Wild Rift Guides
Aurelion Sol Mid Lane Wild Rift Guide
Who counters Aurelion Sol in Wild Rift? The toughest Aurelion Sol mid lane counters are Zed, Katarina, and Fizz. Full Aurelion Sol Mid Lane counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.
Overview
Aurelion Sol is a scaling mid laner who stacks a resource called Stardust until his spells cover huge areas of the map. His Breath of Light beam grows longer and stronger with every stack, his black hole pulls enemies in and drags anyone who lingers toward the center, and his flight carries him over walls to extend the beam onto targets who thought distance would save them. His early game is weak by design; the version that comes out of it ends games. In lane he is the purest scaling control mage. You are not there to win level two; you are there to survive it, soak every minion, and build the stacks that turn your beam from weak chip into screen-wide damage. Once the beam reaches its longer range and the black hole holds a crowd, you stop laning and start dictating: zoning objectives, wearing down whole frontlines, and controlling the space every fight happens in. The catch is how long the scaling takes. Before your stacks and first items land, you are short-ranged, mana-hungry, and slow to answer a committed dive, so early laning is about discipline, not aggression. Assassins who close the gap and fighters who walk you down both kill you before your stacks come online. Get there intact and he is one of the best teamfight mages in Wild Rift; get caught early and you contribute almost nothing.
Strengths
- Scales into a screen-wide control mage whose stacked beam and black hole zone whole teams off objectives at once.
- Punishes immobile targets hard, since the black hole drags anyone who cannot leave it and the beam tracks them.
- Flight 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: The classic problem for a stationary mage: he pokes you down with shurikens in the early window where you have no stacks and no answer, then deletes you once his ultimate marks you.
- Katarina: Katarina resets off your wave and dives whenever your flight is on cooldown, and she snowballs through your weak phase faster than you scale out of it.
- 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: Ahri is exactly what your weak early game cannot handle: she dashes through the black hole, bursts your squishy frame before your scaling arrives, and her charm shuts down your one safety button.
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 you win on reach and survivability: only his cage kills you, and late game your beam out-ranges his point-and-click damage while the black hole pins his squishy frame.
- Annie: Annie needs you standing still inside Tibbers range, and her burst window is brief; once you scale she has no answer to your range or your zone control.
- Orianna: Orianna out-controls most mids, but your reach and scaling beat hers over a long lane, and once caught in the pull she cannot reposition her ball to save the fight.
- Vex: Her fear and gloom are telegraphed skillshots with a real windup, and your reach pokes her from outside their range. She spikes earlier, but the late lane is a range war her immobile frame loses.
- Yasuo: Yasuo leans on Wind Wall against mages, but it does not block your first ability, Breath of Light, 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, and that is when you start touching the rest of the map. The beam now out-ranges most mids and the black hole holds a group long enough to matter, so shove the wave and walk to river: a black hole over the scuttle pit or a dragon contest turns an even skirmish into a fight your team wins on numbers. You are not a flash-roam assassin, so think in zones rather than picks: arrive at objectives early and park your control where the enemy has to walk through it. Hold mid priority, deny their jungler the river, and let the threat of your stacked beam decide where dragon and herald get taken.
Late Game
Late game is where the stacking pays off. The beam reaches its longest range, the stacks make it hit very hard, and the black hole becomes a moving zone no immobile carry survives standing inside. Position like the squishy you still are, behind your frontline and out of assassin range, then keep the beam on whatever stays still long enough. Your flight decides endgames: a trip over the wall onto Baron, an extension onto a backliner mid-fight, or the escape nobody planned for when a collapse reaches you. Do not split push; group, because your control hits every enemy near you at once.
Teamfights
In a teamfight you are area control, not a target diver. Open by dropping the black hole on the densest cluster or on whatever threatens your carries, then walk the beam across the held targets and let the sustained damage add up while they are stuck in the slow. Save your flight as the answer to their dive: extend the beam over the frontline onto a backliner, or fly out the moment an assassin commits to you. Your whole value is staying alive and staying on target. An Aurelion Sol who keeps the beam running controls where the fight can happen; a dead one gives the enemy that space for free.