Aatrox Rework

Meep Man·5/14/2016, 2:56:00 PM·18 votes·5,585 views

http://www.downvids.net/video/bestimages/img-aatrox-the-darkin-blade-196.jpg Aatrox, the Darkin Blade Current Issues:

  • If balanced as usual, if he builds damage, he becomes an incredibly hard to deal with enemy carry. If built Tank, he becomes a self-sustaining brick wall that eventually kills you.
  • Kit doesn't correct reflect his thematic. He causes wars and fuels them. Currently, he doesn't really force team fights very well at all, nor does he make his allies seem any more bloodthirsty. Goals of the Rework:
  • Add a thematic mirror to his kit. He wants fights to last and happen constantly, the ideal situation for him being a game with constant team fights and death to fuel himself.
  • Attempt to make it to where he is still familiar to those who played him, but not exactly what he was before due to innate balance issues.

Old Roles: Skirmisher/Diver New Roles: Vanguard/Skirmisher


Stats Health- 600 (+105 per level) (600-2385) Health Regen.- 5 (+0.35 per level) (5-10.95) Carnage- 1000 Armor- 30 (+3.5 per level) (30-89.5) Magic Resist- 32.1 (+1.25 per level) (32.1-53.35) Movement Speed- 345 Attack Damage- 63 (+3 per level) (65-114) Attack Speed- 0.68 (+3.35% per level) Attack Range- 175 (Melee)

Passive- Endless Carnage Innate: Aatrox's presence is felt all across the map, inciting rage and anger into his enemies and allies. Whenever Aatrox, an allied champion, or an enemy champion deals damage to the opposing side, Aatrox gains 2.75/3.5/4.25/5% of the damage dealt as Carnage. Aatrox uses Carnage to cast his abilities and increase the effectiveness of his Blood Thirst. Aatrox can store up to 1000 Carnage at a time. Levels: 1/5/9/13

Ability 1- Blood Thirst Passive: Whenever Aatrox uses an ability, he sends out a pulse around himself that gives nearby allies 4/5.5/7/8.5/10% of his attack damage as bonus attack damage and ability power as well as 5% (+1% per 75 bonus AD) life steal and spell vamp for the next 5 seconds. Toggle Off: Aatrox is reserving his strength, causing Blood Thirst to heal him for only 20 (+4/5/6/7/8% AD) health every fourth basic attack. If Aatrox has not generated Carnage within the last 8 seconds, these attacks will also grant Aatrox 6/7/8/9/10 Carnage. Toggle On: Aatrox uses the carnage flowing throughout the battle field to empower his blade, causing every third basic attack to now heal him for 40/65/90/115/140 (+10/12.5/15/17.5/20% AD) of his health and grant him 30/35/40/45/50% attack speed for 3 seconds. For every 50 Carnage Aatrox has, this healing is increased by 1/1.25/1.5/1.75/2%, giving him a max of a 20/25/30/35/40% healing boost. These attacks also, however, consume Carnage. Carnage Cost: 30 Carnage per Third Attack Toggle Cool Down: 1 second Passive Pulse Range: 900

Ability 2- Spreading Brutality Active: Aatrox stabs the target enemy unit with a swift, brutal strike, dealing 40/80/120/160/200 (+50% bonus AD) physical damage to the enemy unit, the damage increasing by 1% for every 1% of their max health that they are missing. If this strike kills the unit, nearby allied champions are sent into a rage for the next 5 seconds. If the enemy unit killed was a minion or monster, only the closest allied champion will be sent into a rage. Allies that have been sent into a rage cause their next basic attack or spell to deal bonus damage, meaning that their next basic attack or spell deals 30/60/90/120/150 (+40% of Aatrox's bonus AD) bonus physical damage. This bonus damage is reduced to 50% effectiveness for area of effect spells and will only apply on the first tick of damage for damage over time effects. Cost: 300/275/250/225/200 Carnage Cool Down: 15/14/13/12/11 seconds Range: 300 Rage Aura Range: 900

Ability 3- Dark Flight Active: Aatrox leaps to the target location after a brief delay, dealing 70/105/140/175/210 (+75% bonus AD) physical damage and knocking up enemies in the area for 1 second. If all of Aatrox's allies are currently in combat and have generated Carnage for Aatrox within the last 3.5 seconds, Aatrox is Unstoppable during Dark Flight. The cost of this ability is removed if neither team has dealt damage to each other within the last 15 seconds. Cost: 350/325/300/275/250 Carnage Cool Down: 11/10.5/10/9.5/9 seconds Range: 650 AoE Radius: 225

Ultimate- Massacre Passive: Aatrox's max Carnage is increased by 200/350/500. Active: After a brief delay, Aatrox releases a wave of dark energy from himself, causing Aatrox to gain 40/55/70% attack speed and 5/7.5/10% damage reduction for every other allied champion hit by the dark wave. Nearby allied champions that are hit by the wave also gain the attack speed bonus. This lasts for 5.5/6.5/7.5 seconds. Enemies hit by the wave are Enraged, forcing them to basic attack the nearest enemy unit to them for the next 1.2/1.35/1.5 seconds. Aatrox's Damage to Carnage generation is increased by 50/75/100% during this time as well. Cost: 250 Carnage Cool Down: 155/140/125 seconds Range: 850 Wave Projectile Speed: 1750


KIT TL;DR Stats Aatrox has overall increased base stats (especially Health), but lowered Health Regeneration Passive Removed the Revive and Blood Well mechanics. Aatrox now gains Carnage to use his abilities instead of his max health. He generates Carnage from both teams inflicting damage to each other. With this Carnage, he can use his abilities and empower his Blood Thirst. Ability 1 Dark Flight moved to Ability 3. Ability 1 is now Blood Thirst. Blood Price removed. Added passive. Whenever Aatrox uses a spell, his nearby allies gain increased offensive effectiveness temporarily. Blood Thirst can now be toggled between a greater and lesser heal, the greater Heal costing Carnage and gives attack speed while the lesser heal does not. Ability 2 New ability that gives Aatrox an execute that heals him and empowers nearby allies offensively if it kills it's target. Ability 3 Dark Flight. Same as before, but now has the Carnage cost applied to it and has a lower cool down. The Carnage cost is removed if both teams have not dealt damage to an opposing team's champion for a decent amount of time, making it an ideal initiation ability. Ultimate Reworked. Aatrox still gains attack speed, but now also gains cool down reduction and heals himself for a percentage of the damage he deals. Aatrox releases a dark wave when using this ability that gives nearby allied champions these bonuses at half effectiveness as well. Enemies hi by the wave are Enraged, forcing them to basic attack the nearest visible enemy to them for a decent duration. No longer deals damage.


With this rework, I wanted to try and make Aatrox into Darkin that he is depicted as in his lore. A warmongering demon who invokes rage into both his allies and enemies, causing them to want to inflict pain on one another. He leads the fights to his enemies before invoking pure rage and fury into his allies and enemies alike. His new Carnage mechanic is the center of this. If both teams are constantly fighting and Aatrox is constantly causing fights to break out, he will be at a huge advantage since he will have the resources to use Dark Flight and Spreading Brutality constantly to make his allies extremely powerful. An endless cycle of violence and hatred so to speak. Violence leads to violence. Blood Thirst stays around in this kit (as well as Dark Flight) but with modifications. He can no longer change the spell to instead deal bonus damage yet deal damage to himself, instead he can switch between a lesser and greater heal that do or do not use Carnage. His healing should be similar to what it is currently, but a little different. Aatrox in this rework also comes full of allied bonuses if you didn't notice (you did). You could almost call him the most offensive support ever, but then is he really a Support? His Blood Thirst is empowered by Carnage, increasing the healing you receive from it equal to the amount of Carnage you had before the attack's Carnage cost. This bonus' max bonus is also increased by his ultimate passive if you didn't notice, meaning his healing is increased by up to 60% late game. However, it's passive is not to be forgotten. Every time Aatrox uses a spell, consuming carnage, he empowers his allies' offensive capabilities based on how much attack damage Aatrox has. With this bonus, his allies can then generate tons of Carnage for him. Then there is Spreading Brutality, an execute that, upon killing an enemy, heals Aatrox and causes Aatrox's allies to have their next instance of damage also be given execute damage. This is continues the theme of a cycle of violence with Aatrox spending Carnage to increase the damage his team deals, increasing his Carnage generation rate. Next, we come to Dark Flight, something that was in his old kit. This is the same as before, but with a lower cool down, but a Carnage cost. HOWEVER, if Aatrox sees that the battlefield is too peaceful, he will be able to cast it for free until either team takes damage from an opposing champion. This allows him to initiate conflict with the enemy team with, allowing him to force fights. Finally, we come to Massacre. The ultimate war starter, Aatrox of course has to have Massacre. After a delay, Aatrox will send out a wave that buffs himself and his allies, as well as forcing enemies to attack the nearest enemy. Basically speaking, Aatrox's allies gain a decent offensive bonus to make them want to fight and Aatrox's enemies are forced to fight, being afflicted with the mother of all Taunts. Furthermore, Aatrox gains more Carnage than usual during this time. With this, Aatrox can force team fights to happen that the enemy team doesn't want to happen and fuel the flames of war on the battlefield.

Now, I know balance isn't perfect, but that's not the aim here. The aim is to make an idea for a good kit for Aatrox, so I would rather have feedback on the kit itself than the numbers. If you want to ignore the numbers, I made a KIT TL;DR changelist below the kit. Thank you for reading and I appreciate any feedback given!

37 Comments

SquishiestPanda6/30/2016, 11:33:52 AM5 votes

As someone who has played Aatrox for an extremely long time, I personally love his current kit. His theme isn't necessarily him starting or causing wars. His lore suggests that Aatrox is from a race that has been around since the beginning of time. Having participated in countless wars and having always been on the winning side. He is seen as a deity by some, a savior by others, which translates into why he has the Justicar skin. I do personally believe that Aatrox has some failing features, but his play-style is still fun and enjoyable by those who know how to play him adequately. In our current season, fighters like Aatrox fall short, because he is mostly item reliant mid-to-late game and his base stats generally make it so you only have so much flexibility, when it comes down to any optional items you build around your core items. I don't generally believe Aatrox needs a rework, more like a reboot, just something extra to give him more reliability in game, that makes it easier for him to carry, if not be useful to his team. As it is, Aatrox has a pretty good kit by itself, it's quite well rounded, yet because of who you usually end up fighting, it makes many Aatrox mains fall short, especially in ranked play. I'd like to see Riot give Aatrox either a higher base attack speed, even just by a little bit, if not make it scale slightly higher. I understand they'd probably turn that suggestion down, considering his Blood Well gives him scaling attack speed, when it fills up for each 1% of it being full. But that makes his gameplay slightly tricky and many builds that people rely on become tanky, since he'll be too squishy in most team fights to contribute, when it comes to helping the team. Looking at VirginityThiefs recent games and what he generally builds and what many of the recommended builds have you get, I can see how many people will decide to build those items, like Titanic Hydra and Black Cleaver. Now here's the thing, I find that Aatrox, for what he can build has an extremely large variety of items he can choose from, since Aatrox is, especially this season very item dependent for his base abilities and contribution to the game one must find synergy with what they build on him. Now what specifically do you build? Well, first you need to decide, based on your laner what core items you want to build and that's going off if you're taking Aatrox top and not into the jg, or mid. I find getting E first, for poke against your laner and help with csing comes as a tremendous help, W second for lifesteal, extra dmg when needed and over-all sustain. Q last, max Q last E first W second R obviously when possible, E for poke, the slow and for engaging and disengaging possibilities, plus your E scales extremely well off most offensive items. What's tricky with Aatrox is, you need to time your Q as best as possible, because if you make a bad choice and engage on an enemy, only to be ganked at the wrong time, or killed by your laner because you didn't poke enough beforehand with your E you can get fucked over. Using your E as much as possible to help farm and poke your enemy is critical with Aatrox, though you tend to push up a bit, as long as you keep your river warded you should be fine. E helps build up your blood well, which in the end helps increase your life when your passive pops, but also gives you the passive scaling attack speed bonus. If possible, pop your R before your passive pops, as it fills your blood well by 20%, while replacing the attack speed that you would of lost without using your R, before popping your blood well, since once your blood well is down you lose, dependent on your level a good chunk of attack speed. Of course as an Aatrox main I'm sure you know that. Q is vital, because of the long cool down on it, it's your life line, yet also your possibility of an engagement. I personally play a bit passively, so I try to keep my Q for an escape in case of a gank, while poking my laner, only engaging once I get a good feel of my laner and feel like I can engage well enough to kill them, knocking them up with Q, using E for the slow and extra damage, then of course between the time of the knock up and using E getting an extra auto in for more damage. That's it you don't want to use your ult, for the magic damage burst and attack speed + attack range autos. Of course I expect any Aatrox main to know these basics, as it's all very simple. Now going back to the build, Aatrox being the item dependent shit lord that he is, plus going off his ability scaling you can nearly build any item in the game and use it to some effectiveness. In the current meta I build hybrid aatrox with lifesteal. Meaning you rush Rageblade, depending on what I need then I build full tier boots, obviously getting first tier boots somewhere before finishing rageblade. I usually end up building Merc treads, for MR and the Tenacity passive. If you're against a heavy AD team, Ninja tabi obviously are your best friend, on the rare occasion I need more attack speed for the entirety of the game, I get Berserker's Greaves. My second item is Nashors tooth, the attack speed helps a ton, as a sustain fighter that aatrox is, plus having the ap from rageblade and now nashors lets it go into your auto attacks, not only doing a significant amount of ad, but ap dmg on auto. The cooldown is always helpful, letting you use your Q more often for an escape or engage, E for more poke and to help stack up your blood well and an ever lower cooldown on R which is always nice. Rageblade and nashors on aatrox scale really well into late game, especially since your E not only scales 50% off AD but also off AP, your ult scaling 100% off of only AP, you're able to utilize all of your AP most of the time, with this. Next depending on how well you're doing in lane, especially with your csing, cs is the life-blood of a top lane Aatrox, or most laners these days. You can either build GA or Bloodthirster, both giving you a curtain amount of sustain, yet one being more defensive, while the other more offensive. After I build those two items, I love getting Deaths Dance, the passive stacks twice on-top of bloodthirster and your over-all survivability increases, as more AD = More offensive power more cooldown = more chances to use your abilities to your best capabilities. Having 15% of the damage dealt to you become only a slow bleed, increases your survivability as you have plenty of life-steal and now two revives. Of course if you're fighting tanks you can take Black cleaver, Bork, or even Youmuu's if you decide to trade out Deaths dance, or bloodthirster. Static shiv is always useful if you need to get off more autos, with the chance to crit and extra dmg, after static gets its stacks. Ravenous Hydra, for even more lifesteal, a life-stealing active that deals scaling dmg to surrounding units. These are the items you'd need in a meta like the current one, of course Aatrox has great adaptability to a huge number of items, which end up being what helps him strive in the late-game. In team fights, flash in and Q ontop of the ADC, sending off your E to poke them and whoever else is hit with it, ulting to do a massive chunk of damage and autos to try and finish the deal, what order you do this in is to your own judgement. In the end, Aatrox is indeed a well rounded champion and I fucking love the character. It's just in our current meta, he's seen as weak and boring by many, when in the end it's only those who play him that need the correct format, or ability to play him to maximum capability. Over my many years of playing Aatrox and over my many accounts to have mained him, I can still say to this day that Aatrox is still my favorite champion and that will never change. Hope this helped! Of course, only if you read this far, hahaha, sorry for the fucking book. xD Have a wonderful day and I hope you win many games in the future! - Your fellow Aatrox main and Panda!

P.S.: I referenced VirginityThief as all he plays is Aatrox, which is a stunning and lovely feat. No matter the ranking, I believe all who play Aatrox can come to love him, given that they have the ability to use his skills wisely and not end up with anything less than 150cs by 20 minutes, anything lower is disgusting.

yoshi27906/24/2016, 8:02:55 PM4 votes

Here's what I think:

STATS:

Base AD seems a bit low, since he's melee. The growth is fine and maybe a bit too much. But very good stats overall. well done

PASSIVE:

very good and creative, but it makes you very reliable on your teammates. And it's way to easy filled but well done

ABILITY 1:

WAY too overpowered and overloaded. Passive makes him a support? Otherwise useless in early - mid game and the radius is too big. make it 500 units or so

now the toggle on- off ... this is OP

causing every third basic attack to now heal him for 50/75/100/125/150 (+15/17.5/20/22.5/25% AD) of his health and grant him 30/35/40/45/50% attack speed for 4.5 seconds. For every 50 Carnage Aatrox has, this healing is increased by 1/1.25/1.5/1.75/2%, giving him a max of a 20/25/30/35/40% healing boost. These attacks also, however, consume Carnage.

A 60 hp heal every 3 attacks with 40% atk speed boost at level 1, seems balanced. His carnage wont be a problem, just get an early game aggressive team, and its so quickly filled

ABILITY 2:

Aatrox is healed for an amount equal to 3/3.5/4/4.5/5% of the unit's max health and nearby allied champions are sent into a rage for the next 5 seconds. If the enemy unit killed was a minion or monster, only the closest allied champion will be sent into a rage. Allies that have been sent into a rage cause their next basic attack or spell to deal bonus damage equal to half the damage of Spreading Brutality, meaning their next basic attack or spell deals 20/40/60/80/100 (+25% of Aatrox's bonus AD) bonus physical damage, increased by 1% for every 1% of their max health that the enemy target is missing. This bonus damage is reduced to 50% effectiveness for area of effect spells and will only apply on the first tick of damage for damage over time effects.

This makes the abilty so overloaded ^^ You can leave it all away and buff the damage A BIT and you would have a perfect ability. You could pull the heal off, but ABILITY 1 is so OP in healing it's unnecesary.

Lower the cooldown or make it like Irelia's q, nerf the cost. because This abilty is overpowered, but has a very high cooldown and cost. while you can make it an ok abilty, with a cooldown and cost that depends on how you use it.

ABILTY 3:

Perfect! I love this! well done! maybe make everything a knock-up instead of just the center?

ULTIMATE:

Why does he gets cooldown reduction? That's weird?

I understand you want to give him healing, but his Q heals for enough.

Nothing wrong with the attackspeed or ally buff

but then this sentence bothers me:

Enemies hit by the wave are Enraged, forcing them to basic attack the nearest enemy unit to them for the next 2/2.25/2.5 seconds.

This is OP VERY OP

even for 0.5 seconds ITS OP its an upgraded version of a taunt. its just WAY TOO OP

FINAL THOUGHTS:

Overpowered and overloaded. Too high numbers.

and he gets: Bonus ad, knock up, VERY HIGH sustain, escape/engage, lifesteal aura, ad aura, taunt, attack speed aura, attack speed buff, % max hp dmg, CC block, etc...

and he has the Nunu problem:

Is he a:

Tank? Fighter? Support?

He can be a tank because of his crazy high sustain and tauntlike ult Fighter because of ad scaling and sustain support because of his aura

He's like A warwick/ Xin zhao mixed with a Malphite and a Sona...

RECOMMENDATIONS:

I'm not a balance expert myself, but this is too OP and impossible to balance

SIMPLIFY him, Make his kit less overloaded. remove the aura's ( R aura is good though) Less sustain, more change in toggling.

I LIKE the concept of carnage, but it's a bit, strange. because you really on your teammates for your kit. Like kalista's ult.

P.S.:

I know I am a jerk in this. BUT I want to say:

WELL DONE!

making a champion isn't easy, it takes years!

You did amazing! Yes, he's OP and overloaded.

But its so detailed!

Well done.

It's something you can be proud of. And I like it.

just way too OP

[slayer-jinx-wink]

Statchecky5/19/2016, 5:01:00 AM2 votes

IMO no need to rework Aatrox.

Only changes I would like to see are 1) Reduced health cost on Dark Flight since this move is very often interrupted by just about everything out there, for example Wukong ult, Poppy W, Azir ult, Sion Q at pretty much any level of charge and im pretty sure Udyr bear stance has stunned out of it as I jumped on him. I find myself using Dark Flight more and more just for the mobility rather than the CC and I just think 10% of current HP is excessive for just that.

  1. The reason for Aatrox having health cost on his abilities is to balance his built in sustain, which is turned off when using Blood Price... So why is there a health cost on Blood Price? Aatrox's W should offer the choice of sustain or bonus damage not what it currently is which is sustain or self-dps for bonus damage. I would like to see the health cost for Blood Price removed and the ability rebalanced with that in mind.

And thats it. I really have become disenchanted with champion reworks, I know sometimes its necessary due to certain abilities having no real way to be balanced, but that aside, having a champion who's gameplay you enjoy and invested time in learning to play be essentially scrapped and used as a skin for a "new champion" is something that has happened to Sejuani and Fiora and I would hate to see it happen to Aatrox.

And the "theme" of a champion should never be used as a reason to rework a champion. Lore and gameplay can't always match neatly and gameplay is always the better choice. Aatrox is thematically fine for my taste and really who plays League for the lore?

CyberDarius5/16/2016, 7:00:04 AM2 votes

Here are my suggestion : Base Health increase :599+(85 per lvl is the same ) at lvl 18 he have 2129

Blood Well: Aatrox attack speed is increased by 0.6 / 0.7 / 0.8 / 0.9 / 1 / 1.1% for every 2% in his Blood Well, up to a maximum of 30 / 35 / 40 / 45 / 50 / 55% bonus attack speed.(this remain the same) Remove the Revival ability and give life steal on every basic something like Nasus Aatrox get 1% life steal for every 10% of bonus attack speed ,heal is double under 50% health (passive+his basic attack speed will give him at lvl 18 10%life steal) . Here come the problem of his blood store if we remove the revive passive my solution is to make it a a fury bar something like Tryndamere

Dark Flight:It needs only to don't be interrupted in mid air ,why?just compare this to Cho Gath Rupture and you will see. Health cost changed to flat from procent

Blood Thirst: Removed because of the new passive.

Blood Price: Is now a active ability whit no cost that can make use of his new passive(life steal but no crits) . CD 9/8/7/6/5 Active: Aatrox next basic attack within 4.5 seconds will deal additional physical damage : 110%/115%/120%/125%/130%of his total attack DMG+7%(1%per 20 bonus AD )of target missing health . Aatrox heals himself for 20% for the DMG dealt. _(If you have 200DMG(115+(85 bonus dmg) whit this skill you will hit at lvl 18 -260+11.5% of missing health) _

Blades of Torment:Health cost to flat.....

Massacre: I think about massacre to be more like Irelia R Aatrox can trow up to 4 waves of energy somthing like his E but in form of a wave energy dealing 90/150/200 (40%AP)(70% Bonus AD) as Magic Damage. (don't apply one hit effects like Irelia) Passive effect he regenerate 25% fury per wave

Maybe they will take something from here something from there and will make him .

pee jugs6/20/2016, 11:54:05 PM2 votes

i condemn this idea as an Aatrox main. He is in a great place just learn how to play him.

GULAG 4 U6/30/2016, 8:53:02 PM1 votes

Very good but this kit would prolly be impossible to balance.

Meep Man7/1/2016, 3:30:55 AM1 votes

I recently updated this rework as promised below. The changes are as followed.

Stats

  • Health Regeneration Growth per Level increased to 0.35 from 0.25
  • Base Attack Damage increased to 63 from 59
  • Attack Damage Growth per Level reduced to 3 from 3.25

Passive

  • Carnage per Damage % reduced to 2.75/3.5/4.25/5% from 3.5/4/4.5/5%

Ability 1

  • Toggled Off Healing changed to 20 (+4/5/6/7/8% AD) from 20/25/30/35/40 (+5% AD)
  • Toggled Off Attacks will now also grant Aatrox 6/7/8/9/10 Carnage if he has not gained any Carnage in the last 8 seconds
  • Toggled On Healing every Third Attack reduced to 40/65/90/115/140 (+10/12.5/15/17.5/20% AD) from 50/75/100/125/150 (+15/17.5/20/22.5/25% AD)

Ability 2

  • Removed Self Heal for Aatrox if the target was killed
  • Allies sent into a rage now cause their next attack or spell to deal 30/60/90/120/150 (+40% bonus AD) from 20/40/60/80/100 (+25% bonus AD) that increased by 1% for every 1% health the enemy was missing
  • Cool Down reduced to 15/14/13/12/11 seconds from 15/14.5/14/13.5/13 seconds

Ability 3

  • Now knocks up in the full area instead of only the center
  • Reduced knock up duration to 1 second from 1.25 seconds (no no, no Malphite ult on a basic ability)

Ultimate

  • Attack Speed Boost increased to 40/55/70% from 30/45/60%
  • Removed the healing portion of the buff on Aatrox and the dark wave affected allies
  • Now provides Aatrox with 5/7.5/10% damage reduction for the duration for every allied champion affected by the dark wave (Note: While not mentioned, does not affect true damage since true damage cannot be reduced, only nullified)
  • Reduced Enrage duration from 2/2.25/2.5 seconds to 1.2/1.35/1.5 seconds
  • Carnage Cost reduced to 250 from 300
  • Cool Down reduced to 155/140/125 seconds from 155/145/135 seconds

The general idea was that it was a little overloaded and overpowered, so I toned it down while removing some aspects of the kit in favor of strengthening aspects that I felt were more core to the idea of a creature that invoked rage in his allies. Also, the point of reliablity with his Carnage came up below, so I added a small mechanic on his Toggled Off Q so that, if the enemy team (allied team?) decides to be extremely passive, Aatrox isn't completely screwed, especially if he is in the Jungle.

ConsensualClown98/5/2016, 6:11:37 AM1 votes

Riot, please make this happen.

Sadistix 13 10/13/2016, 8:14:14 PM1 votes

Well done Aatrox is a very interesting fun to play champion , his lore is just amazing but the thing is his kit just sucks if u look at XinZhaoOlaf has better version of now Aatrox kit , they hv much better kit with more life steel and slows and knock ups . but now after this rework i think he will be great as his lore says The War God , The Last Hope . . And should add more allies or more enemies to his character Like Riven or Kayle or someone like Nocturne or Brand Nautilus Jax Darius Mordekaiser to make his story more interesting ...

Taliyah Rocks10/23/2016, 6:43:25 AM1 votes

I like how you developped your idea a lot, but the main problem i see here is that if his kit is worked around buffing himself and his allies, his solo kit will have to be gutted. If he is strong enough to stand for himself AND buff allies in teamfights, he'll be overpowered. Just think of all these aura items or spells that got gutted because of that. It gives a hard to gauge buff to your team, hidden power that is hard to balance.

Although i agree his lore describes him as someone who turns the tide and send allies in blood lust, i think maybe his ult could be reworked around buffing himself and/or allies when you are outnumbered (more enemy champions than allies) or powered when an ally dies.

The way your passive work, he'll either have too much Carnage in teamfights, or not enough in lane, there's not really any play involved.

I myself had some ideas. I love how Aatrox his an auto-attack relient champion that relies on lifesteal to keep himself alive, and i think he should be partially reworked with that idea in mind. I started a thread with it here http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/OYRPba15-aatrox-with-two-health-bars-like-kled but basicaly i think his passive should receive be reworked around this theme:

Instead of a free guardian angel, he'd get a secondary health bar similar to Kled, which only scales with level. Instead of dying or kneeling when his health reaches zero, he starts to tap into his secondary health bar and keeps on fighting. This reserve health depletes faster and faster, similar to Sion's passive. But if he his able to lifesteal enough to refill his reserve hp, he can keep fighting and even living. Such a passive would help him survive longer when he dives and would strengthen lifesteal builds on him. Also it offers counterplay for the enemy team, when Aatrox's regular health reaches zero, either burst him down fast enough through his reserve health, or avoid him so his reserve health depletes. Maybe the health could scale from 200 to 2000 at lvl 18. Sure 200 ''free'' health at level one seems strong, but he probably won't have enough sustain to save himself at first level if he taps into it. And 2k health at lvl 18 should give him more time to deal damage and sustain himself instead of being insta-gibbed, reviving, and dying instantly again like he currently does. One of the current problem of Aatrox is that if he builds himself damage, he's too squishy, if he builds himself tanky, he doesn't deal significant damage. To be viable Aatrox needs attack speed, AD, lifesteal and some armor pen doesn't hurt at all. His base damage is bad, he can't just build Black Cleaver or Titanic Hydra and go full tank like some bruisers do. He can't either build some armor pen and dive like a Wukong or Pantheon. He needs a lot of stats to deal damage, and he just can't afford to build tanky. Such a passive would relieve him of that requirement and allow him to build that damage, attack speed and lifesteal without hurting him too much.

Archangel Aatrox12/14/2016, 11:24:22 PM1 votes

I got a less broken idea...

passive: his passive should remain the same, but aatrox is immune to every cc for 1 second after he revives himself.

Q: buff the outer ring of his q by adding a small knock up like rek sai.

W: remains the same but buff blood price by having less health use per level.

E: NEW blood ball. Blood ball is a single targeted spell that increases blood prices damage by 7% per stack (Max 3 stacks). Every third stack, blood spray can be casted. Blood spray casts out 3 balls of blood, like a,twisted fate wild card. Each ball of blood spray increases blood price's damage 25% on the target hit by it. One unit can be hit by all three balls, causing the target to take 75% of blood price's damage. Each stack lasts 10 seconds long on a target and resets the stack every 3rd stack. Cool down 4 seconds. Base damage per level (50/75/100/120/135). AD ratio 25%, AP ratio 75%. Targets hit by blood spray lasts only 5 seconds on them.

R: Remains the same NEW slows all enemies by 50% for 3 seconds around him, and buffs all minions around him gaining bonus attack damage, attack speed, movement speed, armor and magic resist. Enemies hit by e, blood ball/blood spray, redirects all buffed minions to attack that unit. Amount of buffed minions per level (3/6/10). Minion buff damage per level (25%/40%/50%) of aatrox's bonus ad. Minion's bonus Attack speed per level (30%/55%/75%) of aatrox's total attack speed. Minion's bonus armor and magic per level (4%/10%/15%) of aatrox's bonus armor and magic resists. Buffed minions last 12 seconds.

Darkone70016/28/2017, 7:50:57 PM1 votes

Lets keep complaining about aatrox riot will eventually rework.... ryze for a 16th time.

kames810/20/2017, 12:20:08 AM1 votes

YOU COMPLETELY DESTROYED AATROX AS A CHAMP. ABSOLUTELY TERRIBLE WHAT YOU DID TOO HIM. REWORK HIM AGAIN AND MAYBE ILL DOWNLOAD THE GAME AGAIN. HE WAS MY MAIN AND YOU LITERALLY MADE HIM USELESS IN ALMOST EVERY LANE BESIDES BOT.

Kaeblen10/20/2017, 3:44:06 AM1 votes

This is one of the best reworks I've seen in a long time.

BUT

Some parts are way overloaded.


you've got lots of people giving full reviews of this, so ill just give suggestions on a few abilites:

##Passive: I love this ability. Only thing I don't like is the scaling. Honestly, later into the game, allies will deal more damage anyway, so having a higher %damage conversion into carnage probably isn't necessary. You'll get that higher Carnage generation just by the fact that your allies have scaled up.

. ##Q: Blood Thirst Crazy Powerful. The Passive alone is ultimate level. If you wanted to attach this passive to his Ultimate, I would fully support it. Riot probably would not: Taric had a similar effect on his old ult, giving bonus AD and other stats to allies when he used Ult--they called this "invisible power". The benefit this passive is giving is as large or larger than what Taric's ability did, and this one will be up ALL THE TIME. Move this passive to his ultimate, or remove it altogether.

Toggle ON/OFF: I really like the idea of generating Carnage with this ability. That was a great addition. early game or late game there will be times when everyone is preparing, and nobody is fighting. you NEED this ability so you can generate carnage before the fight begins.

Synergy: So. big problem. switching the toggle of this ability on and off is going to trigger its passive. That's a big power boost, that costs you nothing. Even with no allies nearby, you grant yourself lifesteal. not good man. not when toggling it on and off is free. . ##E: Dark Flight: Currently, you have this ability gaining a bonus effect while all allied champions are in combat with other champions. I think this is a great idea. But. If they are not all right next to you, it can be hard to know if they are all meeting that requirement. I suggest adding a counter, maybe just below his resource bar, like Jihn or Graves has for their shots. If you are going to add a counter though, You would probably want at least one other ability to benefit from the same counter. otherwise, it's just an odd bonus effect that is hard to predict. . ##R: Massacre: If you are buffing your entire team with this, you may want to cut the attack speed bonus in half.

TheDaddyD12/18/2017, 11:51:29 PM1 votes

I am an Aatrox main and just wanted to share an idea for the rework but highly doubt it will be seen but here it is anyway.

Blood rage passive: every time when Aatrox uses an ability that hits an enemy he gains fury. When his fury bar is full Aatrox gains bonuses to all stats. In addition when Aatrox is to take lethal damage with full fury he will start to drain all surrounding life around him(allies and enemies) dealing physical damage equal to 30% of his max health and heal him for that much.

Sword impalement Q: Passive aatrox gains 150 attack range. Aatrox readies to lunge his sword forward, hitting everything in front of him for 200(+25% bonus Attack damage). If hit were to hit an enemy champion that champion will be pulled back half the distance from them to Aatrox slowing them down by 30% for 1.5 seconds

Blood Thirst/Blood Price W: Blood Thirst heals Aatrox every third auto attack for 60(+6% of missing hit points). Blood Price will damage Aatrox for 200 true damage every third auto attack[which can be fatal to Aatrox] but will deal 6%(+1% for every 100 attack damage) of the enemies max health as physical damage.

Flight of war E: Aatrox channels for 2 seconds to fly up into the air. After getting to the right altitude he shoots down with intense speed that he knocks up all enemies for .5 to 1.5 seconds and damaging them for 50(+120% attack damage).

All out war R: {Cost 50% of current health} Aatrox will send a plague of rage into the minds of all around him. Causing them to fight anything for 3 seconds(Regardless of tenacity). How ever Aatrox can not fight or be attacked for the duration.

GodlyBane12/19/2017, 1:38:37 AM1 votes

enrage sounds like a sick type of cc nice!

MuffledGarbage5/14/2016, 3:55:11 PM1 votes

I like this rework. It makes Aatrox seem much better than his current state. His passive right now is practically useless. However I do feel like the carnage might need to ha e a more consistant way of being gotten. After all if the enemy team does have any zoning poke mages that drastically reduces the amount of spells he could cast. On thd flip side if there weren't any chars on the enemy team with a good movement spell they'd be screwed pretty badly. It makes sense but I think that will make Aatrox more consistant at solo queue than with higher ELO play. Everything else seems pretty good and would definitely add some depth to the current meatshield wih a weaker 2nd lifebar.

Al36Cangur1/30/2019, 3:50:27 PM1 votes

so let's see i was feeded with this new attrox results 0 toplane with less farm and 1/7 easy defeated me 1v1 and in teamfights and 1v1 is usseles ty riot for reworking a champ woth who you could make a comeback on lane now is imposivle to play and requiers best skill to do a combo without dmg if you are not having a good score, if you feed or loose cs and want make a comeback look you cant because requiers 100% skill and i want to read hate comments from players who didn't even plaued him and will chat like" is good but you noob haha" i wait for moment when nobody will play him and will rework him again or maiby make him how he used to be at begining or when they nerfed old passive. is my opinion you will say like but this chap is more good than old and i will be like you don't know how was old right ? Thats all lets see hate and new atrox mains coments .

RisenFromTheAsh5/17/2016, 12:55:25 AM1 votes

I really liked this guy's version of an aatrox rework, both are great ideas. http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/zOAUE5Wg-rework-idea-aatrox-the-dakin-blade

DesolationKaizer5/18/2016, 3:13:19 PM1 votes

Some nice ideas here, though the ultimate might be a little bit too strong with that berserk crowd control at the end. I hate Aatrox's current passive, since half of the time, it just feels like it gives 2 extra seconds in teamfights before you die again. Perhaps having a certain amount of Carnage can make Dark Flight ustoppable? Anyway, I love the idea of him being a carry/support hybrid champ like your kit and the lore suggest, rather than this generic, bruiser mess that we have currently.

ABcmaSter5/27/2016, 3:45:24 AM1 votes

I think his current w is unique tho. If they would change him then they shouldn't take his w or his Bloodwell away. The revive is meh. But the atk speed from full blood is perfect for him. They just need to add some kind of supporting spell on him to fit his theme and he is fine.

Verix Frostbane6/30/2016, 6:44:43 AM1 votes

Honestly i enjoy the concept of a rework for aatrox. I feel as is he is very underplayed. The only comment/concern that i have with this is about carnage. If this is how aatrox uses abilities then i believe early game he will have a huge disadvanage because it could have an opposite effect of what your looking for. If the enemy team sees an aatrox all they have to do is focus minions with out trading blows and suddenly aatrox is no threat. However i do see what you did with dark flight but one untimely trade could completely ruin a perfect gank with dark flight because now you cant use it freely and you dont have enough carage to use it. Of course i play aatrox jg so these are things im thinking of. But even in lane if aatrox is against a range champion he has no engage if his allys arent trading blows but your opponent is poking you periodically or even when you run in to use dark flight because no one has attacked the other, they can hit you and if you dont have enough carnage you just gave them a free auto attack. Additionally i really enjoy the idea of spreading brutality instead of his blades of torment. Oh and lastly i strongly urge dark flight to become an untargetable ability due to the fact that just about everything can stop it also increase the inner circle radius as it lvls up so at max lvl the whole circle is a knockup. Anyway hope my opinion makes a difference and i can see this rework soon. Additionally aatrox head looks dumb as mecha aatrox when you zoom in. Just fyi haha. Over all great ideas and ill look forward to this rework.