Patch 7.5 - Revisiting Aatrox

Riot·3/8/2017, 6:18:22 PM·15 votes·107,520 views

Aatrox is one of our top candidates for whenever we tackle divers in a class update, thanks to some pretty fundamental game health problems. Knowing that, we’ve been holding off on balance tweaks on the Darkin Blade until we’d had a chance to solve some of those issues. To be frank, he’s been left in that state for far longer than we’d intended, and we should have tried a minor pass on his problems long ago. In Patch 7.5, we decided to roll up our sleeves and do what we could to make Aatrox more safely tuneable.

When Aatrox is ahead, he feels like a god of war, dishing out tons of damage and healing through anything short of a full team’s worth of focused punishment. Blood Thirst’s healing gets stronger as Aatrox loses health, meaning getting him low just makes him harder to kill. Even if you do burst through his lifesteal, you have to kill him a second time thanks to Blood Well’s revive effect.

But when he’s behind? To access the strength of Blood Well, Aatrox has to bleed his own health through his abilities, which might just get him killed. And if (when) he does die, he’s even weaker until his passive resurrection returns.

This razor-thin line between winning and losing makes Aatrox one of the clearest cases of the design problem we refer to as “feast or famine”. He needs better ways to pick himself back up from an early disadvantage, and in return, opponents need better ways to play around him when he gets ahead.


The Revised Darkin Blade

With that in mind, here’s what we’re doing.

  •   Passive - Blood Well (click for tooltip)

    Aatrox fills his Blood Well through his abilities. When it fills entirely, the Well begins to empty over 4 seconds, giving him a new buff - Blood Rush - for the duration.

    While under the effects of this buff, dealing or taking damage versus champions will fully refresh its duration (and fully refill the Blood Well).

    Blood Rush - Aatrox gains 25% base attack damage and 20 - 50% attack speed (scaling with level). Upon taking fatal damage, Aatrox will revive and recover 30% of his max health. Aatrox cannot revive more than once every 180 - 120 seconds.

We’re starting by giving Aatrox and his opponents clearer signals about when Aatrox is The Darkin Blade, and when he’s just a bad dude with a blade. Instead of slowly scaling up with Blood Well, Aatrox has a new state - Blood Rush - that activates when the Blood Well’s full, giving Aatrox more clear “regular” vs “overdrive” states.

  • Basic ability adjustments (click for details)

    Health costs reduced significantly or removed. Blood Thirst heal scaling shifted to percentage missing health. Blades of Torment now scales with AD.


      Q - Dark Flight


    • Now fills 20% of Blood Well upon cast
    • Aatrox dashes to the target area after a brief delay, dealing 10/35/60/95/120 (+110% total AD) physical damage to nearby units upon landing and knocking up all units in the epicenter for 1 second


      W - Blood Thirst/Blood Price


    Passive: Aatrox applies a bonus on-hit effect on every third hit against non-structures

    W1 - Blood Thirst

    • TOGGLE OFF - Blood Thirst: Aatrox heals himself on-hit for 30/45/60/75/90 (+5% missing health).

    W2 - Blood Price

    • Fills 20% of the Blood Well when hit effect occurs
    • TOGGLE ON - Blood Price: Aatrox deals 30/60/90/120/150 (+75% bonus AD) on hit.


      E - Blades of Torment


    • COST: 30 health
    • Now fills 20% of Blood Well upon cast
    • Aatrox unleashes two converging energy waves in the target direction, dealing 70/110/150/150/190/230 (+70% bonus AD) physical damage to all units hit and slowing them by 30/35/40/45/50% for 2 seconds.

When we first designed Aatrox, we thought the “risky drain tank” fantasy would be a cool strategic niche for Aatrox to fill. We no longer think it’s sustainable to double down on the risk Aatrox already takes as an often squishy fighter by adding significant health costs to his abilities. This iteration of Aatrox will no longer bleed himself dry from using his abilities.

When it comes to Blades of Torment, it is often used to mitigate risk, allowing Aatrox to farm or harass from a distance. As such, some cost seems appropriate. However, we’re converting the current health percentage cost on Blades of Torment to a flat one, while also changing Blood Thirst’s heal from AD scaling to a missing health percentage.

We hope that this gives tanky fighter items - and perhaps the occasional pure defensive item - a better home in Aatrox’s inventory, by making it less counterintuitive to build health. With more opportunities to supplement his sturdiness, Aatrox can leap into scrappy fights and have enough time to slash people up in Blood Rush without immediately collapsing.


While this round of changes doesn’t get Aatrox where he should be in the long-term (it’ll probably take a more long-term project to accomplish that), we hope we’ve made enough strides here for him to be buff-and-nerf-able state until that update comes.

603 Comments

Failog3/8/2017, 7:20:17 PM447 votes

"While this round of changes doesn’t get Aatrox where he should be in the long-term"

These are awful changes. You gutted him, and gutted him hard. There was 2 years of input from Aatrox mains on the boards, and you decided to ignore all of it.

He needs 5 stacks to get Blood Rush right? Okay, but all of his abilities are on a long cool down, and using Blood Price for the stacks means you aren't healing. The only buff his healing got was is it is higher now over 50 percent then previously. So basically in order to benefit from the healing you have not be using your now nerfed bonus damage, and also won't be getting stacks.

Furthermore, the blood well drains faster than it used to. It drains immediately, and quickly. It drains WAY to fast. And because his Blood Well takes so long to fill up, if it ever drains to zero, you have no revive and its hard to quickly stack back up.

He does less damage now too, and receives less bonus Attack Speed. Even with his Blood Rush passive, that extra 29 damage at level 18 doesn't mean nearly as much as 100 percent bonus AD on top of a 200 bonus damage from his old Blood Price.

If you are going to move his damage output to his passive, it needs to be stronger. A flat 25% base damage is not enough. Put it in his W and E were it belongs. Gut the damage on his Q and lower the cool down and widen the knock up area.

This is a colossal screw up. Its not fun and its annoying.

Solution? Well if we must stick with this new set up, instead of his abilities filling up 20% they should fill 25%, and the stacks should simply remain stay even out of combat or at least remain for so he can strategically stack and plan a dive. The Blood Well drains way too fast. First of all it now drains IMMEDIATELY after you stop attacking or being attacked. There should be a several second window where it doesn't drain, and then it should drain over 10 seconds. He needs a window out of combat where his passive is available.

Don't kid yourselves--this was a total nerf. Either it was intentional, or it was gross incompetence, and neither one is acceptable. Riot has yet to respond to any post about Aatrox, even when it was in PBE.

I just can't believe after 2 years this was the best they could come up with. A multi-billion dollar company. Very sad.

Dahbix3/8/2017, 9:55:46 PM46 votes

Mastery 7 Aatrox main. You really, really messed this up. He is quite worse than before, and even if he's fulfilling a different style in your eyes now, he still is in a position where he sucks badly. Way to go.

Dark Ruger3/8/2017, 11:08:18 PM39 votes

[deleted]

TSM LuigiTheBoss3/8/2017, 7:58:48 PM30 votes

I was a Aatrox main for a while on my main account and tbh he wasn't that bad the way he was it really showed the difference of players who played him a few times and who knew when to take trades and how to properly, it literally was a champ you just had to learn how to fight your opponent in top lane with. He takes a lot of games to be able to take him into anything in the top lane even in normals and do well consistently. That being said I see why the argument is when behind he is difficult to get back into the game with cause he builds straight damage and when behind anyone that you have to build damage with while trying to get back into the game with is difficult but that's with just about anyone who's a melee squishy champ tbh just cause its that easier to kill you when your losing. So finally,(lol) I believe taking his life stealing aspect of his abilities and changing his old passive was a very unnecessarily big change to change him again later, SMH RIOT.

BUCKSKEET3/8/2017, 8:07:49 PM26 votes
 This update is absolute garbage. I was just trying it out and whoever came up with his whole blood well and passive rework should not be allowed to rework a champ ever again. So basically to get your blood rush activated you need to e, q and then auto attack **9 TIMES** with blood price on. I could maybe see this working in lane where you can stack your blood price autos off minions and then engage but as a jungler the stacks drop off before you can get to a lane. So when ganking you literally have to q and e and then auto attack 9 times while not healing to get your passive up especially since his abiliteis cooldowns are so long, unless you have your ult but then you still have to auto 6 times. Plus they fall of so quick that a a champ like lb or ekko lets say could dash away and let them fall off and then jump back in pop you and your passive is junk. This literally makes no sense to me. 
x Royal Solo x3/8/2017, 10:48:28 PM24 votes

Im a level 7 Aatrox jungle, I can't play jungle anymore. All I can do is play top. Play top as a tank.

Reduced attack speed, harder to get a passive re-spawn, less life steal.

All that needed to be done was increase his stats a little, make his Q uninterruptible and boom a good champion emerges.

He is not fun to play for me anymore, I'd rather he be reverted and I take my chances.

Getouttheway73/8/2017, 7:47:09 PM18 votes

Awful changes. I understand this is essentially a band-aide to fixing the overall issues with Aatrox, but for the time being you have neutered this champion beyond belief. I used to absolutely love him, and would concede to the fact that what you described about getting out ahead and becoming a god through insane lifesteal could at times be broken. This was the solution though? Why throw a half-assed attempt at a temporary solution. You would have been better off deactivating him while you worked on his issues as compared to this... I believe that's exactly what was done with GP, but I could be remembering wrong. Just because its a stop gap doesn't mean you don't have to put any thought or attention into it.

InAllTheLand3/8/2017, 9:56:07 PM13 votes

OMG! Atrox was fun to play cause of his revive, he is already incredibly weak....in a 30 min game I revived once...so ya fix it riot....ya fix it now cause ima be thinking Ill live in a 1v1...NOPE YOU DIE...his abilties took away all of my meter....why have a meter bro?

Small Tiddies3/8/2017, 10:44:57 PM11 votes

Riot you need to re-revisit him. Please hotfix revert Aatrox. Please kog'maw him. He was better the way he is, left alone.

ÎnsidiouŠ3/8/2017, 11:33:18 PM11 votes

DarkRaynger is right, but too kind. Who in the hell thought this would help? What were they smoking? His blood well only stays full a few seconds. So now his passive is useless. Its a pasiive-less passive. So how ARE YOU SUPPOSED TO GET BACK IN A GAME WITHOUT YOUR DMG WORKING or your passive? How are you supposed to gank and roam when your well goes dry in a few seconds or if you use your slow in combat? What he needed was early game survivability so he could use lane pressure against more matchups. If your well does not stay full how are you ever supposed to play against the burst of Xerath, or Syndra's/Lux 1 R and u dead? Why would you nerf a champ that is NEVER played in high level play? Why would you make him useless for climbing in rank? He needs that burst dmg even to lane when he gets a chance due to someone backup. Now he has no chance to catchup farm or reset a lane. He is an assassin not a tank. Who the heck tested any of this? one bot game is enough to tell you that you totally screwed this. Everyone associated with approving and designing this change needs to be walked out of the building forever. And BS he never healed through "anything but a whole teams focused dmg." CC killed him, it's the latest thing from Q branch in case you design morons never heard of it. Your design team needs to stop mimicking your worst on the planet support team.

Endzac3/8/2017, 7:26:10 PM10 votes

Um, yea that "you guys remove anti-heal items" would be a mistake. Some games the only way to stop a few players are those Anti-heal items as you mentioned, Executioner was missed when it was gone and Morellonomicon doea not seem to be enough but it helps. I disagree completely. Some some champs are built for x(rapid lifesteal), and you have to build in response to it not stick to the same script. Not all champs take ignite, but it seems to be making its way back. If you don't want to build it get the support to build it, but you better hope they don't get exploded first.

Kairoptra3/8/2017, 8:14:50 PM5 votes

Nearly all the rants here have negative votes, so since I've personally never played Aatrox and have been around since after the Poppy rework, could someone break down the entire situation for me without isong general terms and telling me the specifics of what's happened in a cordial and polite manner without personal? Thanks in advance!