Aatrox rework idea - Aatrox players please comment

AlienPrimate··1 votes·1,317 views

The idea of this rework is mostly to set a requirement for his healing making it so he can have great healing in a short burst at the cost of doing less damage due to losing resource. All numbers are subject to change as making a champion on paper is really hard to know what it would actually be like in practice.

Secondary bar: Bloodwell - 30 points

Passive - Bloodwell: damage - 5+1 per level (+5% ad) per second

The first attack with Aatrox's sword against an enemy maims them causing them to bleed for 4 seconds. Bleeding enemies take physical damage per second (1/2 for minions and small monsters). Attacks against bleeding champions generate 3 bloodwell and attacks against bleeding minions generate 1 bloodwell. Aatrox gains 1% bonus AD and attack speed for each point of bloodwell. This bonus lingers for 2 seconds after spending bloodwell to use abilities.

Aatrox's sword stores some of his own blood to use in case of emergency. Upon death, Aatrox becomes untargetable for 2 seconds and the sword will use this blood to revive him healing for 15% of the damage Aatrox has taken in the past 20 seconds (this shows as an indicator over his normal health bar). The minimum heal is 15% of his max health. 100 second cooldown.

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Q - Dark Flight: Cooldown - 12 seconds; Cost - 10 bloodwell; Sword damage - 60/80/100/120/140 (+30% ad); Dive damage 70/105/140/175/210 (+50% ad)

Throw sword out in a target direction. The sword damages and slows enemies by 20/25/30/35/40%. It throws out to a range of 800 (1000 during his ult) before returning to Aatrox dealing half damage on the second hit on the same enemy. Can be reactivated to dive to the location of the sword dealing damage and knocking up enemies for 1 second. Aatrox's basic attacks do 1/2 damage and his range is reduced to 75 without his sword.

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W - Bloody mess: Cooldown - 1 second; Cost - 10/9/8/7/6 bloodwell; Damage - 40/60/80/100/120 (+50% ad)

Aatrox’s sword blasts blood in the area around it (200 radius, 300 radius during ult) to deal damage.

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E - Massacre: Cooldown - 0; Cost - 10 bloodwell; Heal - 50/75/100/125/150 (+5% Aatrox max HP, +100% ad) [+5% per bleeding enemy champion]

The blood of all bleeding enemies is absorbed to heal Aatrox and stop the enemies’ bleeding. When activated, every enemy whose blood is absorbed takes the full remaining bleed damage of all other enemies in the area.

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R - Blood thirst: Cooldown - 100/85/70; Cost - 0; Attack speed increase - 40/50/60%

Active - The amount of bloodwell generated and attack range doubles and his attack speed increases for 10 seconds.

. Additional notes:

The sword throw on Q counts as an auto attack for his passive. Each enemy hit will start bleeding and each enemy hit on the return will generate bloodwell meaning you could easily gain more bloodwell than you spend against a large group of minions.

Using W during the sword throw will cause the damage to come from the sword and not Aatrox.

W does not interrupt Aatrox's previous orders.

E and R are auto resets.

Just a heads up for anyone who likes to get creative, I posted this a long time ago in concepts and creations but I guess champion rework ideas aren't creations so Riot removed it and suggested moving it to gameplay.

4 Comments

pee jugs1 votes

god no.. hes fine rn.. more powerful than he has been. If anything he needs E reverted back to magic dmg and make his revive unconditional

AlienPrimate1 votes

It is hard, if not impossible to balance a drain tank in a moba. He will always either be op or weak. If you get ahead on someone who heals for a decent amount every few auto attacks and make him strong he becomes impossible to kill and if you make him weak then he doesn't deal enough damage to ever get ahead. That is exactly his problem and always has been his problem. He gets ahead and you can't kill him or he falls behind and is total trash for the rest of the game.

Lubricated1 votes

My honest opinion is this. The passive idea is interesting, although realistically I don't think Riot will experiment with bleed anymore, especially after removing it from Draven and giving it slightly again to Talon. I like that part however, but the revive part is very weak. I've always thought it was weak anyways. I couldn't care less if they removed that completely and went to more of a Kayle/Trynd route at this point. As a star wars fan I enjoy the q idea, and that you can only jump to area of where sword is that's pretty neat. The w however, at least for me, sounds incredibly powerful in lane. But who knows maybe not. Maybe it's just a super fast clear and nothing more until teamfight. I'm not sure about the e, I like the slow the blades provide. But i'm not saying it's a bad idea. The r remains pretty much true so I like it.

AlienPrimate1 votes

Thanks for your input. I think as I have him now, it would be way too powerful so I'm going to edit it a little bit. The idea behind him is having to chose between spamming W or E during fights. W will make him deal a good amount of damage while E will heal him. This is similar to his current trade-off of activating W or leaving it off for the heal. With almost no cooldown it is possible to spam it as long as he has bloodwell. The key here being that he has to have bloodwell. I think to balance him a little better I am going to reduce the bloodwell from champion hits to 2 and remove the max bloodwell passive on the ult. This should fix your concern of his W being too powerful by making it so he has to hit a champion 5 times or a minion 10 times in order to use it a single time early game. It takes a while to get 10 auto attacks off in the early game on any champion. Even after 10, it wouldn't be effective to just use W because most of the time he would want 20 bloodwell to be able to us a Q,W combo. Later in the game it would be hard for him to generate bloodwell off of minions because he kills them so fast which forces him to go into battle without resource being very weak at the beginning of the fight but be able to fight effectively after a few seconds in battle. This means that he can't use the old glass cannon lifesteal build that he used to have.

Your concern about the revive being weak may be justified so I have considered the idea of him giving a decent knockback to any champions near him when he revives. The 15% of damage taken in the past 20 seconds could easily become around 50% of his health if he actively uses his heal and other forms of lifesteal like death's dance. The longer he lasts a fight, the more he will heal for when he revives.

Edit: Scratch the idea of reducing bloodwell generation to 2 on champions. That would make it take way too long to be able to use a full combo without his ult. 15 auto attacks against a champion is never going to happen in the first 20 minutes of the game unless they are building straight tank.

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