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Table of Contents
Tips For fun v26.17

Aurelion Sol Triggered Inferno: E+Q in ARAM Mayhem

Try E+Q with Aurelion Sol's Triggered Inferno in ARAM Mayhem 26.17. Build S Style, keep enemies in firing range and remember the 15-second cooldown.

↗ Video Source: 琛哥诺手 (Bilibili, 2026-05-13)

With Triggered Inferno on Aurelion Sol, try E followed by Q. Keep both spells hitting an enemy to build Style; at S, the Augment automatically fires at enemies around you.

E first, then Q

Triggered Inferno Triggered Inferno raises Style when you hit an enemy champion with an attack or ability different from the last one. S consumes your Style and starts the shots. E+Q uses two spells together; don't count every tick of a single damage effect as another rank. Style and Stardust are tracked separately.

From a safe spot, drop E under an enemy and channel Q into them. Keep an eye on your Style while they're inside E and Q is still hitting. If they walk out or interrupt Q, the timing changes.

Follow E with Q before the target walks out. When learning the combo, stick with an enemy who is still inside E and get the sequence down before worrying about target switches in a teamfight. Once both spells are hitting, watch how your Style builds.

Aim at someone you can keep hitting inside E. If the enemy in front is still taking both damage sources, there's no need to swing Q toward a distant low-health target. This combo needs the damage to connect. Switching targets by itself doesn't put E and Q together.

Q range and shot range are different

The shots only hit enemies around Aurelion Sol. Q can hit someone who's outside their range. Don't walk into enemy crowd control just to land a few more shots.

At S, Triggered Inferno fires 10 times over 2 seconds at nearby enemies, dealing physical damage. When the meter fills, check who's still close enough to be hit. The damage takes time to finish. If the enemy backs away during the shots, later hits may no longer reach them.

The Augment tooltip tracks damage dealt and the number of activations. After a fight, take a look. If the count went up but damage barely changed, check whether enemies had already left firing range. If it didn't activate, check the cooldown and whether E and Q were both hitting. Those counters tell you more than the S animation alone.

Playing the combo in a teamfight

Say both teams are looking for an opening and an ally catches an enemy who steps forward. Put E on that spot and channel Q into them. Work on the target you can reliably hit, letting E+Q lead into the shots. If they retreat, adjust to the fight instead of walking farther and farther forward in pursuit of another activation.

Or an enemy may come straight at you. Being close puts them within reach of the shots, but you still need time to channel Q. Look for E+Q when an ally can hold them off or they've already used their interrupt. If Q gets stopped as soon as it starts, standing close won't make the planned sequence work.

After that round of shots, remember the 15-second cooldown. Even a clean E+Q needs the Augment to be ready before it fires again. Use your spells to poke or clear the wave while you wait, taking the damage you can deal safely. Once it's ready, look for another chance to keep hitting with your team rather than staying up front waiting for the effect.

Let your team hold them still

When teammates hold someone still, you have more time to channel Q. It's harder to pull off against lots of interrupts or a team that keeps you poking from far away. Check the other Augments on offer too; a quick trigger alone isn't a reason to pick it every time.

By September 4, 2026, worldwide client uploads for patch 26.17 included 699 Aurelion Sol games with Triggered Inferno: 341 wins, or 48.78%. That doesn't make it a must-pick, and the records don't isolate how players used E+Q. Pick it for fun when the teams give you room to keep hitting.

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