How to win lane as Aurora against Locke · 51.03% win rate over 535 Emerald+ games · Updated 2026-07-27
| Stage | Favoured | Why |
|---|---|---|
| Level 1 | Even / skill | Level 1 is even — your poke and his on-hit trades cancel out, with neither side able to force anything more. |
| Level 2 | Even / skill | Level 2 stays a skill lane: your W hop is your only real out, so trades stay honest as long as you keep it in reserve. |
| Level 3 | Even / skill | Level 3 is a wash between your spirit poke and his walk-up pressure — whoever spaces better wins each exchange. |
| Levels 4-5 | Even / skill | Levels 4-5 stay even and revolve around your W timing: hop too early and you eat the loss, hold it and every trade is fair. |
| Level 6 | Even / skill | Level 6 opens even — base ults and totems roughly trade, and neither of you can guarantee the kill yet. |
| First item | Locke | First item is Locke's: Purgatory executes you before the W escape resolves. Stay above threshold health and save the hop strictly for his commit. |
| Two+ items | Even / skill | Late settles into a bursty coinflip — even on paper, decided by who lands the opening combo and who kept their escape. |
An even chip war through 1-5. Your spirit poke matches his on-hit trades, so keep the damage flowing but treat W as sacred — it's your only real out, and every trade he wins starts with your hop being down. Poke, reposition, and let the lane stay farm-heavy while you scale.
The full Aurora vs Locke report continues with the mid-game plan, the late-game and teamfight plan, every power spike to play around, and the win conditions for both sides — plus cooldown tracking and the live enemy-jungle tracker inside the app.
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Playing the other side? Locke vs Aurora guide →
All Aurora top lane matchups →
Also played in: Mid Lane