How to Increase Aatrox's Skill Floor Without Making him OP in High-End Play

JetstreamXT·10/28/2019, 5:37:26 PM·18 votes·10,998 views

I've been playing Aatrox recently, and I'm absolutely LOVING his kit. It rewards good positioning and accuracy extremely well, while also being straightforward to learn. The phrase "Easy to learn, Hard to master" fits Aatrox to a T.

However, it seems that he's not having much success outside of professional play. According to League of Graphs, his win rate puts him in the bottom 10% of champions at Platinum ELO, and he doesn't seem to fare too well even in Master rank play, with a win rate of just 45.5%. Based on this data, I believe it would be appropriate to reduce the Skill Floor required for him to be effective, so that more players can actually use him effectively.

So, before we talk changes, let's talk about what makes Aatrox, well, Aatrox. He is a high skillcap, physical-damage-oriented juggernaut who specializes in dealing massive sustained AoE damage to the enemy team under the correct circumstances, along with healing himself the more damage he deals. He excels in the early and mid game, but falls off late. His weaknesses include being kited, or being bursted down faster than he can heal (his tankiness without lifesteal is not very good, particularly in the physical department).

However, the hidden weakness that surprised me the most was other sustained-damage oriented melee fighters. The reason why Aatrox is weak to these champions in particular is that his melee-range damage requires setup. You have to cast the Darkin Blade twice before you can unleash a full-damage melee-range attack with it. The first two attacks actually deal 50% increased damage at different ranges outside of melee. If you don't believe me on this point, just look at the surge of players taking him Mid instead of Top, where he's dominating ranged matchups. Also, his matchups against ranged champions like Gangplank and Vladimir are extremely good, with win rates of +4.9% and +4.5% respectively at Platinum ELO (if you're wondering about Vayne, Aatrox's win rate against her is -1.8%, but it's not nearly as bad as say the Fiora matchup, where Aatrox sits at -3.9%). I don't necessarily think these champions should hard-counter Aatrox, given that he already gets kited pretty bad by ranged champions.

So, with all of the data presented, I think that the question we should be asking is "How do we make Aatrox more effective in Platinum+ play, without removing his counters or buffing his professional presence too much?"

The fact that Aatrox already deals so much damage when played right means an AD buff is out of the question. Buffing his AD would cause his professional winrate to skyrocket, which is what we don't want. The problem I think we need to solve instead is how to make his damage just a little more reliable in Platinum+ play. I believe that one of the ways to solve this problem would be by increasing his survivability toward the mid and late game. I know I said that late game is supposed to be his weakness, but I believe that he'll still be vulnerable to AD carries even if we buff his survivability. If he gets focused down and kited properly, he WILL still die. Now, Aatrox's natural lifesteal makes increasing his health pool too much a bad idea, given that it will allow him to heal for far more than he would normally. Think of the extra health like a Bloodthirster's shield: it makes him far less prone to being bursted down, while also improving his ability to sustain himself in fights, due to his natural lifesteal. Buffing his magic resist is also a no-no, given that he has one of the highest base magic resist values in the game. His early game is already obscenely strong in the right hands, so I wouldn't buff his base armor, either. With all of this in mind, I believe that buffing Aatrox's armor scaling is the way to go. As it is, he's frailer than Pantheon in both the early and late game when it comes to armor, so I believe there's some room to increase his scaling a bit without making him OP.

Personally, I would start with a small buff to his armor to make him a bit more forgiving when it comes to mistakes in the mid to late game, like this:

Current Armor: 38 + 3.25 per level (93.3 at level 18) Modified Armor: 38 + 3.50 per level (97.8 at level 18)

However, I don't think that this alone will be enough to make him viable. I believe that we need to specifically address his melee-range problems in order to truly make him worth playing.

So, how would I fix Aatrox's problem against melee-range fighters beyond buffing his armor scaling, without making him OP in the hands of a skilled player? I believe that the answer lies in Aatrox's Attack Speed. Because Aatrox cannot hit the edge of the first two casts of the Darkin Blade against an enemy in melee range, he'll be relying more on his basic attacks for sustained damage and lifesteal. Buffing Aatrox's Attack Speed scaling will increase his effectiveness in melee range, allowing him to weave autoattacks into Darkin Blade's internal cooldown more effectively at higher levels, without increasing the damage of the Darkin Blade itself, which would be obscenely effective on champions at range. I would do it like this:

Current Attack Speed: 0.651 + 2.5% per level (0.928 at level 18) Modified Attack Speed: 0.651 + 2.75% per level (0.973 at level 18)

Finally, I'd like to address Deathbringer Stance. While the minion healing does make him more forgiving, I believe it needs to go in order to buff Aatrox any further. To replace it, I would add a secondary Blood Well bar to Aatrox in place of his ult timer (the ult has other visual and audio indicators, so I think we could safely remove the bar for it). He would passively gain 4-8 "blood" per second, based on level. Hitting an enemy with an auto or the Darkin Blade would grant 8-16 "blood", and the edge would increase it to 16-32 "blood". This would make it much easier to keep track of Deathbringer Stance, which is one of the key points in determining when to trade with him, and I think this would actually serve as an quality-of-life buff below Master, and actually increase his winrate.

To summarize: Deathbringer Stance's cooldown is the same, it's just tracked by the secondary bar in a builder-spender fashion in place of his ult bar.

All in all, I think that these three changes would be a good place to start looking at making Aatrox more viable in Platinum+. However, keep in mind that I'm only Silver myself, so take my analysis with a grain of salt.

What do you think? If you wish, let me know what you think of my ideas in the comments below. Thank you for reading my analysis, and have a great day!

EDIT: Decreased the suggested armor buff from 3.75 per level to 3.50 per level. In retrospect, 9 base armor at level 18 might be a bit much. Instead, the Attack Speed buff should give Aatrox some extra sustain in melee-range skirmishes, while keeping his main weakness of being kited more intact (keep in mind, Deathbringer Stance's cooldown is reduced by basic attacks as well as Darkin Blade, so buffing his attack speed would be a much larger buff than it looks)

EDIT 2: Floating a new passive for the Darkin Blade (Q). See the section right under the Attack Speed buff for details

EDIT 3: Decreased the Darkin Blade passive attack speed increase from 50% to 33%. Even accounting for the 1 second internal cooldown on Darkin Blade, +50% looks way too high to me.

EDIT 4: Getting rid of the Q attack speed buff entirely. It just adds more complexity to his kit, and his E already has an autoattack reset. I simply no longer think it is necessary. Also, added a proposed QoL change to Deathbringer Stance that I believe will make him easier to play with no actual gameplay changes at all.

EDIT 5: Changed "Fury Bar" to "Blood Well". Thanks Gelsominokiller for the suggestion!

47 Comments

Pumpedhero10/28/2019, 5:44:27 PM5 votes

Easiest way to actually make aatrox viable.. revert his passive nerfs alot.. keep some of it but give back alot of his healing, thats his big gimmick.. OR.. OR... Listen to this one, Give him back his original revive and make it so its not broke (even tho I never really saw it as close to broke since its not nearly as good as say, tryndamere or other champs with that type Kayle, Kind etc.)

Free Roll10/28/2019, 8:34:29 PM4 votes

K let’s stop with the attic pity party he is just fine and his win rates keep climbing after everyone mistakenly jumped ship after the nerfs. If anything he needs meaningful nerf to his kit when it comes to fighting players.

He has giant aoe skill shots they are so big it’s not even fair to claim they are skill shots and they do massive damage. Most pure melee and short range champs simply get crushed by him the only exceptions are hyper mobile champs that can escape his huge aoe “unskilled shots”.

Let’s add some actual skill to his kit and we can return more minion damage back.

ZackTheWaffleMan10/28/2019, 5:47:48 PM3 votes

This is very well-thought-out, good post.

Romans VI XXIII10/28/2019, 8:18:37 PM2 votes

He can not and should not be buffed until he his core issue is fixed.

That being the absurd amount of CC he has. He has more CC than most entire enemy teams. On top of 4/5s of his CC ignores tenacity. Remove Q1&2 CC and THEN he can receive some buffs.

I'm fine with his high damage, I'm fine with his high sustain, I'm fine with his mobility, I am not fine with having all that AND 3 AoE Knockups, a slow and a displacement.

This is the reason he is broken in team play and weaker in solo. TEAMS work with his absurd amount of CC to zone and lock down enemies. While solos are terrible at working as a team and using his absurd team strength. Not to mention he has AMAZING team fight ingage with his ult + Q spam.

And NO he does not need buffs in an area to strengthen his ONLY weakness that he has for a few seconds. As Q1 is the ONLY Q that can not CC in melee Range as Q3 obviously is Melee Range, and Q2 can be positioned with his dash to hit the target that was in melee Range.

LightswornLance10/29/2019, 7:59:59 AM2 votes

Almost every single person in this thread doesnt understand what actually makes Aatrox such a good pick in pro play. Yes his kit is good with team play but thats not near the main reason. The main reason is that Aatrox actually gives his team the ability to play off top lane. Aatrox is a snowballing top laner and getting him ahead is about the same as getting your adc ahead in terms of carry potential. Once Aatrox hits his two item spike he is really strong and lets your team force fights around the time baron spawns, but he slowly falls off. He is the same as Renekton in this regard because of shojin and that's why Renekton has basically replaced him as the "blind pickable snowballing toplaner." Other top laners aren't as near as snowbally as Aatrox and Renekton, they are either lane bullies or just bad pro play champions or split pushers. This is why top lane feels like it cant carry, not because the role can't carry, but the champions can't. Aatrox is a strong pick because he is able to carry from top lane. The solution isn't to nerf Aatrox, it's to buff / change the other top laners so that they can compete.

Toxic Teeto10/28/2019, 8:56:14 PM1 votes

The only fix he needs is HITBOXES!!!!!!!!!!!!!!

[zombie-brand-facepalm]

Silverfang Blade10/28/2019, 9:06:29 PM1 votes

Or they could just revert all his nerfs save fkr the ult changes (taking out his revive and increased global healing), and shorten his Q knockup duration. That's all they have to do and he'd be fine again. Riot won't choose to do that though, because Jayce needs to be kept balance for pro leagues.

GelsominoKiller10/28/2019, 11:25:58 PM1 votes

I like the thinking you put through your analysis.

But... first: Aatrox is not a Juggernaut, not in a million years, not with his mobility and range. I'd barely accept him being called a melee champion, given his range of an aggression. Aatrox sphere of influence is more comparable to a Zed's than a Garen's, it's not a coincidence that Aatrox fares well in ranged matchups, where juggernauts struggle the most.

Aatrox has been a competitive nightmare for almost two years. He has crowded out any semblance of variety in the toplane scene. Riot has spent a record amount of design time trying to iteratively fix him. As a result, Aatrox was subject to a progressive removal of multiple mechanics, losing even his most iconic revive.

I think that Aatrox Q is a fantastic spell, but one that takes, and must take, all of a champion's power budget; W, E and R are a support to it. All of Aatrox strenght must be reduced to his Q, and only then we can afford thinking about buffing him in such a way most people can get to enjoy his amazing gameplay with decent success.

What i propose is to end the road of trimming his kit to the barebone Riot has engaged since his release (not much remains anyway):

  • his E can't go through walls anymore. This is an huge nerf, but moreso in high elo.
  • his passive doesn't heal Aatrox off minions anymore. It went from 100% to 25% and it proved to be the only change capable of crippling Aatrox's dominance in competitive. I conclude that out-of-combat, no risk sustain is inappropriate for a champion with such lane bully capabilities (when he's not underpowered). Sure thing, he should be compensated for that.

After the above mentioned changes, Aatrox is reduced to the minimum. Now we can engage in "how can he be viable for the average joe?" I propose a well-thought round of buffs on his base stats, just like you wrote in this post.

  • base health, scaling health and health regen up in order to increase his survivability and compensate for the passive change above
  • more attack speed and scaling attack speed for more DPS in close quarters. Failing Q, which is frequent in low elo, is now less impactful due to a solid baseline of melee autos as a fall back. I'd avoid introducing a new effect on his Q, Aatrox is already complicated enough.
  • base armor and scaling armor up for dealing with melee matchups. If Aatrox takes less damage, he has more time to land skills and heal.

Even after that, Aatrox will always remain an high skill floor champion with low soloq winrates, akin to Leblanc, Azir, etc. He'll never be an easy champion.

AdamrCc10/29/2019, 4:35:59 AM1 votes

I tried playing Kayn top on my SG account where I get 1/3rd the ping of EuW.

There's legit no reason to play Aatrox over Rhaast in Aatrox's current state.

Mihalikb10/29/2019, 4:41:39 AM1 votes

The reason why Aatrox is either overpowered or useless is that his Q is a ridiculously loaded ability. It's AOE and fairly long range. It can be chained fairly easily and it has CC on it.

It's an ability that comes out overloaded at lvl 1. If you get ahead, you destroy everything in a single combo chain, under tower, and there's nothing people can do.

If you fall behind, you will be mostly useless and everyone will roll over you.

Fact. Aatrox's damage unto itself is not really out of line. Fact. Aatrox needs a sustain buff to be relevant.

So really what Aatrox needs is his sustain back, and unloading a lot of power from his Q and putting it onto areas.

PaffWasTaken10/29/2019, 2:33:38 PM1 votes

Honest feedback:

-Making Aatrox tankier breaks his concept of being squishier than most bruisers, so that he relies 400% on sustain to survive. This is how old Aatrox rolled and thats a concept I always loved, while being (surprisingly) the only occurence of this in the game. He would definitely be much stronger if he wasn't as frail as a generic assassin, but it breaks the immersion IMO.

-The attack speed buff + AS steroid really is interesting. As of now, Aatrox feels like a goddam monster in midrange, while being a puppy in terms of danger at melee range. Even with Aatrox's current kit, I don't think a bruiser's weakness should be getting outmeleed. So, better melee capacities definitely is the way to go, but I think having an AS steroid in between Q casts would feel... weird. When I start chaining abilities, I want to chain up as much as I can, and go with the passive as a finisher. Having a steroid in between would definitely mix things up, but I don't think it would feel... right. IMO, if am AS steroid should exist, it should exist on the passive, maybe give back his "mark" on his passive hit, but instead of being a boosted grievous wounds, it would increase AS agains this particular target, and it would spread on creep kill to the next target, etc.

An idea I had back then to make his melee better, while keeping his ability casting theme, would be that HOLDING his Q instead of pressing it, would do a short ranged, 90 degree swipe in front of him, canceling his current Q cast and prolongating the cooldown, but giving him a short boost in AA range and a small AoE cleave effect to them. This would give the opportunity to Aatrox to punish people getting too much body contact on him, while giving the opponent outplayability by locking Aatrox's ranged ability for the duration he is "melee focused".

Jennifer1710/29/2019, 3:11:11 PM1 votes

"increasing skill floor" rito: i think we need to buff his damage and cooldown.

JetstreamXT10/29/2019, 3:29:02 PM1 votes

I think I might have an answer to the Deathbringer Stance issue: perhaps players just don't know when it is going to be up. I've noticed that I have trouble keeping track of Deathbringer Stance's exact cooldown with all of the CDR in his kit, so if people were to actually know in advance when it will be up, perhaps that would be enough to compensate for removing the minion healing. We could use Aatrox's secondary bar to show his cd on Deathbringer Stance when his ult is not up. Let me know what you think of this

SiG DxD10/29/2019, 4:57:39 PM1 votes

i was thinking ...what if his Q animation scaled with attack speed

LuaDotExe10/29/2019, 7:20:30 PM1 votes

I disagree with most of the changes, although the ideal goal is the same. My disagreement comes upon the fact basic flow of his kit focuses a lot on his Q, and his incredible skill floor comes from "you need to reliably hit the sweetspots of all of your casts of Darkin Blade". I feel as though your changes aren't targeting the correct areas where less-skilled Aatrox players are more likely to fail, and if I were to propose any changes to Aatrox, I would touch upon pulling away from how much he rewards higher skilled play in order to make him more consistent.

One of the biggest hurdles of playing Aatrox is an aggressively unforgiving early game; it's pretty rough nowadays, and his late game is where he shines the most. Giving him more power early should make him more consistent and less likely to fail hard at the start of the game, while drawing some of his late game power away as it's the most problematic part in pro play and keeping his overall strength the same.

Another possible option would be decreasing his healing in exchange for more raw bulk, this would hopefully reduce the dependence on dealing as much damage as possible to stay bulky and make him more forgiving.

A third option would be reducing how much damage the sweetspot of Darkin Blade deals, although I'm not as much a fan of this as the others. If this were the option, I'd propose for the damage to either be pushed onto the non-sweetspot damage, or pushed onto the rest of his kit in the form of his passive and W.

To return to your specific proposals: I will agree that Deathbringer Stance is important, but I don't think it's important enough to warrant replacing the duration indicator of World Ender. For both sides, knowing how long Aatrox's ultimate lasts is much more important than knowing when he gets an empowered auto attack, as it tells you how long Aatrox is aggressively powerful. If I were someone who is new to Aatrox, I know I'd much prefer the ability to know when I should be leaving the fight or keep going in, which are both heavily linked to the duration of World Ender. If I were an enemy, meanwhile, I'd like to know if I should be going in or if I should start running away because the duration is still going for quite a while. Because of this, changing the indicator to represent his passive would actually probably make him HARDER to play, along with harder to play AGAINST, and further cement his instability in low ELO and reliability in high ELO (low ELO players can't track that information as well, higher ELO players can). As a specific example: Vladimir's Q has an indicator, because his third Q has such a large impact on his gameplay. To reiterate what this means for Aatrox: I feel like the duration of World Ender is way more important for both sides to easily read than the cooldown of Deathbringer Stance, which is going to be up quite often in a teamfight where you're hitting 3-5 people with each Q and getting it up again almost instantly, where it doesn't mean anything anymore because it comes up so fast.

The attack speed boost, meanwhile, would reward weaving in autos-- which isn't something low ELO players are doing very much of, and it's not something that happens often, since you should generally start off at a range and start gradually approaching them with each Q. Bad Aatrox players aren't going to weave in autos-- they're just going to spam Q in a general direction and hope it hits, which is why I'm against increasing his base attack speed. That, along with the fact that Aatrox is usually locked out of auto attacking because of his Q, makes me feel like it's not the right direction. If you were to put any power into his auto attacks, I'd recommend Deathbringer Stance, as it accomplishes a similar goal while being on one instance of damage, rather than several, and further enhance the feel it has as an amplified attack. I'm not opposed to it, but I don't think it's the best choice.

Glory9710/29/2019, 9:50:47 PM1 votes

I dont think there is any hope for aatrox, I despise his rework for how terrible it is designed.

He is the reworked leblanc 2.0, an absolute lane bully that can completly shut down his opponent in lane. Aatrox can use his q to punish so hard everytime his opponent goes for last hits, it's not even anything special seeing a nasus that only got 15 cs at 10 minutes, cause well he got counterpicked, deal with it. But at the same time his kit is super clunky in a 5v5 scenario. Aatrox is not riven 2.0, cause unlike riven he cant cancel a million animations and complelty oneshot an adc in 0.1 seconds. The best thing aatrox can do is land a 3rd q into the enemies backline, which might do decent damage but is not very reliably and not that usefull either. Just like reworked lb couldnt utilise the passive-mark in a teamfight with its 1.5 sec charging time. (unless they have a massive lead)

Both aatrox and reworked leblanc can only function in 2 ways.

  1. Early game dominance: Let them being the most dominant lane bully that every existed in league of legends, so that you have to give up on huge ammounts of cs just because you need to respect their potential all in. Because reworked lb could just w, point blank e, r, q + ignite and you were dead even if you tried to flash away.
  2. Lategame stat-overbuff: Compensate their insanely unreliable abilites by just buffing their stats so high that they are still more usefull than other champions of their role, when they only hit half of their abilites or even less.

Both ways of making aatrox a meta-champion are extremly unhealthy. I think we should burry aatrox into the azir/kalista garbage bin or revert him entirely.

Ragnaveil10/28/2019, 6:40:14 PM1 votes

Maybe some health per level increase would help too. He just needs buffs so his late game is consistent, but his early game isn't worse than Kayle's.

JetstreamXT10/28/2019, 7:59:38 PM1 votes

I'm floating a larger change designed to make it easier to weave autos in with the Darkin Blade. Let me know what you think

Smyrage10/28/2019, 8:06:57 PM1 votes

Just some reminder what made the Aatrox rework OP: it wasn't his Q and damage, because he is a juggernaut afterall. There are some problems with his kit, which makes him a bit tough to balance:

  • built in lifesteal
  • passive healing
  • the first two Q have decent range
  • his W is good for initiation
  • E is a sort of good mobility tool

The healing is self-explanatory. Before the nerfs he was impossible to remove from toplane. Even if you won trades, he just healed back. The problem starts with the fact that he is a juggernaut, but he has tools a juggernaut weren't supposed to have: fight initiation with W and mobility on his E. Juggernauts are inherently immobile, but Aatrox is E, even though it is a small dash, is actually really good at repositioning. As for his W, other juggernauts can't really lock down the opponent to fight. Sure they can attempt to catch them if they get close, but Aatrox' kit allows for. Shortly, he has more than a juggernaut should have: poke on his Q, lock down on his W and mobility on his E and R.

Anyway they should make World Ender grant him Revive, because it was integral part of Aatrox.

PzyXo10/28/2019, 8:55:54 PM1 votes

Why play Aatrox when you can play Rhaast ? :thonk: