Aatrox Rework

PensiveDig·12/29/2016, 9:36:18 PM·1 votes·586 views

Aatrox is bound to get some attention to his kit. I play him a fair amount and have a good idea of what an Aatrox players fantasy is. So here is my pitch on what his kit should roughly look like.

P: Blood Well: Holds 105-870 HP based on level. Upon taking fatal damage, he becomes invulnerable and heals himself for 100% of the HP in his Blood Well. (SAME AS LIVE). Aatrox gains 0.15% - 0.45% attack speed based on level per 1% in Blood Well. (15% - 45% attack speed). CD: 300/250/200/150 (At levels: 1/6/11/16)

Q: Dark Flight: Aatrox dashes to target location, dealing low Physical damage and knocking up enemies in the center (SAME AS LIVE) CD: 16/15/14/13/12 (SAME AS LIVE) Cost: 10% Current HP (SAME AS LIVE)

W: Blood Thirst/Blood Price: Aatrox Applies a bonus On-hit effect every 3rd auto attack Blood Thirst: Every third auto attack will heal Aatrox for 10 + (20/30/40/50/60%) Of bonus Attack Damage. Heal is increased by 2% for every 1% Missing HP. Healing is Halved on minions. _Blood Price: _ Every third auto attack will deal increased damage equal to 30/45/60/75/90 + (70/80/90/100/110%) and deals Half the bonus damage to himself (15/22.5/30/37.5/45 + (35/40/45/50/55%) of bonus AD) Passive: Living Blade: Each time the 3rd Auto of Blood Thirst/Blood Price hits an enemy, It reduces Blood Wells (Passive) CD by 0.5 seconds CD: Toggle Cost: None

E: Blood Rite: Aatrox Uses his own life force to weaken those around him. Aatrox Bleeds his own HP and Slows enemies in a 225 Range (Same as ult range) by 5/10/15/20/25% for 0.6 seconds. Note: Ability works like AurelionSol Passive; Being Hard CC'd Stops the effect for a short duration but does not toggle it off CD: 9/7/5/3/1 Cost: 10/15/20/25/30 + 1% Of max HP every 0.5 seconds

R: Massacre: Aatrox Draws in the blood of his foes, dealing 150/200/250 + (100% AP) and fills his Blood Well (Passive) by 20% for each enemy hit. Aatrox Also gains 30/40/50% TOTAL Attack Speed and gains 75 Attack Range (150 + 75 = 225) For 8/11/14 Seconds based on ult rank. CD: 120/95/70 Cost: None

This relieves Aatrox of an abusive lane phase by cutting down his healing early and removing his current E poke completely. What he gets in return however is a very solid Late game and team fight, which is where a blood god belongs. In the fray of battle. He is the first one in and last one out.

P.S Since I'm no balance team member, I'm not used to what healthy stats look like on a champ, so I'll let anyone who comes along this article decide for themselves. What I can say as a player however, Is that Aatrox without sufficient gold is horrendous, but one who is ahead seems to be blown up just a little bit too easily. I'd trade some stats for better HP pool around level 9, which is where Usually I'll have BOTRK and a tiamat or full hydra. Just seems a little too fragile.

Thanks for reading. I'd love to hear any suggestions in the comments or problems you have with this iteration of Aatrox.

2 Comments

TheKemperor12/29/2016, 11:56:41 PM1 votes

I would like to preface this by saying I'm an Aatrox main, and that I sincerely enjoy the champion. While this rework is an interesting concept, but I don't like the change to his E. Aatrox's E is the most distinctive ability kit, being the only ability in the game that works the way it does. Its his only form of ranged poke and a pretty useful farming tool. He would need some serious number buffs if you were going to remove the damage it deals.