Let's Talk Aatrox
Hey everyone! I want to talk about Aatrox for a quick second. Mainly about his feeling of being underpowered and sometimes the non-impact feel he gives sometimes on Summoner's Rift.
Aatrox is one of my favorite champs, from his design and backdrop to his playstyle and kit. I mean, c'mon, who doesn't like an ancient being that closely resembles one of the four horsemen of the apocalypse?
(Scroll down for Tldr;)
Here are some Pros and Cons that I have found playing with Aatrox: PROS 1 Sustain God - I usually jungle with him, and he can easily get to level 3 without even needing the use of your health pots. 2 E hybrid damage - Most level this first, mostly due to the poke potential and makes your opponents build path tricky. 3 Q Initiation - His Q, which I will also mention in the con's, Is a very nice initiation combo'd with his ult to deal some nice damage. 4 Early-Mid Passive - His passive is really nice to have early game for dives and that early GA to save you.
CONS 1 W Active - I feel a lot of times not even wanting to activate my W due to not only the cost of health while dueling, but also how it deals Bonus Damage, making Armor Pen something you need to make it feel impactful. 2 Squishy Early game - He has the lowest base health in the game. This makes me want to build health, which is always a must, but I'd like to feel something more helpful if I do build a tankier route. 3 Q letdown - I have found myself in constant anger over how I shouldve gotten away from dying, or popping my passive, because his Q (as an escape) feels gross. (Will explain more)
I know that there are more that some people feel, but those are ones I really notice.
How to fix this.
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W Active When toggled off, his sustain and heal is amazing, but when it is on, the bonus damage doesnt feel as helpful in a duel than when its healing you. To fix this, I suggest changing the bonus physical damage dealt to magic damage dealt, all while still scaling with AD. This will help add a lot of depth to his hybrid damage outside of only his E and Ult active.
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Needs to be Tanky To stay alive, even with his W, he needs to build tanky. Usually he's built tanky right after a
or
. Maybe sometimes both. You'd build into maybe
or
, depending on who youre against. I know plenty of people want to feel satisfied, not only by just staying alive, by building these tanky items.
Fix his base stats, or make it feel more rewarding to build him tanky. -
Damn You, Q! I say, dying while in the midst of Q'ing away is one of the worst feelings. What sucks even more, is Q'ing away and then your passive getting popped, staying mid air for the seconds of your passive activating, then dying because after your passive ( if youre in a bad spot) you're an easy kill. Why not give him some invulnerability at the top of his Q? Too strong? Then buff his passive. Give him some sort of buff after his passive is popped that Aatrox players can feel comfortable with knowing that there can be some hope in staying alive.
ABILITY CHANGES
Passive - Blood Well
- At 18, the most the blood well can hold is ~ 800, healing around 1k when 18 and with a full blood well. It feels really irrelevant and weak late-game. QoL fix - Change the restored amount of his after his passive is popped to scale with max health. ie: Live restored amount: Amount in Blood Well + 10.5 + (15.75 x level) QoL change: Amount in Blood well + 10.5 +(15% Max health) After some number crunching, at level one, (with no runes/masteries affecting HP) the amount restored changes from 101 to 193, and at level 18 from 884 to 1282 assuming they've built Randuin's and Spirit Visage ( once again with no runes/masteries affecting HP) bringing his Max HP to 2883. That 400 Health extra is a big difference late game, and it can feel a lot better than live when you build a tanky Aatrox.
_ Q - Dark Flight_
- The main thing with this is his stale movement coming at the start of his Q. If he got a slight frame of invulnerability at the top, immunity to displacement, or an animation fix to help move his hitboxes out of his original location at the start of the ability would easily make his Q feel more rewarding when youre escaping.
_ W - Blood Thirst/ Blood Price_
- His heal is amazeballs, keep it that way. His Blood Price just doesn't feel worth it too much. Change the physical damage dealt to magic damage dealt, that way the bonus damage wont feel weak when the opponent builds armor to combat you. His hybrid play would feel a lot better and the bonus damage would be used a lot more than players use it now.
E - Blades of Torment
- Nothin to see here. Move along.
R - Massacre
- As much as I adore the buff to his Ult, giving him the ability to fill his Blood Well by the amount of enemies he hits, the initial damage it deals is puny. It scales with AP which isn't fun anymore since there is no DFG (Full AP Aatrox with DFG were the good ol' days). Let Players feel even better about building tanky by changing the AP scaling to scale with his HP. It makes sense, considering he's drawing blood from his foe's, whole health based gameplay etc.
Tldr; Aatrox feels underpowered. Make his passive and Ult scale with HP letting Aatrox building tanky feel rewarding as well as making his passive not irrelevant late game. Fix his Q to feel better as an escape and W toggle deal magic damage instead of physical damage so it feels like it gives more of an impact when it's used.
's kit that are preventing him from being as good as he could be. He definitely feels like he should thrive as a drain tank, but his drain tanking can easily turn into free infinite lane sustain, which isn't good. Despite feeling mostly weak, he also tends to become overly difficult to kill if he does snowball, again due to how much sustain he can have at any given time on top of a tanky build. There needs to be a clear way of dealing with him at all times, regardless of how fed he is or how much sustain he has, if he wants to be in a good spot.