Defining Aatrox's Role

48983507DEL1··1 votes·978 views

I've put a couple of threads up already about Aatrox and how he needs some love. I've looked at some suggestions on how he should be buffed or tweaked to better define his role in the game. Right now he's sitting in an area where he has quite a bit of potential, but his stats and lack of utility inhibit him from reaching that potential. I've come up with a couple of ways to make Aatrox better in a certain role, whether it be a strong duelist/splitpusher with tons of survivablilty and undying aspects, or to make him more of a teamfight engager/tideturner with the ability to fight on till the very end and increase his team's chance of victory in that fight.

Option 1: Duelist Improvements

Base health increased to 425 (from 395)

Innate: Bloodwell - Maximum attack speed bonus increased to 1% for every 1.5% in the Bloodwell.

Q: Dark Flight -Radius of Darkflight (both damage and knockup) increased by 10%. Increased damage scaling to 70% AD

W: Bloodthirst/Bloodprice -Every third auto attack restores 20/25/30/35/40 (+35% bonus AD) health. The heal is increased by 200% when below 50% health -Every third auto attack deals 60/95/130/165/200 (+100% total AD) bonus physical damage

E: Blades of Torment -Also slows attack speed by 35% and deals 75/110/145/180/215 (+90% AD) (0% AP)*

R: Massacre -Deals 175/250/325 (120% bonus AD) magic damage to all enemies in the area and heals Aatrox for 50% of the damage dealt -6.25% for each enemy beyond 1 hit (50% for 1 enemy, 43.75% for 2 enemies, 37.5% for 3 enemies, 31.25% for 4 enemies, and 25% for 5 enemies). Increases his attack speed by 40/50/60% and increases his movement speed by 20/30/40% for 12 seconds.

Option 2: Team Fighter Improvements

Base health increased to 425 (from 395) and scaling health increased to 100 (from 85.0) per level.

Innate: Bloodwell -Revive static cooldown reduced to 180 seconds.

Q: Dark Flight -Radius of Dark Flight (both damage and knockup) increased by 25% and cooldown reduced to 14/13/12/11/10 seconds.

W: Bloodthirst/Bloodprice -Applies 1/3 the selfheal/damage/cost every auto attack instead of every third auto attack

E: Blades of Torment -Basic attacks reduce the cooldown of Blades of Torment by .5 seconds

R: Massacre -Deals damage equal to 10/15/20% maximum (or current) health of all enemies hit and grants Aatrox 40/50/60% increased attack speed and grants nearby allies half the bonuses for 12 seconds.

These changes definitely give Aatrox a significant amount of power either way, giving him either increased damage or increased utility. His base health is definitly low for a fighter/tank and needs to be improved whichever case is chosen. Currently his damage scalings on his abilities are garbadge since two of them scale better with ability power than they do with attack damage. His Bloodthirst/Bloodprice seems too weak in terms of both the damage and selfheal to make him a significant duelist since he is completely and utterly countered by hard cc and attack speed debuffs. Usually to compensate for low damage scalings, a champion would be given tons of utility, but Aatrox is also missing that; his knockup's radius is too small to hit more than one or two champions and doesn't knock up for very long at that. His slow is very difficult to hit on more than two targets unless they are lined up for him, not to mention that its range is really small. Finally, his ultimate is headed in the right direction, but needs to be improved to either give him a chance to turn the tide of a fight for either himself significantly or slightly for himself and more for his entire team. Making it heal him would cause an opponent to over-commit to a duel and allow him to win a seemingly lost fight, while giving his teamates an attack speed buff would mean having him nearby in a fight extremely valuable and allow fights to be turned by the timing of his ultimate's use.

In conclusion, if he is supposed to be a duelist, buff his damage to make him viable when competing against top duelists like Udyr, Zed, and Fiora (Jax would still easily win in a duel). If he's supposed to be more of a teamfighter, imrpove his utility so he can have a significant teamfight pressence comparable to Lee Sin, Riven, and maybe even Wukong. Either way, he needs to be improved. The numbers and suggestions above aren't perfect, but it's a start. Please look into this and give Aatrox some love.

12 Comments

Hayaishi5 votes

They should reverts his nerfs, he wasn't that problematic when he got nerfed.

AtheosisX1 votes

I think he should be shifted more towards jungling. His kit makes sense in that role but he just doesn't feel optimized for it at the moment.

48983507DEL11 votes

I think he should be shifted more towards jungling. His kit makes sense in that role but he just doesn't feel optimized for it at the moment.

Yea atm he's not really fit for anything. As a jungler he has tons of sustsin and better gank potential than some others, but come mid and late game he doesn't do anything besides spllitpush semi-decently. He doesn't have any peel, his engage is too small to be significan't, and he has no pick-off potential.

futuresight231 votes

I'm curious if there is anyone from Europe with some input on Aatrox given that they seem to think much more highly of him than people in NA do.

Aatrox seems to be one of the most popular champions to dismiss as trash tier in NA while he seems sufficiently powerful enough for EU to pick or ban him in a third of their LCS summer split games.

Lord Graves III1 votes

His issue is that he is like Fiora. Another failed attempt at creating a melee carry.

Theoretically he was supposed to be a regen tanking autoattacking carry. He didn't work out that way, but I feel removing Grievious wounds would go a long way towards helping him. Also better base health, and something to make his W better, or let his ult make his autoattacks splash.

Narasimha1 votes

I might be reading this wrong, but are you saying Fiora is a failed attempt at a melee carry? Really?

Lord Graves III1 votes

Thats exactly what I am saying.

She is not as well designed as Master Yi (post rework), Tryndamere, or Yasuo.

I would argue that Aatrox and Fiora are both failed attempts to create melee carrys.

Narasimha1 votes

Define 'well designed' and 'failed', then. Because I'm not seeing it. She's exactly on par with Yi and Tryndamere.

Lord Graves III1 votes

I find she functions far more like an OK assassin than as a sustained damage carry. She blows up 1 enemy champ then dies herself. Her defensive mechanisms are insufficient compared to Yi, Yasuo, and Trynd. She also fails to deliver on the fencer duelist Errol Flynn fantasy gameplay wise, and fails to deliver as a grand duelist mechanically.

She isn't bad, she just doesn't do any of the things she was sold as. For this reason I consider Fiora failed.

She and Gangplank need loads of work. Aatrox can use slightly less in my opinion.

48983507DEL11 votes

His issue is that he is like Fiora. Another failed attempt at creating a melee carry.

Theoretically he was supposed to be a regen tanking autoattacking carry. He didn't work out that way, but I feel removing Grievious wounds would go a long way towards helping him. Also better base health, and something to make his W better, or let his ult make his autoattacks splash.

Fiora didn't exactly fail as a melee carry, since she does a ton of damage and lifesteal as well as a lot of sticking potential and dueling potential. She's not supposed to be a teamfighter, although she can do it to some extent since her ultimate hits multiple enemies. She is similar to Master Yi, dealing tons of damage, having an untargetable ability, and having being mostly auto-attack reliant, although Yi is a lot easier to use and does the job better to some extent. Aatrox, however, is a completely different case; he actually has CC and a push towards teamfight initiation/tideturning as well as dueling. His problem is: which is his profession? He can't be a squishy melee carry because he has very little sticking potential and gets kited too easily because of this. He cannot be a tanky initiator/peeler because his crowd control is very confined, very easy to miss, and has a long cooldown, which makes hitting them not very rewarding and missing them completely unforgiving. His only role, and I mean ONLY role ATM is a splitpusher, and he can't even do that as well as champs like Tryndamere, Zed, Jax, Shaco, and Sivir since he can not 2 v 1 as well as Tryndamere, Zed, and Jax, and cannot escape as easily as Shaco and Sivir. Even as a duelist, he does not have enough damage to duel a champ like Fiora and is too vunerable to CC to duel a champ like Riven. He needs a buff on either his damage or utility.

LordTobiothan1 votes

kit wide buffs are not the way to go. I think a smaller wind up on Q and base health to match other melee adc's would be fine for him.

48983507DEL11 votes

kit wide buffs are not the way to go. I think a smaller wind up on Q and base health to match other melee adc's would be fine for him.

Im not saying he needs this much, I just think he could use a some love. These would definitly define his role, but I could easily take just one of these changes and be happy, as long as he's given some power and make him viable, since he is outclassed in every role that he would be played in.

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