
Aurelion Sol
Hardest matchups for Aurelion Sol in Mid (Emerald, patch 16.20):
Ahri,
Yone,
Fizz. Easiest:
Mel,
Orianna,
Ryze.
Try it in a draftCountersPower curvesIn the tier listWho wins into Aurelion SolOn the pro tier list
Aurelion Sol on patch 16.22
- Mid51.8%#10 of 91A4,927 games
- Bot51.0%#26 of 51A1,560 games
- steady since 16.21
Aurelion Sol’s main role on patch 16.22 is Mid: a 51.8% win rate across 4,927 Emerald games, #10 of 91 Mid champions on the tier list (grade A), picked in 2.0% of games. Aurelion Sol is also played Bot: a 51.0% win rate across 1,560 games, #26 of 51. Since patch 16.21, Aurelion Sol Mid has not moved by more than chance explains: 0.5 points across 33,349 games in 8 ranks.
Emerald games from every region, as of Nov 9, 2026. The tables below load current numbers. Patch 16.22 tier list
Solo queue
Open in the tier listPatch 16.20, the current one
| Lane | Grade | Win rate | Games | Picked | Mains |
|---|---|---|---|---|---|
| Mid65% of its games | B | 49.9%49.8% raw ±0.9 | 12,250 | 1.7%0.6% banned | 52.2%46.5% first time |
| Bot21% of its games | A | 51.2%51.5% raw ±1.6 | 3,871 | 0.5%0.6% banned | 51.3%45.1% first time |
| Top7% of its games | A | 51.2%52.2% raw ±2.7 | 1,321 | 0.2%0.6% banned | 51.9%46.5% first time |
| Jungle5% of its games | C | 47.3%44.4% raw ±3.3 | 871 | 0.1%0.6% banned | 51.1%44.1% first time |
| Support3% of its games | too few games | 48.4%45.3% raw ±4.5 | 475 | 0.1%0.6% banned | 51.0%46.6% first time |
Matchups
Every matchupHow to read this
Aurelion Sol’s win rate against each champion picked into it in the lane opposite: its hardest matchups, then its easiest. The small number is the matchup’s own effect on Aurelion Sol, the part not explained by either champion’s strength.
Hardest for Aurelion Sol
Lane leads and team bans
What Aurelion Sol’s team bans
Champions a team bans more often when it has Aurelion Sol than the other team does in the same games (94,335 games). The other team banned before Aurelion Sol was picked, so the gap is the ban spent because Aurelion Sol was coming — a sign players see these as counters. Riot does not say which player cast a ban, so this is the team’s choice.
Builds
Every buildHow to read this
How Aurelion Sol is built in this lane, most common first, with the items those builds finish and how they win.
- AP sustained


51.9%11,586 games - Mana stack


48.5%439 games - AP burst


51.7%207 games - Enchanter


51.7%1 games
Runes and summoner spells
How to read this
How Aurelion Sol does with each summoner-spell pair, keystone and minor rune in this lane, at the rank and region above. These are the win rates of the players who made each choice, not the choice’s own effect: a page is recommended only when a real share of players runs it.
13,143 games · patches 16.20, 16.21 · Sep 10 – Oct 21
Every option, with its numbers
Summoner spells

Flash + Barrier53.3%993 games · 7.6% pick rate · same players: +0.5 pts vs the usualRare: not recommended
Flash + Teleport49.7%11,297 games · 86% pick rate · the usual choiceRecommended
Exhaust + Flash50.1%633 games · 4.8% pick rate · same players: −1.3 pts vs the usualRare: not recommended
Keystones

Deathfire Touch + Resolve49.9%6,505 games · 49% pick rate · the usual choiceRecommended
Deathfire Touch + Precision50.0%3,780 games · 29% pick rate · same players: −0.2 pts vs the usual
Arcane Comet + Resolve49.8%1,415 games · 11% pick rate · same players: −0.4 pts vs the usual
Arcane Comet + Precision50.6%670 games · 5.1% pick rate · same players: −0.9 pts vs the usualRare: not recommended
Minor runes with Deathfire Touch
Manaflow Band49.9%99% take it
Transcendence50.0%10% take it
Absolute Focus50.0%88% take it
Celerity47.2%2.2% take it
Gathering Storm51.5%14% take it
Scorch49.6%86% take it
Overgrowth50.0%96% take it
Bone Plating50.1%95% take it
Second Wind46.5%3.5% take it
Unflinching48.0%3.0% take it
- Adaptive Force49.9%95% take it
- Ability Haste48.8%2.8% take it
- Attack Speed48.4%2.2% take it
- Adaptive Force49.8%91% take it
- Health Scaling52.4%4.7% take it
- Move Speed47.8%4.0% take it
- Health Scaling49.9%84% take it
- Health49.8%15% take it
These numbers describe, they do not prove. Each rate is Aurelion Sol’s record when its player chose that option, pulled toward Aurelion Sol’s own rate by 100 games of prior so a small sample cannot look like a discovery. An uncommon page often wins more because experts run it, and they would win on any page, so only a choice taken in at least 10% of games can be recommended, and spells and keystones are ranked by how the SAME players do with them against the usual choice, not by the raw rate; rarer ones are listed with their numbers and labeled. The build line (opening buy, the two key items in the order they are finished, boots or the support upgrade) is advice in the same sense: how Aurelion Sol does when built that way.
The learning curve
Champion pool
On a first game Aurelion Sol wins 45.4%; in the hands of players with the most mastery on it, 54.2%. That gap ranks it 18 of 173 for how much practice pays. It crosses 50% at about 49K mastery points.
Pro play
On the pro tier list
Aurelion Sol in the major leagues and international events this season, across 3,434 games: its record, how often it is picked or banned, whether it is taken blind or saved as a counter, its lane at 15 minutes, and the best pro on it.
| Lane | Win rate | Priority | Blind / counter | Lane @15 | Best pro |
|---|---|---|---|---|---|
| Mid | 50.0%4W 4L | 0%0% in any lane | 100% counter | −520 gold | — |
How much knowing Aurelion Sol pays
Players on their Mastery band win 8.8 points more on Aurelion Sol than first-timers do: #18 of 173 champions for how much mastery pays.
At 300k+ mastery points, Aurelion Sol players win 54.2%: #4 of 173 champions for where mastery ends up. The curve is still rising there: its fitted ceiling of about 55.2% lies beyond the data and is an estimate, not a measurement.
Dots are the six mastery bands, placed at their mastery points. The line is the best-fitting curve that rises and levels off.
This is not a promise about your next game. Players do not reach a mastery band in a random order, and a champion someone loses on tends to get dropped before it reaches the high bands — so the right-hand side of every curve is partly survivors, not only practice.