Aatrox Juggernaut Concept

Proud 2B Trans··4 votes·860 views

I came up with this concept while playing a old castlevania game, there is a enemy that reminded me of Aatrox and that enemy had a cool and forgotten combo design that's been almost forgotten and i thought that it would be a amazing concept to use on Aatrox

Here is the raw concept.

1st Aatrox passive

Small rework: his old passive is very flawed, it does not do much for Aatrox , so i decided to change it into a stack based passive, if you kill a minion you get one blood point, kill a champion or epic monster and gain 2, if you hit a champion with a ability you gain a blood point, you can only have 3 blood points and depending on the ability you use you will consume 2 or 1 blood point.

2nd Aatrox Q ability dark flight

This one is a bigger change, his Q Dark flight is also flawed, it hurts Aatrox more than it helps him, it is too delayed and it costs too much health and it does not work well with his other abilities except his ult, so here is the change: his Q Dark flight will now be a dash instead of a jump, more viable and more faster than his older Q dark flight, it will have a new concept that i bet riot noticed but has not touch upon a lot, it's the combo mechanic, used first on yasuo and taliyah, Dark flight now slows enemies you go through or hit and if you have a blood point you can re-activate your Q dark flight to briefly knock up your opponent into the air, this time dark flight will have a health based scaling alongside a small ad scaling.

3rdAatrox W bloodthirst/bloodprice

this one is a total rework: let me start with the why, Aatrox bloodthirst/bloodprice is not a very healthy ability to have on a champion, it can be a very strong or weak ability to have, so i decided to change it, now it is a empowered auto attack that deals heavy damage and is his main source of damage, it is now a vertical over the head slash that if you have 2 blood points it will deal extra heavy damage based on the missing health of your opponent also if you knock up your opponent with your Q dark flight and follow it up with W while the target is in the air you will send your opponent back to the ground, rooting him in place for 1 second but also dealing less damage, this ability will have a ad scaling.

4th Aatrox E blades of torment

this one is also almost a complete rework: Aatrox E could've been a great ability but the way he shoots the skillshot is very flawed, it almost always misses and does not do much damage, here is the change i would make: this ability will still be a skillshot but it will be more like Yasuo Q steel tempest, Aatrox will thrust his blade foward hitting through enemy champions and minions, if it hits a enemy champion it will heal aatrox for a small % of his missing health also dealing a bit of damage and if you knock up your opponent with your Q dark flight and follow it up with E blades of torment while the target is in the air it will knock back the opponent, it will scale with his ad and based health.

5th Aatrox R massacre

this one is the smallest of the reworked abilities: Aatrox R massacre is fine as it is, the only changes i will make are that if you activate it and hit a enemy champion you will get max blood point stacks, also his ult will provide extra reach for his other abilities while also empowering his auto attack damage, his ult will deal magic damage and will have a magic and health based scaling.

i would do the math for the abilities but i doubt that any riot developer would see this so this is just a great idea i had for the champion that i love and like the most, it makes me sad that i can't use him much over the years because of how weak his kit is, while other champions get reworked Aatrox is falling behind and getting forgotten, if he gets reworked my champion pool would be finally completed.

6 Comments

ModThe Djinn2 votes

A Juggernaut probably should have a gapcloser + slow/knock-up, a possible root, and a possible knock-back on his kit. That's WAY too much crowd control for the class type.

Proud 2B Trans1 votes

that's what makes him good, but all of that is mostly single target, you are not knocking up multiple champions unless they are seriously close, like huggging each other, as for the rest of his kit, everything is justified by cd and math, his scalings wont be that high except on his w, the cost of the abilities will be fair, the heal on his E will only work on one target, so he wont get healed by hitting multiple enemies.

many other new champions have this ammount of passive's/abilities built in them, this would not be the first or the last champion with a kit this huge.

edit: also bear in mind that most of his combos if not all of them rely on his passive so you wont see him spamming like a crazy yasuo on a huge wave.

2nd edit: also you are not able to use the root and knock back at the same time, it requires the target to be in the air and the root sends him intantly to the ground and the knock back sends him a bit too far to reach with the root, even if you could do it you wont have enough blood points.

ModThe Djinn2 votes

[{quoted}](name=16 bit oldgamer,realm=NA,application-id=A8FQeEA8,discussion-id=GF38t0EZ,comment-id=00010000,timestamp=2016-05-19T17:30:24.997+0000)

that's what makes him good...

Perhaps, but having more than very short distance gap-closers and hard CC is specifically something Juggernats as a class do NOT have access to. Riot has basically admitted that Skarner's level of CC makes it hard to balance him as a Juggernaut, and Garen/Mordekaiser/Darius/Nasus/Illaoi are intentionally designed to have difficulty getting to or holding down a target.

Again, I'm not critiquing the design itself as a kit -- just pointing out that it doesn't really match the criteria for a Juggernaut specifically.

Proud 2B Trans1 votes

[{quoted}](name=The Djinn,realm=NA,application-id=A8FQeEA8,discussion-id=GF38t0EZ,comment-id=000100000000,timestamp=2016-05-19T17:45:12.740+0000)

Perhaps, but having more than very short distance gap-closers and hard CC is specifically something Juggernats as a class do NOT have access to. Riot has basically admitted that Skarner's level of CC makes it hard to balance him as a Juggernaut, and Garen/Mordekaiser/Darius/Nasus/Illaoi are intentionally designed to have difficulty getting to or holding down a target.

Again, I'm not critiquing the design itself as a kit -- just pointing out that it doesn't really match the criteria for a Juggernaut specifically.

this can be fixed by making the dash short, much like gnar's E but without the extra jump, also remember that while many of the other juggernauts do not have a gap closer they have some form of crowd cotrol that let's them lock down their target, the only one wthout any hard cc is illaoi and for good reason, but unlike illaoi this kit for aatrox wont make him insanely bursty, he will be more like a wukong/yasuo mix, able to poke by using his Q E combo but still weak enough that if his enemy is a jax or irelia they can just jump back in and punish him, while i do agree that the root may be out of place it is needed for him to be viable in the current meta, but if you have a better idea for one or more of his abilities then share it :)

edit: if it is needed he can fall on another class of champion but i feel like he needs to be a juggernaut, let me know what can be changed so he can fall on that category by still keeping his Q combo.

Maple Crusader1 votes

Does Aatrox still have a revive mechanic, or has it been removed as well? Your blood point system is quite similar to Vladimir's current blood resource, which is pretty interesting. Changing Q to a dash is a pretty substantial buff, Aatrox would be a lot more useful. Is the ability targeted (Yasuo's E) or free-direction (Riven's Q and E)

Out of curosity, which Castlevania enemy inspired your Aatrox concept kit?

Proud 2B Trans1 votes

The E would work like yasuo's Q steel tempest and the Q dark flight would be also freedirection as for the passive, yeah the revive passive is no longer needed for his kit is more than providing sustain so he can survive in lane in a fair way, and the enemy from the castlevania game was from a ps1 release, i do not quite remember the name of the enemy but it was some kind of knight which would launch you into the air and follow it up with a knock back attack or a vertical slash hitting you in mid-air, it had a big sword and it was a regular enemy, there is also a similar enemy is ninjagaiden for xbox and ps2.

edit: there is also a boss fight in the new dark souls named champion gundyr who does almost the same combo.

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