If I could redesign Aatrox (with his current animations), this would be it

Failog··1 votes·526 views

Guys, I just throw ideas out there all the time to see what might stick. I don't need to be grilled on the numbers, which could be tweaked. If you want to comment, comment on the concept and what these changes might do for game play and strategy, and don't myopically obsess over the numbers listed. They are just rough estimations.


Blood Well--REMOVED Revive--REMOVED

Passive: Blood Sport--Aatrox gains 10 AD and 20% AS for every nearby enemy champion. Upon taking fatal damage, Aatrox gains a Blood Shield that absorbs damage for 4 seconds for 30% of his max health and 30/40/50% tenacity for 4 seconds. Cool down 180-120 seconds.

Dark Flight: No Cost. Cool down 12-8

Aatrox takes flight and slams into the ground knocking up enemies in the epicenter for 1 second and slowing enemies outside of the center for 20% for 2 seconds. Physical Damage: 10 / 35 / 60 / 95 / 120 (+ 100% AD and 5% total health)

Blood Thirst/Blood Rush. Cool down on active 25 seconds.

Blood Thirst--Heal: 45/60/75/90/105 (+ 5% missing health) every 3rd hit. Blood Thirst is doubled during Blood Rush

Active: Blood Rush-For 8 seconds Aatrox gains 20% movement speed and doubles his Blood Sport bonuses (uses Blood Thirst animations for every attack) and doubles the healing from Blood Thirst.

Blades of Torment--REMOVED

NEW:Blood Scorch--No cost

Aatrox unleashes two converging energy waves in the target direction that burn a path into the ground. Enemies hit by the blades are knocked aside stunning them for .5 seconds and burned for magic damage of 5% of their max health every second for 3 seconds (or some kind of magic damage) Scorched Ground lingers for 4 seconds and any enemy that steps on the blood scorched ground is slowed for 2 seconds for 30/35/40/45/50%

Massacre--REMOVED

NEW: Blood Rally

Passive: Aatrox nearby allies gain movement speed when moving towards Aatrox while Aatrox is in combat.

Active: Aatrox raises his sword and rallies nearby allies. For 10 seconds nearby Allies gain 30/40/50 tenacity and 10/15/20% lifesteal. During this time basic attacks that damage Aatrox invigorate him reducing the current cool down on all of his abilities by 1 second.


Now to explain why I think this would work. The key to this design is the interplay of his Passive, his active Blood Rush and his Ult, Blood Rally.

10 AD and 15 AS turns to 30 AD and 60% AS when 3 enemies are nearby. This encourages Aatrox to team fight. Activating Blood Rush will double this, which means he would have 60 AD and 120% AS during Blood Rush. Sounds like a lot, but he is not receiving any AS from his Ult, and he is not doing bonus damage with Blood Rush, except whatever is generated by doubling his passive, which is based on nearby enemies.

His Passive is a better version of his revive, as its a decaying shield with tenacity which will allow him to not be a sitting duck and give him the option to flee or keep fighting.

His passive heals were increased slightly and he gets some form of his insane healing back during the short duration for Blood Rush.

His Ult is strong for team fights, but also will help him duel as he will knock off many seconds of his cool downs, enabling him to possibly activate Blood Rush or his Dark Flight again.

Obviously the Q is a little stronger with more utility and the Blood Scorch can be used strategically to cut off fleeing champions etc.

Comments are appreciated.

2 Comments

TheHappyReaperz1 votes

HAHAHAHA, never fear, Happy is here!

"Upon taking fatal damage, Aatrox gains a Blood Shield that absorbs damage for 4 seconds for 30% of his max health and 30/40/50% tenacity for 4 seconds. Cool down 180-120 seconds."

I don't get this. Please explain. Do you have health? Or is it just a Shield? If so, is it not a revive, but more like Sion's Passive? I don't know, the wording is a bit vague.

Q: Its pretty nice. 8 sec CD may be a bit short, especially with the ease of acquiring CDR. Only thing, is that a health/AD scaling is a bit two-fold, and would likely be unbalanced, creating a situation similar to reworked Galio losing his armor scalings.

W: This, this is nice. Good bit of heals, good bit of damage, and most important, clarified. Only suggestion, is that you could increase the CD, but have it reduced by AA on champions/large/epic monsters, say a second, and AA on minion/neutral monster, by a half-second. That way it would promote a more, "Go in to get more damages" kinda thing.

E: 15% max health is a tad bit much. I realize numbers aren't final, but a switch to % current health, instead of % max health, could be a more balanced approach. In regards to the slow area, I assume it's the current triangle shape of his current E?

R: The passive MS toward Aatrox is a nice addition. However, giving lifesteal to allies is either good, ADCs + Assassins, or bad, Mages + Tanks. Perhaps it could give an aura similar to Gunblade? Also, 50% tenacity is a bit much. Again, I realize numbers aren't final, but perhaps something more along the lines 15/20/25% Tenacity? Merc Treads currently give you 30, so when ulting, anyone with Mercs will have 80% tenacity, and that would be really bad. Imagine a fed Zed, with 80% tenacity. A final thought, could the range extension be kept in his ult. It's a signature part of Aatrox's kit, and is pretty satisfying to use.

Failog1 votes

Great feedback. I like the idea of Aatrox being stronger when more enemies are near and giving a team buff during fights.

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