Warrior of Ferocity
Updated Apr 23, 2026
Aulus is no longer a hero you hide for twelve minutes and cash out later. Patch 2.1.67 turned him into a bruiser who wins by reaching full Fighting Spirit, forcing a clean commit with movement and control immunity, and finishing the brawl before the enemy can reset their spacing.
Win Rate
47.92%
Pick Rate
0.53%
Ban Rate
4.22%
Burst
Emblem
Fighter Emblem
Battle Spell
Flicker
Weak Against
Strong Against
In teamfights, use Aulus's 1st Skill to gain Movement Speed and Control Immunity to quickly enter the fray. Use his 2nd Skill's second cast to get onto key targets, then activate his Ultimate and stay on them for continuous damage. Finally, use his enhanced Basic Attacks to clean up the battlefield.
The old Aulus article was about patience, level scaling, and a late crit payoff. That is not the current hero. In patch 2.1.67 (patch notes), Aulus was rebuilt into a sustained fighter who weaves basic attacks between skills, gains a real pursuit pattern, and no longer needs the game to crawl before he matters.
That shift changes the draft test. Pick Aulus when the enemy lineup wants to hold ground rather than disappear from it. He is good into front-to-back teams with one obvious peel layer, one obvious retreat path, and carries that still need to stand their ground to deal damage. He is also much safer when your draft can start the fight for him. If your roam or mid can force the first cooldowns, Aulus gets to enter on a cracked formation instead of a clean one.
Default him to jungle when you can. Retribution smooths out his first clear, brings the first spike online faster, and lets him arrive at Turtle fights with items instead of excuses. EXP lane is playable now, but only into lanes that cannot punish the first two waves hard enough to break your map. If the enemy EXP laner wants long, honest trades, Aulus can stay in the conversation. If the lane is built around repeated displacement, burst poke, or permanent kite, take the safer jungle version or skip the pick.
Avoid him into Valir, Jawhead, and Phoveus drafts unless the rest of the enemy lineup is unusually generous. Valir turns every forward step into a reset. Jawhead punishes every over-commit with a throw into bad ground. Phoveus is the simplest answer of all: if your win condition involves extra dashes, you are volunteering to fight his game. Aulus also gets worse the moment the enemy comp can layer two hard control windows instead of one.
Aulus is a commit check.
Everything in his current kit asks the same question: can the enemy actually stop him before he reaches full Fighting Spirit and starts swinging through them? If the answer is yes, he looks ordinary. If the answer is no, the fight flips very fast.
The passive is the hinge. After dealing damage, he starts building Fighting Spirit stacks. At full stacks, his basic attacks upgrade and his reach improves. That means Aulus is not a hero who wants to poke once and walk away. He wants contact, then one more second of contact, then one more after that. The first hit matters only because it buys the fourth.
His first skill is not just movement. It is the promise of an all-in. You press it to clear slows, move into the fight, and force the enemy to answer the control-immunity window correctly. If they spend the wrong control or spend it too late, the rest of his kit lands on a target that is already losing ground.
The second skill is what turns approach into possession. The fan-shaped first cast is the permission check. If it lands, the recast dash lets you keep contact instead of begging for it. That is why Aulus now feels different from his retired version. Old Aulus was trying to stay on top of people with brute force and patience. New Aulus has an actual sequence for closing the last step.
Cleaving Axe is not an engage tool you throw from downtown because the button is glowing. It is the close-out. Once Aulus has stacks, reach, and body position, the repeated swings punish anyone still trapped nearby and the final slash closes the trade before the enemy carries can re-space.
That is the whole hero. Do not think "basic attack fighter." Think "fighter who turns one successful entry into an area problem the enemy has to solve immediately."
The first four minutes are still about discipline. The rework gave him a better way in, not permission to donate the lane for free.
The first real spike is War Axe plus Brute Force Breastplate, usually in the 7 to 9 minute window.
War Axe matters because Aulus is already trying to stay in contact long enough to stack, weave, and keep swinging. The item rewards that exact shape of fight. Once it is fully working, the duel stops being a short trade and starts becoming a clock the enemy has to beat. Brute Force Breastplate is the partner because it fixes the second problem after damage: staying attached. The added bulk, movement, and shorter control punishment make the first successful entry survive long enough to become the second and third hit.
That two-item state changes him mechanically. Before it, every forward step still feels borrowed. You can threaten, but you are asking the enemy to make a mistake. After it, you can hold contact through the first reset and keep the fight inside your range instead of theirs.
The next bridge item depends on the lobby. Rose Gold Meteor is the clean snowball follow-up when you need shielded stickiness and mixed defense from the Dragon Scale interaction. Queen's Wings is the better answer when the enemy burst window is real and you expect to dip low before the fight turns. Malefic Roar is the honest purchase into armor stackers. But the first transformation always starts at War Axe plus Brute Force. That is the point where Aulus stops auditioning for the fight and starts controlling it.
If you reach that spike before the second Turtle, start calling for fights around corridors and choke points. Cleaving Axe gets much better when the enemy's retreat path has edges.
The common wrong reflex is to press S1 from max range and ult the first body you can touch. That is how Aulus gets peeled, kited, or thrown back into his own team before the fight even starts.
The correct reflex is to enter from the shoulder of the fight, not the front door.
Target priority is simple once the fight is underway: hit the highest-value hero who cannot fully reset your contact. That is often not the marksman. Sometimes it is the mid laner who stepped too close. Sometimes it is the fighter who already used the only peel tool standing between you and the back line. Aulus does not need the dream target first. He needs the reachable target that lets the rest of the fight collapse.
If your support is Mathilda or Rafaela, you can start the sequence a beat earlier because the extra mobility closes the dead air between S1 and full contact. If your support is pure hard engage with no speed behind it, wait longer and enter second.
Frame Aulus as three locked slots and real conversations everywhere else.
The locked core is role boots, War Axe, and Brute Force Breastplate. If you are jungling, that means Ice Retribution into the usual boot timing. If you are laning, Tough Boots is the default because the whole hero still lives or dies on whether the first control chain sticks. Warrior Boots only wins when the enemy draft is almost all physical and the control burden is light.
After that, do not autopilot. Read the lobby.
Know the item counters too. Blade Armor punishes mindless auto spam. Dominance Ice cuts the sustain and shield value that make his mid-fight recovery feel unfair. Winter Crown, Wind of Nature, and Immortality all punish premature ultimate commits. If those items show up, hold the last commit until the active or revive is gone.
Pressing S1 the moment you see someone. Aulus, Charge! is the beginning of a question, not the answer. If you throw it out from lazy range, the enemy gets a full second to aim the exact control that stops you. Start closer, from a side angle, or after the first peel tool is already gone.
Taking the S2 recast just because it lights up. The second cast is powerful because it is optional. If the first swing tags only the wrong target under their tower, into their tank line, or beside their Jawhead, the correct play is often to keep walking and hold the dash. Greedy recasts lose more Aulus fights than missed recasts.
Ulting before full contact is established. Cleaving Axe looks like an engage because it is loud. It is not. When you cast it too early, mobile heroes leave, stasis items waste your window, and the whole fight resets around your longest commitment. Enter first. Trap second. Ult third.
Blind-picking him into Valir or Phoveus and pretending the matchup is skill-only. Some matchups really are player gaps. These are not. Valir turns your advance into recoil. Phoveus cashes your mobility into his own. If the draft already gave them the clean answer, do not build your whole game around proving a point.
Farming the wrong side of the map when Turtle is the real clock. Aulus scales through completed fights, not just completed camps. If your first core is almost done and the next objective decides river control, stop vacuuming side gold and get there on time. He is not the old version anymore. You are allowed to matter before the game is ancient.
Tip
Walk into objectives with passive already ticking. Hit a creep, crab, or wave before you rotate so the fight starts halfway built instead of cold.
Note
If the first S2 clips only a frontliner, that is still useful. You earned the threat of a dash, which often forces the back line to kite early and ruins their spacing before you ever commit.
Tip
Brute Force and Thunder Belt both reward weaving a basic attack between skills. If you dump every button first and auto later, you are playing against your own build.
Note
Winter Crown, Wind of Nature, and Immortality are not reasons to panic. They are reasons to delay Cleaving Axe by one breath, force the defensive button, then finish the fight on the second pass.
After dealing damage, Aulus adds a stack of Fighting Spirit to his axe per second for 4s (up to 6 stacks). Each stack grants 7.5 (+0.5*Hero Level)% Attack Speed. At max Fighting Spirit stacks, Aulus's Basic Attack is enhanced and gains Attack Range. Enhanced Basic Attack: Aulus slams his axe into the ground, dealing (+75% Total Physical Attack) (+ 4 (+0.4*Hero Level)% target's Max HP) Physical Damage to enemies in a line.
Aulus starts accumulating Fighting Spirit, removes all slow effects, and gains 30% extra Movement Speed for 5s. If Aulus does not take high-level control effects within 2s, he will enter the Enraged state and gain Control Immunity.
Aulus swings his axe, dealing 240 (+100% Total Physical Attack) Physical Damage to enemies in a fan-shaped area and slowing them by 30% for 2s. Upon hitting an enemy, Aulus can cast this skill again to dash forward and smash the ground, dealing 240 (+100% Total Physical Attack) Physical Damage to nearby enemies.
Aulus repeatedly swings his axe at nearby enemies, dealing 150 (+60% Total Physical Attack) Physical Damage each time. After 4 strikes, Aulus briefly charges before unleashing a wider slash, dealing 450 (+180% Total Physical Attack) Physical Damage to enemies in a large area. During this skill, Aulus gains 20% Damage Reduction and a short burst of Movement Speed with each slash.
In teamfights, use Aulus's 1st Skill to gain Movement Speed and Control Immunity to quickly enter the fray. Use his 2nd Skill's second cast to get onto key targets, then activate his Ultimate and stay on them for continuous damage. Finally, use his enhanced Basic Attacks to clean up the battlefield.
When ganking in the early game, use Aulus's 1st Skill for Movement Speed and Control Immunity to quickly close in on the target. Then, use his 2nd Skill to slow them while weaving in Basic Attacks. Use his 2nd Skill again to stay on the target, and activate his Ultimate to chase while dealing damage, then finish them off with his enhanced Basic Attacks.
These heroes have the highest win rates against Aulus in ranked matches. Pick any of them for a statistical advantage in draft.

Yve dominates Aulus in the early game. Apply pressure before Aulus can scale and become a threat.
48.5%

Kaja's durability and kit give them a strong matchup advantage against Aulus throughout the game.
45.9%
Aulus performs well against these heroes. Consider picking Aulus when you see them on the enemy team.

Aulus has a strong early game advantage over Gloo. Control the tempo before Gloo scales.
55.7%

Aulus has a strong early game advantage over Sun. Control the tempo before Sun scales.
53.4%
Aulus struggles the most in the late game, where counters average a 49.3% win rate. Early game matchups are tighter at 41.3%. If the match extends, your counter advantage grows, so focus on farming and scaling to outperform Aulus in late team fights.
Aulus is strong here
Aulus is strong here
Even matchup phase
Fighter Emblem
Flicker
Fighter Emblem
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Fighter Emblem
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Heroes that synergize well with Aulus in team compositions.



Aulus is a young warrior from the northern highlands, armed with an ancient war axe that grows sharper with every battle. Raised by his grandfather, a legendary axe-master, Aulus learned that true strength comes from persistence rather than talent. When the Abyss invaded his homeland, his grandfather fell defending the village, passing the ancestral axe to Aulus. Now the young warrior roams the Land of Dawn, each swing of his axe adding to his ever-growing power as he seeks to become strong enough to reclaim his homeland.
No voice lines available for Aulus yet.