Arrr, VRC.LOL

Game patch, matey 26.21Data Dragon 16.21.1

Arrr, reference patch 16.20.1

Aurora

the Witch Between Worlds

Aurora be a burst-focused champion who looks fer a reachable priority target and a course back aboard out. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.

MidshipsArrr, mostly magic damageArrr, ranged attacks
Arrr, usual roleMidships
ClassArrr, mage · Assassin
DifficultyArrr, medium · 5/10
Arrr, basic attacksRangedArrr, ranged basic attacks · 550 range.
Arrr, damage profileArrr, mostly magic damageMost normal kit pressure be magic. Magic resistance may lend a hand, but control, penetration and true damage still matter.
Arrr, reference patch16.20.1

Arrr, strengths and limits

What Aurora does well, and what can go wrong

These be kit-level patterns, nay a promise that every course or matchup plays th' same way.

Arrr, good patterns

  • Arrr, uses spells to shape space, punish predictable movement or control an approach.
  • Arrr, threatens reachable priority targets through burst, mobility or an unusual angle.
  • Ranged basic attacks can contribute without entering melee distance when spacing be preserved.

Arrr, limits to respect

  • Fit fer th' captain's eye pressure falls while key spells be overboard or miss their intended area.
  • Arrr, a failed commitment can leave no clean exit and little value until cooldowns return.
Arrr, source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries be independently written.

Arrr, practical champion reading

Arrr, how to read Aurora in a real fight

Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.

Arrr, damage delivery

Arrr, primarily magic pressure

Magic resistance can reduce th' broad spell profile, but positioning and cooldown tracking still decide whether th' fit fer th' captain's eye tricks connect.

Arrr, fight rhythm

One short window carries much o' th' threat

Track th' key setup and highest-impact cooldown. A missed or blocked opening can create a safer window afore th' full rotation returns.

Arrr, range and access

Arrr, spacing protects repeated output

Ranged attacks be useful only while a seaworthy line to th' target remains. Flanks, hard control and blocked escape routes can remove that advantage quickly.

Typical crew job

Arrr, threaten a reachable priority target

A clean angle matters more booty than attacking th' nearest unit immediately. Keep an exit, reset th' course or follow-up course in mind afore committing.

Control inspect

Identify th' exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.

Arrr, protection and sustain

Inspect whether recovery changes th' fight

Anti-heal or anti-shielding be situational. Buy it only when th' effect be materially protecting targets and yer champion can apply th' captain's answer reliably.

Arrr, resource pattern

Arrr, mana and cooldowns both matter

A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.

Read th' whole crewTh' same champion can create a different problem after changing role, gear or crewmates. Re-inspect th' visible clash afore committing to a defensive captain's answer.

Defensive gear reference

What can help against Aurora?

Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.

Pre-battle choices
Arrr, dEFENSIVE BOOTS

Mercury's Treads most often fit better

Magic resistance addresses th' broad damage profile, while Tenacity can shorten reducible control.

Pick Plated Steelcaps instead only when physical basic attacks from this champion or th' rest o' th' crew be th' larger repeated threat.
Arrr, reducible controlSlowsArrr, healing or sustain
Arrr, mAGIC DEFENCE

Arrr, magic defence

Kaenic Rookern · Force of Nature

Magic resistance can reduce th' broad spell profile.

Pick a role-appropriate option only when repeated or burst magic damage be th' problem.
Arrr, cONTROL AND ONE KEY SPELL

Arrr, control and one key spell

Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can lend a hand agin' th' relevant disabling effects.

Inspect th' present tooltip and whether th' exact effect can be shortened, removed or blocked.
Arrr, rEPEATED SLOWS

Arrr, repeated slows

Boots of Swiftness

Slow resistance can be more booty useful than Tenacity when repeated slowing strength be th' main problem.

It gives no armour or magic resistance, so compare th' rest o' th' opposing crew.
Arrr, mEANINGFUL HEALING

Arrr, meaningful healing

Bramble Vest or Thornmail · Morellonomicon · Mortal Reminder

A role-appropriate Grievous Wounds gear can reduce healing.

Buy it only when healing be materially changing fights and yer champion can apply it reliably.
Arrr, bURST WINDOW

Arrr, burst window

Zhonya's Hourglass · Banshee's Veil · Edge of Night

Stasis or a spell shield can deny one decisive engage or spell when th' gear fits th' loadout.

These do nay replace positioning, vision or ordinary durability.
Sailor decidesChampion identity be a starting point, nay an automatic purchase. Compare th' full opposing crew, present gear tooltips and th' problem that be actually deciding fights. Ne'er buy two completed pairs o' Boots.

Normal Draft and Ranked role sea chart

Where Aurora fits on Summoner's Rift

Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.

TopsideSecond berth

Old chart, matey. Recommendations await inspection. Aurora has a secondary station in this historical log, matey. It be less common than the main stations, but has a recognisable plan for that station.

Inspect this roleUnfurl matchup
JungleUnestablished course

Old chart, matey. Recommendations await inspection. Aurora be normally played Mid and does nay currently have a reviewed Jungle course. Jungle most often needs repeatable monster clear th' deck, seaworthy pathing and prize control without course income. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
BottomsideUnestablished course

Old chart, matey. Recommendations await inspection. Aurora be normally played Mid and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
SupportUnestablished course

Old chart, matey. Recommendations await inspection. Aurora be normally played Mid and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role

Arrr, Situational AP purchase

Arrr, When should you buy anti-heal?

Arrr, Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.

Arrr, Start with the component

Arrr, Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.

Arrr, Finish when it fits the fight

Arrr, Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.

Arrr, Coordinate coverage

Arrr, Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.

Arrr, Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.

Arrr, Will the fight last long enough?

Arrr, If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.

Arrr, Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.

Arrr, See the Arrr, oblivion Orb and Arrr, Morellonomicon Arrr, references for current effects and queue availability. These are situational decisions, not a measured best-build claim.

Arrr, kit reference

Aurora tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Tricks Data Dragon 16.20.1Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1
P
Passive

Spirit Abjuration

Arrr, what it doesEnglishAurora's spells and attacks exorcise spirits from the enemies she damages. Exorcised spirits follow Aurora around and heal her.

Q
Q trick

Twofold Hex

Arrr, what it doesEnglishAurora sends out a missile that curses any enemies it hits. She can then recast the ability to draw active curses back toward herself, damaging foes who are hit along the way.

Wait fer reload (s)9/8.5/8/7.5/7Cost60Charted reach (units)900
W
W trick

Across the Veil

Arrr, what it doesEnglishAurora leaps in a direction of her choosing, entering the spirit realm upon landing, becoming invisible, and gaining Move Speed for a short duration of time.

Wait fer reload (s)22/21/20/19/18Cost80Charted reach (units)700
E
E trick

The Weirding

Arrr, what it doesEnglishAurora converges the realms, sending out a blast of spirit magic that damages and slows enemies before Aurora hops backward to safety.

Wait fer reload (s)15/14/13/12/11Cost80Charted reach (units)825
R
Ultimate

Between Worlds

Arrr, what it doesEnglishAurora leaps in a direction of her choosing, releasing a shockwave that damages and slows any enemies it hits. Afterward, she creates an area that slows enemies within it and allows Aurora to teleport from one side of the area to the other.

Wait fer reload (s)140/120/100Cost100Charted reach (units)250

Arrr, levels 1–18

Aurora · Health, arr / Mana, arr · Tricks

Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.

Arrr, level 1607 Health, arr475 Mana, arr
Arrr, level 3769 Health, arr519 Mana, arr
Arrr, level 61,042 Health, arr594 Mana, arr
Arrr, level 111,572 Health, arr738 Mana, arr
Arrr, level 162,199 Health, arr909 Mana, arr
Arrr, level 182,477 Health, arr985 Mana, arr

Wait fer reload (s) Data Dragon 16.20.1

Q
Basic trickTwofold Hex

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 19Arrr, rank 28.5Arrr, rank 38Arrr, rank 47.5Arrr, rank 57
W
Basic trickAcross the Veil

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 122Arrr, rank 221Arrr, rank 320Arrr, rank 419Arrr, rank 518
E
Basic trickThe Weirding

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 115Arrr, rank 214Arrr, rank 313Arrr, rank 412Arrr, rank 511
R
UltimateBetween Worlds

First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Arrr, rank 1140Arrr, rank 2120Arrr, rank 3100
Unfurl every levelHull and mana from level 1 to 18
RankHealth, arrMana, arrTrick milestone
1607475 Mana, arrPick th' first aboard basic trick
2686497 Mana, arrStow another basic trick or rank
3769519 Mana, arrStow another basic trick or rank
4856543 Mana, arrSpend one trick point
5947568 Mana, arrSpend one trick point
61,042594 Mana, arrFirst aboard ultimate rank normally available
71,140620 Mana, arrSpend one trick point
81,242648 Mana, arrSpend one trick point
91,348677 Mana, arrSpend one trick point
101,458707 Mana, arrSpend one trick point
111,572738 Mana, arrArrr, second ultimate rank normally available
121,690770 Mana, arrSpend one trick point
131,812804 Mana, arrSpend one trick point
141,937838 Mana, arrSpend one trick point
152,066873 Mana, arrSpend one trick point
162,199909 Mana, arrArrr, final ultimate rank normally available
172,336947 Mana, arrSpend one trick point
182,477985 Mana, arrSpend one trick point
How th' numbers be calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics wit' League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Pick th' next aboard query

Turn th' profile into a pre-battle course

Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.

Unfurl Aurora buildsArrr, prepare a matchupArrr, browse champions