@Meddler Rebalance of Aatrox to make him more well rounded, balanced and less specialistic
I MEANT GENERALISTIC INSTEAD OF SPECIALISTIC IM BAD AT TITLES IM SORRY I MEANT GENERALISTIC INSTEAD OF SPECIALISTIC IM BAD AT TITLES IM SORRY I MEANT GENERALISTIC INSTEAD OF SPECIALISTIC IM BAD AT TITLES IM SORRY I MEANT GENERALISTIC INSTEAD OF SPECIALISTIC IM BAD AT TITLES IM SORRY I MEANT GENERALISTIC INSTEAD OF SPECIALISTIC IM BAD AT TITLES IM SORRY I MEANT GENERALISTIC INSTEAD OF SPECIALISTIC IM BAD AT TITLES IM SORRY I MEANT GENERALISTIC INSTEAD OF SPECIALISTIC IM BAD AT TITLES IM SORRY I MEANT GENERALISTIC INSTEAD OF SPECIALISTIC IM BAD AT TITLES IM SORRY

Aatrox's current problem is that he rushes 1 or 2 Sustain related items and then builds full tank. You can't do anything to him in lane because he can poke you down then execute you if he ever gets the chance, and no amount of poke could really ever hurt him when he was good before being nerfed a while back.
Sustain Tanking while also being able to Carry and also being able to Tank are not good things for a character to be able to do, so I focused on what makes Aatrox interesting and unique aka basically removed his Tank qualities and ability to be a Tank.
His early game in lane is far weaker than on live but his mid to late is MUCH better just by scaling with levels. His jungling is also better in many ways but is still somewhat weaker Early to make up for his ability to basically ignore most damage with high enough AS and AD mid to late game both in the jungle and in skirmishes.
Context written in Italics below Bolded Ability

TLDR:
- Now Classified as Fighter/Marksman instead of Fighter/Tank
- Passive has longer CD until Level 13 and less bonus Attack Speed until below 50% Health
- W CD is increased to force Aatrox to make a choice between the two during fights
- E has less damage, more range and far more slow to stop it from being a Nuke or Poke
- Ultimate loses damage to become a Carry and Steroid Amplification Ability with a free Cleanse

Blood Well (Innate Passive) Far less Attack Speed with more Health to stop Aatrox from overpowering people in trades when at high amounts of health and putting an actual risk and cost to constantly keeping himself topped off with his W Heal. Blood Well generation is tripled when the Bar is White to aid his ability to quickly start fighting people again and to stop him from being instantly nuked upon revival. There will still be some risk to losing your revive in the middle of a fight but it won't be so stacked against Aatrox as it is on live. Longer passive CD early game so that he pays more for a bad trade or fighting choice
- Blood Well to Attack Speed at 100% Well reduced to 10/15/20/25/30/35% from 30/35/40/45/50/55% (Levels 1/4/7/10/13/16)
- Attack Speed bonus increases by 2% per 1% of Missing Health capping at 50% Missing Health capping at 20/30/40/50/60/70% Attack Speed
- Blood Well gains are tripled when Revive Passive is on CD
- CD adjusted to 305/280/255/230/205/190 seconds at Levels 1/4/7/10/13/16 from 225 at all Levels
Blood Thirst / Blood Price (W) Longer CD than just .5 seconds forces Aatrox to think about how he approaches fights and which stance is better for him to be in, allowing his damage stance to be more useful in general. The Lifesteal change is to allow him to not kill himself as much for the drastic increase in his Health Cost from using the Price stance. Heal AD ratio increased and Heal amount reduced to emphasize the carry and damage orientated playstyle and builds on Aatrox so that he doesn't negate any of his design by just building Full Tank
- Blood Thirst and Blood Price CDs increased to 6/5.5/5/4.5/4 seconds static (not affected by CDR) from .5 seconds at all ranks
- Blood Thirst Bonus AD ratio for Heal increased to 60% from 25%
- Blood Thirst Heal reduced to 10/12.5/15/17.5/20 from 20/25/30/35/40
- Blood Price Bonus AD ratio for Health Cost increased to 75% from 25%
- Blood Price Bonus AD ratio for Damage decreased to 60% Bonus AD from 100% Bonus AD
- Blood Price Bonus damage will now apply Lifesteal at 20/40/60/80/100% Effectiveness instead of 0% at all Ranks
- Blood Price base damage reduced to 40/60/80/100/120 from 60/95/130/165/200
- Blood Price damage is now tripled when Aatrox is below 50% Health akin to his Heal being tripled below 50% Health
Blades of Torment (E) Slow Amount increased late game but reduced early game so that he is not as nearly as overwhelming in super early exchanges and ganks. Aatrox is becoming more and more of a mid to late game hyper carry and this is to emphasize it. Damage reduced early game so that he stops using it to clear or poke as much as on live due to his general damage and Carry potential increased elsewhere on his kit
- Slow duration adjusted to .75/1.25/1.75/2.25/2.75 seconds from 1.75/2/2.25/2.5/2.75 seconds
- Slow amount increased to 20/35/50/65/80% from 40% at all ranks
- Damage reduced to 55/95/135/175/215 from 75/110/145/180/215
Massacre (R) All of these changes are to give Aatrox a more precise Window to whoop some ass and turn the tides of battle. The cleanse is there to allow him to use it in a fight and the range allows him to become more of a threat than just your standard Melee Bruiser guy. The Attack Speed comes out roughly 20 to 40% higher than on live
- 200/300/400(+100% AP) Magic Damage Removed
- Now cleanses Aatrox of all Debuffs and Crowd Control upon Activation and can be activated when under any CC including Stuns
- Now increases Blood Well Attack Speed bonuses by 50/80/110% instead of awarding 40/50/60% Bonus Attack Speed
- Now increases the bonuses and costs of his W stances by 50/80/110% for the Duration
- Bonus Attack Range increased to 475 (600 Range) from 175 (325 Range)
- Duration reduced to 8 seconds from 12 seconds at all ranks
- CD reduced to 80 seconds at all ranks from 100/85/70 seconds
