Aatrox the Darking Blade Rework

Captain Anarchy·1/17/2016, 12:06:16 AM·8 votes·1,544 views

When I first started playing the game, one of my first, and most played champions was Aatrox Aatrox . Being at that ELO, doing random shit doesn't matter too much. But even as you get closer to lvl 30, the flaws in his kit are already exposed. He is still my highest champion mastery, however I haven't played him in a very long time, as there is always someone better. His kit is very toxic as he either dies quickly and does nothing, or survives forever and is impossible to kill. I preferred tanktrox item 1401 after a while, as it was more early game efficient compared to devourer item 3931 and he was very hard to kill. That still didn't seem to do enough. He just doesn't fit in well at all as the game is now.

Another problem with his kit is that it has almost nothing to do with his lore. He inspired armies to succeed in otherwise unwinnable conflicts. In game he is much better as a solo split pusher (when building devourer). His passive is totally self centered, and so is his ult and half of his w. He has almost no cc or anything else helpful to help his team. This is completely different from his lore.I believe much of this can be improved.

Passive [Complete rework] Bloodlust:

All of Aatrox's abilities spill his blood (the cost of the spells) on the battlefield, and on his opponents. Any enemy champions tainted Aatrox's blood take 2/3/4/5/6% extra damage. Any allied champion walking on the blood on the ground gain a small movement speed buff.

Q [Partial Rework] Dark Flight: Range:(dash)650/(flee radius)100 - 10% of Current Health - Cooldown: 22/19/16/13/10 Active: Aatrox takes flight and slams down at a targeted location terrifying enemies, forcing any in the radius to flee for .5 seconds

W [Complete Rework] Sunder: 5% of Current Health - Cooldown:14/12/12/10/8 Active: Aatrox empowers his next auto attack (autoattack reset), then slams his blade down on his opponent shredding 5/10/15/20/25% of the targets armor and deals 30/40/50/60/70 (+75% Bonus Attack Damage) physical damage.

E [Partial Rework] Blood Thirst: Range:1000 - 5% of Current Health - Cooldown:10/9/8/7/6 Active: Aatrox thrusts his extending blade in a straight line, impaling any enemy champions(up to 2) in a straight line dealing 100/120/140/160/180(+80%Attack Damage) physical damage and slowing any hit by 20% for 2 seconds, and if it hits 2 champions, they are pulled together and knocked up for .25 seconds, and take 50(+50% Attack Damage) additional damage. Aatrox is also healed by 18/20/22/24/26% of the damage dealt.

R [Complete Rework] Blood Pool: Range:1000/1250/1500 - No Cost - Cooldown:150/110/70 Passive: When standing in his blood, Aatrox gains 10/15/20% lifesteal Active: Aatrox calls back his blood and 2% of any nearby ally champions health, healing for 75/100/125%% of the blood value, and gaining 10/15/20% of allied, damage, armor, and magic resist. Any enemies hit by the blood are slowed by 25% for 1.5/2/2.5 seconds and hit for 100/150/200(+50% Attack Damage)(+100% Ability Power) magic damage.

I believe that an Aatrox built much more around team fighting fits much more into his lore. I tried my best to "balance" the abilities, but as I'm not too familiar with the total value of everything, the kit probably needs a fair bit of number tuning. The main emphasis is on the new abilities. These are my thoughts, and if you have any ideas please share them with me.

Update : I do realize that the ult is ridiculously broken in its current state, the damage and buffs are not remotely equal the cost, damage dealt to teamates, and cooldown. I also realize that his w right now is very bland and needs some work

19 Comments

Tohob1/17/2016, 12:25:34 AM2 votes

my opinion divided by ability -

PASSIVE: Passive abilities don't scale 5 times like active abilities, they commonly scale 18 times, though in some rare cases they scale 3 times. also what is blood? is it a separate resource or is it just health?

Q: i don't see any damage numbers, did you remove the damage from it entirely? also good fear duration. people tend to enjoy making fears last 1-2 seconds for some reason.

W: feels like it's just a wukong Q without the bonus range. overall less interesting than his current W, i think this ability could use some more work and brainstorming.

E: excellent ability, i love that you turned his E into a really cool ability without fundamentally changing it too much. the knock up is very conditional and fair. i think you should add more damage numbers to the knockup aspect of it though, or set it as a % of the original damage. something like 40/45/50/55/60(+50% AD) even, or just have them take an additional 50% of the damage of the initial ability.

R: the damage taken by enemies from the blood returning to you looks like it's too high, depending on how much blood there is around you on average. also, does it DAMAGE your allies? idk how to feel about that. the buffs it gives him also seem like they would be far too overwhelming in a 5v5 teamfight.

overall, very good rework idea, have a little up arrow

La Barbotte1/17/2016, 6:34:16 PM2 votes

actually without a full rework he should have his abilities buffed to have meaning passive should give him way full HP for total bar (but may take longer to build up) Q should have him untargetable while mid air and his ult initial dmg should give him small cleave kinda like malphite W, that would make him a really good pick while still be countered by burst, cc and grievous wounds as well as dodges (looking at you shen/jax) and blind (lookin at you quinn/satan) and dissengage supports (janna, nami, raka) because he only has one hard engage ability that give enough time to react to his landing for most of league of legends champion pool

Captain Anarchy1/17/2016, 5:49:13 AM1 votes

Just realized I screwed up the title. Autocorrected to darking..... Welllll shit ._.

Kensue1/17/2016, 9:32:39 PM1 votes

[deleted]

Not Sungben1/17/2016, 11:42:28 PM1 votes

DARKIN BLADE*

GeorgeKnightRT1/18/2016, 6:03:23 AM1 votes

Aatrox is a bad tryndamere