Champion sheet · Top

Aurora

Patches 16.19 to 16.21 · EUW
Tournament presence · pick + ban
17.1%#40 of 173 champions
Pick
7.0%picked in 457 of 6,487 games
Ban
10.1%329 bans over 3,246 games, against 1.6% in soloQ
Win rate as Top59.4% between 44.9% and 72.4% over 32 gamesSoloQ 50.4%: no clear gap
Median length29.3 minsoloQ 27.8 min

Amateur: 6,491 games from amateur tournaments, last 60 days, EUW. SoloQ Master+: 336,200 games on the same patches. An amateur figure in gold clearly differs from soloQ.

At a glance

Four answers, each one opens its chapter.
01 — What changes in tournaments

What changes in tournaments?

3 clear gaps between soloQ and amateur tournaments as Top.

  • DraftPicked less often in amateur play
    Amateur
    0.3%
    SoloQ
    0.7%
    0.3% of the role's picks in amateur play, against 0.7% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    10.6%
    SoloQ
    1.6%
    10.6% ban rate in amateur play over 1,886 games, against 1.6% in soloQ over 129,307 games.
  • SpellsFlash + Teleport instead of Flash + Ignite
    Amateur
    73%
    SoloQ
    56%
    Played in 73% of amateur games; soloQ sticks to Flash + Ignite (56%).

Not enough games to judge: core.

02 — How to play it

How to play it?

Electrocute, then Stormsurge, Shadowflame, and Rabadon's Deathcap: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesElectrocute91% · 4,512
Same in amateur play
SpellsFlash + Ignite56% · 2,772
≠ Amateur: Flash + Teleport instead of Flash + Ignite. 73% · 33 games
SkillsQnot collected in soloQ
Amateur: 100% · 52 games
Core (3 legendaries)28% · 507
28%of soloQ games
  1. Stormsurge
  2. Shadowflame
  3. Rabadon's Deathcap
Amateur: Luden's Echo, Shadowflame, Rabadon's Deathcap, gap not settled

Not collected in soloQ: starting items, 4th item, and skill order.

03 — In a comp

What does it bring to a comp?

Team damage first: more damage than 86% of top laners.

  1. Team damagetop14%24% · top laners: 20%
  2. Plays teamfightstop17%57% · top laners: 53%

Read on tournament games from 2026-04-15 to 2026-10-12 (44,638 games) · same reading as the draft review · compared with other top laners

What marks it

  • Teamfight
  • Damage

Like other top laners

  • Damage in lane
  • Gold at 15 min
  • Gold at 20 min
  • Lets allies carry kills

What it is not

  • Few duels
  • Little CC
  • No poke
  • No split-push

Damage / min by phase · at equal gold

Rank 75 in lane, 95 in mid game and 95 in late game, out of 100 top laners.

651+52 vs 599
992+124 vs 868
1,271+192 vs 1,079
Lane · 5–14 minMid game · 15–22Late · 23–30
Auroratop laners

Gold vs. direct opponent

At 20 min, ahead of 69% of top laners against the direct opponent.

top laners

Where it stands among top laners · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 75 of 100 among top laners651 · median 599
  • Damage in mid game · rank 95 of 100 among top laners992 · median 868
  • Damage in late game · rank 95 of 100 among top laners1,271 · median 1,079
  • Gold at 15 min · rank 73 of 100 among top laners+269 · median +119
  • Gold at 20 min · rank 69 of 100 among top laners+282 · median +100
  • Absorbs damage · rank 12 of 100 among top laners396 · median 970
  • Plays teamfights · rank 83 of 100 among top laners57% · median 53%
  • Takes its kills in duels · rank 25 of 100 among top laners24% · median 28%
  • Lets allies carry kills · rank 34 of 100 among top lanersrank 34 of 100
  • Crowd control (CC) · rank 10 of 100 among top laners0.3 · median 0.8
  • Team damage · rank 86 of 100 among top laners24% · median 20%
04 — With / against

With whom, against whom?

No opponent with a clear gap to expected in amateur play: win rates remain ranges.

in

Best results

Ranked by the gap to expected in amateur play, at the lower bound of its interval, at most 5 per role. The other source is a reference.

Against

ADCgap to expected

No positive gap in amateur play.

Supportgap to expected

No positive gap in amateur play.

With

No positive gap in amateur play.

Matchups and allies

One group per role of the other champion, five cards first. The bar is the win rate range, the tick marks 50%; the colour of the gap gives our reading, it sorts nothing.

Sort by
ADC1 champion
  • Yunara5 games
    —SoloQ: 51.9% · 403 g
Support1 champion
  • Lulu6 games
    —SoloQ: 52.1% · 403 g
05 — In draft

Ban it or pick it?

Not enough series to settle it: raw counts only.

Pick rate as Top

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.7%4,473 picks of 672,391ban 1.6% · patches 16.19 to 16.21
  • Amateur tournaments0.3%25 picks of 9,366ban 10.6% · patches 16.19 to 16.21
  • Pro0.1%3 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

15.6% on 16.21
16.1216.21
Pick + ban, all regions, one point per patch; a patch without a measure leaves a gap.

Within the series

Fearless series only · as Top
Once picked, the series moves on to

Not enough series yet: published from 30.

Amateur: amateur tournaments created with tournament codes; soloQ: Master+, same patches. An amateur figure in gold and each card of “What changes” flag a gap that the volumes of both sources settle. Build: shares only, no win rate, which mostly follows game length. Gap to expected (lolalytics' Delta 2): the pair's win rate minus the one the two champions' own strength predicts, their win rate in their role in the same source; it is coloured when its 90% interval excludes 0, teal favourable, orange unfavourable. Under 30 games: games only.