@riot: The accurate and TRUE way of how to fix aatrox.

GULAG 4 U··2 votes·537 views

Edit: Before you downmote my ass to hell, please read the post and tell me why do you think these changes are bad, tell why and also tell my why if you don't agree too, thanks. Hi guys, I am an ex-aatrox main and currently play RyzeMasterYi Shyvana Khazix. I used to main aatrox till I realized it's just not worth playing him, and there are better champions overall.

TL:DR for the lazy people I'll just slap this here. Remove the revive passive and beef up his stats, remove 3 hit W and make it a once in a while heal that gets stronger if you use it on champ and attacking (so atk speed is still good on him and the rest of his kit wouldn't need to be changed) reduces the cooldown. With this aatrox will be much more healthier and not as annoying to play versus. Also his W marks the target and his E stuns marked targets.

Now I'll talk about aatrox.

  1. His problems.

a) The root: His revive and W. This is why aatrox has crappy base stats. If you don't know what I mean, a standard bruiser has 90+ armor and ~2100+ health. Aatrox has 89 which is 3 more than talon (an assassin!!) and less base health than lucian. Yes, the squishy deletable food for kha'zix lucian.

His W makes him obnoxious to play vs: It heals him for a lot and if he passively farms he can have unlimited sustain which is EXTREMELY frustrating to play against. It's just not fun to poke and outplay the aatrox and get him low just to see him lifestealing his ass to full health under 30 seconds when he's bad. Playing against aatrox is much worse than against yasuo. His passive (the revive) also doesn't really help his kit. I mean it has 0 counterplay unlike zac's or anivias, and if aatrox does revive, what else can he bring? Anivia brings damage and cc, Zac brings another round of cc, what does aatrox bring? He comes back at 1000 hp late game with a full bloodwell and he goes tank, and he'll have no atk speed.

His W's health also scales off ad and his passive tells him to go ad (Makes him forgiving). In order words, you go ad and you kill yourself, you go tank and you revive with 1k hp and nothing because you didn't build enough damage so you're useless. Also aatrox gets blown up in 0.2 seconds in a teamfight unlike shyvana or darius.

b) Kit doesn't reflect his lore

Aatrox will eventually need a gameplay update because his kit... doesn't reflect what he is in his lore.

Lore: Leader that leads his troops to victory, and gives hope to lost situations

Ingame: 1. Can't force teamfights and isn't great at it 2. Doesn't teamfight changing abilities (In a 1v1 this is very well represented with his ult doe)

C) kit tells you to build damage but you'll kill yourself and to not build tank because you'll lose even more health with % health costs

Pretty obvious. I don't need to explain this, I already did in A.

Conclusion to problems: He needs to lose the revive and get better stats, also uninteractive and limitless sustain should be removed. Compensation: Better numbers and healthier kit, can now be given more utility.

Changes:

Q. -none. Maybe make it unstoppable under certain conditions (Full bloodwell? Ult?) maybe faster animation.

W- Every once in a while his next aa heals him, increased against champions. Cooldown is reduced by attacking, thus more atk speed= more heals. _Much less annoying and actually requires him to push the wave hard to heal. ACTIVE: Resets aa timer and performs an enhanced aa and deals damage to himself, cooldown also reduced by auto attacking. Marks the target.

E- stuns against marked targets. No other changes.

Ult: Maybe make this stun marked champs instead of E, so you can start teamfights even better, or this marks enemies to you can stun more people with E? No other changes.

Passive: No more revive, scales off max hp now. This may seem wtfish, but aatrox will be able to go tankier without losing too much offensive stats.

Hope you guys liked this and agree with my points, thank you for reading.

10 Comments

Paroe2 votes

You know whats a better idea?

Passive. Removed. W. Removed.

New passive: Attroxes basic attacks heal him for xx every basic attack, increasing by 50% when below half health. and granting increased attack speed based on how full the bloodwell is. When the bloodwell is full, basic attacks grants 20 movement speed.

New W: Banner of cataclysm: Attrox lofts his mighty standard, granting allies within 400/425/450/475/500 range 10/12/14/16% lifesteal and 20/25/30/35/40% attack speed for 4/5/6/7/8 seconds. Also grants 4/6/8/10/12% movement speed when moving towards enemy champions. Costs 10% of max health, 30/28/26/24/22 second cooldown.

New R: Passive: Every third basic attack attrox deals xx+xxAD physical damage to an enemy. Active: Same as before.

with that, aatrox is largely the same as before and can have his base stats adjusted to that of actual fighters and not sona. the bloodwell is a neat concept, but youre right. the revive just makes him broken.

GULAG 4 U2 votes
  1. you would need to replace his passive and I did remove a part of it The new W is also OP af, overloaded too.

Also the cancer parts in his kit are still there, and you didn't explain why these changes will be healthier.

Paroe1 votes

{quoted}

  1. you would need to replace his passive and I did remove a part of it The new W is also OP af, overloaded too.

Also the cancer parts in his kit are still there, and you didn't explain why these changes will be healthier.

the bloodwell itself is a balanced mechanic. its the revive that stops aatrox from getting buffs, not his innate sustain or his damage output. He is a diver; divers need an actual damage steroid and by splitting up the W you create a situation in which both can be tuned individually.

The banner is thematically accurate as well, the concept of the ability is "ENGAGE. DESTROY. BLOOD FOR THE BLOOD GOD". that being said invidiual components can and would be adjusted as itemization and the meta changes. Aatrox NEEDS to be a diver and psuedo support. the banner gives him that psuedo support capability while allowing him to build what divers need to build. Ah... wait, i forgot i had an original version.

aatrox gains 10/12.5/15/17.5/20% lifesteal and 20% attack and movement speed for 8 seconds. Allies within 400/425/450/475/500 range gain half the effects. Costs 10% of max health, 30/28/26/24/22 second cooldown.

was the original version i had cooked up. i completely forgot the half effects part... eh. the original is more fun anyway.

GULAG 4 U1 votes

Thematically your idea is great, but it's really overloaded honestly. His sustain is still there in my version too. Your OG version would actually be good, so that's a +. But the banner is really just broken.

Paroe1 votes

{quoted}

Thematically your idea is great, but it's really overloaded honestly. His sustain is still there in my version too. Your OG version would actually be good, so that's a +. But the banner is really just broken.

Its something he needs to be useful at all stages of the game im afraid. Its like bloodboil but for a diver, and allows him to build bruiser which is by far a much more viable option than feast or famine hypercarry or tank.

GULAG 4 U1 votes

True. Aatrox needs utility in order to fit his theme. I think he should be a fighter with an engage, somwhat a juggernaut. THe problem is you can't give a juggernaut a good engage, it's meant to be their problem. So he has to be a diver with a strong engage, but he doesn't have that. My changes are a temp fix, but in the end, he needs a rework in order to be healthy and fit his lore.

Paroe1 votes

{quoted}

True. Aatrox needs utility in order to fit his theme. I think he should be a fighter with an engage, somwhat a juggernaut. THe problem is you can't give a juggernaut a good engage, it's meant to be their problem. So he has to be a diver with a strong engage, but he doesn't have that. My changes are a temp fix, but in the end, he needs a rework in order to be healthy and fit his lore.

Divers and juggernauts are very different. Aatrox should NOT have super high bases like juggs. He is, first and foremost, a fighter; Bruiser is just a subclass of fighter with higher base stats. Divers are fighters with build in damage and sustain amps that work best WHILE diving. aatrox kit for the most part definitely fits the diver mold; the changes i proposed keep him largely the same while actually fixing his issues by shifting his power to things which can be balanced individually and are thematicaly accurate.

the banner is, in concept, a powerful ability 1v1 or, as its meant to be, under tower and while engaging. its something that aatrox needs desperately.

GULAG 4 U1 votes

Your point is right, but depending on how you interpret his lore, he can be a diver OR a juggernaut. But the consensus right now is: His kit doesn't fit his lore and is unhealthy.

D3m37r11 votes

Or we could stop with health costs that scale with stuff other than health. Aatrox and Olaf have abilities with health costs that scale with ad

GULAG 4 U1 votes

I mentioned that that should be fixed.

Also health cost that scale with ad isn't too much of a problem because they aren't supposed to go full ad (but making full ad aatrox/olaf viable WOULD be nice).

But yes ad scaling healthcosts are hamstrings to them and they need to go.

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