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OPMETALOL · CHAMPION GUIDE

How to play Aurora: combos, tips and builds

Learn the kit, practise the combos, and make better decisions in your next game.

01 / Aurora

At a glance

Learn Aurora abilities and prepare your first games. Find builds for each supported role.

4 active abilitiesCombos: 2Builds by role & rank

02

Strengths & weaknesses

Tools to play around

What can go wrong

  • Twofold HexRead the effect and its conditions, then practise it alone. Build your sequence around the effect you can reliably reproduce.
  • The WeirdingUse the slow to make the next action easier. It does not replace checking distance, cooldowns and an escape route.
  • A completed combo is only useful when your position, resources and follow-up are safe.

03

Abilities & tips

Open an ability to read its effect and a practical use tip.

PSpirit Abjuration

Aurora's spells and attacks exorcise spirits from the enemies she damages. Exorcised spirits follow Aurora around and heal her.

Use it well

Practise the hit area and target conditions first. Do not spend the rest of your rotation automatically when the opening damage misses.

QTwofold Hex

Aurora sends out a missile that curses any enemies it hits. She can then recast the ability to draw active curses back toward herself, damaging foes who are hit along the way.

Use it well

Read the effect and its conditions, then practise it alone. Build your sequence around the effect you can reliably reproduce.

WAcross the Veil

Aurora leaps in a direction of her choosing, entering the spirit realm upon landing, becoming invisible, and gaining Move Speed for a short duration of time.

Use it well

Read the effect and its conditions, then practise it alone. Build your sequence around the effect you can reliably reproduce.

EThe Weirding

Aurora converges the realms, sending out a blast of spirit magic that damages and slows enemies before Aurora hops backward to safety.

Use it well

Use the slow to make the next action easier. It does not replace checking distance, cooldowns and an escape route.

RBetween Worlds

Aurora leaps in a direction of her choosing, releasing a shockwave that damages and slows any enemies it hits. Afterward, she creates an area that slows enemies within it and allows Aurora to teleport from one side of the area to the other.

Use it well

Use the slow to make the next action easier. It does not replace checking distance, cooldowns and an escape route.

Aurora combos: execution and timing

AA = basic attack · EAA = empowered attack · 1/2/3 = cast stage. Follow the order, not instant key presses.

Recast practice: Twofold Hex

  1. Twofold HexQ
  2. The WeirdingE
  3. Across the VeilW
  4. Twofold HexQ

With Aurora, start with Twofold Hex, then continue through The Weirding → Across the Veil → Twofold Hex. Treat the repeated Twofold Hex as separate activations. Practise its first effect and the moment for the follow-up independently.

Mistake to avoid : Repeated keys do not mean instant presses; confirm the recast is available and its target is still valid.

Repeated spells may need a recast window or a cooldown; check that the next activation is actually available.

Recast practice: Twofold Hex

  1. Twofold HexQ
  2. AA
  3. The WeirdingE
  4. Twofold HexQ

With Aurora, start with Twofold Hex, then continue through Basic attack → The Weirding → Twofold Hex. Treat the repeated Twofold Hex as separate activations. Practise its first effect and the moment for the follow-up independently.

Mistake to avoid : Repeated keys do not mean instant presses; confirm the recast is available and its target is still valid.

Repeated spells may need a recast window or a cooldown; check that the next activation is actually available.

05

Game plan by role

Aurora · Mid
Early game

Use the wave to control when trades happen. Keep a defensive option if the opposing jungler is missing, and avoid forcing a combo into a large enemy wave.

Mid game

Move after checking the wave, vision and who can follow. A useful roam should not cost several uncontested waves for no clear opportunity.

Teamfights

Fight from a position where you can repeat your useful spells. Look for an opening after enemy control is spent instead of entering first by habit.

Before your next fight, check: Twofold Hex · Between Worlds · Combos

Aurora · Top
Early game

Keep trades short until you understand the opponent’s main cooldown. Check the minion wave before chasing and preserve a route back to your tower.

Mid game

Decide between a side-lane push and joining the next objective. Push only as far as your vision and teammate positions allow.

Teamfights

Agree on your job before the fight: pressure a side, threaten a target or protect a carry. Save a key defensive tool when the enemy can turn on you.

Before your next fight, check: Twofold Hex · Between Worlds · Combos

06

Matchup preparation

Compare opponents in the build for the role you are actually playing. Then check their key control, escape and defensive spells before choosing your trade.

07

Practice checklist

  1. Cast each ability alone and identify its range, target conditions and stopping point.
  2. Practise the first sequence slowly. Repeat it while moving, without skipping the conditions shown on its card.
  3. After each attempt, identify the spell you would still have available to defend or retreat.

08

Aurora · Builds & runes

Choose a role, then select your rank on the build page for runes, items, skill order and matchup statistics.