CHAMPIONSAurora
Aurora
CHAMPION · MID

Aurora

Verified across 3 sourcesLast updated · 2026-05-26
midS5 src
01

Overview

last updated 2026-05-26
Editor's pick · most-quoted
I actually played Nora against Nora support recently which every single time I tried to engage or every single time I time I tried to deal damage, Nora would just use her second ability on me and I just wouldn't be able to do anything. And the thing is with Norah is as soon as you use the second ability, you can time your first ability every single time. And if you time your first ability, the first ability does a crazy amount of damage and then you just have infinite range with your ultimate which you can just use at range and use it to your advantage.
itzstu4rt · patch 7.1b · (40:32)
Open questions (4)
  1. 01**First and most important:** confirm "Noras" was actually Aurora (not Naafiri or another champion).
  2. 02~~Build path~~ — answered for 7.1e in [[#Build (WR Meta, 7.1e)]] (2026-05-26)
  3. 03~~Rune setup~~ — answered alongside builds above (2026-05-26)
  4. 04Skin pool note: 7.1d release window includes a Neon Daredevil Aurora skin ([[Patches/7.1d#Skins]]) — confirms Aurora is in the active 7.1d roster.
02

Tier history

5 entries · 3 sources · 3 patches
PatchSourceRoleTierΔDateNotes
7.1ehellsdevilmidS−12026-05-19
7.1eroyalmidS=2026-05-17
7.1ditzstu4rtmidS+·2026-05-08
7.1droyalmidS·2026-05-08
7.1hellsdevilmidS+·2026-05-08
03

Builds

1 source
WR Metaaggregator statspatch 7.1e
WR50.02%PR4.74%BR6.86%
Items (in order)
Luden's Echo
Luden's EchoAbilities deal bonus damage
  • +85 Ability Power
  • +7% Magic Penetration
  • +300 Max Mana
  • +20 Ability Haste

Discordic Echo: Moving and casting abilities builds Discord. At 100 Discord your next damaging active ability or empowered attack deals 110 (+ 10% AP) bonus magic damage to your target and up to 3 nearby enemies.

2900 gold
Boots of Mana
Boots of ManaAbility Power, Magic Penetration, Mana Regeneration
  • +15 Ability Power
  • +100% Mana Regeneration
  • +45 Move Speed.

Magic Break: +8% Magic Penetration.

Equilibrium: Champions without Mana gain 50% bonus health Regen.

Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions.

900 gold
Infinity Orb
Infinity OrbAbilities deal bonus damage
  • +80 Ability Power
  • +7% Magic Penetration

Destiny: +5% Move Speed.

Balanced: +15 Magic Penetration.

Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.

Thunderfall: When an enemy champion dies within 3 second(s) of you applying Inevitable Demise to them, a lightning bolt strikes at the spot where they died, dealing magic damage equal to 50-75 () plus 10% to nearby enemies.

2900 gold
Protobelt Enchant
Protobelt EnchantSmall dash

Protobelt (Active): Dash forward and unleash a cone of missiles that deal 70 magic damage. and reducing the target's Magic Resistance by 12% for 3s. After cast, gain 20% Movement Speed thatdecays over 3s. (50s Cooldown)If champions or monsters are hit by more than one missile, missiles after the first will deal only 10% damage.

500 gold
Rabadon's Deathcap
Rabadon's DeathcapBoosts Ability Power
  • +100 Ability Power
  • +7% Magic Penetration

Overkill: Increases Ability Power by 20-45%.

3400 gold
Soulstealer
Mejai's SoulstealerTakedowns increase AP
  • +70 Max Health
  • +25 Ability Power
  • +7% Magic Penetration

Glory: Gain up to 30 stacks of Glory after a champion takedown. Melee champions gain 3 stack(s) for each kill and 2 stack(s) for each assist; ranged champions gain 4 stack(s) for each kill and 2 stack(s) for each assist. You lose 10 stack(s) on death.

Fear: Gain 5 AP for every stack of Glory you have. At 10 stack(s) of Glory and above, gain 10% bonus Movement Speed.

1800 gold
Runes
Electrocute
KeystoneElectrocute
ElectrocuteKeystone

PASSIVE: Basic attacks and abilities generate stacks on enemy champions hit, up to one per attack or cast. Applying 3 stacks to a target within a 3 second period causes them to be struck by lightning, dealing them 40 - 194 (based on level) (+35% bonus AD) (+20% AP) Adaptive damage. ADAPTIVE DAMAGE: Deals either physical or magic damage depending on your bonus statistics, defaulting based on the origin of the effect. Cooldown: 20-13 seconds

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Sudden Impact
Sudden ImpactMinor · Domination

Damaging an enemy champion deals a bonus 10–80 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s. (10s cooldown) The damaging attack/ability gains bonuses at higher levels: Level 5: Deal an additional 10 true damage. Level 9: Deal an additional 20 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Chain Assault
Chain AssaultMinor · Domination

Hitting an enemy champion with an active ability applies a mark to them, causing your next 2 attacks or active ability casts against them to deal 20 - 35 (+5% bonus AD +2.5% bonus AP) bonus adaptive damage. (15 second cooldown)

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Eyeball Collection
Eyeball Collection

Mechanics not yet captured in the vault.

Bone Plating
Bone PlatingMinor · Resolve

Blocks damage from the next triggering champion attack and 2 more attacks.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Skill priority
QEW
Spells
FlashFlashIgniteIgnite

Source: [[Sources/web-pages/2026-05-26-wrmeta-aurora-build-7.1e|WR Meta]] · sampling: Diamond / Master / Challenger (Legendary tier).

Situational item swaps (explicit):

  • Stasis Enchant — replaces Protobelt Enchant for survivability against assassins/burst
  • Oceanid's Trident — when enemy team has heavy shields
  • Morellonomicon — against healing-reliant champions
  • Cosmic Drive — for additional mobility and movement speed

Counters / threats: Zoe, Syndra, Irelia, Zed, Ziggs, Diana, Pantheon, Kennen

04

Commentary

verbatim creator quotes
royalhand-written· Patch 7.1d analysis (Royal)
patch 7.1d

Scope: This section reflects state as-of patch 7.1d per Royal. May be outdated for later patches — see top-level Tier history. "Mel is definitely S tier. She's going to join Aurora, the two new mages. They're both really, really OP. However, I don't think they're as strong as the GOD tier mages, which are Ahri and Ryze." — [[Sources/videos/2026-05-04-royal-tier-list-7.1d|Royal, 7.1d tier list]] (03:55) Why S not GOD: Same framing as Mel — paired as "the two new mages," both strong but capped under Ahri/Ryze.

itzstu4rtauto· Auto-extracted commentary (iTzSTU4RT, 7.1b)
patch 7.1b

Generated by /wr-extract from iTzSTU4RT's patch 7.1b video transcript. Re-running this skill OVERWRITES this section. Promote keepers into your hand-written ## Patch 7.1b analysis (iTzSTU4RT) sections above. Mid "didn't have S+ tier champions before in the mid lane, but now I do. Aurora, I think, is just absolutely disgusting. I think this champion is just crazy in solo Q. The invisibility into how much burst damage you're able to do with Aurora. Her runes didn't change at all either, which I think is very nice." (39:02) "I actually played Nora against Nora support recently which every single time I tried to engage or every single time I time I tried to deal damage, Nora would just use her second ability on me and I just wouldn't be able to do anything. And the thing is with Norah is as soon as you use the second ability, you can time your first ability every single time. And if you time your first ability, the first ability does a crazy amount of damage and then you just have infinite range with your ultimate which you can just use at range and use it to your advantage." (40:32)

itzstu4rtauto· Mid
patch 7.1b·mid

didn't have S+ tier champions before in the mid lane, but now I do. Aurora, I think, is just absolutely disgusting. I think this champion is just crazy in solo Q. The invisibility into how much burst damage you're able to do with Aurora. Her runes didn't change at all either, which I think is very nice.(39:02)

I actually played Nora against Nora support recently which every single time I tried to engage or every single time I time I tried to deal damage, Nora would just use her second ability on me and I just wouldn't be able to do anything. And the thing is with Norah is as soon as you use the second ability, you can time your first ability every single time. And if you time your first ability, the first ability does a crazy amount of damage and then you just have infinite range with your ultimate which you can just use at range and use it to your advantage.(40:32)

hellsdevilauto· Auto-extracted commentary (hellsdevil, 7.1e)
patch 7.1e

Generated by /wr-extract from hellsdevil's patch 7.1e video transcript. Re-running this skill OVERWRITES this section. Promote keepers into your hand-written ## Patch 7.1e analysis (hellsdevil) sections above. Mid "The best assassin mid laner in the game right now. Uh, Aurora, very strong. I actually coached someone today on Aurora, and she is really, really powerful, but quite difficult to play." (16:18)

hellsdevilauto· Mid
patch 7.1e·mid

The best assassin mid laner in the game right now. Uh, Aurora, very strong. I actually coached someone today on Aurora, and she is really, really powerful, but quite difficult to play.(16:18)

05

Recommended runes

creator-cited rune picks
ElectrocuteElectrocuteCross-path keystone · 2 mentions
  • "What your champion is good at and what your champion's goals are. Electrocute, for example, and I'll go deeper into every rune uh after I kind of explain the fundamentals. Electrocute is good for early game burst trading. So, champions like Aurora and AI are great users of electrocute, right? While other burst champions that don't care too much about the early game might go first strike, something like a Cassadin, Grasp of the Undying is something you should take on tanks that are trading a lot." (03:52)
  • "The AD that you buy afterwards. 20% AP ratio. So, electrocute is a very clear burst rune that you're going to take on burst champions. So, you might think of assassins for the most part, and it's currently competing against dark harvest, which is another rune you go on assassins, conqueror, which you go on like assassins that like longer fights, and first strike, which is also a burst rune that amplifies your burst damage, right? Who likes So, when you're think of electrocute, you're not thinking of it in a vacuum, right? Casten likes electrocute but but first strike meets the criteria of electrocute and then does more for you, right? Uh so who wants to go electrocute? What is electrocute better at than first strike? So electrocute has a way stronger early game, right? Because first strike only amplifies your abilities by um right now it's 7% but they keep buffing and nerfing it all the time, but right now it's 7%. So let's say you're playing Ahri for example, right? And your otak second ability otak combo level one will do by itself let's say 150 damage, right? Getting 7% more damage on the 150 damage is like 10 extra damage, right? by electrocute will give you 40 extra damage level one plus 20% of your amplifying tome which is 25. uh you're actually getting 45 bonus damage level one on Ari. So electrocute will give you way more damage in the early game than first strike. So for a champion that wants to trade early heavily like Aurora and like RA which are the most common examples of electrocute, electrocute makes more sense than first strike. My goal with this is to kind of like help you understand the rune choices of certain champions so you can get comfortable building yourself, right? So why why does someone like Synra prefer first strike or comet or why does someone like Ken prefer first strike? Well, number one, Kasan has a hard time procing First Strike in the laning phase, right? Cyn has an easy time procking First Strike in the laning phase, but they prefer it over Electrocute because those champions scale better than Ari and Aurora, and they're more worried about getting to their late game and amplifying their late game burst damage, where Electrocute and First Strike will do similar damage, but keep in mind that First Strike also gives you all that gold, right? So, First Strike is more of a scaling rune that will help you meet your power spikes as well because it gives you gold throughout the game, while Electrocute is more focused on stronger early game trades. And obviously, it'll depend how good Electrocute is versus First Strike because First Strike used to be 9% damage, right? So, even some champions that usually would prefer Electrocute would go for strike. If they nerf or buff electrocute in the future, then maybe more champions will start going uh electrocute. The champions are kind of in between like they're thinking about it. They're like, "Oh, I like first strike now, but if something change, I'm happy to go to electrocute as well." So, that's something you need to consider. Next up, let's look at Dark Harvest." (14:44)
First StrikeFirst StrikeCross-path keystone · 2 mentions
  • "So, champions like Aurora and AI are great users of electrocute, right? While other burst champions that don't care too much about the early game might go first strike, something like a Cassadin, Grasp of the Undying is something you should take on tanks that are trading a lot. So, very commonly taken on bruisers, while something like ice is ice overlord might be taken more on junglers that are not constantly trading and are looking for a scrimmage fight, right?" (04:03)
  • "So, electrocute is a very clear burst rune that you're going to take on burst champions. So, you might think of assassins for the most part, and it's currently competing against dark harvest, which is another rune you go on assassins, conqueror, which you go on like assassins that like longer fights, and first strike, which is also a burst rune that amplifies your burst damage, right? Who likes So, when you're think of electrocute, you're not thinking of it in a vacuum, right? Casten likes electrocute but but first strike meets the criteria of electrocute and then does more for you, right? Uh so who wants to go electrocute? What is electrocute better at than first strike? So electrocute has a way stronger early game, right? Because first strike only amplifies your abilities by um right now it's 7% but they keep buffing and nerfing it all the time, but right now it's 7%. So let's say you're playing Ahri for example, right? And your otak second ability otak combo level one will do by itself let's say 150 damage, right? Getting 7% more damage on the 150 damage is like 10 extra damage, right? by electrocute will give you 40 extra damage level one plus 20% of your amplifying tome which is 25. uh you're actually getting 45 bonus damage level one on Ari. So electrocute will give you way more damage in the early game than first strike. So for a champion that wants to trade early heavily like Aurora and like RA which are the most common examples of electrocute, electrocute makes more sense than first strike. My goal with this is to kind of like help you understand the rune choices of certain champions so you can get comfortable building yourself, right? So why why does someone like Synra prefer first strike or comet or why does someone like Ken prefer first strike? Well, number one, Kasan has a hard time procing First Strike in the laning phase, right? Cyn has an easy time procking First Strike in the laning phase, but they prefer it over Electrocute because those champions scale better than Ari and Aurora, and they're more worried about getting to their late game and amplifying their late game burst damage, where Electrocute and First Strike will do similar damage, but keep in mind that First Strike also gives you all that gold, right? So, First Strike is more of a scaling rune that will help you meet your power spikes as well because it gives you gold throughout the game, while Electrocute is more focused on stronger early game trades. And obviously, it'll depend how good Electrocute is versus First Strike because First Strike used to be 9% damage, right? So, even some champions that usually would prefer Electrocute would go for strike. If they nerf or buff electrocute in the future, then maybe more champions will start going uh electrocute. The champions are kind of in between like they're thinking about it. They're like, "Oh, I like first strike now, but if something change, I'm happy to go to electrocute as well." So, that's something you need to consider. Next up, let's look at Dark Harvest." (14:48)
Absolute FocusAbsolute FocusSorcery · 1 mention
  • "Love loves courts. Aurora, yeah, Aurora is a good uh a good example of a decent user of absolute focus as well. I think there's some case to be made for like a sorcery page Aurora. Even though I think most of the time, do people go sorcer? No, they go domination for the most part. and they go they go gathering storm, but I think you should replace this with um cuz they go for like the zombie ward and they want to get both zombie war and sign impact. But I think you can replace gathering storm with with absolute focus. I think it'll be better for most most of the time until the super super late game, right?" (01:48:45)
06

Patch notes

mentions of Aurora

No patch-note mentions parsed yet.