Aatrox soft rework idea

Alykos··1 votes·424 views

Aatrox has been in a weird spot for a very long time. He surely is very underrated by a lot of players, he's much stronger then most of the people thinks, but he also has a lot of issues that often make him struggle and sometimes it's frustrating to see all this problems while playing him. The trouble is that if these issues are fixed he will be overpowered and unkillable, due to the fact that "Blood Thirst" is so much strong when he's below half health (the heal is TRIPLED). So, the only way to fix these issues is to remove the tripled heal when he's below half health.

Now that he doesn't have tons of heal anymore, it's time to solve some of his weakness:

  1. He's ridiculously squishy for a melee fighter, so his Health and Armor should be increased.
  2. His Q is too much predictable and it can be interruptible too easily, so he should be immune to cc while casting it, also increase the knock-up radius a little bit.
  3. His sustain is quite low when he's above half health and it's even lower when he builds tank, so "Blood Thirst" should scale with HP and should have a little more base heal (since we removed the tripled heal while below half health)
  4. He hasn't any sort of %HP damage, true damage or armor penetration in his abilities (that almost all other bruisers have), then his damage in late game against heavy armored tanks is almost inexistent, so "Blood Price" should ignore a percentage of target's Armor.

TL;DR:

  • (W) "Blood Thirst" heal is no longer tripled when below half health.
  • Base Health increases to 588, from 538 ; Health Growth increases to 88, from 85
  • Base Armor increases to 27, from 24.4
  • Blood Well storage capacity increases to 120-960, from 105-870 (to compensate the increased HP)
  • (Q) "Dark Flight" is now uninterruptible by any cc.
  • (W) "Blood Thirst" heal changes to 25/35/45/55/65 (+2.5% HP), from 20/25/30/35/40 (+25% Bonus AD)
  • (W) “Blood Price” damage now ignores 10/15/20/25/30% of target’s Armor. Minor Tweaks:
  • Attack Range increases to 175, from 150 (if Darius and Garen have this range, why shouldn't Aatrox have it too?)
  • When Aatrox revives from Blood Well, he no longer loses his W stacks (don't really know if that's a bug or it's intended, but it's not a fair mechanic)
  • Dark Flight knock-up radius increases to 100, from 75

That's all folks! Let me know what do you think about this. Will it bring Aatrox into the meta and make him popular, as he deserves to be?

1 Comments

N0rth Wind1 votes

I dislike how you pushed forced him into a tanky role and removed his triple healing.

Aatrox is supposed to be the melee counterpart of Vladimir: he has survivability for as long as he can drain something. Since he's melee and squishy (in contrast to Vlad who's ranged and a relatively tanky ranged too) he gets to revive and heal more when near death, so that while poke can be effective against him, he can sustain below a certain level even when he can't drain something for free HP.

If anything, Aatrox should be rewarded for building more risky and survive through that (like Ekko), and the tanky build should be safer but not as powerful (like Ekko).

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