I've been working on an update concept for Aatrox for a while now, what do you think of it so far?

hudzell·4/7/2017, 5:36:29 AM·7 votes·750 views

Hi, I am a platinum Aatrox one-trick with 1.33 million mastery points, and for about 5 months I've been working on this concept to try and fulfill his fantasy of a true avatar of war, and I really want to know what you all think. What looks problematic? Anything too weak? General tweak ideas? Let me know what you think! Also, I am currently unsatisfied with the Aatrox changes, and they feel fairly weak, clunky, and confusing. (as a side note, yes this could definitely be more simplified to display in-game easier) (I also have a google document here, which is where I've been working on it)


Stats CONCEPT (CURRENT) 538-2175 Health (580-2025) 53-110 Attack Damage (60.4-115) 0.65 Attack Speed (+0-51%) (non scaling because he already has enough AS in Blood Well) 200-1105 Blood Well Capacity (105-870) 27-90 Armor (24.4-89) 175 Attack Range (150) (any stats unlisted are unchanged)


Passive - Blood Well 225/200/175/150 second static revive cooldown (levels 1/6/11/16) Aatrox’s health costs fill up his Blood Well. If Blood Well is full and Aatrox damages a non-small minion/non-small monster, (note: he will have to hit anything that isn't a caster/melee minion or small monsters, i.e. champs, dragon, baron, seige/super minions) he goes into Blood Surge, gaining 20% AD and 35/45/55/65% attack speed for 5 seconds. If Aatrox deals/receives damage to/from anything except minions and small monsters during Blood Surge, the duration is refreshed. At the end of the duration, Blood Well is emptied. If Blood Surge is activated during Massacre, Blood Surge will remain until 5 seconds after Massacre ends. (Blood Surge cannot be refreshed with more than 5 seconds remaining)

35% of all self-healing done outside of Blood Surge is converted into his Blood Well. (Revive is not affected) (note: this means if you heal for 150 hp, you will instead heal for 97.5 and Blood Well will increase by 52.5)

For every 1% in Blood Well, Aatrox gains .3 - .5% (based on level) attack speed, up to 30 - 50% attack speed.

If Aatrox takes fatal damage, the effects of Massacre end, he is cleansed of all debuffs and enters stasis, draining his Blood Well and regenerating 25% +(.25% for every 1% in Blood Well, up to 50%) of his maximum health over 3 seconds. After reviving, Aatrox gains Undead Frenzy, increasing attack speed by 30% and Blood Well generation by 100%, and generating 10% of Blood Well’s maximum capacity per basic attack for 4 seconds. Aatrox loses this buff immediately upon gaining Blood Surge. (10% generation unaffected by increased generation)

If Aatrox has not damaged or been damaged for 6 seconds, Blood Well begins to deplete by 5% per second.


Q - Dark Flight 10% current HP upon hitting the ground, 18 second cooldown 700 cast range 225/85 damage/knockup radius

Aatrox leaps up and dives down to a target area, dealing 20/45/70/95/120 (+80% AD) physical damage in an area and knocking up enemies in the epicenter for 1 second. Upon cast, Aatrox gains immunity to all displacement effects for 0.2 seconds. (cast animation is 0.6 seconds total) MASSACRE: Knockup & Damage radiuses are increased by 33%. Additionally, champion takedowns reduce the cooldown of this ability by 15/20/25%.


W - Blood Thirst/Blood Price 0.2 second static cooldown

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

TOGGLE OFF - BLOOD THIRST: Aatrox heals for 30/40/50/60/70 (+25% bonus AD) health, increased by 75% for every 25% health Aatrox is missing. (0/75/150/225% increase at 100/75/50/25% health) TOGGLE ON - BLOOD PRICE: Aatrox deals (60/70/80/90/100% AD) bonus physical damage, and loses health equal to 30% of that. MASSACRE - THIRST: Blood Thirst’s healing is increased by 10/15/20% for each Agony marked target hit by the pierce. (Including primary target) MASSACRE - PRICE: Blood Price slows all targets hit by the pierce by 10/20/30% for 1 second.


E - Blades of Torment 8% current HP, 12 second cooldown 1000 range

Aatrox unleashes two converging energy blades in a target direction, dealing 60/80/100/120/140 (+50% bonus AD) (+60% AP) magic damage, slowing targets hit by 35% for 1/1.25/1.5/1.75/2 seconds, and applying a mark of Agony for 1 second, with each hit/cleave refreshing the duration, up to a 5 second duration. Using Blood Thirst/Blood Price on an Agony marked target removes the mark and gives bonus effects: AGONY - THIRST: Blood Thirst saps each target hit, dealing them 6% current HP magic damage, and healing Aatrox for the total damage dealt. (max 200 damage versus monsters) AGONY - PRICE: Blood Price deals 15/40/65/90/115 (+30% bonus AD) bonus physical damage to each target hit. MASSACRE: Slow is increased to 45%, and duration is increased by 25/37.5/50%. Cleaves on Agony marked champions decrease the cooldown of this ability by 1 second.


R - Massacre No cost, 130/110/90 second cooldown 600 damage radius 175 attack range 350 cleave range 400 line range 50 line width

Aatrox draws in the blood of his foes, dealing 200/300/400 (+100% AP) magic damage to all enemies around him, filling his Blood Well by 20% per champion hit, and gaining Massacre for 8 seconds. MASSACRE: Aatrox has bonus attack range, his basic abilities are enhanced, and each swing cleaves in a 120 degree cone in front of him, dealing 45/55/65% AD physical damage to each non-primary target hit, and applying 40% total lifesteal to each non-primary champion hit. Aatrox’s W-enhanced attacks however, pierce the target, dealing 75% of the damage dealt by that attack and applying 80% total lifesteal to all non-primary targets in a line in front of him. Each target hit by a cleave/pierce increases the duration of Massacre by 0.1 seconds, quintupled against champions, up to a maximum duration of 16 seconds.

6 Comments

matux5554/7/2017, 6:44:52 AM1 votes

no cooldown scaling and high hp costs seems like a good way to balance it but w and ult still might be too OP

TheHappyReaperz4/7/2017, 7:10:01 PM1 votes

Not bad. However some things are a bit odd.

The return of percent health costs. I never liked them, I would like to know why you brought them back.

The heal on Blood Thirst is a bit weak early. Like, seriously weak. 25% of your bonus AD isn't go to do much for the early game, which leaves you with just the base 10. Also, holy hellfire, that Blood Price self damage. 100% AD bonus damage, at the cost of 35% of your health. Say you have 190 bonus AD, late game. With your base, you'd have 305 AD. Which means Blood Price would deal 610, total, and shave off 106.5 health. That's painful. Especially early game. The terrible healing off Blood Thirst, comboed with the high cost of Blood Price, would make it so you would just never use it.

With his Q, that's a pretty long CD. I assume you don't want people to rank it second? It just seems a bit meh. Although, with the champion take down reduction, is that all the time, or just during to Massacre?

Some final thoughts:

There is a bit too much here. Ult is a massive steroid, that buffs abilities, which are buffed when they interact with each other. They are stronger together, but much weaker alone, meaning your pre-six will be bad, farming from behind will be painful, and Massacre's high CD, will make you massively strong for a short time, but painfully weak for the rest of the time. Plus, the passive is a bit overloaded. It gives passive AS, a burst of AD and AS, a revive, a cleanse, and "Undead Fury". That's a bit much.