01 / Aurora
At a glance
Learn Aurora abilities and prepare your first games. Find builds for each supported role.
02
Strengths & weaknesses
Tools to play around
- Twofold HexAdds a utility effect to the champion’s kit.
- The WeirdingCan slow a target to prepare the next action.
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.
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.
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.
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 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 the slow to make the next action easier. It does not replace checking distance, cooldowns and an escape route.
05
Game plan by role
Aurora · Mid
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.
Move after checking the wave, vision and who can follow. A useful roam should not cost several uncontested waves for no clear opportunity.
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
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.
Decide between a side-lane push and joining the next objective. Push only as far as your vision and teammate positions allow.
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
- Cast each ability alone and identify its range, target conditions and stopping point.
- Practise the first sequence slowly. Repeat it while moving, without skipping the conditions shown on its card.
- 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.
