An Idea For An Aatrox Rework

48983507DEL1··1 votes·253 views
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Passive: Darkin Warlord

  • 6 / 9 / 12 / 15% of all damage that Aatrox receives is converted into damage-over-time. Nearby allies are inspired by Aatrox’s presence, receiving 50% of these effects. This scales multiplicatively with Death’s Dance instead of additively.

Q: Dark Flight - Cooldown: 14 / 13 / 12 / 11 / 10 seconds - Cost: 20 / 40 / 60 / 80 / 100 HP

  • Aatrox takes flight to a target location, dealing 70 / 115 / 160 / 205 / 250 (+ 8% bonus HP) physical damage to all enemies in the area. Enemies in the epicenter are also knocked-up for 1 second.

  • Aatrox and his allies then gain 20% movement speed towards enemies for 1.5 seconds.

W: Living Sabre

  • Passive: Aatrox’s blade drinks the blood of his foes, causing his basic attacks on-hit to grant Aatrox 3 / 4 / 5 / 6 / 7% attack speed and 1 / 1.25 / 1.5 / 1.75 / 2% lifesteal, stacking up to 5 times.

E: Blades of Torment - Cooldown: 6 seconds - Cost: (30% AD) HP - Acts like Tiamat: Cleave

  • Aatrox slashes his blade in a semi-circle, dealing 20 / 40 / 60 / 80 / 100 (+ 60% Total AD) physical damage to all enemies struck and slowing them by 30 / 40 / 50 / 60 / 70% for 2 seconds.

  • His next basic attack pierces in a line through his target, dealing 20 / 40 / 60 / 80 / 100 (+ 60% Total AD) bonus physical damage and applying on-hit effects to all enemies struck.

  • Basic attacks reduce the cooldown of Blades of Torment by 1 second.

R: Massacre - Cooldown: 90 / 80 / 70 seconds - No cost

  • Aatrox draws out the blood of his foes, dealing 200 / 300 / 400 (+ 100% AP) magic damage to nearby enemy champions and fearing them for 1.25 / 1.5 / 1.75 seconds.

  • Aatrox gains 125 range and doubles Living Blade’s effects for 10 seconds. Nearby allies also receive 25% of Living Blade’s current effects (or 50% of normal effects, essentially).

1 Comments

48983507DEL11 votes

For anyone wondering why I scrapped his passive:

The revive is the biggest thing gating Aatrox currently. Because there is an unlimited value in the revive, it forces the rest of his kit to be inherently weaker. The biggest offenders are his brutally low base HP and his %health costs.

The other reason is because his passive attack speed is extremely feast/famine, and could exist in much healthier ways.

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