. It is mainly for mages and AP users who want better early trading, wave interaction, and resource comfort in lane. Dark Seal is a snowball-oriented AP starter or early pickup that rewards staying alive and staying involved in successful fights. It is mainly for champions who expect to build momentum through lane pressure, roams, or skirmishes and want that success to compound. Health Potion is a consumable sustain tool used to recover health over time during lane or after small fights. It is mainly for extending early map presence without needing an immediate recall.

Aurelion Sol Key Strengths

Their value shows up everywhere because early movement speed changes how quickly you can reposition, chase, retreat, and respond to map plays. Boots also make trading more reliable for champions that need better angles, tighter spacing, or faster entry into range. Sapphire Crystal is useful when a champion's biggest limiter is total mana, since it gives immediate breathing room for farming, harassing, or holding defensive spells. It also opens important build routes for mana-based items, making early recalls cleaner for casters that cannot afford to go dry. Doran's Ring stands out because it helps both the damage and the usability of your early abilities, which matters more than raw AP alone in many lanes. It also makes farming and lane control smoother for champions that need to cast regularly to keep pressure or secure minions. Dark Seal is attractive because it can become far more rewarding than a normal low-cost AP buy when your early game goes well. It also suits champions that influence fights through picks, river skirmishes, or support-style participation, since assists help it scale without needing solo kills every time. Health Potion is valuable because it turns gold into reliable early endurance, which matters most when the first few waves decide pressure and recall timing. It also works across many matchups, making it one of the simplest ways to stay active after a rough exchange. Refillable Potion is valuable because it stretches gold across multiple uses, making it one of the cleanest sustain investments for slower openings. It also rewards disciplined recall patterns, since every trip back restores its usefulness without needing another purchase. Shattered Armguard is useful because it preserves access to AP-oriented itemization while noticeably reducing how punishing physical poke and burst can feel. It is especially practical when you need a defensive midpoint that keeps your lane from collapsing before your bigger item spikes arrive. Fated Ashes is attractive because it gives an AP user a practical mid-step that matters in real play, especially when waveclear or jungle tempo is part of the champion's win condition. It also smooths the path into sustained-damage mage builds, making early recalls feel useful even before a full item is done. Sorcerer's Shoes are strong because magic penetration often creates a more noticeable real-damage increase than small amounts of AP, especially against low-resistance targets. They are particularly useful when your champion's job is to threaten carries, control lane through spell damage, or make mid-game picks feel lethal. Tear of the Goddess is useful because it turns early mana strain into long-term build progress, making every ordinary cast contribute to future comfort and scaling. It is especially valuable on champions that become much more functional once they can use abilities freely in lane and longer fights. Banshee's Veil is especially valuable against compositions that rely on landing one key engage or pick ability to start every fight. It also gives AP champions a more playable defensive option in mid to late game, because they can gain protection without turning an item slot into dead offense. Fiendish Codex is useful because it improves two practical parts of spellcasting at once, making both the impact and the cadence of your abilities feel better on recall. It also serves as a clean bridge into many AP items, so it keeps build options flexible while still giving an immediately playable spike. Mercury's Treads are valuable because they answer two common game-losing problems at once: heavy magic damage and chainable crowd control. They are especially useful when the enemy composition wins by catching someone first, since even a little more freedom to move or cast can completely change whether you escape the engage. Rylai's Crystal Scepter is valuable because it adds practical crowd control to kits that are already trying to keep enemies inside damage range. It is especially strong on champions with persistent or repeatable spell application, since they can turn a single connection into a long, awkward retreat for the opponent. Void Staff is powerful because it restores real damage into MR-stacking targets in a way that plain AP often cannot match once defenses are online. It is especially valuable when multiple enemies have built magic resistance, since it prevents your entire damage profile from flattening out against the enemy frontline. Haunting Guise is useful because it gives AP champions a more practical fighting profile, adding real offensive progress while also making it easier to survive the first return trade. It is especially strong on battlemages and short-range AP picks that need to stand near the fight long enough for sustained damage to matter. Zhonya's Hourglass is prized because it can completely change how enemies are allowed to commit, often wasting their best burst or buying enough time for your team to flip the fight. It is especially strong on champions whose most dangerous moment puts them in harm's way, since the item turns a normally suicidal angle into a playable one. Chainlaced Crushers are useful because melee champions often gain more from better target hold and pursuit than from generic movement alone. They are especially effective on brawlers that win through staying attached, since every extra step that keeps an enemy within reach can be worth more than a small damage bump elsewhere. Spellslinger's Shoes are valuable because they turn the boot slot into a meaningful offensive choice for AP champions instead of only a positioning tool. They are especially strong on mages that create advantages through repeated poke, burst follow-up, or zone control, since the upgrade helps translate spell uptime into real threat. Oblivion Orb is valuable because it gives AP champions a quick and efficient way to respond when one healing source starts warping the game. It is especially good in lanes and mid-game fights against drain tanks, healing supports, or sustain-heavy carries that would otherwise recover through normal poke patterns. Liandry's Torment is valuable because it gives AP champions a better way to stay threatening against healthier targets and long front-to-back fights. It is especially strong on picks that can keep reapplying damage, since the item rewards constant spell presence instead of asking for one perfect combo. Bloodletter's Curse is valuable because it gives sustained AP champions a stronger answer to targets that would otherwise blunt their pressure with magic resistance. It is especially useful on champions that hit repeatedly or keep enemies inside ongoing damage, since those patterns let the item's anti-resistance value show up quickly in real fights.

Best Aurelion Sol Runes & Spells

Presence of Mind exists to keep resource-dependent champions functioning through repeated trades, skirmishes, and messy extended fights. Its core purpose is not direct damage, but preserving a champion's ability to keep casting when a normal rotation would start running dry. Cut Down is a damage rune aimed at punching upward into healthier opponents rather than cleaning up weakened ones. Its purpose is to improve how well a champion threatens tanks, bruisers, or otherwise high-health targets that would normally soak through standard damage patterns. Transcendence is a haste-focused rune built to make a champion's kit cycle more smoothly across the game. Its core purpose is to shorten downtime between meaningful casts so spell-based champions can pressure more often and recover faster after using key abilities. Manaflow Band is a resource rune meant to stabilize mana usage so spellcasters can keep trading and pushing without running dry too early. Its main purpose is to support frequent casting and smoother lane control rather than direct combat spikes. Arcane Comet is a poke rune designed to add real punishment to repeated spell hits, especially when the target is slowed, controlled, or forced into predictable movement. Its purpose is to turn lane harassment and ranged pressure into more meaningful chip damage over time. Absolute Focus is a damage rune that rewards entering fights from a healthy state and preserving that health long enough to leverage stronger spell or attack output. It is mainly chosen by champions that prefer clean openings and want their first rounds of damage to hit harder before the fight gets messy. Gathering Storm is a scaling rune built for players who are willing to wait for larger stat payoff as the game progresses. Its purpose is to trade away early influence in exchange for stronger damage relevance in longer games. Scorch is a lane pressure rune that adds extra burn damage to spell poke and early harassment. Its main purpose is to make each clean ability hit sting more in the opening stages of the game, where repeated chip can decide who controls the lane. Overgrowth is a health-scaling rune that steadily adds durability as the game progresses through normal minion and monster flow. Its purpose is to give frontliners and bruisers a passive long-term toughness boost without requiring any special combat trigger. Bone Plating is an anti-burst lane rune that reduces the damage from an opponent's immediate follow-up after first contact. Its purpose is to make short, explosive trades less punishing by weakening the part of the combo that usually does the real damage. Flash is an instant repositioning spell built around solving range, angle, and danger in a single moment. It is mainly used to create or escape decisive situations that normal movement cannot cover in time. Teleport is a map-wide tempo spell built to convert wave states and timing windows into presence somewhere else on the map. It is mainly used to protect lane economy, answer side pressure, and arrive at fights or objectives without giving up too much structure or farm.

How to Play Aurelion Sol (Early, Mid & Late Game)

Aurelion Sol Laning Phase (Early Game)

In the early game as Aurelion Sol in the Mid lane, prioritize consistent farming and map awareness. Aim to secure your Rylai's Crystal Scepter as quickly as possible to establish a lane advantage and create opening opportunities.

Aurelion Sol Mid Game Strategy

During the mid game, utilize your 3 item power spikes to control lane transitions and objective contested zones. As Mid Aurelion Sol, your roaming potential and skirmishing power are at their peak.

Aurelion Sol Late Game Strategy

In the late game, focus on teamfighting effectiveness and critical positioning. As Aurelion Sol, your role is to maintain utility and pressure in final sieges, coordinated and protecting objectives with your full item build.

Aurelion Sol Mechanics & Gameplay Tips

Good Aurelion Sol players manage Astral Flight angles and spell timing so they keep channeling damage while drifting to safer space, instead of flying in a straight line that invites collapse. Weak Aurelion Sol play drops Singularity where it does not trap real movement, uses Falling Star or The Skies Descend on scattered targets, or commits to long casts without respecting who can interrupt or reach him.