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Aurelion Sol

How to play Aurelion Sol — Wild Rift guide, combos & tips

奥瑞利安·索尔

How to play Aurelion Sol — Wild Rift guide, combos & tips

Aurelion Sol is a mage in Wild Rift who trades close-range dueling for map-wide pressure: Astral Flight (W) lets him soar over walls and rivers to threaten two lanes at once, while Breath of Light (Q) and Singularity (E) stack heavy magic damage and crowd control onto anything he catches. His passive, Cosmic Creator, banks Stardust from every point of damage he deals, empowering all four abilities as a match goes on, so his mid-to-late power spike is enormous. He isn't built to brawl — he's a ranged threat who wins by landing Falling Star (R) on the right target from a distance no one expects.

Strengths

  • Astral Flight (W) gives him some of the best global mobility of any Wild Rift mage, letting him roam to a sidelane, contest an objective, or bail out of a losing fight almost instantly.
  • Falling Star / The Skies Descend (R) threatens from enormous range with a stun or knock-up, so he can delete an unsuspecting backline carry before the fight even looks like it's started.
  • Stardust scaling means every trade makes his whole kit stronger — a couple of early picks snowball fast into a genuinely terrifying mid game.
  • Singularity (E) drags grouped enemies together and can outright execute low-health targets, making him devastating in choke points or against teams that clump for objectives.

Weaknesses

  • No shield, no dash and no hard escape outside Astral Flight's long wind-up, so a fast diving assassin can burst him down before he ever reacts.
  • Breath of Light (Q) and Singularity (E) both reward sustained contact, so slippery or untargetable champions can just walk, dash or stealth out of the damage window.
  • Fragile in the early levels and heavily skillshot-dependent — miss a Q or E in lane and the trade is lost for nothing.
  • Committing Astral Flight to the wrong read leaves him stranded far from his team with no quick way back if the play doesn't land.

Combos

Skill order: Q > E > W

Early game

Lane as a poke-and-farm mage: hold Breath of Light (Q) on the enemy laner whenever they push too far forward, since chaining it for consecutive seconds is what triggers the real burst damage and Stardust gain, then disengage before they can close the distance. Use Singularity (E) to zone them off the wave or answer a hard engage rather than just to secure a couple of minions. Once Falling Star (R) comes online at level 5, start looking for flight windows to help a sidelane or contest a river objective — a surprise Falling Star from an angle nobody is watching wins most fights outright. Play around the lack of an escape by keeping minions between you and all-in champions like Zed or Irelia, since one bad trade can end the lane.

Mid & late game — teamfighting

From the mid game on, stay at maximum range and let Singularity (E) or Falling Star (R) open the fight rather than walking in — the black hole clumps enemies together and can outright execute anyone dragged to its center. Bank Stardust so you're threatening the upgraded The Skies Descend rather than the base Falling Star: its wider area, knock-up and shockwave slow punish a grouped team far harder than the stun version does. Target the backline first — his range lets him hit a fed carry from well outside their own effective range, so prioritize whoever ends the fight fastest rather than whoever is closest. Keep Astral Flight (W) in reserve to reposition around a flank or escape a dive; don't burn it just to relocate before the fight has actually started.

Pro tips