Aatrox rework concept. Medium sized.

HongChongDong·12/14/2016, 2:44:47 AM·1 votes·454 views

#Abilities


#Passive: Blood Well

  • Whenever Aatrox deals damage with Blood Thirst active, or Blood Strike, he fills up the blood well up to 100-800 (based on level) (+500% AD).

  • Aatrox can not use lifesteal normally, but instead has unique stat interactions with it through Blood Thirst/Price, Blood Strike, and Blood Banner.

  • Upon taking fatal damage Aatrox drains his BloodWell, healing himself instantly for 40- 250 (+ 5/10%/15% levels 1/11/16 of his blood well) and resetting the Cooldown on Blood Thirst/Price.

  • Blood Well is filled up by 40-200 (based on level) (+ 45% base Attack damage), which is increased based on his percentage of lifesteal, per auto when Blood Thirst is active.

  • Blood Well Healing from draining is based on the current level of Blood Banner.

  • Static Cool Down of revive is 130/120/90/75 at levels 1/6/11/16.


#Q: Dark Flight

  • Aatrox takes to the skies and hovers above ground gaining 30%/40%/50%/60%/70% increased movement speed for 5 seconds.

  • Aatrox can reactivate Dark Flight to swiftly lung and impact at a targeted location dealing 70/115/160/205/250 (+75% bonus AD) and knocking up units in the landing zone for 1 second, and knocking up units in the epicenter for 1.75 seconds.

  • If Aatrox knocks up atleast 1 enemy champion he gains 20%/25%/30%/35%/40% increased Attack speed for 3 seconds.

  • Reactivating Dark Flight to use the lunge reduces the time left on the movementspeed buff to 50% of the remaining time.

  • Cooldown is 18/17/15/13/12, with the cooldown starting when the first part of Dark Flight ends or when the ability is reactivated.

  • Range 750/255/60 Cast range, radius upon landing, epicenter.


#W: Blood Thirst/Price

  • Blood Thirst: Aatrox's auto attacks deal 55% less damage, but heal him for 20/25/30/35/40 (+ 55% Bonus AD). The healing effect is increased by the percentage of Lifesteal Aatrox currently has.

  • BloodThirst: Aatrox consumes 10% of his Blood Well to deal 35/45/55/60/65 (+ 75%/80%/85%/100%/120% of the amount consumed from Blood Well or Aatrox's Health.) as bonus physical damage. This effect is increased by the percentage of lifesteal Aatrox has with a 50% effectiveness.

  • Aatrox can freely switch between Blood Thirst and Blood Price outside of combat with a 0.5 second Cooldown, but switching after taking damage in the passed 3 seconds prevents Aatrox from switching again for 13/10/9/8/6 seconds.

  • If Blood Well does not have enough to fuel another Blood Price auto attack then it will automatically consume the rest for a final auto attack then switch to using 5% of Aatrox's current HP per auto attack.

  • Blood Price drops to 5% cost from Blood Well and 2.5% cost from Aatrox's HP when attacking Minions.

  • Blood Thirst's healing drops to 60% effectiveness when hitting minions but Aatrox's auto attacks deal 75% damage up from 45%.


#E: Blood Strike

  • Aatrox swings forward with his sword dealing 95/140/185/220/265 (+ 65% AD), stunning enemy champions hit for .75 seconds, and filling his Blood Well by 20% for every champion hit.

  • With the schwing from Blood Strike, Aatrox also launches a single blade of energy that flies through the air and damages all units hit for 70/110/130/160/195 (+ 40% AD) and slows them by 40% for 1.25/1.5/1.75/1.75/2 seconds. Damaging units with this component fills his blood well by 2% per minion hit and 5% per champion hit

  • Units can not be damaged by both instances of the ability and instead will on be hit by 1, the same goes for the CC components. Enemies within range of the melee strike are affected by its components, enemies outside of the range of the melee strike are affected by the ranged energy blade.

  • The hitboxes on both parts of the ability are meant to be very small. The melee component should bey shorter than yasuo Q but slightly wider, the ranged component is the same as the current Blades of Torment but is a single blade instead of 2 converging at one location. I put this in because I'm not too good at judging short ranges for abilities, so I'd rather give a comparison to visualize the ability with than a number that I'm not sure will be accurate.

  • Cooldown 16/15/14/13/11 seconds.


#R: Blood Banner

  • Aatrox calls upon the power of the Darkin, gaining bonus attack damage equal to 50% of his current AD for 15 seconds, empowers nearby allies with 35% of that amount for 7 seconds, gains the movementspeed buff from Dark Flight and bonus auto attack range for the 10 second duration , and heals all nearby allied champions for the damage he deals to enemy champions through auto attacks.

  • Allies are healed for a percentage of the damage dealt by Aatrox's auto attacks based on his current percentage of lifesteal at a 65% effectiveness. Putting this here for explanation so there's no confusion, By "Increased by current percentage of life steal" I mean: Aatrox is healing for 100 Hp per auto attack from Blood Thirst and has 20% lifesteal, so the healing is increased by 20%.

  • Cooldown 140/110/90 seconds.

  • Bonus attack range 110.


#Context

First, I'd like to say that some numbers may/probably are abit off balance, however, non the less the rough direction I wanted to portray is there.

I wanted to make Aatrox a true drain tank, aka: A character who's primary role is damage and has artificial tank/durability/survivability through the act of draining the enemies HP while increasing your own. Basic summary of what I wanted to accomplish in this post.

Passive:

Probably the one that might have the wonkiest numbers but the context behind this is to give him a small boost right at the last second. The problem with his current passive is that it effectively stops a fight all together, which in most cases gives the enemy more opportunity to finish you off or escape. It would also completely destroy the idea of drain tanking as he'd simply be prone to being bursted down then kited/CC chained right out of revive (Exactly how it is now). It's not meant to be a super strong heal to give you the advantage, it's primary intention is a last minute aid to keep him fighting/fleeing unhindered alittle longer.

Q: I feel this is fairly straight forward but it's intended as a sticking tool. The dash and knock up in its current state is too small and telegraphed making it very easy to predict and dodge. Even if they don't dodge it most champions have the ability to immediately escape through mobility, or CC. Once you blew this ability there was no way of really sticking to the target outside of maybe flashing, but this would all turn to nothing if the enemy also had another teammate their to help peel you off. The movement speed may not outright counter mobility but it's meant to keep you auto attacking to stay in the fight, either through DPS on Blood Price or Drain tanking on Blood Thirst.


W:

The biggest and most important part of the kit. With this I wanted to give a sort of "guarantee" playstyle to Aatrox. If you can hit a target, you're guaranteed to sustain through alot, or Deal a terrifying amount of damage but not both at the same time.

Inspiration for this came from the pre rework Sion actually. I used to build him FULL AD/crit with his ult and play an on the edge play style. If I hit something then I was guaranteed to completely rip them to shreds and sustain through almost all damage that came my way, but, if they got away from me and I stopped hitting them my HP would drop like in an instant.

With this version though you're also guaranteed a super safe laning phase but that's also what I intended for. If an enemy champion lets you sustain then you have the advantage, but if they fight then you're forced to use your Blood Price for damage which puts it on Cooldown. You're out of your safety net for abit, and that gives the enemy an opportunity to fight. This is because your W active takes items before it does some serious damage. When you go into a fight you need to choose between damage or healing and only get to switch 1 once before you have to live long enough in a fight to switch again.

E:

Basically the same as his Q. The stun comes from a combination of wanting a way to lock down an enemy if you're in position as well as being there to give more to the ability. In its current state I always find it so bland so this is my way of adding to it.


R:

This comes from a mixture of inspiration of other champions and the lore behind Aatrox. Aatrox's lore describes him as being a mystic character that leads armies in the fashion of a general. It also mentions something similar to empowering the soldiers he's leading to become stronger and follow him to battle.

Then comes the self buff of Attack damage, which is primarily based on some of the most successful melee champions, bruisers or fighters or anything else, having an AD steroid. Examples: Riven, Olaf, Darius ect.

#Unrelated

Completely unrelated to this particular post but when Riot does start working on Aatrox in any way it'd be really REALLY amazing if they could look into making a skin based off of the "Wing Exploration" concept art. It just looks too damn amazing to not do anything with.


#End

I've seen similar smaller posts and I've definitely seen posts infinitely bigger, more detailed, and WAY nicer than this but I'm happy with this, and I hope someone else is to.

I'd wager that all posts similar to these probably have atleast some hint of the Original poster hoping it influences something bigger, or even makes it to a rioters attention, but, even if it doesn't get to that point I'm still more than happy enough if someone atleast enjoys it and would be even happier if someone takes something from this for their own ideas. So to those of you who've read this far, thank you for reading and if I've made any mistakes such as leaving out information, or if you have critiques, suggestions, or questions just comment and I'll respond to the best of my ability. Have a nice day!

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