
Aurora
- Damage3
- Durability4
- Magic8
- Difficulty5
- Mobility3
- CC3
Counters by laneEach lane has counters + tips
Top
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
MidPrimary
ADC
Abilities
Spirit Abjuration
PCInnate: 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.
Twofold Hex
PCActive: 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.
Across the Veil
PCActive: 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.
The Weirding
PCActive: 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.
Between Worlds
PCActive: 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.

































