Another Aatrox rework idea

PrimalOppression·6/29/2017, 2:30:45 PM·3 votes·434 views

---Warning: This is gonna be long post, as I want to describe my thoughts.---

These are my opinions, and I welcome anyone who can correct me in constructive way

Well, we all know how is Aatrox doing these days. While his win ratio isn't that bad, considering his 0.16% play rate, only few Proud Aatrox guys actually play him. I love his design, his lore, and play style he is supposed to have (Low escape, Aa based, team fight diver with aa heal sustain) And even thou Riot gave him some power shift in his last update, by my opinion he isn't in spot he deserves as "God of Battle"

I was thinking how he could be improved, fitting his lore without changing his kit too much. Summing it up, I think Aatrox lacks in:

  • Versatility: He can be very good now, but in most of the scenarios, Tryndamere or even Yasuo are by far a better pick. Just a fact that if someone attacks him without any stacks on his passive, with 1 person ult he needs to aa 6 times with Blood Price to activate his passive.

  • Actual team fight potential: While he can serve as distraction, be focused first and revive with his passive, smarter players can either ignore him, His CC is at best used on 2 persons and easy to dodge/interrupt, and his Aoe damage is scaled with Ap, with only "viable" ap item Guinsoo's Rageblade,

  • Easy to kite even with Frozen Mallet, while lacking actual reward for catching enemy (Darius)

  • Lack of personality in gameplay, as his play style is practically Tryndamere, and his Q is weaker Galio ult.

So to get to my ideas, what I would like him to have : Abilities used more for battle utility than raw damage

Be reason to start big team fights by both teams even if one have some disadvantage

Shift his power, make good plays more rewarding

Be reliable in skirmishes, but have higher usage the bigger fight is

Make him more Complex without changing his playstyle or make it harder to play him (We also want new ppl to play him, not only you old pro's )

I will explain all skills at the end, as I don't know how to make spoilers on this:( read those after you read all skills. There will be some big power shifts, consider all before commenting please. Also many scalings and functions may look difficult on paper, but wont affect gameplay too much Now to actual abilities:

Passive=Blood Well Aatrox can store spilled blood in his vicinity (350 area) filling his Blood Well by 25% of dmg done (excluding damage on Aatrox) ---(max of 100+(50% max hp), Aatrox gains Hp regen based on amount of blood stored, gaining ((2% of blood stored)x(enemy champions in 550 range)) hp regen per sec. When no unit within 400 range is in combat for 3.5 sec, drain (25% of max well) per second healing Aatrox for ((Hp regen bonus at start of drain)x 3) When your health reaches 0, all blood is loss despite Zileans Ult/Guardian Angel or Ultimate's passive. Healing from outside sources is reduced by 50% while above 10% hp. Move speed is reduced by 30 when moving away from enemy champion within 550 range for more than 1 sec.

Q=Into the fray

CD: 20 sec -2 per rank Aatrox will pause for a moment ((0,33 sec) - 0.05 per rank) hooking end of his blade into the ground, then use this grip to slide in half circle path, ending with Upper Punch. Enemy hit by Upper Punch takes damage (scales and is increased by ((+40% ad)+(40% ad x(champions hit with slide)) and is knocked up for (0.5+0.1 per rank) Enemies hit by slide are rooted for (0.15 sec x (champions hit with slide) and dealt half of Upper Punch damage Slide speed is increased by rank Path of slide can be altered in same way as Taliyah Seismic Shove, increasing radius but not slide time, max radius increases with rank. Cast cost is: Self damage equal to 2.5 sec of current hp regen + 20 per rank, disables hp regen for 1.5 sec.

W=Blood Thirst / Blood Price

Each rank in skill gives Aatrox bonus Atk speed (15+ 7.5% per rank) and increased move speed (10 per rank)

Blood Thirst: On every 5 aa, Aatrox heals for ((2 sec of current hp regen)x(Ally champions in 500 AoE) +(15% of current blood well)

Blood Price: On every 5 aa, deal bonus magic damage equal to ((30% ad) x (Enemy champions in 500 AoE))-----(Children of Grave does not count) Deal self damage equal to 3 sec of hp regen and disable hp regen for 1 sec, This Effect does not fill Blood well, and does not benefit from life steal from Gunblade nor spell vamp

E=Blades of Torment 12-1 per rank Launches two energy waves converging in the target direction, dealing damage equal to ((20% bonus Ad)+(15 per rank)) If enemy champion is hit by last 25% of wave, he is dealt bonus damage equal to (7.5% max hp of enemy with biggest Hp Aatrox slain since last E, champion assists count, Epic monsters don't) Cast Speed and wave speed increase by rank a bit. Champions hit are slowed by decaying (10%+ 5% per rank) for 2 sec If this hits 6 units (champions hit count as 3, Epic monsters and buffs as full 6), Aatrox's next aa gain bonus range of 35 per level, and have 0.15 attack delay instead of current attack speed.

R=Glory of the Slaughter

Passive: Revive: If Aatrox health reaches 0, and there is ally champion within 750 AoE, enter stasis for (2.5 sec +(1 sec for each ally champion in 550 AoE(those who enter during stasis count too)) While in stasis fill blood well 2 times faster and its range is increased by 150,and regen health equal to 40% of all damage dealt in 750 area If no Ally champions are present, gain invulnerability for 2+0.33 sec per enemy champion in 550 AoE, and 25 bonus move speed towards them, if Aatrox wont heal himself to at least 15/10/5 % of max hp before end of this effect, he dies.

Passive: Spoils of war: Stacking passive. Starts with 1 stack. Spoils of War improve his W, reducing attacks needed for W proc by 1 per 3 stacks, to minimum of 2, And grant bonus effect on aa. This bonus effect will pull enemy champion by 15/25/35 units, Proc on: A: Champion is hit first time in 7 sec window B: On aa that is enhanced by E proc C: For first (# of stacks of Spoils of War) on enemy champions after activating R, not counting hit under A category.

Active: When activated, gain 5/10/15% bonus healing from self for 10 sec, no healing from outside sources, and if his ult's passive is activated withing this time, he also knocks back nearby enemy champions, dealing 150/250/350 physical damage in small area and heal for bonus 5/10/15% of max hp IF There are at least 2 allies and 3 enemies within 1000 area, Glorious Battle event starts.

A huge area is declared as battle field, all Champions within are considered as participants, Any champion that at start was outside of Battle field can enter it, become participant and gain decaying 35% bonus move speed for 2.5 sec. Any champion that was Participant and leaves battle field is considered coward, gains 60 flat move speed bonus and deals 75% reduced damage for 8 sec

The battle ends when there are champions of only 1 team in the Battlefield, Winners get (50+(75 per rank)) gold, are healed for 10% of max hp, get improved recall for 5 sec but reduced damage to buildings by 15% Aatrox gain Spoils of War stack for every battle, 2 for each battle with all champions participating, and bonus 1 if he wins.

During Battle 2 things are tracked for every champion Damage deal Damage taken Damage healed (Heal on self does not count) Those with highest "score" in those will win bonus 50 g, and receive small Floating icon over they head, Shield Sword Or "helping hand",(like crowns from "Battle for Freljord" representing what they excelled in, those icons will be removed next time Glorious battle starts and have to be re-acquired.


General explanation

-Dead Enemy champions count as a "Nearby enemy champions" in skill scaling, allies don't. -With these changes, Aatrox strength will increase directly by amount of enemies against him, operating with 550 AoE as "close vicinity" range -I wanted Aatrox damage to rely less on rank of skill, and use skills for utility more than as a damage source. -By doing this however, a dull press Rmb champ would come out, so I added multiple interactions for all skills, rewarding player for good plays by adding unique effects and boosting aa. -Big changes are that of new passive on ultimate and move of revive from passive to R, and increase of aa required for W proc. -These put pre-6 Aatrox on weaker spot as he is now, however increases his effectiveness for each good team play, increasing his end-game potential. -All of the changes were done while considering Aatrox lore, less heal from outside sources as he is prideful (toplaner/ jungler so doesn't impact early game much), I don't think Ultimate needs lore excuse, and Hp regen as an alternative to lifesteal for in-battle healing. -Passive filled by all damage done around, as he enjoys it no matter whose it is. -For gameplay, removing flight from his Q feels bad a bit, but now its just a nerfed Galio ult, also removed its use as terrain traverse. -His Q now serves for starting battles, if hit Aatrox can get to enemy backline while holding up frontline to give him a moment to do his job, -Pull bonus on his aa serves to deny enemy kiting, also can be used to interrupt channel and with bonus range E proc can turn tide of battle if played right -His skills will practically loose damage scaling per rank in skill, however gain increased utility, this is because I want for Aattrox to be really use them only as a way to process the battle, not just to point on squishy and smash head against keyboard [Annie ,Fizz,Zyra and so...] -Now he can utilize Q to temporary shut down enemy CC tanks for his Katarina, use E on 2 champions and pull another, making 3 guys to stay in fight. -All of the values can be discussed as they are only approximate, and I know many will know better than me if they are not broken.


----You don't need to read this if you don't care or agree.---- To explain skills to detail,

Passive: -Health regen based kit is something that no other champion have, and I understand that making one could produce unkillable tank if done wrong, -So I have removed damage boost, As was moved to W, almost removed rank damage scaling from skills and (as hp regen dmg was added on Blood price) increased number of aa required for W proc. These would make Aatrox full tank nothing worse than lets say full tank Karma/Ekko/Yasuo -Aatrox is now forced to build damage if we wants to be effective, but benefits from Hp items making Frozen Mallet and Titanic Hydra a good choice. -Also come with 3 bad attributes, all made for balancing overall champion kit, considering he will have 3 passives. -Reduced move speed, as I think that he shouldn't be able to run from fight as easy as to get into it. But have 1 sec window so animation canceling wont be bothersome -Reduced heal because he have enough sustain, heal from Soraka or Nami could make him too good at surviving the dive or in skirmish. However -Reset on blood well ensures that he will have take care of when to blow his revive, and also balance in case of Zilean in team.

Q -Removed opinion to trespass terrain, as this move is used mostly for escapes. -Making him slide allows for dodging skill shots, granted by adjustable arc of movement. -Aatrox cannot be stopped once he starts the slide, unlike the time when he is preparing for it. -Speed scaling and preparation time reduction is there to make him more unpredictable in mid-late game team fights, but also allow enemy to interrupt it in early laning phase, while if Aatrox jungles, this wont make his successful ganks grant double every time. -"Rooting" enemies is there as an equal to knocking them of their feat. -Upper Punch is executed by his larger hand -Damage Scales by enemies hit with slide, up to hight 200% ad damage, this damage might seam broken, but considering to hit all 4 enemy champions AND hitting squishy as last one, this would require big skill (luck) from Aatrox player or dumb enemy team.

W -Increased Aa required to proc, but those can be reduce down to 2 by stacking passive. -This is done mostly for balancing early to mid game, and giving Aatrox another reason to help team. -Damage of Blood Price also scales with enemy champions, making Aatrox skirmishes weaker than full team fights. -Heal from Blood Thirst also makes Aatrox want to play with team rather than 1v2 -Those also ensure that overfed Aatrox will still stick to the team instead of solo killing or camping enemy, making gameplay less cancerous for both teams

E -Shape of AoE damage does not change, but would be a bit longer and faster per level. -With reduced base damage, this will now reward players for hitting with end of the skill more than just point blank cast -Added effect from hitting multiple enemies is to replace attack speed and range boost from old Ult. -Hitting full minion wave can now grant a free poke hit for Aatrox, or as he can store it for unlimited time, a better engage in next fight.

R

-Biggest changes in kit -Revive was sorted in 2 forms -With allies nearby, Aatrox will heal and suspend giving them time to make sure he can resurrect safe, without wasting it. -When there are no allies, we all know that 98% of time Aatrox dies 0.1 sec after resurrect, to counter this invincibility can allow hit to give his final stand

  • Spoils of War balance his kit in long run, for mid and late game. -Pull on aa will give him tactical strength, countering dashy champions that would normally wreck Aatrox if they use dash before his pull. -Grand Battle is just a way to make teams want to fight each other, with rewards for both teams to lure them into fight. -Rewards for best Dps/Tank/Healer is another way to reward good players.

I don't want to spamm to much, so if you have any questions, ask in comments :).

BEFORE YOU COMMENT -Don't put up comment : "I don't like it" "I like it" "Good Idea" and similar, post only reasonable questions and objections, if you like it up vote, otherwise down vote -I want to hear your opinion, but please check first if someone didn't said that before -Yes I'm unranked bronze for all of you that want to know, I don't play LoL for High post number or nice portrait border, -I know that there will be people that will hate this idea, and I'm ok with it as long as you put up reason why. -Check comments/ ask question before you vote in Poll -I'm not native English speaker, pardon my grammar.

Thanks for reading.

4 Comments

Sun Wu Ryuumoku6/29/2017, 3:39:15 PM1 votes

Well, we all know how is Aatrox doing these days.

Good atm. He's a good toplaner.

I was thinking how he could be improved, fitting his lore without changing his kit too much.

Forget this... his kit will drasticaly change

Versatility: He can be very good now, but in most of the scenarios, Tryndamere or even Yasuo are by far a better pick. Just a fact that if someone attacks him without any stacks on his passive, with 1 person ult he needs to aa 6 times with Blood Price to activate his passive.

Aatrox is a better choice than Trynda... maybe not at low elo (because u'll splitt without any punishement). Aatrox can teamfight. Aatrox is more versatile than both trynda & yasuo. U can build aatrox like a splitt pusher or like a classic divers.

Lack of personality in gameplay, as his play style is practically , and his Q is weaker Galio ult.

yeah his kit lack of personality... but ur comparaison are bad.

For ur rework i'll start by this :

  • im not a Aatrox main (even if i know this champ very well)
  • i really think Aatrox main would be more skillfully to give good idea

Then ur rework isn't good IMO :

  • u don't solve current kit issues
  • its basicaly the same kit with some tweaks