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Aurora
the Witch Between Worlds

Aurora

Passive · Spirit Abjuration

Aurora's abilities apply Spirit marks; 3 marks on an enemy explode for magic damage and heal her.

DamageDurabilityMagicDifficultyMobilityCC
Champion profile (Riot)
  • Damage3
  • Durability4
  • Magic8
  • Difficulty5
  • Mobility3
  • CC3
Counters by laneEach lane has counters + tips
Top

How to play as Aurora

Top: hold CS, run TP or Ghost depending on the matchup.

How to beat Aurora

Top: punish wave-states and ward river/jungle to dodge ganks.

Strong against

No data yet

Weak against

No data yet

Jungle

How to play as Aurora

Jungle: track Scuttle, gank weak lanes, scale to objectives.

How to beat Aurora

Jungle: ward objectives, never walk blind into brush.

Strong against

No data yet

Weak against

No data yet

Mid
Primary

How to play as Aurora

Mid: shove wave fast and roam to side lanes.

How to beat Aurora

Mid: watch for roams and save Flash for the next gank.

ADC

How to play as Aurora

ADC: kite the frontline, hit the closest tank then the carries.

How to beat Aurora

ADC: stay behind minions and focus the enemy ADC in fights.

Support

How to play as Aurora

Support: keep vision + peel for ADC, build Locket Enchant + Knight's Vow.

How to beat Aurora

Support: dodge hooks/engages, buy Mikael's into heavy CC.

Abilities

Spirit Abjuration

PC
Passive

Innate: Aurora's damaging basic attacks and abilities apply a stack of Spirit Abjuration to enemies for 4 seconds, refreshing on subsequent applications and stacking up to 3 times. The third stack against a target consumes them all to deal bonus magic damage equal to 2.5% (+ 2% per 100 AP) of the target's maximum health, capped at 100 to 180% against monsters.

Upon consuming the stacks from a champion, Aurora additionally exorcises them, gaining Realm Hopper for 4 seconds and freeing a Spirit from the target that follows her for the same duration. For each active Spirit, Aurora is heal for 3 to 20% (+ 2% AP) every second. Subsequent exorcisms free further Spirits and refresh the duration of Realm Hopper and all active Spirits. Aurora may have up to 4 Spirits at a time, for a maximum heal per tick of 3*4 to 20*4% (+ 2*4% AP).

Realm Hopper: Aurora gains 5 to 8.6% (+ 3% per 100 AP) bonus movement speed.

Cooldown|targeting = Passive

Twofold Hex

PC
Q

Active: Aurora fires a bolt of energy in the target direction that deals magic damage to enemies hit and marks them with a curse for 3.5 seconds.

Twofold Hex can be recast after 0.1 seconds while at least one target is marked.

Recast: Aurora expunges the curse from all marked targets, drawing the spiritual energy back to her as bolts that each deal magic damage to all enemies they pass through, reduced to 40% against minions and 50% against monsters and increased by %-1) for 11|0 to 100|key1=%|formula=% per 1% of target's missing health|color=health}}. Subsequent bolts against an enemy deal % damage.

Cooldown8 to 6Range850

Across the Veil

PC
W

Active: Aurora dash in the target direction inside a portal to the Spirit Realm. Upon completing the dash, she becomes invisible for a duration and gains Spirit Abjuration for 4 seconds. Attacking or casting abilities ends the stealth immediately.

Scoring a takedown against an enemy champion within 3 seconds of damaging them resets Across the Veil's cooldown.

Cooldown22 to 18Range300 / 450

The Weirding

PC
E

Active: Aurora blasts energy in a line in the target direction and dash 250 units in the opposite direction. The blast deals magic damage to enemies hit and slow them by 80% for 1 second decaying after the first 0.15 seconds.

Between Worlds can be cast during the dash.

Cooldown15 to 11Range800

Between Worlds

PC
Ultimate

Active: Aurora dash in the target direction with displacement immunity over 0.4 seconds. She then gains Spirit Abjuration for 4 seconds and unleashes a pulse of energy at a location directly 425 units in front of her, expanding in a radius over 0.75 seconds to deal magic damage to enemies hit and slow them by 30% for 2 seconds. Once the pulse has fully expanded, it manifests a circular rift to the Spirit Realm for a duration.

While Aurora is inside the rift, she doubles the bonus movement speed granted by Spirit Abjuration.

Aurora and enemies within the rift are trapped inside. If Aurora collides with the border, she dash to the diametrically opposite side of the rift over 0.4 seconds, becoming untargetable and lockout during the travel. If an enemy collides with the border, they are airborne 75 units away from it and are slow by 75% for 2 seconds.

Cooldown140 to 100Range25 / 250 / 450