@Riot Spent a few days collaborating with Aatrox Mains Reddit on Aatrox's status, here's the output.

Captain Lito·8/17/2016, 5:44:43 PM·73 votes·9,876 views
Hello Aatrox Mains, I'd like to talk to you about some ideas for him! * /r/AatroxMains

tl;dr: Short-term, Aatrox really needs base stat improvements (HP, hp/lvl, attack range), Q cast time/range improvements, and the #1 complaint (by far) was the %bonus AD scaling on Blood Price's health cost. Also came up with multiple ideas for W, passive, and giving Aatrox more reward for landing a good ultimate, though those are probably only good for rework research.

Hello people and Rioters, my name is Essence Thief. Over the past two days I've been talking to the Aatrox Mains Reddit about Aatrox's current status and how it could be improved to a better status. As it stands right now, Aatrox is in a very awkward state of being goodish if mastered, but absolutely abysmal otherwise. In this post I'll be going over what we came up with to try and give Aatrox some love (not trying to get these changes in for worlds, just for preseason). And for the sake of not making things a complete bore, I'll be giving my reasoning in the form of patch notes. Without further ado, lets begin:

Aatrox: Changelog V.3

  **Base Stats:**

~Base HP increased to 558 from 538 ~HP per level increased to 92 from 85 ~Attack Range increased to 175 from 150

<< Other possible base stat ideas include increasing Base AD from 60 to 62 and increasing Base AR from 24.4 to 26.4. I personally think that out of these five at least three should be added, probably the HP ones since Aatrox is incredibly HP-reliant and the attack range since that gives him a slight edge over some other fighters. (Ex. Fiora, Pantheon). The reason for wanting better base stats for Aatrox is quite simple:

_As it stands with Aatrox's kit, he should have the power to be able to sustain and duel his opponents to a good degree. Right now he isn't quite hitting the mark due to how quickly he burns out in both sustained and burst trades. Giving him some more HP and attack range to work with would make things a whole lot smoother for the Darkin's murder spree. _

(In other words, he simply doesn't have the bulk to be doing his damage at the moment without being decimated due to his HP costs. If there's one place that should probably be buffed, it should be his main fuel source.)

  **Dark Flight (Q)**:

~Cast time improved ~Range increased to 700 from 650 ~Becoming airborne/having passive proc'd during the cast will no longer cause Dark Flight to fail.

<< Other **possible **changes include improving epicenter range, Allowing Q to be cast while Aatrox is airborne (Credit to Earthlord Jazz and TheI3igDaddy for this idea) ,and changing Q cooldown to 14 at all ranks from 16/15/14/13/12 since most Aatrox's max it last. Reasoning for this change:

_With the amount of mobility added to the game since his release, your everyday Darkin isn't quite able to pilot himself through ganks and teamfights. Giving him some more flight in his sails and more opportunity to take a risk should make his divebombing all the more enjoyable. _

  **Massacre (R):**

~Now cleanses all CC off Aatrox upon cast. ~Fears all nearby minions upon cast.

Reasoning: _It's an awful moment when Aatrox gets that glorious initiation for a fight only for the Massacre to get cut off with a single bullet. Giving Aatrox a better shot to start the chaos while also making it all the more of a Deadly Flourish should make the slaughter all the more effective. _

This concludes the changelog of changes that would probably be most beneficial to Aatrox in the short term. HOWEVER, the Aatrox mains reddit made something very clear: The bonus AD scaling on Blood Price (W)'s health cost is extremely bad at the moment. From what I've been told it's extremely problematic: Most other fighters are able to build brusier and still be able to do consistent damage (Think Jax, Darius, Fiora here), but with Aatrox building HP + AD actually HURTS him instead of making him bulkier. While I think this was intended, I do believe that it's not required to be as extreme as it currently is. *After a lot of discussion, here are some ideas the reddit came up with for W changes:

~Lowering the Bonus AD ratio (This would subsequently hurt Aatrox's damage, but the idea is that Aatrox would be able to do more sustained damage and be slightly better with less AD, and hence buffing his brusier potential.)

~Changing the W cost from Bonus AD to a % of his current health. I did some math here which I'll put at the end of this post, but tl;dr is that having 3% or 5% (With 10/20/30/40/50 base cost for cleaner numbers/better early) current HP scaling will require 60-70% and 40-50% HP to grant a lower cost, respectively.

~Changing the W heal ratio on Blood Thirst to % Max HP. (I found that 3% gives a decent increase without being too extreme (unless tripled of course), but it does create issues with Aatrox being too good when building tank, so I understand if this one isn't viable.)

Overall I believe Aatrox W needs major changes, but from what I can tell that's probably a long-term issue. We also had a lot of other ideas as well, varying from passive to ult. These included but are not limited to: ~Making passive scale off max HP ~Synergizing passive/ult a lot better ~Granting more reward for landing a good ult/initiation (i.e Attack damage boost, increased damage, movement speed boost, etc.) << This is the big one. ~Allowing W stacks /passive attack speed to fall off 3 seconds after reviving from passive ~Changing E into a more dash-oriented ability Of course, these changes would have to be done in a rework, but I thought it would still be helpful to inform you guys of all of the potential possibilities for an Aatrox rework.

To summarize the changelog above contains the changes me and the Aatrox mains community believe that should be given to Aatrox in the short term to improve his status right now, while the longer term are for rework research for you guys. Aatrox needs changes, it's a fact, and the Changelog shows the reasonable changes that Aatrox mains truly want, excluding W changes which they want with a passion. (Seriously these guys are livid about that health cost) Please don't let all of this work go to waste, I believe some of these short term ideas are fair and can be added at least during preseason. (Also as a foreward, I will be doing this same project with multiple other champions and their respective reddit community, so watch out!)

137 Comments

The Yetii Rider8/17/2016, 6:36:35 PM39 votes

Make Aatrox Great Aga-

Oh who am I kidding. Aatrox was never great.

#MakeAatroxAChampionAgain

Commander Javik8/17/2016, 6:24:31 PM10 votes

Thank you for your work :)

C13Magnum8/17/2016, 7:14:56 PM9 votes

I think the real problem with aatrox is he is an auto-attack drain tank. He can never be healthy because of that. Other drain tanks, fiddle, swain, vlad, have their survivability tied to limited resources (cd or mana costs) that offer windows of vulnerability.

Aatrox in his current state is unbuffable. He is just a terribly designed champ. I'm sure he's on their radar for a redesign though.

Amelie8/17/2016, 8:45:01 PM7 votes

I think you have to be VERY careful buffing this guy, otherwise he becomes borderline unkillable. It's nice that you want to help Aatrox players, but don't forget people actually have to fight him.

I really really really hate fighting drain-tank style champions. It feels like your damage just isn't sticking in any meaningful way. For Aatrox in particular, I have had awful experiences where he was healing more than my team could output damage. Then when you DO take him down, he just revives and continues, or flies away. And when he builds Guardian Angel on top of that...... I mean. Come on now. Super frustrating experience.

TheI3igDaddy8/17/2016, 7:43:54 PM6 votes

You know what'd actually be cool, assuming it hasn't been said?

Let Aatrox be the only champion in the game that isn't totally impaired during knockups; let him be able to cast Dark Flight while airborne and already be halfway through the cast.

Of course, he still can't jump if it's on cooldown, but thematically it'd be pretty awesome to counter an opponent's CC like that. Stuns will still stun, roots will still root.

GULAG 4 U8/18/2016, 4:57:24 PM6 votes

Honestly, to all of you how say he would be cancer if good:

item 3165 item 3047 item 3033 item 3143 item 3110

DunkinNoobs8/17/2016, 11:55:32 PM4 votes

I honestly don't think Aatrox is that bad, and a small usability change could easily make him strong. I've suggested a small % MS boost towards enemies while his ult is active, maybe 15%. I also think increasing his AA range to 175 would be good. And finally, an armor pen bonus of his W would do absolute wonders for him, perhaps 50% bonus armor pen on W procs, whether they're the damage or healing proc. Oh, and make the Q knockup box could stand to be a bit bigger for how important of an ability it is.

Auz the Ripper8/17/2016, 10:55:48 PM4 votes

something I suggest is to make both bloodprice and bloodthirst splash, you know, have the damage from bloodprice affect all enemy units in a radius and have have the heal from bloodthirst affect all allied units in a radius.

it'd make him a much better teamfighter and would feed into his theme without making his dueling overbearing.

inplane8/18/2016, 12:54:08 AM4 votes

To make Aatrox's Q more engaging, why not make it a two-part skill?

First Cast: Aatrox takes flight and remains in the air for 1 second. He cannot be targeted and can still move.

Second Cast: Aatrox descends onto the target location, knocking up/slowing in the area.

As it stands now, it's terribly boring mechanically. It's concept is exciting, but it's execution makes it look like a bootleg Soraka Q.

tubarao3128/18/2016, 12:22:03 PM3 votes

It would be nice if while airborne, you could cast Dark Flight without any cast time, since you are already in the air

The Y2J Problem8/19/2016, 12:43:10 AM3 votes

If Aatrox didn't lose all his attack speed after reviving, he'd be in a better place. It seems like a fairly tough punishment to have to lose a significant amount of attack speed - this means he is either left to limply thud the enemy, or much more likely, get obliterated.

If instead of the entire red bar (Blood Well) depleting, just the colour should disappear, leaving the full amount of attack speed he had, so he can at least attempt to come back from the dead. It's like if you were playing Anivia but after you revived you lost all your mana. What's the point in reviving if you have no meaningful way of coming back to life?

Keti8/18/2016, 5:32:22 AM2 votes

The problem is due to his awful kit design, the better he is, the worse game health gets. He isn't (and shouldn't be) allowed to be even decent until his kit is reworked into something that isn't a straight abomination.

Supreme Senpai698/17/2016, 10:02:56 PM2 votes

I don't think I ever want to see Aatrox great while he has his current passive. At least Anivia/Zac revive with low HP. He needs a rework, imo. Playing against him in lane is absolute cancer when in a 1v1, he has two lives. His passive should be changed/nerfed so that his other abilities can be buffed, and he can be in a good state without being stupidly good.

TheOvermind8/18/2016, 4:39:31 AM1 votes

This seems nothing but straight up buffs and lots of qol changes, I'm all for making aatrox better and more viable, but you can't just buff him like that. He still retains his problematic sustain, his extremely frustrating passive that is a pain in the laning phase.