Wild Rift Guides
Aurelion Sol Mid Lane Wild Rift Guide
Aurelion Sol mid lane counters include Zed, Katarina, and Fizz. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
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.
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.
Build Snapshot
Rune Setup
Summoner Spells
Aurelion Sol Mid Lane Counters
Who counters Aurelion Sol Mid Lane in Wild Rift (WR)? These champions beat Aurelion Sol in the mid lane matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Zed: Living Shadow (2nd) lets Zed place Razor Shuriken (1st) damage beyond Aurelion Sol's early Breath of Light (1st) range, and Death Mark (Ult) punishes the stationary channel before Stardust has improved it. Keep Singularity (3rd) on the shadow return point, hold Astral Flight (2nd) until Zed commits his swap, and give up early lane priority rather than feeding the assassin his snowball timing.
- Katarina: Katarina can use units and ground Daggers as Shunpo (3rd) targets, but minion deaths do not trigger Voracity's (Passive) champion-takedown cooldown reduction. She can still dive while Astral Flight (2nd) is unavailable and snowball through Aurelion Sol's weak phase.
- Fizz: Fizz's pole-vault makes him untargetable through your key spells, so he chunks you, hops over the black hole, and all-ins once his ultimate lands the shark.
- Kassadin: A scaling race you lose on timing: once his ultimate is online he blinks through your range over and over, and his magic shield blunts the beam.
- Ahri: Charm (3rd) interrupts Aurelion Sol's stationary Breath of Light (1st) channel and can stop Astral Flight (2nd), while Spirit Rush (Ult) crosses Singularity (3rd) before its pull controls Ahri. Keep Singularity (3rd) between yourself and her before level five, hold Astral Flight (2nd) as an exit, and concede the wave after Charm (3rd) lands instead of giving her the early kill that delays Stardust scaling.
Champions Aurelion Sol Is Strong Against
Aurelion Sol's best matchups in Wild Rift. Aurelion Sol holds an edge against these picks in the mid lane role, so look to press the advantage and contest objectives.
- Veigar: A scaler-versus-scaler race played around zones: Veigar's Event Horizon (3rd) can stop Astral Flight (2nd), while a large Singularity (3rd) drags his immobile frame inward. Stardust improves the black hole and beam burst damage, not the beam's cast range.
- Annie: Annie needs you standing still inside Tibbers (Ult) range, and her burst window is brief; once you scale she has no answer to your range or your zone control.
- Orianna: Breath of Light (1st) eventually reaches beyond Orianna's command range, while Singularity (3rd) forces her to move herself instead of controlling the fight only through the ball. Respect her earlier Command: Attack (1st) and Dissonance (2nd) poke, then use Astral Flight (2nd) to change the beam angle after the ball is committed away from her and scale the Stardust race.
- Vex: Mistral Bolt (1st) and Looming Darkness (3rd) are telegraphed, but Personal Space (2nd) hits immediately around Vex and Shadow Surge (Ult) can deliver a prepared Doom (Passive) fear from range. Aurelion Sol's reach and scaling still favor long fights, but he must respect the ultimate mark instead of treating every Vex cast as a slow windup.
- Yasuo: Yasuo leans on Wind Wall (2nd) against mages, but it does not block your first ability, Breath of Light (1st), so the beam keeps burning him through the wall while your range and scaling grind him down.
Early Game
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 Game
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
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
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.