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Aurora

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Aurora
Tier 3

Aurora

Anima AnimaVoyager Voyager
Stats
HealthHealth
700/1260/2268
ArmorArmor
25
MRMR
25
Attack DamageAttack Damage
30/45/68
Attack SpeedAttack Speed
0.8
ManaMana
20/80
RangeRange
4
Crit ChanceCrit Chance
25

Try this unit on board

Start a Builder plan with Aurora and recommended items.

Aurora Quick Summary

targetRole

Backline carry · Anima and Voyager

inventory_2Best Items

Jeweled Gauntlet, Nashor's Tooth and Striker's Flail

flagWhen To Play

Strongest when upgraded around Stage 3

grid_viewPositioning

Back two rows, away from splash

Champion Strategy

sports_esports

How to play Aurora

Aurora is a 3-cost Anima and Voyager champion that usually plays as a backline damage dealer. It needs safe damage uptime, and the unit gets much better when your frontline buys enough time. Aurora appears in Anima Cashout lines, so keep copies when those boards are open.

flag

When to play Aurora

Consider playing around Aurora when you find a two-star copy in Stage 3 and your components already fit the unit. For items, Jeweled Gauntlet and Nashor's Tooth are strong signals that Aurora can become a real carry. For team direction, it fits naturally when you are already moving toward Anima Cashout. If it stays one-star, the traits do not activate, or the items point elsewhere, treat it as a transition unit instead of forcing the line.

construction

Why these items work

Jeweled Gauntlet, Nashor's Tooth and Striker's Flail are recommended. Jeweled Gauntlet improves spell burst by enabling critical casts, Nashor's Tooth improves post-cast tempo and sustained output and Striker's Flail matches the unit's combat pattern. The point of the setup is to give it enough uptime to convert its damage pattern into round wins.

swap_horiz

Item alternatives

When the perfect setup is not available, use Rabadon's Deathcap, Archangel's Staff, Void Staff and Guinsoo's Rageblade as substitutes. For damage substitutes, match the damage type and cast tempo instead of forcing random stats. If Aurora is only a trait slot, one useful item is enough and the premium items should go to your real carry or main tank.

timeline

Early, mid, and late game

Early: hold useful components, but do not force the line before copies appear. Mid game: two-star Aurora is the main power window for Stage 3 and Stage 4. Late game: either commit to a three-star angle or use it as a trait anchor while higher-cost units take over the items.

grid_view

Positioning tips

Place Aurora in the back two rows with a clear line to the enemy frontline. Spread it away from your other carry unless you need same-side focus fire. It starts with some mana, making the first cast timing important.

Ability

Mana
Mana20/80
Hopped-Up Hacks
Active

Hopped-Up Hacks

Active

Open a 2 hex rift containing the target, Hacking enemies within for 4 seconds and dealing 80/120/190 AP magic damage to each, plus 400/600/960 AP magic damage split between all enemies hit.

Hacked enemies store 10% of all damage they take. When the Hack ends, they take true damage equal to the stored damage. The Hack ends early if it would kill the target.

Synergies

Anima

origin

Anima

After losing a player combat, gain 20 Tech, plus additional Tech equal to 5 times the length of your loss streak. Additionally, gain 2 Tech per Anima takedown.

Each time Animas get 100 Tech, they prototype new Anima Weapons. You can take them, or save your Tech to get more powerful weapons next time.

3

Start Researching!

6

After winning a player combat, gain loot!

Voyager

class

Voyager

Combat Start: Your Tanks gain a Shield for 15 seconds. Your other allies gain Damage Amp.

Voyagers gain double.

(2) 175 Shield; 9%

2

Combat Start: Your Tanks gain a Shield for 15 seconds. Your other allies gain Damage Amp.

Voyagers gain double.

(2) 175 Shield; 9%

3

Combat Start: Your Tanks gain a Shield for 15 seconds. Your other allies gain Damage Amp.

Voyagers gain double.

(2) 250 Shield; 15%

4

Combat Start: Your Tanks gain a Shield for 15 seconds. Your other allies gain Damage Amp.

Voyagers gain double.

(2) 350 Shield; 18%

5

Combat Start: Your Tanks gain a Shield for 15 seconds. Your other allies gain Damage Amp.

Voyagers gain double.

(2) 500 Shield; 22%

6

Combat Start: Your Tanks gain a Shield for 15 seconds. Your other allies gain Damage Amp.

Voyagers gain double.

(2) 700 Shield; 27%

Popular Team Comps

Anima Cashout

Anima Cashout

A Tier
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Aurora
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