Aatrox's Potential thematically and mechanically
So I know Aatrox isnt a super popular champ right now
Lets talk about why.
Even with his new kinda (I wouldn't call it a rework); he hasn't seemed to draw much attention.
This is given that some Aatrox mains consider the update to be a failure for not addressing the main concerns/drawbacks that they saw with his current kit, and even say that they have made those drawbacks worse, and also the rest of the community still doesn't see Aatrox as much of anything to give a hoot about.
Well thankfully this is just a partial update and Riot plans to do more so worry not! At least not yet.
I'd like to hear the communities thoughts, because I want a discussion that can address facts on Aatrox's current position from what he was in the past, the viable changes that you could see, or think should be done in the future with his kit, and finally how he is fitting with his theme and what more work could be done to help him reach his final and greatest potential thematically and mechanically.
I don't expect this post to garner much attention as it is Aatrox, there probably isn't a more uninteresting champion in the game (even with his recent news and that says something). Hopefully the Aatrox main community hasn't given up on him because they are most likely his last hope.
Now to my uninformed opinion, Aatrox does not require a full rework, he needs and update. I don't think that his abilities in their most basic form are all that bad, they all have potential to be great.
UPDATE: VERY IMPORTANT!! Possibly the BEST thing that can be done for Aatrox is to attatch the strength of his dmg and healing to his current HP on some abilities like Warwick who is a healthy Drain Tank.
What do you guys think of his passive? I think that as it stands it still fills the theme he had previously. It still allows him to revive and he casts abilities to use it. I also like that he has to keep fighting to obtain the revive. But it has many inherent problems.
It is a BIG problem that he might not be able to revive even if his revive is off CD.
The way that new passive seems to work, is that it locks Aatrox into a monotone pattern, fight to end or lose. Is this what riot was going for? It seems that some find this playstyle constricting to say the least, coupled with the fact that you get NONE of the bonuses till the end of the stacks, apparently the kind of build up isn't fun even it works for a window of power, which to some seems too short. Some argue that Aatrox doesn't have the base resistances or HP pool to reliably trade like this all the time. More in-depth analysis of the passive in the comments below.
My question is, if it didn't work for Ryze, why do they think it will work for Aatrox? Do you think Riot will end up making Aatrox work kind of like a combo machine gun AA ability champ similar to Ryze?
Possible solutions 1.) Blood Rush should only activate if Aatrox has attacked an enemy or has been attacked at max Blood Well
2.)The Blood Well fills up based on how many enemy champs Aatrox has damaged.
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Aatrox acquires stacks for every ability cast + 1 stack (or maybe 50% of a stack) for every champ damaged beyond the first one
- a)In addition Aatrox should get cleave dmg on his AA somehow, whether it be every AA while Blood Rushing or just every 3rd AA while using Blood Price (which would be a nice little buff). Or maybe every 3rd AA while using Blood Price while Blood Rushing
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give the whole sword a hitbox that way it damages all units on its way to the primary AA target
3.)After the initial activation of Blood Rush, Blood Well decreases at at DECREASING rate (also meaning that it should last longer 6-8 sec). Additionally, the Blood Well after a Blood Rush should only decreased down to a minimum of something like 1% of his max HP.
Lets have some consistency here Riot if Zac and Anivia can always have their revives then maybe so should Aatrox, sure make it an extremely low HP revive if the player doesn't meet ur requirements, but at least allow them to get the revive if its off CD. We get that both Zac an Anivia can be killed as trade offs during their revive process, but just because u can't damage Aatrox during his revive doesnt mean it should be harder to obtain the revive even when its off CD.
- there could a several second window between the activation of Blood Rush and when Blood Well actually starts draining.
4.) Put the revive on shorter CD, or make Blood Rushing either
- reduce the CD by x seconds each time its activated
- reduce the CD of the revive by 1 sec for every 1 sec Aatrox is dealing damage while sec Blood Rush is active.
- Or maybe the revive CD is reduced for 1 sec for every x damage Aatrox deals while in Blood Rush.
5.) A slight build up in AS for every x% of the Blood Well, but it could only reach a cap less than his full potential when not Blood Rushing (maybe about half). While Blood Rushing Aatrox gains the FULL AS % buff and in addition the AD buff. This makes it a bit easier for Aatrox to get his stacks a lil faster.
- a)Or above 50% Blood Well capacity Aatrox starts gaining some passive Buffs
Players miss the build up and hate having no bonuses until the window of power which forces an all in all the time and makes Aatrox risky.
6.) Blood Well heals Aatrox based on the time spent Blood Rushing at the end of the duration
- a)Or damage he dealt while he was Blood Rushing at the end of the duration *b)Or keep it at the flat 40% HP but increase it by 5% for every champ unit w/in a certain radius
7.) Revive HP percent definitely need to be way higher then 30% for the work he has to put in compared to Zac or Anivia, at least maxing at 50% health like Zac.
8.) Change the stack # to 4 instead of 5
9.) Change the way Blood Rushing works
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When it fills entirely, the Well empties immediately giving him a new buff - Blood Rush. While under the effects of this buff, dealing or taking damage versus champions will refill the Blood Well for the damage dealt. After 4 sec of the buff being active the Blood Well will begin to deplete on its own at a constantly decreasing rate and damage taken and dealt will fill the Blood Well at a decreasing rate.
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While Blood Rushing, Blood Well drops to x% (maybe 50, 75, or 100)and remains there for (say 4 sec) during this time Blood Well wouldn't do anything on its own. Instead Blood Well partially refills when Aatrox damages an enemy champ, and when and enemy champ damages Aatrox, the Blood Well would partially drain.
- a)The refill or drain could be based on each instance of damage or a % of damage.
- a)If Aatrox is slain he gains the revive for what is left in the Blood Well, if Aatrox lives Blood Well maintains what is left for
- a)Or perhaps instead the duration is lengthened by a set amount when Aatrox attacks and decreased by a set amount when the enemy attacks
10.) change how Aatrox gains his stacks
- Each ability eviscerates Aatrox's target(s) leaving a pool of blood for every champion/large monster struck in a random location within 300 units of the unit. If Aatrox walks over this pool of blood he will consume it filling his Blood Well by 20% and increase his AS by 10/15/20/25% for 2.5 sec. Blood Well doesn't drain on its own unless Aatrox activates Blood Rush at max stacks. If an enemy champ/ large monster walks over a blood pool they will destroy it. Blood pools last 6 sec. Once Aatrox fills his Blood Well 100%, after 3 sec or upon dealing damage to an enemy he will Gain Blood Rush for 5 sec. During Blood Rush Aatrox gains 20/30/40/50% bonus AS and 25% AD, every AA eviscerates enemy champions/large monsters. While Blood Rushing every time Aatrox consumes a Blood Pool the duration is refreshed. At the end of the duration Aatrox will maintain the current % of Blood Well for 5 sec before it drains on its own completely. During this time Aatrox cannot Blood Rush. Aatrox's abilities will automatically add Blood Pools to his Blood Well if their AoE's intersect. If Aatrox takes an instance of damage equal to x% of his max HP, while there's anything in his Blood Well at any time, he will lose 20% of it. If there is anything in the Blood Well at any time and Aatrox is slain he revives for a % of his health equal to 50% of Blood Wells current %. Reviving drains the Blood Well. Blood Thirst Every 3rd AA heals Aatrox for x% max HP and draws in Blood Pools within 250 units Blood Price Every 3rd AA deals bonus damage and eviscerates the unit if its a champion or large monster Blades of Torment Will leave 2 pools of blood for each target if the target(s) are hit by both skill shots
*Gaining a takedown on a unit will leave behind a large pool of blood, in the location they were slain.
10.) Make Aatrox gain a decaying shield for 30% of his health instead of being untargetable and increase the revive HP to 50%
Q I know what u guys are gonna say (if anyone comments at all it is Aatrox after all) It moves too slow and its interrupt-able so its garbage.
Solutions 1.) if they increased the range I think that making it slow and interruptable would be an acceptable trade off. Thoughts? I also think that they should give Q a health scaling to help him make better use of HP items he needs. (Do health scaling take into account shield HP?)
2.) Once in the Air until he reaches the ground again he should not be targetable. Meaning this: during Dark Flight's 0.6 second cast time (into the air) and 0.3 second wind-up (pause mid air) Aatrox should not be targetable, but during the 0.3 second wind-down, he should be.
- a) if 0.9 sec of untargetability is too much and take up to much of the power budget then just make the "0.3 second wind-up (pause mid air)" untargetable. Let Aatrox players show off their skill, and don't punish the player for using the ability cause it has such long delay, that should be punishment enough.
3.)Upon cast Aatrox dashes into the air half-way towards the target location, and after a brief delay slams into the target area
4.) Aatrox dashes into the air over a target location. After a brief delay the ability can be cast again at a different target location causing Aatrox to slam into the ground.
5.) Casting makes Aatrox take flight for 1.5 seconds, becoming untargetable and gaining 25% movement speed while hovering towards enemy champions. Recasting while mid-air causes Aatrox slam down at a target location. If time runs out Aatrox will dash towards the nearest enemy champion.
6.) Anything related to activating his passive should reduce Q's CD.
W Removing the HP cost was gud but nerfing the dmg reverted what good the HP cost removal did. Personally I think they are trying to shift some power around the kit to make room for better stuff that we have yet to see.
Possible Solutions 1.) The first hit of BP could always trigger the effect, and BT should only heal when he has something in his Blood Well.
2.) BT should also heal for bonus at full Blood Well and while Blood Rushing, since BP is buffed while Blood Rushing, BT should be too.
- a)Possibly increasing BT's heal for each stack could help a bit.
3.) change the scaling of his heal to TOTAL health + a % of missing health, that rewards players for building tanky MUCH, better, while still letting him be harder to kill the lower he is.
- on top of the % max HP regen, on each 3rd AA Aatrox could heal for a % of the damage taken in the last x sec.
4.) Aatrox should get cleave dmg on his AA somehow, whether it be every AA while Blood Rushing or just every 3rd AA while using Blood Price (which would be a nice little buff). Or maybe every 3rd AA while using Blood Price while Blood Rushing
- give the whole sword a hitbox that way it damages all units on its way to the primary AA target
5.) it seems like WW was in a similar spot to Aatrox in terms of his regen with AA's and Riot deemed that unhealthy for WW and changed it and WW has been in a better spot ever since. While below 50% maximum health, Aatrox's AA heal him for a smaller amount (than currently), with the healing tripled to while below 25% maximum health
6.) Change W slightly
When Aatrox toggles the ability for the next 3 sec he increases his AA range by 250. They blade will fly from his hands and attacks units on its own. Aatrox will maintain the ability to AA through any form of CC for the next 3 sec.
E I think that this ability would be fine despite its weird skillshot if they put a reward on it for hitting targets with the end of it like Nidalee. Thoughts?
Solution 1.) Places mark that reduces the targets Armor for a few sec if hit at the end of range (or with both Skillshots). This would be an incentive for Aatrox players to go in with some AA's after hitting the target rather than just staying back a poking. It also indirectly buffs any nearby allies, which feeds into his theme of being an inspiring warlord.
2.) Should also deal double dmg if target is hit by both projectiles, b/c COME ONE it takes skill to land that, REWARD skill pls Riot. or the slow is doubled if hit with both skillshots or the Blood Well fills up for 40% if the enemy champ is hit with both skill shots
3.) Update the Ability Aatrox AA's twice dealing damage in a cone while sending out the skillshots. While AAing Aatrox gains a spellshield in front of him. The Skillshot benefits from W's bonuses if the 1st or 2nd AA of E counts as W's 3rd.
R I think a major failing point for Aatrox is his Ult, it should feel big an impactful for players to activate but it really falls short on that excitement. I once read a Rioter's comment, that for a champ to be fun they need to have some sort of advantage other the enemy that the enemy doesn't also have access to, that kind of breaks the game a bit, while still being a bit fair and not TOO rage inducing for the enemy team. This is what they said in a sense. Aatrox doesn't really have that, and it comes from his lack of measuring up to his theme. I think an updated ult could be what saves Aatrox
I'd like to think of a healthy vision for Aatrox is somewhere between Nasus and Kled. He should the powerful Raid Boss that powers up his teammates, by raisng their moral when they are weak. Like his lore says he should be able to take a losing battle and make it possible for the team to win it. Right now his ult just doesn't cut it.
Just an idea that Riot will never look at for R, because its Aatrox R A.) If Blood Rush is activated during the ult it should remain active throughout the duration of the ult. Except if Aatrox dies.
1.) Upon casting Aatrox marks all allies within range granting them a small % of Lifesteal when they are below 30% health. A small % of damage dealt to enemies by all allies within range is stored as HP in a shield for Aatrox. Aatrox's shield HP drops off at a rate of X HP per sec. While his shield persists a 550 unit radius bubble AoE surrounds him. Within this AoE
- a.) allies gain armor for 50% of the shields HP. or
- b.) ALL damage taken by allies is stored and converted into DoT dealing a % of the stored damage = to Aatrox's missing HP %( taking into account the additional shield HP%) every sec. Stored damage is signified as a Gray section in the HP bar.
Allies can stand over slain marked enemies for 1 sec to send a huge chunk of HP to the shield. After the duration Aatrox permanently gains a percent of the shield's HP.
2.) Any enemies slain during Aatrox's ult leave behind a large pool of blood, standing within this pool will consume it granting the ally champ massive HP regen for a duration.
I think that this ult better reflects Aatrox's theme from what we know from his lore WITHOUT just giving everyone a dmg boost which a lame stat check
Lets talk more about mechanics and theme for Aatrox below
) I mean Vlad and Zac are doing gud (i think, educate me pls), and Dr. Mundo while outdate a bit seems to fine and looks like he might be in the tank update at least all those champs got attention from Riot.
) at pushing towers they already have to build defense to take away from their power and more defense than i previous seasons relying more on item effects than ad now they cant even use their in kit attack speed to push towers. split pushing is already a bad strategy and this is another nerf to it.
and
being largely defensive and as much defensive as they are offensive which isnt much either but aatorx is seemingly being pushed into this juggarnaut build which is gimped as he already is is gonna get him nerfed even more. this is why they took away his attack speed scaleing and made it even slower for a titanic hydra build. Aatrox by design scales with both ad and attack speed (and health) but all the items with those on it were taken away because adcs were useing them.
zephyr
. and not hybrid and has no mana so 1/3 of
is wasted not to mentioneven with cdr his cooldowns are too long to use spell blade.

