Aatrox; A Gameplay Update

Stacona··2 votes·903 views

So Aatrox has a super cool theme about him, which his living sword, but right now he has no unique aspect to his kit despite having a super cool theme to him that has practically no place in his kit. So my ideas will be surrounding the idea of Aatrox having a living sword and that sword grows with blood (league terms this is health), I will get more into this in a bit. Big reason Aatrox needs a change and cannot simply get simple number changes is because his current kit is not very healthy if he was ever truly viable strong, big sustain is not really good for the game and players do not really enjoy going against stuff like this.


Basic Attack Range: 125(+15%bonus health) units

Blood Well (Passive): Static Cooldown: 240/210/180/150 seconds @1/6/11/16

Whenever Aatrox consumes a portion of his health, he stores it into his Blood Well, which can hold up to 30% of his maximum health. The Blood Well depletes by 2% per second if Aatrox hasn't dealt or received damage in the last 5 seconds. Aatrox gains 0.3/0.35/0.4/0.45/0.5/0.55% bonus attack speed for every 1% in his Blood Well, up to a maximum of 30/35/40/45/50/55% bonus attack speed. [@levels 1/4/7/10/13/16] Upon taking fatal damage, Aatrox enters Stasis icon stasis and drains his Blood Well, healing himself over the next 3 seconds for the amount of health currently stored in his Blood Well.

Aatrox gains 15 units as bonus range to his basic attacks per 100 bonus health he has.

Dark Flight (Q): Cooldown: 16/15/14/13/12 seconds; Cost: 10% current health

Aatrox takes flight to descend at a constant rate towards the mouse cursor over the next 3 seconds, while in flight Aatrox gains 200/225/250/275/300 bonus movement speed, he cannot use basic attacks or abilities while in flight. Ground level abilities and non-targeted projectiles cannot affect Aatrox while he is in flight.

Recasting Dark Flight ends his flight early to slam the ground with his sword to knock-up all enemies struck for 1.25 seconds and deal 60/90/120/150/180(+60%AP)(+15% current health) physical damage.

Flight allows Aatrox to go over impassable terrain and all units.

Blood Pierce (W): Cooldown: 10/8.5/7/5.5/4 seconds; Cost: 2.5% current health per enemy struck; Range: 250(+30%bonus health) units

Passive: Aatrox heals for 6% of his missing health on-hit, but life steal is reduced by 50%.

Active: Aatrox strikes with his sword to pierce enemies in the target direction to deal (+110%AD)(+35%AP)(+4/4.5/5/5.5/6% current health) physical damage to all enemies struck which this strike ignores 20/25/30/35/40% of their armor.

Blades of Torment (E): Cooldown: 11/10/9/8/7 seconds; Cost: 5% current health; Range: 925(+15%bonus health) units

Active: Aatrox torments his sword to send two converging energy waves in the target direction to deal (+100/105/110/115/120%AD)(+60%AP)(+10%current health) magic damage to all enemies struck and slowing them down by 20%(+1% per 100 health) for 1.5/1.75/2/2.25/2.5 seconds

Massacre (R): Cooldown: 130/105/80 seconds; Cost: 25% current health; Range: 550 units Aatrox draws in the blood of his foes to deal 20/22.5/25%(+1% per 25AP) of struck enemies' current health as true damage and heal himself for 25% of the damage dealt. 20% of Aatrox's Blood Well is filled up for every enemy champion struck by Massacre.

Afterwards Aatrox gains 40/50/60% attack speed and deals 4% of the damage dealt by Massacre as true damage on-hit for 10 seconds.


9 Comments

Smithney1 votes

Perhaps you could try to advertise your concept on my thread, every idea is welcome, while you could criticise my approach as well. ;)

Anyway, I feel like your idea of Aatrox's rework would be way too hard to balance. You see, passive AS boost, armor-ignoring skillshot, and true damage on R are way too unforgiving from balancing standpoint. Perhaps you could try to be more creative. ;)

Stacona1 votes

Nothing is difficult to balance - he also became slightly less mobile since i took away his dash and made it a lower power speed boost (i want a flight mechanic in the game, this would also make aatrox very unique suppose to just have a weaker malphite ultimate for his Q)

it is armour pen one time for a spell,

But he does % true damage to himself; so giving true damage on a long cooldown ultimate should be fine, and values are easily adjustable, so if he is too weak or too strong he can get simple balancing since the ultimate is pure damage


The main thing to fix for Aatrox was really toning back his health sustain; especially early game, so you can bully him out, and since he is melee even with an increase range mechanic to basic attacks, you can still kite him and stun him and such to stop him from healing in an equilibrium fashion and can never really be topped off with health especially since his spells deal % current health true damage to himself and i made it so life steal builds are punished (health regen is not a problem since it is an anti-poke stat and not an in-combat stat)


There should be better counter play against Aatrox and less frustrations too with reduced mobility (well better counter play mobility, roaming mobility technically got buffed slightly [good for jungling]) and less eternal health sustain until perhaps late game when he has a bunch of health AND resistances; so i guess my changes move him into more of a late game status and weaker early game

Secret Butt Fun1 votes

Aatrox is fine the way he is right now. Sated Devourer is still very strong with him. He is high risk high reward. If he uses Q to engage, he provides a strong CC initiation, but sacrifices his only escape. His skills cost health. His ult is an AP nuke self steroid that turns him into a super saiyan and helps him burst down his enemy. His passive is on a long cd.

He is in a good place right now. He's not played that often because he's kind of higher skill cap. The only real shame is that it feels like no one uses the purple W sword mode; people always seem to underestimate it.

Stacona1 votes

first off sated is confirmed bugged right now on Aatrox, so no it does not work fine; second off sated is a horrible item in general and worse on Aatrox

Aatrox is a pretty simplistic champion actually, and he is not played because he has multiple flaws; he is easily kited and also just dies and has a design flaw from the gecko with uber sustain - Riot already planned a big rework for Aatrox, this post is voicing ideas for them to use

so no, Aatrox is in a horrible state right now - and in all fashions would pick Xin or Malphite over him; that is not good

TyroneWatermelon1 votes

so basicly you want him to be a complete Health based champion?

Stacona1 votes

You want him to be resourceless? I think making him this blood dark lord dude with a living sword is a super cool concept with Aatrox is right there to have a concept like this; plus meaningful health costs for health stacking, so he will be tanky with health and resistance, but not a hard tank and instead he becomes a bruiser because he has the % true damage to himself, so he can have health as his damage without being Sion level invincible on top of it

TyroneWatermelon1 votes

{quoted}

You want him to be resourceless? I think making him this blood dark lord dude with a living sword is a super cool concept with Aatrox is right there to have a concept like this; plus meaningful health costs for health stacking, so he will be tanky with health and resistance, but not a hard tank and instead he becomes a bruiser because he has the % true damage to himself, so he can have health as his damage without being Sion level invincible on top of it

No bro he's my main. I think resource less champs are toxic to this game. I mean everything is based upon max health/current health why not just give his q health cost scaling per lv? I like the idea of blood well rework but really it's overloaded for a passive. Just like Thresh LeeSin 's kits

Stacona1 votes

To be fair i could put the same passive on his ultimate as a passive then you wouldn't think that (my new one, increase range based on bonus health) - since the value is based off bonus health it really does not matter early game until you built health items for a long range for melee basic attack in the late game, it just makes sense to throw it all in the same spot so only the passive is one big tooltip

it is all % current health so that there is a real trade off and proper balancing going on; where your blood (health) sure makes you tankier but in this sense it is deceptive and really all his health is basically at half value to allow him to deal damage based off his current health; so a 4k health Aatrox is really a 2k health Aatrox since he damages himself which places him as a "squishy" damage dealer that builds health instead of AD

since he is melee and to make the use of the % missing health for an equilibrium effect he will also build resistances, but he still does true damage to himself; in theory the changes SHOULD place him in both a healthier spot for the game and make him viable with a unique identity as a blood dark lord (this identity just sound super cool to me)


also his Q is an escape spell which is why it needs the highest cost; the new Q i made with the flight mechanic allows for better roaming and very unique gank paths for jungle Aatrox - i basically tried to make sure top and jungle Aatrox will be viable options and try to nerf life steal builds on him, which is for balancing so Aatrox can easily receive adjustment values to his innate sustain whether too weak or too strong


attack speed i felt was a needed thing for jungle aatrox, and the sword to be a living sword that grows from blood was needed for this concept and to make a more immobile melee viable give him a tool to increase his range; and the blood well revive just feels to me as an Aatrox thing - but Zac essentially has 3 passives too (revive, blob heal, and w cooldown from blobs) on his passive--- you can say overloaded, but as long as it is balanced and balance-able it should be fine, which i don't see it being op at all- not even close- especially with one mechanic being for late game scaling

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