Aatrox Mains Still Waiting

Ultra Rapid Fyre·1/11/2018, 6:59:11 PM·2 votes·613 views

Promises promises

Thats all we ever get

Still waiting for his damn rework so hes not irelevant

12 Comments

Who Fed Ru1/11/2018, 7:03:26 PM2 votes

and after he gets reworked:

Boards front page:

"wtf Riot revert" "gg I quit now that my main is reworked into shit" "Aatrox is now super unfun, wtf Riot"

KirotheImmortal1/11/2018, 7:29:39 PM1 votes

Imo he just needs his bloodwell to need less stacks or make the dtacks last longer. hell even the final duration shouldnt drain instantly like that.

AlienPrimate1/11/2018, 11:20:01 PM1 votes

I had a rework idea for him a long time ago. Here is the rough idea from what I remember without scalings and such.

Bloodwell - First attack against unique enemy with sword makes them bleed (almost negligible damage). Second attack and beyond absorbs blood to feed bloodwell. Revive HP is equal to 15% of the damage he has done in the past 20 seconds. Aatrox gains 1% attack speed and base AD per bloodwell point. Max 30 points. Slightly lower than normal melee base AD to compensate.

Q - Costs 10 bloodwell -12 second cd - Throw sword out and then it returns (similar to Ekko Q). Reactivate to dive to the sword's location. AD is reduced by 50% and range reduced to 75 when he doesn't have his sword in hand. This applies bleed and generates bloodwell as described in passive.

W - Costs 10,9,8,7,6 bloodwell - 1 second cd - Blood bursts from sword dealing damage (this is also true when he throws his sword)

E - Cost 10 bloodwell - Cooldown 0 - Absorb the blood of all bleeding enemies to heal for flat amount + percentage per bleeding champion. All bleeding enemies take the full remaining bleed damage amount and stop bleeding. Rough example: base heal is 120 and 2 champions are bleeding so you get 10% increased per champion for a total heal of 120 + 20% = 144

R - Does no damage; Increase range and attack speed, doubles bloodwell gain, W radius is increased, and Q range/speed is increased.