Lane

In Top, Aurora wins 60.0% of the 5 games played against Jayce on this patch. Neither side has a clear edge in this matchup.

Most played lane for this pair: Top. Only 5 games on this patch, so these numbers can still move.

Who wins

Aurora 60.0% Adjusted: 50.0% Own average: 48.7% Difference: +1.3
+0.6 Matchup edge Games: 5
Jayce 40.0% Adjusted: 46.6% Own average: 47.5% Difference: -0.8

Laning phase

Every number below is shown from Aurora's side: positive means Aurora is ahead.

Aurora Games
Gold difference at 15 min -368 2
XP difference at 15 min -617 2
CS difference at 15 min -20.0 2
Kills minus deaths at 15 min -0.50 2
Gold difference at the end -697 5
CS difference at the end -15.8 5
Solo kill difference +0.20 5
Turret plate difference -1.40 5
Level lead -0.20 5
Average game length (minutes) 28.0 5

Aurora build

Full Aurora build

Builds are not measured per opponent yet: this is what Aurora builds on patch 26.18 against every opponent.

Runes

49.1% 226
42.9% 42
50.0% 14

Summoner Spells

49.7% 159
48.1% 131

Items

ShadowflameShadowflame 3200 +110 Ability Power+15 Magic Penetration CinderbloomMagic and true damage Critically Strike enemies below 40% Health, dealing 20% increased damage.48.3% 205
Spellslinger's ShoesSpellslinger's Shoes 1100 +20 Magic Penetration+8% Magic Penetration+45 Move Speed 52.9% 174
StormsurgeStormsurge 2800 +90 Ability Power+15 Magic Penetration+6% Move Speed StormraiderDealing 25% of a champion's maximum Health within 2.5s appliesSquall to them.SquallAfter 2 seconds, deal magic damage. If the target dies beforeSquall triggers, it damages nearby enemies.53.2% 158
Luden's EchoLuden's Echo 2750 +100 Ability Power+600 Mana+10 Ability Haste EchoDamaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.42.3% 123
Rabadon's DeathcapRabadon's Deathcap 3500 +130 Ability Power Magical OpusIncreases your total Ability Power by 30%.52.2% 67
Sorcerer's ShoesSorcerer's Shoes 1100 +12 Magic Penetration+45 Move Speed 44.8% 58

Skill Order

Q Twofold Hex Twofold Hex Q Cost60 Cooldown9/8.5/8/7.5/7 Range900 Aurora 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. W Across the Veil Across the Veil W Cost80 Cooldown22/21/20/19/18 Range700 Aurora 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. E The Weirding The Weirding E Cost80 Cooldown15/14/13/12/11 Range825 Aurora converges the realms, sending out a blast of spirit magic that damages and slows enemies before Aurora hops backward to safety. R Between Worlds Between Worlds R Cost100 Cooldown140/120/100 Range250 Aurora 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.

Max priority

Twofold Hex Q Twofold Hex Q Cost60 Cooldown9/8.5/8/7.5/7 Range900 Aurora 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. The Weirding E The Weirding E Cost80 Cooldown15/14/13/12/11 Range825 Aurora converges the realms, sending out a blast of spirit magic that damages and slows enemies before Aurora hops backward to safety. Across the Veil W Across the Veil W Cost80 Cooldown22/21/20/19/18 Range700 Aurora 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. 100.0% 38.1% 21

First 5 points

Twofold Hex Q Twofold Hex Q Cost60 Cooldown9/8.5/8/7.5/7 Range900 Aurora 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. The Weirding E The Weirding E Cost80 Cooldown15/14/13/12/11 Range825 Aurora converges the realms, sending out a blast of spirit magic that damages and slows enemies before Aurora hops backward to safety. Across the Veil W Across the Veil W Cost80 Cooldown22/21/20/19/18 Range700 Aurora 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. Twofold Hex Q Twofold Hex Q Cost60 Cooldown9/8.5/8/7.5/7 Range900 Aurora 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. Twofold Hex Q Twofold Hex Q Cost60 Cooldown9/8.5/8/7.5/7 Range900 Aurora 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. 69.6% 25.0% 16
Twofold Hex Q Twofold Hex Q Cost60 Cooldown9/8.5/8/7.5/7 Range900 Aurora 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. The Weirding E The Weirding E Cost80 Cooldown15/14/13/12/11 Range825 Aurora converges the realms, sending out a blast of spirit magic that damages and slows enemies before Aurora hops backward to safety. Twofold Hex Q Twofold Hex Q Cost60 Cooldown9/8.5/8/7.5/7 Range900 Aurora 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. Across the Veil W Across the Veil W Cost80 Cooldown22/21/20/19/18 Range700 Aurora 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. Twofold Hex Q Twofold Hex Q Cost60 Cooldown9/8.5/8/7.5/7 Range900 Aurora 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. 26.1% 50.0% 6

How this matchup is measured

The big number is the raw win rate. Next to it stands the adjusted one: small samples are pulled towards the champion's own average, so a lucky run cannot look like a counter. The difference column compares the matchup with that average, because a champion that wins 48 percent of all its games looks weak in every matchup. The laning rows are measured between the two laners only, without the noise of the other eight players.