Aurora: The Witch Between Worlds

Aurora is a champion in League of Legends primarily played in the middle lane or top lane positions, classified as a Burst, Assassin. This Witch Between Worlds uses Mana (475 – 1064.95 at max level) and deals Magic damage. Aurora was released on July 17, 2024, and is currently in patch V25.22.

📊 Base Statistics

StatisticBase ValueMax Value (lvl 20)
HP6072770.15
Mana (MP)4751064.95
Armor (AR)23111.49
Attack Damage (AD)53112
Movement Speed (MS)335335 (fixed)
Attack Range550 (Ranged)550 (fixed)

💡 Spirit Synergy: 3rd passive stack deals 1% (+ 2.7% per 100 AP) max health damage and spawns Spirits that heal 12-88 (+ 8% AP) per tick with 4 Spirits!

🐰 Passive: Spirit Abjuration

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 1% (+ 2.7% per 100 AP) of the target’s maximum health, capped at 100 – 290 (based on level) against monsters.

Upon consuming the stacks from a champion, Aurora additionally exorcises them, freeing a Spirit from the target that follows her for the same duration. For each active Spirit, Aurora is healed for 3 – 22 (based on level) (+ 2% AP) every second. Subsequent exorcisms free further Spirits and refresh all active Spirits. Aurora may have up to 4 Spirits at a time, for a maximum heal per tick of 12 – 88 (based on level) (+ 8% AP).

🔮 Q: Twofold Hex

Cost: 60 Mana  |  Cooldown: 9 / 8.5 / 8 / 7.5 / 7s  |  Cast Time: 0.25s / NONE  |  Range: 900

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.

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 0% – 50% (based on target’s missing health). Subsequent bolts against an enemy deal 20% damage.

ParameterValue
Magic Damage45 / 70 / 95 / 120 / 145 (+ 40% AP)
Minimum Magic Damage (Recast)45 / 70 / 95 / 120 / 145 (+ 40% AP)

💨 W: The Weirding

Cost: 80 Mana  |  Cooldown: 15 / 14 / 13 / 12 / 11s  |  Cast Time: 0.35s  |  Range: 825

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

ParameterValue
Magic Damage70 / 110 / 150 / 190 / 230 (+ 70% AP)
Recoil Distance250 units

👻 E: Across the Veil

Cost: 80 Mana  |  Cooldown: 22 / 21 / 20 / 19 / 18s  |  Cast Time: NONE  |  Range: 300 / 450

ACTIVE: Aurora hops in the target direction inside a portal to the Spirit Realm. Upon completing the dash, she becomes invisible for a duration and gains Realm Hopper for 4 seconds.

REALM HOPPER: Aurora becomes ghosted and gains bonus movement speed for the duration.

ParameterValue
Invisibility Duration1 / 1.15 / 1.3 / 1.45 / 1.6 seconds
Bonus Movement Speed20 / 25 / 30 / 35 / 40%

Scoring a takedown against an enemy champion within 3 seconds of damaging them will reset Across the Veil’s cooldown.

🌌 R: Between Worlds (Ultimate)

Cost: 100 Mana  |  Cooldown: 140 / 120 / 100s  |  Cast Time: NONE  |  Range: 25 / 250 / 450

ACTIVE: Aurora leaps in the target direction with displacement immunity over 0.4 seconds. She then gains Realm Hopper for a duration and unleashes a shockwave from 425 units in front of her, expanding over 0.75 seconds to deal magic damage to enemies hit and slow them by 30% for 2 seconds.

ParameterValue
Magic Damage175 / 275 / 375 (+ 70% AP)
Realm Hopper Duration3.5 / 4.25 / 5 seconds
Rift Duration1.75 / 2.5 / 3.25 seconds

The shockwave leaves behind a circular rift to the Spirit Realm for a duration, forming borders that interact with Aurora and enemies. If Aurora collides with the border, she dashes to the diametrically opposite side of the rift over 0.4 seconds, becoming untargetable and unable to act during the travel. If an enemy collides with the border, they are slowed by 50% for a duration.

💡 Pro Tip: Use R rift borders to dash through enemies! Hit border → teleport to opposite side. Enemies hitting border = 50% slow. Zone control!

🎯 Strategies and Gameplay Tips

Early Game (Levels 1-6)

  • Passive Stacking: Hit enemies 3 times for bonus damage + Spirit spawn. Spirits heal you 3-22 per tick!
  • Q Poke: Mark with Q, recast expunges for execute damage (0-50% based on missing HP). Use for poke!
  • W Escape: Recoils 250 units! Use to escape ganks. 80% slow helps disengage!

Mid Game (Levels 7-13)

  • E Reset Mechanic: Get takedown within 3s of damaging = E cooldown reset! Chain invisibility!
  • Spirit Healing: Maintain 4 Spirits for max healing (12-88 + 8% AP per tick). Sustain in fights!
  • R Positioning: Leap with displacement immunity! Creates rift for zone control. Use borders to outplay!

Late Game (Level 14+)

  • Rift Mastery: R rift lasts 1.75-3.25s. Hit borders to dash through! Enemies = 50% slow!
  • Assassin Combo: E invisible → R leap → Q mark → passive 3 stacks → Q recast execute!

Common Mistakes and How to Avoid Them

  • Not Managing Spirits: Always maintain 4 Spirits! 88 HP/tick at max level is MASSIVE sustain!
  • Wasting E: E resets on takedown! Don’t use early – save for chain kills!
  • Poor W Direction: W recoils OPPOSITE direction! Don’t blast into enemies – recoil away!
  • Ignoring R Borders: R borders dash you through! Don’t run FROM borders – use them to outplay!

⚙️ Recommended Build and Itemization

Core Items

  • Luden’s Echo / Everfrost: Luden’s for burst; Everfrost for CC setup.
  • Sorcerer’s Shoes: Magic penetration essential for burst damage.
  • Shadowflame: Synergizes with passive % max health damage. Burst squishies!

Situational Items

⚔️ Counter Picks & Matchups

Aurora Counters

1. Lux

Why: E invisibility dodges Lux Q. W recoil escapes her combo. R rift zones her. Spirits heal through poke.

2. Syndra

Why: E mobility dodges Syndra stun. W 80% slow prevents her kiting. R displacement immunity dodges ultimate.

3. Xerath

Why: High mobility from E + R Realm Hopper dodges Xerath skillshots. Spirits heal through poke. Burst kills him.

Aurora is Countered By

1. Yasuo

Why: Wind Wall blocks Q. His mobility chases through E invisibility. Windwall negates R shockwave.

2. Zed

Why: Death Mark follows through E invisibility. His mobility matches yours. Burst kills you before Spirits heal.

3. Fizz

Why: Fizz E dodges Q + R. His burst outdamages Spirit healing. Mobility chases through E.

FAQ

Q: How do I maximize Spirit healing?

A: Maintain 4 Spirits by hitting champions with passive 3-stack! Max healing = 12-88 (+ 8% AP) per tick!

Q: When does E cooldown reset?

A: Get takedown within 3 seconds of damaging enemy champion! Chain invisibility in teamfights!

Q: How do R rift borders work?

A: Aurora hitting border = dash to opposite side (0.4s untargetable). Enemies = 50% slow. Use for outplays!

Q: Is Aurora good for beginners?

A: NO. Aurora requires excellent positioning, rift management, and passive tracking. Practice in normals first!

Champions

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