A Bit of an Aatrox Rework

TheHappyReaperz··2 votes·659 views

I would like to forward this by saying, Aatrox isn't a bad champion. In his current state he's okay, but little of his kit fits with his lore, and overall can be somewhat unsatisfying to use. With that said, on to the rework!

Passive: Cap: 100 - 500 Static Cooldown: 200/175/150/125 Aatrox's secondary bar is his blood well. Blood well stores damage inflicted on Aatrox, by himself and his opponents. Passively it gives Aatrox between 15-and 100% lifesteal, gaining 0.3 - 0.4% for every 2% the blood well is full. The blood well decreases by 1% every second after 10 seconds of being out of combat. Aatrox cannot gain lifesteal from any other sources, (Items, Runes, Masteries, etc). Actively, when Aatrox takes fatal damage, he is cleansed, enters stasis for the next 3 seconds, gaining 1/3 of his max health, as well as the current blood well amount over the stasis duration.

Passive: Why? Aatrox's current blood well passive does much the same as this, except it gives AS instead of LS. This will give Aatrox sustain, while encouraging him to actively duel with his lane opponent. I reduced the cooldown on the active part of his passive, by a static 25 seconds, as it will heal less late game, just to balance it out a bit. As for why it gives lifesteal? It fits better with his lore, and adds more variance to his build, allowing Aatrox players to focus on other stats, without having to get LS.

Q: Dark Flight Cost: 8% of current health CD: 16/15/14/13/12 PD: 70/115/160/205/250 + 60% AD Aatrox dashes to the target area after a brief delay, dealing physical damage to nearby units upon landing and knocking up all units in the epicenter for 1 second. Any CCing effects Aatrox encounters during the cast time will only take effect after the ability finishes casting. Dark Flight works on a charge system, in that it can hold up to 2 charges. However casting this ability within 6 seconds of the previous will not apply the knock up effect, regardless of whether or not the enemy is in the epicenter.

Q: Why? This ability is Aatrox's only engage/escape, and currently can only be used for one or the other. The objective of this change is to allow Aatrox to do what divers do, kill a high priority target, then get out. In order to prevent people from abusing a double knock up, I added the last bit.

W: Blood Price/Blood Thirst Little changed here, except that the "active" of this ability, Blood Price, can critically strike.

W: Why? At the moment, when an Aatrox crits while using Blood Price, it applies the autos crit damage + the Blood Price damage. Changed, it applies Auto damage + Blood Price crit, when an Aatrox crits.

E: Blades of Torment Little changes here, except that Blades of Torment can apply the third strike of Blood Price/Blood Thirst. This effect can only apply to enemy champions and epic monsters, but can apply to multiple enemies/epic monsters.

E: Why? This gives Aatrox some ranged poke. At several points in the game, it actually not worth using Aatrox's E to harass, since the health cost isn't worth the minor amount of poke you get. This change allows Aatrox to have more ranged harass, and allows him to fare better when you can't auto enemies to get the third proc off. To clarify, Aatrox's E still deals magic damage, while the proc of BL/BP is physical damage.

R: Massacre: 120/95/80 Deals 200/300/400 + (100% AP) in an AOE around Aatrox, filling his Blood Well by 20% per enemy champion hit. Aatrox gains 40/50/60 AS, and bonus attack range for 12/15/18 seconds. While Aatrox is in this state, allied champions gain 25/30/35 % move speed toward Aatrox, and 10/15/20 % damage reduction while within 1000/1250/1500 units of Aatrox.

R: Why? This is my take on how to A: make Aatrox more useful, and B: make it fit more thematically. With this, Aatrox will be able to dive into teamfights, and then provide a reason for his allies to run and stand by him.

1 Comments

TheLeviathan7771 votes

I love your rework idea! And you went in a similar direction I was thinking with the ultimate, although I had been thinking to let go of the range buff and instead make it to where his allies get the damage reduction, and a small boost to their own damage. Aatrox would heal for the amountil of damage boosted when an ally attacks during the effects of his ultimate. This would change his sustain from him attacking, to his allies going all out. When Aatrox dives in and ults, as long as his allies keep fighting with him he becomes exceptionally hard to kill, but if they abandon him he has to rely on himself and his normal kit. So kind of like a reverse old sion ult I guess? TLDR: He heals for the damage they do from his buff.

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