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@Riot Meddler, my Aatrox rework

OuterRaven··22 votes·5,974 views
Reign of Gaming

Hello everyone, my name is OuterRaven. I don't post here often, but I'm a frequent poster in Reign of Gaming. Anyway, let's get to the point.

I remember reading some time back that according to Riot Meddler, Aatrox was in a good spot and wasn't in need of any changes at the moment. This concerns me quite a bit, considering that while he may seem good on paper, his base stats are quite low for a melee champion which sets him back quite a bit compared to other champions. The base damage on his abilities are quite low as well.

Of course, with his current kit he cannot be buffed, it simply has too much (mobility, CC, free sustain, damage, wave clear, poke, 2 steroids, revive passive). Which is why I tried to do my own rework, with the aim of removing what's toxic (free sustain) and what's out of place (poke, ranged wave clear) while trying to give him an identity that fits his lore: a teamfight-centric bruiser (think of J4).

I got good feedback on RoG and some people insisted that I posted it here where Riot could potentially see. I don't want this to get too big so I'm just gonna paste the essential here and if you're curious for the explanations of why I changed what, you can follow the RoG link and check it out yourself. As always feedback is appreciated (NUMBERS ARE PLACEHOLDER AND EASILY CHANGED):

Base stats: Increased to match standard bruiser levels.

Passive: Bloodwell - no changes.

Q: Dark Flight - Slight increase on the circle and epicenter size.

Base damage increased to 90/135/190/225/270 from 70/115/160/205/250.

Cooldown reduced at all ranks by 2 (14/13/12/11/10 from 16/15/14/13/12).

W: Blood Thirst/Blood Price - complete rework

Passive: Blood Price: Aatrox's blood powers his basic attacks, dealing 10/15/20/25/30 (+0.1 Bonus AD) bonus physical damage. Additionally, basic attacks and spells now apply a stack of Cursed Blood for 4 seconds (refreshed every time a new stack is applied to the same target. Maximum 3/4/5/6/7 stacks per target). Every 3rd basic attack, the bonus physical damage is doubled and Aatrox loses 15 / 23.75 / 32.5 / 41.25 / 50 (+0.2 Bonus AD) health.

Active: Blood Thirst: Aatrox calls all of his own blood in the nearby vicinity back to him, consuming all nearby Cursed Blood stacks, dealing 60/90/120/150/180 (+0.2 AP) (+15% bonus damage per stack) magic damage to all affected targets and slowing them by 20% (+10% per stack) for 1.25/1.5/1.75/2/2.25 seconds. Additionally, Aatrox heals for 10/20/30/40/50 (+15% bonus health per stack) (+1% per Aatrox's missing health) health per target. Healing from minions is reduced by 50%.

Cooldown: 14/13/12/11/10

E: Blades of Torment - Removed

New: Impalement: Aatrox's next basic attack pierces through the enemy, dealing 20/40/60/80/100% of his total AD in bonus physical damage to the target enemy and all enemies behind it in a line. Additionally it shreds their armor by 5%/10%/15%/20%/25% for 3 seconds.

Cost: 5% of current health.

Cooldown: 10/9/8/7/6.

Range: 500

R: Massacre - Partial rework

Aatrox draws in the blood of his foes, dealing 100/200/300 magic damage to all nearby enemies and pulling them closer to him. Additionally, Aatrox gains 175 attack range and his basic attacks deal 50% damage to all surrounding enemies except for the main target, for 12 seconds.

Red bait: @Riot Meddler @RiotPhreak @RiotClassick @Classick

39 Comments

BITE ZA DUSTO4 votes

I really hope that Riot looks into this kind of thread

Manwad4 votes

Done turned him into a burst Voluc.

This looks awesome. Hope a red sees this.

Teridax684 votes

While I would personally like to see Aatrox taken in a different direction (he could be the bloodlust-inspiring avatar of war from his lore, and become a team-empowering frontliner), these look like mostly excellent changes to him. While Aatrox is balanced in his current state, he is also one of the blandest champions in the game, and his intended core playstyle (autoattack-based drain tank) is implemented in such a way that it cannot be properly brought out without creating serious gameplay issues, namely his free infini-sustain. The new W you gave him gives him a significant gameplay choice between hitting crowds of enemies and focusing on single targets for CC, and I think you could even make this go further by making the healing dependent on Cursed Blood stacks: that way, you could give Aatrox fairly harshly gated healing early on, where it's most problematic, and then have it massively expand to the late game, where he's meant to be a drain tank. I would still keep the converging projectile on E (it's really cool and does have a lot of good gameplay behind it for Aatrox and his opponent), and turn the slow into the armor shred you proposed, but in either case it's a great idea to have Aatrox contribute utility for his whole team along with himself.

Giving Massacre a focus on AoE power and damage is good, but I don't think Aatrox really needs a self-centered group pull, particularly since it just becomes redundant with his range steroid (it lets him reach targets more easily). While this is also true for Aatrox's current ult, there's a lot going on here, and it would be better to take a look at what the ability's main goal is and work from there (does he really need the initial AoE magic damage, for example?).

OuterRaven3 votes

Auto-attack based drain tanks simply are not healthy for this game. They either heal too much and you can't duel them, or they heal too little and they're useless. It's very hard to reach a middle-ground while making the champion feel satisfying for the player, which is why I turned away from that playstyle and focused on making Aatrox more teamfight-centric since it matches his lore.

The W active is reliant on cursed blood stacks, as in you cannot activate without at least one stack being near his vicinity (think of Twitch's E).

Sorry, but the old E had to go. It gave him too much safety in lane and more utility that doesn't fit his theme (ranged poke and wave clear). You can't really justify buffing his base stats while he still has his old W and his old E.

I already answered this before, but while the AA range increase may seem redundant, it is necessary for when the enemy retreats after your pull. They're not gonna stand there, they're gonna try to run away from Aatrox. With the AA range increase, he can land a few more AAs before they're out of his range so he can provide his team a stronger AoE slow with his W and a stronger heal for himself.

Teridax681 votes

{quoted}

Auto-attack based drain tanks simply are not healthy for this game. They either heal too much and you can't duel them, or they heal too little and they're useless. It's very hard to reach a middle-ground while making the champion feel satisfying for the player, which is why I turned away from that playstyle and focused on making Aatrox more teamfight-centric since it matches his lore.4

This is often true, and applies to current Aatrox, but I think it only applies in the context of life steal and similar mechanics (Blood Thirst's AD-scaling heal on every third auto, for example), because the healing is tied to your damage, and so leads to the binary situation you mentioned where you either steamroll your opponents while being unkillable or die before you can do much. However, if you were to decouple the healing from your champion's damage, such as by having it scale with your health (ZenonTheStoic was working on a version of that on his Warwick kit), you could avoid that kind of situation by having your drain tank still function without being required to deal too much damage.

{quoted}

The W active is reliant on cursed blood stacks, as in you cannot activate without at least one stack being near his vicinity (think of Twitch's E).

Yes, but what I'm saying is that you can go a step further and parcel the healing based on each stack your opponents have (like Twitch 's E but in reverse), so if you had a total of 10 stacks lying around on 2 enemy champions, for example, it would heal for more than 3 stacks on 3 enemy champions. As a side note, while I'm guessing this is already the case, you might have to specify if the AoE damage on your new ult applies Cursed Blood stacks.

{quoted}

Sorry, but the old E had to go. It gave him too much safety in lane and more utility that doesn't fit his theme (ranged poke and wave clear). You can't really justify buffing his base stats while he still has his old W and his old E.

I think you're targeting the wrong ability here. His current E only grants him safety because he can heal for massive amounts while poking down his enemy, which is admittedly not a healthy gameplay pattern. It's his W that's the problem, not his E, and even if his E were a problem you'd still be mostly treading over them with the new ability you gave him. You're still giving him ranged poke and waveclear (plus more utility than before, with the new armor shred and the slow being moved to W), except you're making it even more dependent on laning, because you'd need a minion to damage your opponent behind it. I think his old ability's thematically fine (Sion, a durable and disruptive close-range initiator, has ranged poke and waveclear with his E, why can't Aatrox have his blade poke?) and carries good gameplay (it's more difficult for him to poke targets at farther ranges, due to the shape of his projectiles), so I still don't really see the reason to change it.

{quoted}

I already answered this before, but while the AA range increase may seem redundant, it is necessary for when the enemy retreats after your pull. They're not gonna stand there, they're gonna try to run away from Aatrox. With the AA range increase, he can land a few more AAs before they're out of his range so he can provide his team a stronger AoE slow with his W and a stronger heal for himself.

But isn't the slow after his pull strong enough? You're already giving him a self-centered Orianna ult and the power to hamstring multiple enemies at the press of a button, on top of his existing knockup; does Aatrox really need all of those bonuses and effects to help him stick to his targets? I'm not saying you need to get rid of the range increase, specifically, but there's a lot going on with your ult, and I think it would be better if you trimmed it down to the essentials and made those effects strong. Current Aatrox suffers from a big case of diluted power, mainly via the split autoattack steroids on his passive and ult, and I think one of the best things that could happen to him would be to concentrate his power as much as you can (which you've done really well overall).

76Summers3 votes

a bruiser who can revive himself tho....then you give him jax stats? come on

OuterRaven2 votes

That is a good counter-argument. However, unlike other bruisers, Aatrox's abilities cost health. And not meaningless health costs like Vlad's abilities or Mundo's abilities, they're health costs that actually hurt if you're not careful.

Add to that the fact that with these proposed changes he is forced to trade with his lane opponent in order to gain access to his sustain and the fact that he's severely weakened after he is revived due to Bloodwell being empty, I think that with proper number tweaking this rework will leave Aatrox in a healthy, balanced state.

This way he has clear strengths, weaknesses and a proper identity, instead of the live Aatrox where his base stats are incredibly low, has access to free 0 counterplay sustain and is overall not very fun to play as (due to how weak he feels) or against (due to how incredibly hard it is to deal with his sustain if he gets ahead).

19 19 193 votes

I thought people wanted Aatrox's ult to be an AoE Fear

OuterRaven4 votes

That's actually a cool idea, but wouldn't work with this specific kit, due to this Aatrox wanting people to be near him, not away from him

Edbwn1 votes

Yeah, I remember reading about them talking about that. They said that thematically, an AoE fear would be cool and fit, but it's def a tank ability, and Aatrox is a fighter (or bruiser), not a tank. His cc and whatnot needs to be more selfish, instead of team-oriented. Like his live E has a slow so he can catch up to you and kill you, his live q has a knock up so he can kill you while you're defenseless. His kit shouldn't care too much about what the rest of his team is doing. :P

OuterRaven2 votes

That's a fair point, but from what I gather from his lore, whenever he showed up in battles he inspired his allies to fight more ferociously, to the very last man.

Now, some people say that because of this he should have some type of aura ability that gives his team some temporary stats (like Taric's ult). This would not only be really hard to balance, it wouldn't really fit with his gameplay of a bruiser.

With this kit, however, he can quite confidently be the first into the fray, because now he has enough impact in teamfights to inspire his team to follow him.

Don't get me wrong, he still very much wants to kill people, but he doesn't strike me as the lone wolf split pusher duelist type.

Edbwn1 votes

Right, the AoE pull would be more of a "fighter" ability (even though it doesn't really make sense to give him attack range and then just pull someone closer, it's kinda redundant) than the AoE fear, which would be more of a "tank" ability, is what I was saying.

OuterRaven3 votes

You do have a point, it may seem a bit redundant. However, the additional AA range is necessary, for it helps him deal with being controlled and kited during fights.

Also, I really like how his blade extends, so I didn't want it to go away. :P

DaedricTerror131 votes

yeah but fear slows people like 95% so who cares.

Phoneixflare3 votes

I like this idea a lot!

Messaiga2 votes

I must say I love the direction this puts him in (teamfight centric bruiser, high AOE damage, Drain-Tanking WITH counterplay). Though I feel like it could be more refined. What I think could be done? Move his attack speed buff elsewhere, separate Blood Thirst and Blood Price, Blood Price becomes his E (on-hit passive moves here, Impalement is the active).

Blood Well - remove the attack speed buff, it can be moved elsewhere in his kit.

W - Blood Thirst: Slight tweaks as well as moving part of the passive to E.

Passive - Applies Cursed Blood, maximum stacks reduced to 5 per target but it doesn't scale with rank.

Active - Aatrox calls all of his own blood in the nearby vicinity back to him, consuming all nearby Cursed Blood stacks, dealing 60/90/120/150/180 (+0.2 AP) (+20% bonus damage) magic damage to all affected targets and slowing them by 30% (+10% per stack) for 1.25/1.5/1.75/2/2.25 seconds. Additionally Aatrox heals for 10/20/30/40/50 (+20% per stack) (+1% per 1% of Aatrox's missing health), 50% reduced healing versus minions.

E - Blood Price: Number tweaks, attack speed buff moves here but armor shred is gone, Impalement becomes the active, part of his W's passive moved here.

Passive - Physical Damage increased to 10/15/20/25/30 + 0.2 Bonus AD.

Active - Same as Impalement, but instead of shredding armor it gives Aatrox an attack speed buff (40%/50%/60%/70%/80%) for 3 seconds and range increased to 600 (like Vi's E).

Once again, I'm totally for making Aatrox a better teamfighter and making his sustain to be more interactive, your concept just needed some refinement (in my opinion). Also about Aatrox's Ult, instead of pulling enemies toward him why not make it a taunt or fear? Could be an interesting idea to explore.

And, lastly, I got questions.

Will Cursed Blood be applied to enemies near his target damaged by Aatrox if he has a Tiamat or Ravenous Hydra?

If yes to the above question, would he be applying 2 stacks at once (to enemies near his target) with Tiamat/Hydra and the splash damage on basic attacks from Massacre?

Does splash damage on basic attacks from Massacre apply lifesteal?

Erotic Fantasies1 votes

Okay so I understand the W, but how does this fit with his kit and his lore? Also Does E proc on hit effects (can it crit)?

Currently, it looks a bit overloaded as with this kit he can Q+R+E+Tiamat+W his way to victory in team fights.

OuterRaven3 votes

The idea for his W came from his login screen, believe it or not. You can see his blade drawing and absorbing all the blood in the vicinity, making him stronger. It's basically what I was aiming for.

This W fits with the rest of his kit because it (along with his ult) gives him an incentive to jump into the middle of the enemy team and fight as ferociously as possible, where as the live Aatrox's kit basically screams "split push constantly", which doesn't really fulfill his fantasy as an avatar of war.

His E is an AA modifier, very similar to Vi's E, so yes, the triggering attack applies on-hit effects and it can crit.

That might seem so, but remember that Aatrox's Q is relatively short-ranged, quite predictable and interruptable as well. You shouldn't be able to hit your combo successfully without help or by flanking. Also, I intended for this Aatrox to be somewhat relying on his W. If he deals too much burst damage, some numbers can be tweaked to nerf his burst a bit, and compensate somewhere else.

Gromble1 votes

Don't mess with Aatrox he is just fine where he is. He is strong and a lot of fun. I love his whole kit as is. I don't see why his kit should be messed with if its not toxic and its not. He could use more skins though!

Don't wreck muh Trox.

ok If you want to make him op, give him a one direction dash from his current ult like kalista's.

OuterRaven2 votes

May I ask why do you think he's strong? As someone who has a fair amount of ranked games with him, I find him to be very underwhelming due to his low base stats and the low base damage on his abilities.

And you are quite wrong when you say his kit is not toxic. His kit is overloaded and because of it his power budget is spread very thin. His sustain is free and has 0 cooldown, which is toxic because it lacks counterplay.

Gromble1 votes

He's strong because he has great jungle clear, sustain, and lvl 3+ consisstant ganks. he has a great initiate,escape, and CC in team fights with his Q and passive. Devourer fits him like a glove and with Botrk He becomes a absolute beast. His E snares multiple people in group fights and catches runners allowing you or your team to catch them. The longer the game goes the stronger you get. His sustain isn't toxic because it really doesn't help in team fights at all. counterplay is that he melts like ice in the microwave when focused. Toxic is some flashy obnoxious skill like a blitz pull or kat ult ect ect.A small bit of sustain on the third hit doesn't even come close to that. If every 3rd hit chunked the enemy for like 30% of their lifebar and healed you it would be toxic.

With the right ruins, items, masteries, and strategies he is pretty awesome. Don't mess with muh Starscream!

deletakali1 votes

I agree that his kit is overloaded but IMO riot doesn't want to fix aatrox because he has a lot of counter play aka he is balanced which makes him bad because there are a lot of champions that can do what he does with far less counter play. In the jungle his whole goal is pretty much to get early ganks and snowball a lanes but if he doesn't do that then he will be in trouble because his mid game is pretty awkward as jungler. (At least for me anyway because if i build a tank item i do no damage, but if I build another damage item then I just get bursted down.)

As a top laner he is full of counter play his sustain does not become a problem until he gets an item and it only works when he is under 50 percent HP and even then if the Aatrox player is only using the heal then they will never win any trades. His Q is god awful. He can die during it, it is interruptible, he can get cc'd which will again cancel his jump, it is slow, if you don't land them in the middle then you failed, and it cost 10 percent of your HP. His E is pretty good over all the slow could be either more potent or longer to prevent him from getting kited, and his Ult looks cooler than what it actually does lol

But over all he is a decent champion that doesn't really need an overhaul all he needs is either a slight increase on his q or change his ult to physical damage that scales with AD and he would be fine.

Solaxo1 votes

But I like his current E :(

Cosmic Warper2 votes

His current E has a wonky hitbox, doesn't fit his theme at all, and doesn't fit his kit either. As a fighter Aatrox shouldn't have a ranged spell that slows and deals magic damage. It just doesn't make sense. OuterRaven's current E fits much better both thematically and mechanically for him.

OuterRaven2 votes

You took the words out of my mouth!

qetzel1 votes

I like each individual part of his kit, and he does have a clear role but my concern is that, however cool, he just is. There isn't really anything special. Why would you pick him over, say, Jarvan?

This type of kit makes the game a question of "who does the job better" rather than "I want to do this job, so this champion would help".

My advice? Change the ultimate. It is boring now. Give the ultimate something that no other champion's ultimate does. Make him unique.

... The rest is cool though. I like the changes.

OuterRaven2 votes

That is good feedback. I didn't change his ult much because I was afraid people would be against such a big change. I admit it's not very exciting but it would give a sense of satisfaction when you pull 5 people towards you, something that the live Aatrox ult does not have.

Indeed, he would be competing with Jarvan for the teamfight-centric bruiser role, but that's not necessarily a bad thing. It would give teams a 2nd option. Personally, I would pick this Aatrox over Jarvan when I had another form of initiation and I wanted my jungler to scale a bit better into late-game. And why not pick both? Aatrox top and Jarvan jungle would be a nasty combination.

Right now, he's also competing with the likes of Jax/Nasus/Tryndamere/Renekton/Rek'Sai/etc for the split pusher role, and he's not winning.

qetzel1 votes

True, true, but it doesn't really offer much synergy with the rest of his kit. He wants champions grouped up before he jumps in, and he wants them in a line afterwards. You are right that it needs to be more satisfying. Something that I forgot to say about this ultimate is that it removes the "two passive attack speed boosts at once" thing he has at the moment. I forgot to mention just how important that change was.

What every champion needs is something that they can do better than the rest of the roster, and they need that thing to be the strongest part of their kit. They also need a cohesive theme. That is why I like the new champions (including the Sion rework) better than the old ones in general.

So what is Aatrox's theme? And what can you put into his kit to fit that theme. Well, core to Aatrox's play is his toggle, so that has to stay. After that, the most important thing is to ask "what is Aatrox?".

Well, Aatrox is a fighter, a lord of battle. We have a lot of those in league, so that isn't unique. Aatrox has a blood well which, while unique, doesn't offer much that can be expanded upon. Revives are fairly common in League, and actually this doesn't fit with a theme for him... From Aatrox's current law, he has been the deciding factor of human history on Runeterra, inspiring armies to fight when all is lost.

So, I think he needs a way to control battle OR to inspire his allies. Not terrain, that is Jarvan's power, not a speed boost, that is Sivir. We need to be careful not to make this power invisible (like old Sona or Taric).

At this point, my understanding runs out. I think I understand what is important in design, but I am not very creative, so I will leave that part to you.

I hope I helped.

DSRM Mobius1 votes

I don't like it. I love the concept of Aatrox and how he has his W to make his basic attacks Heal him or do more damage. I don't like the W rework you gave him.

OuterRaven1 votes

I respect your opinion, but you have to understand that the current live Aatrox is not very faithful to his lore and his W has low counterplay.

Aatrox will never be healthy for the game with his current kit, which is why he will not buffed.

DSRM Mobius1 votes

I dunno I like how he is currently. yes his W has low counterplay but so does other champ abilities such as Galio's ult it is no longer reduced by tenacity.

OuterRaven2 votes

I understand you like Aatrox, so do I, which is why I hate seeing him so weak. He's simply outclassed by other bruisers in his role due to his low base stats and low base damage on his abilities, and Riot cannot buff him due to his kit being overloaded.

This comparison makes little sense. Galio's ult has a long cooldown, costs a hefty amount of mana and it's very hard for him to get a good ult off, due to his lack of gap closer. That's why tenacity no longer works on his ult, because if he gets a good ult on multiple people he should be rewarded for it.

Aatrox's W has no cooldown, costs no resources when in heal form and it's extremely frustrating for his opponent when he's ahead.

DSRM Mobius2 votes

well I don't want to start a fight, I like the rework Idea except for the W. but that's just me and aatrox is not a weak champion if you know how to play aatrox and sustain in lane you will be a late game monster. I love to play aatrox but there is better top laners out there such as Renekton and Nasus. Aatrox's W Replaces a ability that could've been a gap closer or a slow like you suggested but his W is a melee ability top laners such as Renekton Lissandra and Riven have a very easy time against aatrox's W, and can easily push him out of lane.

Daaaaang1 votes

As a Trox main I love your idea... I really hope Rito looks at this. It makes me think of a less mobile-more tanky melee Kalista.

I do think his passive should be tweaked a little though. I would add some kind of aoe to the end when Aatrox is up. His primary weakness is burst damage, so a minor amount of counterplay is involved when deciding to all-in an Aatrox. My 2 cents. Good stuff man!

OuterRaven1 votes

Thanks for the feedback! I used to play Aatrox quite a bit and in my opinion his passive is perfectly balanced. It leaves him in a vulnerable state after getting revived due to low health and empty Bloodwell, but it is necessary in order for a bruiser with a revive passive to be healthy.

With this rework he already has a lot of utility, I think an AoE effect after his revive would be too much.

Daaaaang1 votes

Yea.. I agree to a point. I think his passive is GREAT early. I dive for first bloods ALL the time. But as soon as you get to midgame, where fights are generally not 1v1, his passive is almost useless unless he's huge. You get rekt as soon as you get back up, because you have no attack speed and half your health (if you were able to fill up your blood well completely). I think with the rest of his kit being underwhelming (again mid-late stages) he needs some kind of boost to stay relevant in team fights.

I wouldn't make it a good chunk of damage.. but enough to make someone at less than 25% hp think twice before all-inning.

Affinity21 votes

i think he could use this update or at the very least a nudge in the right direction. take away some of his tools and make him more interesting without homogenizing him

TheDevice1 votes

I can kinda dig everything except the radius changes to his Q and the rework of his E. I understand many people want to AA all day but I enjoy skill shots and those changes just remove what little skill factor Aatrox has

DaedricTerror131 votes

I love his W the way it is and its my favourite part of his kite, but even with all this I still think he'd suck but sure I'll support you.

But not your W idea, the sustain tank thing is the funnest part about him, even if it kinda sucks unless ur fully fed or kiteable.

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