Aurelion Sol (Small Rework idea)

Caetoma·5/17/2016, 5:41:17 AM·3 votes·1,626 views

Let me start off by saying that I truly do enjoy Sol as a Champion. He is the first true dragon champion to grace the rift and the design team made sure he looked as magnificent as a space dragon could be. He looks majestic, sounds as pompous as a entity capable of forging stars can be, and has a kit as unique as they come.

However, its common consensus at this point that his kit is really rather bland given what Sol is.

His Q has the ability to grow to an AoE stun larger than a Trundle Trundle ice field, but retains the same damage as it has when it was first cast. The passive and W are tied to one another, but are still hard to properly manage for consistent damage if a Rylie's item 3116 has not been built onto him yet. Not to mention those stars disappear when he is hit with hard crowd control. His E is just about useless outside of getting to lane faster or to intercept an enemy champion in a gank or to make his Q grow. Last but not least his ultimate, his only form of hard peel/disengage is on such a long CD that if it misses the first time just about every melee champion with a gap closer will murder him in no time flat.

I mean its kind of unbelievable that a dragon that makes stars and even the COSMOS themselves is completely at the mercy of a guy with a pointy arm swordTalon , a little pyromancer not even a billionth of his ageAnnie , and this rat reincarnation of the devil Teemo.

The changes to Sol's kit in this post I feel would give Sol a much larger impact for his lane phase as well as give his celestial bodies much more Omph.

Reworked Kit

Passive: Unchanged

  • Reason: This is the essential part to Sol's kit and does not need direct change

Q: Passive: Aurelion's Sol forges stars to orbit around him, gaining additional orbiting stars at ranks 3 and 5 Active: Sol forges a new star that will collapse once it has reached his outer limit. If Sol travels near the star, it will continue to grow and be nurtured, increasing in size and damage with the damage being capped at a certain point.

  • Reason: After playing Sol in Urf, I noticed something that was not explicitly stated that would happen to him. After reaching a certain amount of kills, or assists or point in time for the game or whatever the exact reason was, Sol's stars started to multiply, with the largest number I had becoming 6 orbiting stars around me. Though it did increase my W's active power, it also gave me the sense that Sol was growing in power the more kills he got, using them to forge new permanent orbiting stars. I felt like I was becoming a truly powerful dragon at that point. As for the slight change to the active component, it is just to give more rewarding effects to players to chose to nurture the star by following it along it's path.

W: Passive: Unchanged Active: Unchanged

  • Reason: The same as the reason for the passive, the W is already an essential part to Sol's kit, and with the changes to the Q above I feel that the W should be left alone as is.

E: Change it out for the Ultimate, but lowering the damage and its range to only the outer limit with the knockback intact

  • Reason: This one I feel is really needed for Sol, as the E is currently unbelievably lackluster for what it currently is. Trading the mobility granted from Comet for Voice's utility will help Sol defend himself from the instant gap closers that can move into his dead zone between him and his stars, especially for high mobility or high damage output champions like Talon and Zd who can easily get past his safe zone. The cooldown would be around 20 seconds for all ranks with the max damage around the first rank into Voice as an Ultimate.

R: The Star Forger Passive: Sol gains increased movement speed while moving in a singular direction, with each rank increasing how much movement speed he gains.

Active: Sol flies into the air and begins to move in a direction. During this time Sol's Q is castable and empowered, becoming Star Cycle. When cast, Sol forges a new star that quickly ages as Sol travels, going through 3 stages depending on the distance that Sol travels in this time. Sol's flight can be ended early by either move commands or by hard CC (Roots, stuns)

Stage 1: Starts out like a normal Q except it grows three times as fast as normal, with the center 'baby' star growing rapidly larger after the first cast. When reaching Sol's outer limit or until it is recasted, will cause a stun lasting twice as long as the current rank stun for the Q. Lasts from cast until 2000 units have been traveled

Stage 2: The Star fully forms, becoming a large red sphere that turns a bright blue over time. Allowing the Star to reach the outer limit or recasting Q will detonate the star, causing a heavy DoT on all enemy Champions that are hit. Lasts from 2000 units to 4000 units.

Stage 3: The star rapidly darkens as it collapses down to the same size as a Teemo Shroom, now becoming a neutron star or black hole. In this state once the collapsed star reaches Sol's outer limit or is recasted, the Neutron star will begin to suck enemy champions towards it's center, dealing no damage except for when an enemy is touching the black hole itself, which will deal a rapid high Dot. Will last from 4000+ units.

-Reason: This reworked version of Sol's original E, Comet of Legends, gives it the luster that it was lacking before. This ultimate will really solidify Sol's identity as a star forging dragon, as he will literally create a star on the rift itself as it ages and then ultimately collapses as all stars do. With this new Ultimate Sol plays will make choices depending on what kind of effect they want to bring to a team fight or a possible gank. Will they head in early to pull off a large stun to lock down a kill? Or will they want to finish off a low health enemy team with a starburst. Or maybe they will come all the way from base with a team fight changing Black hole CC that can turn a losing 2v5 into a 3v2 or even a full out Ace.

These are my idea for possible changes that could be done to improve Sol's current kit. Pleas leave your comments in the section below about what you like, or dislike about the changes above.

2 Comments

Arakadia5/17/2016, 6:08:14 AM1 votes

I'm not sure if Sol needs an update, but this is REALLY good!

ModWulf Helhammer5/17/2016, 7:34:00 AM1 votes

The extra stars on URF where mentioned in the URF specific patch notes. They added extra stars at set levels because the majority of his power is from his passive, something that wouldn't benefit from URF at all.

And Sol being incredibly vulnerable if he gets closed on is the intended weakness he has. As if he manages to keep people out of that area, he does a crap ton of damage