@Medddler List of every set of changes that could be made to Aatrox that wouldn't break him
Any of these sets alone would be good enough to help him out without breaking him. Obviously if you added all of these at once he would become a Monster.
Sets 1, 2 and 5 could go together without breaking Aatrox Sets 3, 4 and 5 could go together without breaking Aatrox
1) Making his decay more like
and making his Well better
- Passive decay rate increased to 4% per second from 2% per second
- Passive decay timer increased to 10 seconds from 5 seconds
- Well decay rate halved and gains are doubled when Revive is on CD
2) Allowing
to scale better with Health in general as the game goes on
- Passive heals for a percentage of Total HP instead of an amount equal to Well
- Q and E Health costs changed to Flat HP instead of % Current HP
- Base HP (Level 1 - Level 18) adjusted to 500 - 2200 from 538 - 1983
3) Making his Q more worthwhile to use by adjusting Q and E
- Q knockup radius increased to 112.5 from 75 (half of total radius up from third)
- Q cannot be interrupted but he still is affected by the CC when he lands
- Q travel time scales with distance traveled aka faster if cast on top of self
- Q AD ratio increased to 120% Bonus AD from 60% Bonus AD
- Q CD adjusted to 18/15.5/13/10.5/8 seconds from 16/15/14/13/12 seconds
- E slow adjusted to 3 - 1.25 secs based on distance instead of 1.75 - 2.75 secs by rank
4) Making W not worth maxing until Last by changing W1(Heal) and W2(Damage)
- W1 to 14/16/18/20/22(+40% Bonus AD) from 20/25/30/35/40(+25%)
- W2 to 20/45/70/95/120(+200% Bonus AD) from 60/95/130/165/200(+100%)
- W heal against Minions and Small Monsters reduced by 25%
**5) Making his Itemization easier and more flexible like

**
- W1 now has a 40% AP ratio and W2 has a 80% AP ratio for

- W2 changed to Magic Damage from Physical Damage so he can build

- W2 damage is treated as a Spell Effect for things like

- E AP ratio increased to 100% from 60%
TLDR; Rounding out Aatrox's gameplay Late game by weakening his Early
builds 2 damage items
builds 3 damage items (4 if Top)
builds 2 damage items (4 if Top)
builds 2 damage items
builds 3 damage items (4 if Top)
(or at least shouldn't be)