Aatrox's state and two QoL ideas!
Dear LoL Boardians and Rito Officers, prepare for a long post,
The Slight Discussion on the State of Aatrox
It's no secret that Aatrox is one of the least played champions in the game. He has an abysmal pickrate (Rarely goes above 2%, usually 1%) and a relatively low winrate average (46-48%). In higher ELO, there are many days it does not reach 1%. Given that particular correlation usually means a higher than average winrate, Aatrox is apparently on the lower end of the champion spectrum and isn't even a meme like our friends
. Generally speaking, a lofty rework awaits our Rage incarnate champion, as he's approaching several years of being here in the game and a relatively outdated kit to accompany him.
I've been playing a lot of Aatrox lately. I find him to be a great deal of fun and his kit isn't that bad.
are exceptionally powerful on him, and the changes to
make them great choices to followup. His AP Ratios also allow for some interesting burst from items like
that give him stats/passive he makes incredible usage of. Then of course there are the classic
still around as well. Against AD opponents you can always build
to mitigate their damage and supply additional pressure for your team.
That all being said, the lack of regular updates on Aatrox has left him in the dust. Most top laners have had reworks of some kind or their items straight buffed into their favor -
has been nerfed and put down compared to its old self,
's new form isn't nearly as potent as its old form due to the high cost and other limiting factors, and Aatrox does not synergize well with an over-abundance of HP meaning
just aren't optimal on him. He has innate Lifesteal in his W's Blood Thirst and Attack Speed through his passive, but he needs itemized forms of Lifesteal and Attack Speed to truly exert his strengths over the enemy.
Quality of Life Suggestions After playing him far more frequently (in the jungle, I might add), he has some clunkiness issues that extend from more than the typical "AA canceled unexpectedly" to the almost constant "Massacre's Range buff seems inconsistent compared to Kayle's E". While those two examples could easily be explained in terms of functionality and mechanic prowess, Aatrox has two issues I want to primarily address here.
One cannot use Blades of Torment (E) reliably right after Aatrox lands from his Dark Flight (Q).
This issue might not seem too major at first, but allow me to explain. When Aatrox engages with his Q, he has a couple of precious seconds to attempt locking down his targets. If he does not land his Q's knockup, however, the best followup is to use his E to slow them. At close range, Aatrox's E is easy to land and a great chase tool. Yet, one cannot use his E reliably after Aatrox lands from his Q. Why is that? It appears that Aatrox is in some kind of animation lock (OH BOY) when he hits the ground and that prevents him from chaining his E right after his Q.
In some instances, I have seen his E fire off right after his Q lands. When the instances occur though...I'm not sure. The main point isn't that Aatrox can or cannot use his E immediately after he lands from Dark Flight, but rather that using it reliably is just difficult. It's way more difficult than it should be, in my opinion, and it makes engaging on your enemy quite difficult. If Aatrox were in a top tier state, then I could understand the need for uber mechanics here, but he's not even close to that level of power.
The solution? Allow Aatrox to queue Blades of Torment (E) as he descends from Dark Flight (E) in a similar manner that Kha'Zix can use his Spike Racks (W) or how Rengar can cast (E)bola Strike as he pounces on a target (but definitely not as weirdly as Bola Strike please). The possible animation lock could also be reduced to allow a quicker chance to use Blades of Torment (E).
Dark Flight (Q) is frustrating to use in so many situations.
Oh man, where do I begin? Dark Flight feels horribly, horribly outdated for how fluid most champions gapclose now. It has a good premise - a mild ranged gapcloser that knocksup any target in its epicenter. It is ABSOLUTELY integral to Aatrox's ganking and anything revolving around engaging. The problems start flowing in, however, when you factor in the odd animation time he has when he ascends to the highest point of his "flight". It's not even a second, but it can royally screw over Aatrox's chances of actually hitting his target. The fact of the matter is that Dark Flight is often not reliable enough.
And it's not so much a skill issue as it is a feasibility issue considering how much champion mobility and forms of Crowd Control have evolved since Aatrox's release. While Aatrox tries to jump to or from someone, any kind of displacer or hard CC will stop him in his place. Now understand, most of his competition in Top lane have a large armament of displacers and hard CC. Aatrox is also entirely targetable during his Q, so he's not immune to damage like Fizz or someone else. Furthermore, the epicenter radius for knocking someone up isn't even half of the ability's total radius (75 vs 225), so you seriously have to land on the champion you're aiming for. What is problematic here is that Aatrox (unlike a lot of other champions) has an odd wind-up time that makes engaging or escaping difficult purely because it's more telegraphed and easily disrupted than gapclosers from so many other champions.
While these implementations may all be quite valid during the early game and laning phase, later in the game it can become exceptionally difficult to hit anyone. Given how carries are becoming more mobile each season, not to mention how much more reliable the gapclosers of
are at accomplishing their own ends, Aatrox could use some help in terms of making his Q a reliable engaging/disengaging tool. That doesn't even factor in his Q's 10% health cost, lengthy CD, and skill-reliant knockup epicenter.
Solutions? Increasing the epicenter to 100 (just a bit) or even_ increasing it by level (75/85/95/105/115)_ could cure any reliability issues, while also requiring the former level of skill. Many times I have landed on the target and they just don't knockup - bug potential or not, enlarging the epicenter will help a good deal.
Another potential, yet more drastic solution, is to give Aatrox immunity to displacers during Dark Flight. It's a huge buff to the ability, for sure, but so often do the amount of displacers in the game make it so ridiculously difficult to use his Q effectively. While I think enlarging the epicenter would be a safer solution, I don't think this one should be thrown out. Generally speaking, Aatrox has a lot of competition and many champions that conflict with his role - many simply perform it better and Aatrox is extremely item dependent once the early game is gone.
The Inevitable
I have my own ideas about how to improve his current themes and mechanics (which I think are definitely cool, even if they clash with new Pantheon), but who knows what direction Riot will take. He's a fighter that has the engage of front-liner, but dislikes HP. He behaves like a drain tank, but lacks the inherent tankiness to be an actual tank. He can no longer build one item (BotRK) then go mostly full tank - those days are behind. He had one patch to be strong, then was slowly phased out as more champions arrived and as old ones received reworks, bringing them up to speed instead. He has received among the fewest changes in the game and lacks some serious levels of power that his competition brings to the table. Aatrox is going to be reworked. It is inevitable.
Thoughts? Ideas? Critiques? Please be thoughtful and let's improve a champion that seriously needs the help!