Aatrox Rework Suggestion

R0T0N·10/27/2015, 1:22:28 AM·1 votes·415 views

As someone who loves Aatrox as a champion (his design is beautiful, his abilities look amazing and being a bloodthirsty war god with a vampire sword is prety neat) it makes me sad that his current state is so pathetic. His play fantasy is pretty much impossible to reach without being 20/0 and the enemy team not having any cc, and only lasts until your enemies reach about level 16 anyway. Now, I'm NOT saying Aatrox is underpowered and we should straight up buff him, but I feel like he currently has old Fiora syndrome, and needs to be changed.

This rework would be roughly Darius scale, in that he has 1 new ability, and the rest are just functionality changes.

The following rework is aimed at making him a top lane bruiser who is a kind of Zac, Olaf hybrid deal. Who excels at jumping into large crowds of people, and then doing high sustained damage and healing ALOT (or doing ALOT of damage if he chooses), however almost all his power is used in his first engage, as his e has a significant cooldown, and his blood well takes long to fill without his ult in teamfights. This means that if Aatrox can get the big initiation he wants, he can start to slice people down and become the unkillable, awe-inspiring warrior he should be. But if his engage fails, and the enemy are able to disengage from his initial massacre without acrewing severe losses, then his power will be significantly lowered.

Note that these changes would come with Base stat changes to allign him with other fighters, likely the same kinda stats that an average top lane bruiser like Irelia would have.

Passive: Blood Well (these names are way too badass to change)

Aatrox's blood well still gives attack speed (although roughly double what it used to) and will still revive him, however, the way you gain blood is now different. Aatrox's sword now absorbs blood from his enemies when he autos them (this gain is halved against minions and small monsters) and his blood well constantly depletes. The rates would be something like 10/15/20/25% of bloodwell per champ attack, and it drains at a rate of 5/10/15% per second (this includes in combat). This makes it very difficult to fill it up on a wave, but relatively easy to sustain on a champion. It also makes him far more interactive in lane.

Q: stays the same (maybe make reduce the cd, I don't know, depends on the state the rest of the abilities put him in)

W: Blood Price's damage and Blood Thirs's healing now also scale off of the percent of your blood well you've filled. So if you have 10% blood well (which you'll get from the auto) you'll only heal/damage for 15% what you usually would, however, with 100% blood well, you'd heal/damage for 150% of the current ones. This makes his gameplay in general far more interactive, as simply sitting back and healing in lane is not an option, due to the lower healing from the lack of being able to build blood well on minions, and makes trades and the choice of w to use during those trades, much more impactful. As Aatrox will heal for more in trades, but significantly less out of them, stopping the whole "poke and sustain until win" lane from being a realistic possibility.

E: Blood spray (the only new ability here, this ability I'm not 100% about, and the rework would be fine with the e unchanged tbh, but this ability sounds interesting so I'll write it in anyway) Cooldown: 25s

Active: Aatrox gains 5/6/8/10/15 AD for each blood trail in his near vicinity. This ability lasts until Aatrox's blood well runs flat, and cannot be activated with no blood in the well. Passive: Aatrox's autos (and ult) make enemy champions bleed, doing a small DOT (I mean small, this is basically just there for game feel and themetacism, maybe have it like a darius 1 stack bleed), and leaving a blood trail (think talon Q). This ability is not only very thematic, (and badass might I add) but further solidifies the identity as someone who stays in the fray, as the ability has a long cooldown and runs out within a few seconds of him leaving combat. The damage bonus however, combined with his as steroids is significant and makes Aatrox punishing to fight if you let him live long enough, and makes sure he has the strength to trade with the bigger bruisers in lane. This also works nicely to make his ult the big moment it should be.

Ult: Massacre (this ability only changes a little)

Remove the attack speed steroid, add a short fear and a decently strong slow. Also, the blood well gain from ulting multiple champs is still here, just so that it is an appropriately big moment.

I feel like this rework would give Aatrox a solidified place in the league. The ideal build with this rework would likely be top Aatrox with a bork, maybe a hydra or bt, then tank. While the numbers may be off (I'm not a professional) I feel like this would be really good for Aatrox and make his fantasy much more achievable and counter playable. My only worries with this is his early laning phase (specifically levels 1-3) would be very weak. Although hopefully stat changes make up for that. Anyway, tell me what you guys think. I also have ideas for Xin, Teemo and Fiddlesticks, which are much more far fetched :P which I may post if this gets some steam.

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