Aurelion Sol Wild Rift champion guide - Mid Lane

Mid Lane · Wild Rift Guide

Aurelion Sol Mid Lane

Aurelion Sol Mid Lane Guide

Updated for Patch 7.3E
S Tier

Aurelion Sol Mid Lane Wild Rift overview and best build snapshot

How to play

  • Farm safely and collect Stardust Place your 3rd ability under dying minions to collect Stardust, which permanently improves your abilities.

  • Keep enemies away from you Place your 3rd ability between you and approaching enemies to slow and pull them inward. Stay far enough away to avoid their stuns.

  • Join fights from a safe angle Use your ultimate on grouped enemies, then hold your 1st ability to breathe fire while your team keeps them busy.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Scales into a wide-area control mage whose larger Singularity (3rd) and Falling Star (Ult) zones can deny whole objective entrances.
  • Punishes immobile targets hard, since the black hole drags anyone who cannot leave it and the beam tracks them.
  • Flight (2nd) lets him reposition over walls and put damage onto backliners other mages can never reach.

Weaknesses

  • Weak and short-ranged in the early game, easy to bully before his stacks and items come online.
  • Mana-hungry and slow to answer a committed all-in, so divers and gap-closers punish him hard before he scales.
  • Depends on his black hole and flight cooldowns; with them spent he is a squishy mage with nowhere to hide.
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Aurelion Sol Mid Lane Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Aurelion Sol Mid Lane, including items, runes, summoner spells, and skill order.

STARTING ITEM

Amplifying Tome

Early ability power for his beam, which is weak until his stacks build up.

BOOTS

Spellslinger's Shoes

Magic penetration keeps his beam relevant in the levels before his stacks arrive, which is his weakest stretch.

CORE BUILD

Rylai's Crystal Scepter

His beam damages continuously, so the slow reapplies constantly and targets cannot walk out of it.

Liandry's Torment

His beam ticks constantly, so the max health burn stays applied for as long as he holds it on someone.

Rabadon's Deathcap

Multiplies his ability power, which raises his beam, his black hole and his ultimate at the same time.

Void Staff

Cuts the magic resist that lets a frontline stand in his beam and ignore it. Choose it over Cryptbloom when enemies are stacking magic resist and maximum personal damage matters more than ability haste and team healing.

Banshee's Veil

Build this when the enemy has crowd control ready for his channel, since interrupting it stops his damage completely.

SITUATIONAL ITEMS

Cryptbloom

Choose this when enemies have only moderate magic resist. Compared with Void Staff, Aurelion Sol trades some beam damage for haste on his control spells and an area heal when his sustained damage earns a takedown.

Morellonomicon

Build this when enemies heal while standing in Aurelion Sol's breath and singularity (3rd). Both persistent zones keep Grievous Wounds refreshed across the frontline; buy Oblivion Orb early and complete the item later.

Oceanid's Trident

Build this when the enemy has shields that keep absorbing his beam damage.

Zhonya's Hourglass

Build this when assassins reach him mid-channel. Buy Seeker's Armguard early for the armor and ability power.

RUNES

KEYSTONE

Dark Harvest

His E (3rd) executes low health targets, so the souls come from kills his black hole was already going to get.

PRIMARY

Manaflow Band

His beam is expensive to channel, and the extra mana lets him hold it for full rotations.

Absolute Focus

He should be poking from range at full health rather than trading, so the bonus is live when he casts.

Gathering Storm

His whole champion is permanent stacking, so a rune that grows over the game fits the plan.

SECONDARY

Bone Plating

He needs uninterrupted time to stack, and this buys him through the burst that would otherwise end the cast.

SITUATIONAL RUNES

Transcendence

Take this over Absolute Focus when the lane forces him to fight at low health, since ability haste pays either way.

Battle Zeal

Take this over Bone Plating into a low-threat lane where the enemy cannot reliably reach him. The extra damage matters more there than protection.

Legend: Haste

Take this over Bone Plating against teams that force repeated objective setups. Shorter Singularity (3rd) and Astral Flight (2nd) cooldowns help Aurelion Sol control another choke or reposition for another sustained damage window.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. He is slow, large and easy to walk at, so Flash is how he keeps the spacing his stars need.

Exhaust

Exhaust

He is immobile and stacks up over the game, which makes him the first target every assassin picks. Slowing that dive is what buys him the seconds to keep casting.

SITUATIONAL SPELLS

Cleanse

Cleanse

Take this over Exhaust against long stuns and roots that stop his channel and leave his stacks sitting there doing nothing.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    W Ability
    2nd Ability
  3. 3
    E Ability
    3rd Ability
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Aurelion Sol Mid Lane Wild Rift matchups and counters

Wild Rift matchup guide for Aurelion Sol Mid Lane, covering favorable lanes and difficult counters to prepare for in ranked.

Aurelion Sol Counters

These champions counter this pick in Wild Rift and can be difficult matchups. Learn how to play against them or consider banning them.

Aurelion Sol Mid Lane Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Aurelion Sol Mid Lane, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
The opening levels are about staying alive and stacking, not winning trades. Use the beam to last-hit and chip when the enemy steps into the wave, but watch your mana, because with an empty bar you are just a slow target. Drop the black hole to peel a gank or punish anyone who walks a straight line at you, and hold your flight as an escape rather than an entry until your stacks make committing worth it. Against the lane bullies who own this phase, give a little ground, soak the wave under tower, and let the stacks climb; every minion moves you closer to taking over.

Mid / Late Game

Levels 9+
Your first item and a healthy Stardust count flip the lane from survival to control. Breath of Light's (1st) cast range is not growing with Stardust, but its same-target bursts hit harder, Singularity (3rd) covers more ground, and Astral Flight (2nd) reaches farther. Shove with those tools, then arrive early enough to place Singularity (3rd) where the enemy must cross for dragon or Herald. Late game is where the stacking pays off. Singularity (3rd) remains stationary after placement; it does not move; but its larger radius drags enemies inward and executes non-epic targets beneath its Stardust-scaled threshold. Keep Breath of Light (1st) on one safe target long enough to trigger repeated max-health bursts, and track whether your next Falling Star (Ult) has transformed into The Skies Descend (Ult) before committing to an objective fight.

Teamfights

5v5 Combat
In a teamfight you are area control, not a target diver. Place Singularity (3rd) on a choke or beneath a controlled target so its inward drag keeps enemies in the zone, then channel Breath of Light (1st) on the nearest safe target instead of constantly changing targets and losing the one-second burst cadence. Astral Flight (2nd) resets the beam and lets Aurelion Sol channel it without a cooldown during the dash, but any immobilizing crowd control knocks him out of the flight.
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