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Aurora

Aurora Mid

Season 16 AI Research Report

AI GeneratedLast updated: March 2026

90 videos · Patches 14.14–26.05 · 37 channels

Overview

Burst mage / assassin hybrid with control mage R

S

Tier

Top 2 AP mid

45-55%

Ban Rate

Korean Master+

~97%

Electrocute

Keystone pick rate

50% HP

R Kill Threshold

On most targets

Passive — Spirit Exorcism (Three-Hit)

Trigger
Three hits from any combination of abilities + autos. Deals % max HP magic damage
Spirits
If target is champion, summons a spirit that heals Aurora for 4 seconds. Up to 4 simultaneously; each new spirit refreshes ALL active spirits
Healing
~34 HP/sec per spirit at full build = 136 HP/sec with 4 spirits
MS Bonus
Movement speed from passive was removed in rework. Now only from W
Note
Passive still matters post-rework for both damage and healing. Spirits also grant vision

Power Spikes (see also: Builds)

1,300gLost ChapterKey power spike -- prioritize by second back
Lvl 6-7Wave clearLost Chapter + level 6-7 unlocks consistent wave clear
~6,000g2 itemsAurora becomes ridiculous. Press R in teamfights and 'just go in'
Lvl 11R rank-upSignificantly shorter R cooldown. Wait if close to level 11

Champion Identity

Strong blind pick — can stomp good matchups and survive bad ones. Flex top/mid
Easy to play, high skill ceiling. Basic QE combo is simple; optimization, R usage, and spacing are complex
Glass cannon — the later the game, the stronger and more fragile she becomes
Best duo champion — R + jungler follow-up is free kills
Aurora provides only damage — no utility beyond R slow/zone. If you can't assassinate, you're useless
Low win rate on stat sites because she requires aggressive, confident play. Below Masters, most players don't take every trade window

Draft

When to pick, when to avoid, summoner spells, and team comps

Pick Aurora When

Strong blind pick — lane neutralizer that can stomp or survive
Counter-pick into melee/short-range mids — particularly strong vs AD mid laners
You have a ganking jungler — Aurora + jungler 2v2 is oppressive
Enemy has immobile carries — Jinx, Varus, Kog'Maw can't escape R

Avoid Aurora When

vs long-range mage comps — Syndra, Viktor, Orianna stacked
vs mobile carries — Ezreal, Kalista, Ahri escape R easily
No frontline — Aurora needs teammates to engage or absorb CC
Triple AP comp — enemy will stack MR cheaply. Go Void Staff early if forced

Summoner Spells

FlashAlways
TeleportMid default (S16)
IgniteKill lanes / below Masters
Barriervs close-range commits

[S16] Mid should always run TP. Top can take Ignite/Exhaust/Ghost since quest gives free TP. Never take Ghost mid.

Trinkets

Red Trinket (Oracle Lens): Swap after laning phase. Deny enemy vision for flanks
Blue Trinket: When behind and need vision, or to scout roaming enemy mid

Best Synergies

Leona / Camille / Jarvan / Amumu

Multi-threat divers -- the more, the easier Aurora's job

Skarner

Skarner drives enemies into Aurora R wall

Nunu

Nunu ult inside Aurora R -- devastating combo

Ganking junglers

Aurora + ganking JG = oppressive 2v2 in all phases

Ban Candidates

Syndra

One of Aurora's hardest matchups -- outranges and out-bursts. Always a ban candidate

Fizz

Natural counter. E makes him untargetable, dodging your combo

Katarina

Blinks escape R freely. Hard to pin down

Diana

Lower ult CD than Aurora. Flash Q-ult = zero counterplay

Runes

Electrocute default, Comet for poke lanes, Fleet for top lane

DEFAULT ~97%Melee / easy matchups
Domination
Electrocute
Dark Harvest
Hail of Blades
Cheap Shot
Taste of Blood
Sudden Impact
Sixth Sense
Grisly Mementos
Deep Ward
Treasure Hunter
Relentless Hunter
Ultimate Hunter
Sorcery
Nullifying Orb
Manaflow Band
Nimbus Cloak
Transcendence
Celerity
Absolute Focus
Scorch
Waterwalking
Gathering Storm

Stat Shards

AS
AF
AH
AF
MS
HP%
HP
Tenacity
HP%
VS RANGEDSyndra, Viktor, Orianna, Heimerdinger
Sorcery
Summon Aery
Arcane Comet
Phase Rush
Nullifying Orb
Manaflow Band
Nimbus Cloak
Transcendence
Celerity
Absolute Focus
Scorch
Waterwalking
Gathering Storm
Domination
Cheap Shot
Taste of Blood
Sudden Impact
Sixth Sense
Grisly Mementos
Deep Ward
Treasure Hunter
Relentless Hunter
Ultimate Hunter

Stat Shards

AS
AF
AH
AF
MS
HP%
HP
Tenacity
HP%
ALL-IN MELEEvs Fizz, Zed, Ekko, Jax, Renekton
Domination
Electrocute
Dark Harvest
Hail of Blades
Cheap Shot
Taste of Blood
Sudden Impact
Sixth Sense
Grisly Mementos
Deep Ward
Treasure Hunter
Relentless Hunter
Ultimate Hunter
Resolve
Demolish
Font of Life
Shield Bash
Conditioning
Second Wind
Bone Plating
Overgrowth
Revitalize
Unflinching

Stat Shards

AS
AF
AH
AF
MS
HP%
HP
Tenacity
HP%
TOP LANESustain melee matchups
Precision
Press the Attack
Lethal Tempo
Fleet Footwork
Conqueror
Absorb Life
Triumph
Presence of Mind
Legend: Alacrity
Legend: Haste
Legend: Bloodline
Coup de Grace
Cut Down
Last Stand
Sorcery
Nullifying Orb
Manaflow Band
Nimbus Cloak
Transcendence
Celerity
Absolute Focus
Scorch
Waterwalking
Gathering Storm

Stat Shards

AS
AF
AH
AF
MS
HP%
HP
Tenacity
HP%

Keystone Notes

Electrocute: Q counts as 2 hits: Q+auto or Q+E procs it instantly. Walk forward every time it's up, like Lucian with PTA
Arcane Comet: E-max with Comet. E recoil procs Sudden Impact, Comet lands on slowed target, Scorch procs = ~100+ bonus damage. Three points E before maxing Q
Fleet Footwork: Highest win rate top lane. Infinite sustain vs melee. Can take mid into very hard matchups like Syndra
First Strike: Niche — only when opponent doesn't outrange you. Example: vs Galio where you can't kill him anyway
Summon Aery: Recently popular top. Extra trading power in harder matchups. Better than Grasp

Key Rune Choices

Sudden Impact: Non-negotiable — Aurora has 3+ activators (W, E, R). Typically 700–1800 damage per game
Ultimate Hunter: Mandatory — 99.5% pick rate. Aurora is extremely R-reliant
Manaflow Band + Scorch: Most universal secondary. Gathering Storm is NEVER worth it
Bone Plating + Overgrowth: vs volatile all-in matchups (Fizz, Zed, Ekko). Unflinching can replace Overgrowth vs heavy CC (Riven, Jax)
Precision secondary: Presence of Mind + Cut Down is universal. Cut Down better than Coup de Grace (Aurora doesn't struggle finishing low targets)

Matchup Rune Quick Reference (see also: Matchups)

Matchup TypeKeystoneSecondary
Melee / easyElectrocuteManaflow + Scorch
Melee all-in (Fizz, Zed, Ekko)ElectrocuteBone Plating + Overgrowth
Ranged / outrangedComet (E-max)Sudden Impact + Ult Hunter
Very hard (Syndra)Fleet FootworkAbsorb Life + Cut Down
Free lane (Galio)First StrikeMagical Footwear + etc.
Top lane meleeFleet / AeryVaries

Builds & Items

6 build paths + item decision framework

Builds change every patch — see what's winning right now

YouTube guides can be outdated within days. See live win rates and builds from Top 500 NA Challenger players on the current patch.

Live Data →
DEFAULTLuden's Burst
Luden'sShadowflameVoid StaffRabadon'sZhonya's

Best burst, best 1v1, best wave clear. Luden's proc lowers targets, making Q recast deal more missing-HP damage. [S16] 'The old Luden is back. It looks stronger.'

PRO PLAYMalignance Team
MalignanceShadowflameVoid StaffRabadon'sZhonya's

Better in teamfights, magic shred on multiple targets. Worse 1v1. Faker and pros favor this. Run with Ultimate Hunter for max R uptime.

VS TANKSBlackfire Tank Shred
Blackfire TorchCosmic DriveVoid StaffRabadon'sZhonya's

Build when enemies have 4+ melee/bruiser/tank champions. R procs both Blackfire passives.

NO MANA ITEMLiandry's Battle Mage
Liandry'sCosmic DriveVoid StaffRabadon'sZhonya's

Skip mana item with Manaflow Band + Presence of Mind. Best tank shredder. Cosmic Drive MS is 'Aurora's best stat.'

S16 KOREANRocketbelt Korean
Hextech RocketbeltShadowflameVoid StaffRabadon'sZhonya's

Strong build path, HP for assassin matchups. Cheaper than Luden's so you spike earlier. Active pops Banshee's/Edge of Night before combo. Hardest part: mana management.

SNOWBALLStormsurge Snowball
StormsurgeShadowflameVoid StaffRabadon'sZhonya's

Only when solo or 2 AP, vs all-squishy comps. Falls off a cliff vs any MR. Good build path, 100 AP at 6 minutes.

Second Item Decision

Mixed enemiesShadowflame -- best all-rounder. Extra damage on low-HP targets synergizes with Q recast
2+ tanksLiandry's Torment -- double burn with Malignance, best tank shred
Triple AP compVoid Staff -- prevent being bricked by MR stacking
Kite/DPS neededCosmic Drive -- movement speed is Aurora's best stat

Build Pivots by Draft (see also: Draft)

Solo AP: Luden's + Horizon Focus or Shadowflame + Void Staff
Multi AP comp: Void Staff second. Don't stack flat pen
vs 3-4 tanks: Liandry's + Cosmic Drive + Riftmaker
vs All squishies: Stormsurge or Shadowflame + Rabadon's

Not Recommended

Nashor's Tooth — passive procs from abilities already

Rylai's — redundant with built-in slows on E and R

[S16] Gunblade / Actualizer — niche. Damage is king for climbing

Boots

Sorc ShoesDefault -- magic pen
LucidityCheap haste tempo
MercsMandatory vs Syndra
Steelcapsvs AD threats

Buy tier 1 boots early — Aurora needs MS because of short range

Early Purchases

Dark Seal — single best early AP item, gold efficient at 0 stacks

Mejai's — extremely good on Aurora. Easy to stack, 10 stacks = MS bonus

First back: 800g ideal (Dark Seal + boots + refillable)

Don't sell Doran's Ring unless forced — it's worth ~900g of stats

Clears & Wave Management

Wave clear patterns, skill max order, and back timings

Standard Wave Clear

QEQ
Q through casters, E the wave, Q recast pulls everything back
QEQ one-shots wave at level 9 with enough AP
Wave clear "lowkey sucks" early but becomes great with items
Under turret wave clear is bad

With Luden's

QQ recastE
Swap pattern: QQ (let Luden proc) then E to finish
If E alone kills casters, do Q + Q recast on melees first, then E casters
"Two button wave clear + roam" is Aurora's mid-game identity
Use spells to secure cannon minions — passive AA is unreliable

Skill Max Order (Comet page: see Runes)

Electrocute page (default)

Q max>E max>W max

Comet page (vs ranged)

3 pts EQ max>W

Skip W until level 4-5 — save mana, W is almost irrelevant early. Can delay to level 8 in top lane

Extra E point in hard matchups even with Q max — E has longer range, easier to land

Back Timing & Wave Tips

First back: 800g ideal (Dark Seal + boots + refillable). Lost Chapter is key — prioritize by second back
Cannon waves: Best roam windows are after shoving cannon waves. Don't lose cannon to roam
7-minute wave is a strong reset timer
Under turret: Aurora's under-turret wave clear is bad. Avoid being shoved in if possible
Wave clear changes at each item breakpoint — Lost Chapter, then first item complete transforms your clear

Mechanics

Ability details, combos, E-Flash, and R usage

Q — Twofold Hex

Counts as 2 Electrocute stacks (initial + recast)
Recast deals missing HP bonus damage — hold as long as possible
100% total AP ratio (40% initial + 60% recast)
Cooldown starts after FIRST cast, not recast. Not punished for holding
Goes through Yasuo Wind Wall
Double-tap Q: instantly press Q twice for auto-pull at max range
Use Q through Blast Cone to zone areas and deal pullback damage

W — Across the Veil

Short dash + invisibility (1.0–1.6 sec). Grants 20%+ MS for 4 sec + ghosted
Resets on takedown — enables chain-hopping in fights (see: Mistakes #9)
Portal is VISIBLE outside fog of war. Cast from fog/bush for surprise
Flash during W invisibility = remain invisible. Any other action breaks stealth
W into a wall cancels the hop animation — lets you move immediately
W can hop over most thin walls, some thick walls from pixel-perfect positions
Do NOT waste W randomly — it's your only disengage tool

E — The Weirding

Deals damage + 80% decaying slow for 1 sec. Recoils Aurora 250 units backward
80% AP ratio. Has NO projectile — goes through Yasuo Wind Wall
E recoil speed affected by movement speed — W bonus MS makes E recoil faster
Can buffer displacement CC (Blitz hook, Poppy ult) like Tristana W
E-Flash: Q → E+Flash → Q recast. Instant burst, unreactable
Save E defensively vs dash champions (Jayce, Lucian, Tristana)
Long cooldown early — don't waste it

R — Between Worlds

Leap forward with displacement immunity for 0.4 sec (nullifies Veigar R, Vi R)
[Post-rework] Ult no longer traps enemies. They CAN walk/dash through it (get slowed)
Aurora touching the edge = teleport to opposite side. Rank 1 = 2 dashes, Rank 2 = 3
Recast R to end zone early — prevents accidental self-teleport into danger
R resets tower aggro. Enables tower dives
R placement: cover both bushes when enemies might be recalling
Hold R for grouped enemies — don't waste on singles unless solo kill is certain
Cooldown: 2 min rank 1, 60 sec at max. Ultimate Hunter essential

Key Combos

Level 1 trade

AA > Q > Q recast

Procs Electrocute + passive

Standard trade

Q > E > Q recast

Always Q first, NEVER E first

Extended trade

Q > AA > E > Q recast

Auto fills dead time, procs passive faster

W engage

W > Q > E > Q recast

Invisible approach

Full all-in

W > R > Q > E > Q > AA > chase

Use W resets to chain

R assassination

R > portal behind > Q > E > Q

Surprise from R teleport

E-Flash burst

Q > E+Flash > Q recast

Instant, unreactable

Q-Flash

Q > Flash

Reposition Q origin

Safe W trade

Q > W > reposition > AA > Q

Invisible repositioning

Double passive

AA > Q > AA > AA > E > Q

Procs passive twice

R ping-pong

R > edge > E back > edge > W

Maximum R bounces

Mechanical Tips

Stagger abilities vs enemies with Flash — don't dump full combo. Use one ability, if they panic Flash, land the other
Time Q with enemy last-hit animations (they're standing still)
In teamfights, position so Q pullback passes through priority targets
Proc Bone Plating before committing to trades
Force auto-attack trades to make enemy stand still, then Q them
E to slow then use R slow to guarantee Q landing
Rocket Belt active pops spell shields (Banshee's, Edge of Night) before your combo

Matchups

Categorized with specific counterplay and rune adjustments

vs Melee / Short Range

Aurora favored (range + passive)

Skill Matchups

Spacing and ability timing decide

Long Range / Counters

Outranged or outmaneuvered

Easy (Aurora Favored)

YasuoTime Q during dash animations. Hold Q -- as long as you hold, he can't extend. E goes through Wind Wall
SylasQ through wave behind him = 6 projectiles on pullback. Level 1 auto-win
YoneWin before he gets boots (his biggest early spike). Fleet viable
KassadinWin early, don't let him reach 16 for free. No hard CC to stop him
EkkoTake Bone Plating. Hold Q level 1. Protect Bone Plating from his Q
Twisted FateTF can't match Aurora's damage. QEQ one-shots him without ult by mid-game
JayceFavored for Aurora. Jayce can't Q freely. Save E for his engage
CamilleVery good -- dodge her E with W, win trades
HeimerdingerTake Comet + E-max. Stay outside turret range, poke with E. Destroy turrets with autos between combos
TanksFree lane. Passive does % max HP. Can perma-sit under enemy turret (Ornn, Cho'Gath, Poppy, Galio)

Skill (50-50)

AhriHard to kill due to 3 dashes. Need to predict Flash. Win 2v2 with jungler
ZoeExplosive -- whoever lands key ability wins. If Zoe lands E, you're in trouble
LeBlancLeBlanc's mobility makes her hard to hit. Aurora wins sidelane 1v1 post-laning
CorkiAnnoying -- strong laner. Leverage extra long range on Q and E
QiyanaDangerous with Ignite but Aurora can pressure her out of lane. Survive early, outscale
LucianSave E defensively for his dash. As long as you have E, you win the trade. Consider Steelcaps

Hard (Aurora Unfavored)

SyndraOutranges and out-bursts. Must take Merc Treads. Win 2v2 not 1v1. Always ban candidate
ViktorLonger range, zones off CS. Play 'tango' (opposite side of wave). Use offense as defense
OriannaLane neutralizer. Outscales 1v1 but Aurora wins 2v2. Take Comet
FizzNatural counter. E untargetable. Take Bone Plating. Keep wave on your side
ZedProbably biggest assassin counter. Very volatile. Zhonya's recommended. Hold Q for his W-swap
DianaVery strong vs Aurora. Her ult lower CD than yours. Flash Q-ult = zero counterplay
KatarinaNatural counter. Blinks escape R freely. Hold E for daggers
CassiopeiaBoring/passive lane. Her passive reduces magic damage. Can't 1v1 late
MalzaharTruly hard to play through. Silence counters Aurora hard
TaliyahOutranges. First 3 levels okay, gets worse as Taliyah ranks Q

Top Lane Matchups (see also: Runes for top keystones)

JaxTake Bone Plating + Unflinching. Kite his E with W. Don't trade during Counter Strike
RenektonTake Bone Plating. Respect his empowered W burst. Poke with E from range, save W for his dash
RivenTake Unflinching for her CC chain. Keep distance, use E to slow when she dashes in
NasusUnbeatable 1v1 late if he gets stacks. Bully early, take turret, roam

Common Mistakes

Ranked by impact -- fix these to climb

critical
Fighting without R

The single most common Aurora mistake. Without ult, you're half a champion. NO R = NO FIGHT.

critical
E before Q

E knocks you back out of Q range. Always Q first, then E.

critical
Wasting W randomly

W is your only disengage. Don't use for farming or minor repositioning.

high
Running into own R wall

Accidental self-teleport into danger. Learn to recast R to end it.

high
Not tracking enemy Bone Plating

Proc it before committing to trades. Click their portrait to check.

high
Overforcing without teammates nearby

Aurora's engage without follow-up = death.

high
Mana management

Aurora is mana-hungry early. Don't spam E wastefully, especially with Rocketbelt build.

medium
Zhonya's third item

Causes AP power trough (~250 AP). Prefer Rabadon's third when possible.

medium
Not using W resets in fights

When someone dies, immediately W for re-stealth and repositioning.

medium
Full combo vs enemies with Flash

Stagger abilities -- use one, if they panic Flash, land the other.

low
Roaming at bad times

Giving up waves/plates for low-probability roams. Push before roaming.

low
Not hitting abilities

Aurora is skillshot-based. If you miss, you deal zero damage. Practice Q timing.

Playstyle

Laning, mid-game identity, teamfighting, vision control

Laning

Must play aggressively -- 'You can't play like a coward on this champ'
Walk forward every time Electrocute is up. Force trades on cooldown
Time Qs with enemy last-hit animations
Slow push into melee matchups for level advantages
Very safe from ganks post-6: R + W + E = multiple escapes
Use potions early vs Fizz, Zed to stay above kill threshold

Mid-Game (Shove & Move)

'Midwave murderer' -- excels at catching enemies on rotations
Push wave, move to objectives/skirmishes
Not every wave needs a roam. Only move when there's something to do
Walk to fights instead of TP when possible -- preserve TP for emergencies
Always route through mid when leaving base
Push side wave, then rotate mid for fights

Late Game (Teamfights)

Approach from fog of war / flank. Use W to close distance invisibly
Follow-up engage is safer than primary engage
Burst backline carries -- if mid + ADC die early, fight is won
After W reset, use it immediately for re-stealth
NO R = NO FIGHT. Aurora without ult is dramatically weaker
Base in fog of war -- creates ambiguity about roaming vs recalling

Objective Play

Aurora's R is game-changing in 2v2/3v3/5v5 around Dragon, Baron, Grubs
Sync with jungler. Aurora + jungler 2v2 is absurdly strong
Aurora is NOT a split pusher. Primary purpose is teamfighting and picks
Only split when ahead or setting up a teammate play

Vision Control

Ward enemy jungle with mid priority — drop deep wards
Track enemy jungler to know when safe to pressure
W from fog of war — cast W before entering enemy camera range
Plate gold doesn't reveal your position in fog of war

R Usage by Build (see also: Builds)

Burst Build (Shadowflame/Rabadon's)

R to engage. All-in immediately

DPS Build (Liandry's/Cosmic)

Hold R, poke with QE first, R to chase/kite on retreat

Low Elo Considerations

Strong if player has fundamentals (trading, spacing). Weak if player plays passively
"Really really broken, good champ for climbing" vs "Not good in low elo, team fight oriented" — depends on your aggression
Aurora teaches a niche playstyle not transferable to other champions
Better to play duelists/split pushers in Silver/Gold than Aurora if you're passive

S16 Meta

Season 16 changes, item shifts, champion timeline

Season 16 Changes for Aurora

Faster game pace benefits Aurora. Mid lane quest is her best
Empowered recall from mid quest is strong for wave control
Mid should always run TP. Top can take Ignite/Exhaust/Ghost since quest gives free TP
Sidelane pressure increased due to tower gold changes
Gunblade and Actualizer are niche/not recommended. Damage is king for climbing

S16 Item Changes

Luden's Echo

'The old Luden is back. It looks stronger.' Strongest first item option in S16.

Malignance

'Not good on Aurora anymore' -- contradicts older recommendations. Monitor patch notes.

Hextech Rocketbelt

Rising in Korean meta. Cheaper spike, HP for assassin matchups.

Horizon Focus

Same price as Luden's but 125 AP + ability haste. Strong stat stick option.

Champion State Timeline

S14 Release51% win rate day 1. Overtuned base numbers. Multiple nerfs (2-3) targeting passive, Q cooldown (6s -> 7s)
Patch 14.23Rework: Q range extended. Passive MS removed (moved to W). R no longer traps enemies (now slows). Late game buffed, early nerfed
Post-reworkStill very strong. Top 2 AP mid with LeBlanc. 45-55% ban rate in Korean Master+
S15One of the most versatile meta champions mid. Strong blind pick
S16Faster game pace suits Aurora. Luden's stronger, Malignance weaker. Rocketbelt rising in KR meta

Video Sources (92)

90 educational + 2 replays

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