Hopes and Ideas for the Aatrox GU

badooga·6/21/2017, 3:31:29 PM·3 votes·572 views

(From this /r/AatroxMains discussion)

When addressing his upcoming GU, it is important to establish Aatrox's identity. I see Aatrox as a early/mid game DPS diver that jumps into the backline and uses his sustain and revive to survive. So, his Q and W should still remain similar to how they are now (dash + AoE knockup, and heal/damage toggle), but his passive, E and R can be changed as needed (however, his passive could possibly remain the same). His ult especially needs a revamp, considering past discussions on how it doesn't fit him thematically. There are a few things that he definitely needs though:

  • His Q to be much less clunky
  • A defensive mechanism within his passive (whether it's a revive like now or something else)
  • An AS steroid somewhere in his kit
  • Some way to deal with tanks (e.x. %max health damage or an armor shred on his W damage or whatever his E becomes) so that they don't make him irrelevant
  • An ult that buffs his allies as well as him (to fit his theme as an inspiring warrior, as discussed in the past)
  • A mechanism that allows him to stick to enemies (i.e. his new E should still have a slow somewhere within the ability, but could possibly steal MS or something like that)

Based on the guidelines above, I made a small little example rework for him (this is just an example that is a bit safe with how much it changes):

Passive - Unchanged Q - Stuns and disables that hit Aatrox take effect after Aatrox lands. Aatrox gains 5% tenacity for 3 seconds per enemy champion knocked up. W - Unchanged E - Same skillshot, but bonus AD ratio changed from +70% to +50%. Enemies that are hit by Blades of Torment are marked with Blades of Torment for 3 seconds. If Aatrox lands Blood Thirst on a marked enemy, he gains 5/7.5/10/12.5/15% bonus movement speed for 1 second, and the mark is consumed. If Aatrox lands Blood Price on a marked enemy, they take damage equal to 4/4.75/5.5/6.25/7% of their maximum health, and the mark is consumed. R - Initial damage changed to 100/150/200 (+50% AP) (i.e. halved). Allies within range (1000) gain 20/30/40% bonus movement speed that decays over the course of 3 seconds, and for 3 seconds their attacks bleed for 5/7.5/10% bonus magic damage for 2 seconds. Aatrox himself gains 40/45/50% extra AS and an attack range of 325 for 10 seconds.

What would you guys like to see on a reworked Aatrox?

7 Comments

Commander Javik6/21/2017, 3:42:16 PM3 votes

I would like him to not become a completely team reliant tank cc bot , meat shield that reqires complete team coordination to be at least viable .

GULAG 4 U6/21/2017, 7:16:38 PM3 votes

The base idea of his Q should stay, some parts of R perhaps, everything else should be gone.

TheHappyReaperz6/21/2017, 4:16:18 PM2 votes

I would prefer Aatrox to be more of a late game champion, than an early game bully, with a mid game powerspike. I would also like to see more AP scalings in his kit, since it was fun playing an AP Diver. Also, I would prefer %missing health damage to %max health damage, simply because %missing health is more fitting for Aatrox.

macthechupacabra6/22/2017, 4:47:57 AM2 votes

assuming he keeps his revive, I want a unique particle when it's active. The default GA particles just don't fit,

Fear the Kayn6/22/2017, 6:02:07 AM2 votes

I'd like it a lot if they changed his passive and put that power somewhere else in his kit. Right now that passive takes up A LOT of his 'power' pool, and I'd like to see that power placed elsewhere. His playstyle should be more along the lines of Tryn, Yi, and Yas. A melee carry.

PePsiLemoNN6/21/2017, 6:19:10 PM1 votes

Aatrox item 3800 Olaf Sivir pls no :^)