Some Ideas for Aatrox

World Ender··1 votes·962 views

Hi there, as an Aatrox player with close to 80k mastery I'd like to suggest a few changes for him. Currently Aatrox is held back so much by his innate sustain and revive passive that his base tankiness and damage is really made to suffer. Here are my ideas for removing some of his kit's unhealthy mechanics and giving him a better identity as the pinnacle sustaining fighter of League.

Base Stats: Almost everything could be buffed honestly. Damage, attack speed, resists, regen, all of these both flat and scaling could be increased.

Passive: Bloodwell Removed. Aatrox no longer would gain passive attack speed by spending health. In addition, none of Aatrox's abilities would cost health. He would also not have his revive any more.

New Passive: Battlemaster Aatrox passively gains bonus attack damage equal to his percentage of lifesteal. In addition, units killed by Aatrox grant him additional benefits: Small minions and monsters: Aatrox permanently gains .025% lifesteal. Large minions and monsters: Aatrox permanently gains 0.1% lifesteal. Champion kills and assists: Aatrox permanently gains 0.5% lifesteal. Additionally, enemies that die near Aatrox restore 5/10/15% of his missing health. 20 second cooldown. This bonus lifesteal is capped at 10%. (This would require something like 150 minions plus 10 kills/assists, which I think is reasonable).

I think this passive would do a lot for Aatrox, first it encourages him to build lifesteal which definitely fits his theme, and secondly, even if he doesn't build any form of lifesteal, he can still obtain a small amount simply through farming well and getting kills/assists. This would allow for more versatile builds, as Aatrox is supposed to be a somewhat tanky diver, yet cannot reasonably build tank items without sacrificing all of his damage. It's also worth noting that Warlord's Bloodlust should not grant him bonus AD based on its lifesteal, that would be too OP.

Q: Dark Flight Not many changes are appropriate here I feel, other than potentially doing one or two of these things: Giving Aatrox bonus resists when he manages to knock someone up for a few seconds, Increasing the speed of the ability, Increasing the range/hitbox of the knockup, or Making it non-interruptible.

Doing a couple of these would make the ability a lot better, because as of today almost every champion in the game has hard CC that can stop Aatrox's only initiation tool/escape ability.

W: Blood Thirst Removed. This may be Aatrox's most iconic ability, but having so much innate healing really holds him back from a balance standpoint. If he gets ahead he is unstoppable, but if he falls behind he can't do anything with the ability because it is so reliant on attack speed or AD to proc it many times or give it a better heal ratio. Often an Aatrox that has fallen behind dies before he can even get 3 auto attacks in.

W: Blood Price Servant Another aspect of Aatrox's empowered W is the crazy damage that he can do on his third hit. This is somewhat problematic too, as, while it annihilates squishies, it is not very effective in the late game vs tanks and even other fighters. Again, Aatrox was meant to be a diver, someone who gets into the back line and disrupts enemies, but with his W as it stands it feels like he's really only good at assassinating ADC's and mages, and even then only when he's built full damage.

Instead of a flat amount of damage, I think that Aatrox could benefit from some sort of "gimmick" damage type if you will, i.e. true damage, % max health damage, or % current health damage as a part of the ability. Almost every fighter has something like this now, and Aatrox not having it causes him to really struggle to keep up. Obviously the flat damage would have to be lowered significantly, but in its place Aatrox could actually be useful outside of laning and splitpushing by having some more tools to deal with enemies of all shapes and sizes, not just frail ADC's. Keep in mind that this would still only work on every third hit.

E: Blades of Torment Removed. This ability is bland and could be so much more. Also, why does Aatrox, a blood spilling war demon, fire energy beams out of his sword? It just doesn't fit thematically.

New E: Sweeping Blade Aatrox sweeps his blade in an arc, dealing damage to all enemies in front of him and applying a slow.

This would be Aatrox's main AOE ability and farming tool. It wouldn't have the same range as his old E, but it would cover a wider area in front of him and potentially lower his reliance on poke to do well in lane (believe it or not, almost half of Aatrox's damage is magical, simply due to how much he harasses with his E in lane) and give him more focused strength. He shouldn't have to have poke to function, it feels like it was simply added in to allow Aatrox to not get completely wrecked in lane phase.

R: Massacre Many people think that this ability is lackluster for an ultimate, and while it does seem that way at first glance, it really does help Aatrox excel at what he's supposed to do (fight people and sustain a lot). Giving attack speed and range allows him to hit faster and stick on people longer. I honestly don't think it needs any real changes, outside of potentially some buffs to attack speed while in the form (no more Bloodwell to fill to get extra AS from hitting people with the initial cast) or even adding movespeed to it.

TL;DR Better base stats. Bloodwell gone. No health costs. New passive that gives bonus AD based on total lifesteal and stacks based on units killed. Q quality of life changes. W healing gone. W damage converted into a lower damage true damage or %HP damage attack to help late game scaling. E is now an arc with his sword to do damage and slow instead of magical energy beams. R quality of life changes.

With no innate healing (outside of passive stacking), and an overall more focused kit, I feel that Aatrox could become viable again if he's given appropriate changes similar to these. Obviously I'm not a balance expert, these are just my ideas, but I would love to see something like this on Aatrox when they get around to updating him.

10 Comments

LostFr0st1 votes

If you're giving him a lifesteal theme why remove the heath costs? Commit to it and embrace it; don't go halfway.

World Ender1 votes

Early game now he has almost no sustain until he gets a few items. It would gimp his early game especially hard if he did anything other than basic attack, and even then he would probably still be very pokeable. The health costs would in theory work just fine in the mid to late game once he has his items, but it's sort of an odd thing to say all of a sudden "now you have health costs since you have a lifesteal item."

I felt like the better option was simply to remove them. Another option would be to have a restore effect, such that hitting enemies with abilities would restore the cost like with Mundo. Either could work, and I'm not opposed to that, but I just felt like having none at all was a bit simpler and somewhat more forgiving.

LostFr0st1 votes

The problem is that having none makes him feast or famine anyways, and he'll have to be balanced around his success case. Or his passive needs a level-scaling component to the cap to keep extreme snowballing/extreme getting wrecked down.

Also: Warlords will have to sync with the passive or it won't make sense. People will take the keystone expecting it to work.

World Ender1 votes

I thought about adding a heal to his E, but then wasn't sure how people would react. Like I said to another commenter, I feel like it's better to keep posts like this a little on the weak side to discourage complaints about overbuffing and whatnot.

About Bloodlust, it gives a lot of lifesteal when low, which in turn gives more AD, which then makes lifesteal heal for more per hit, You can see where this is going. It would work a lot like his old W's passive of healing more when low on HP, but would give this healing on every hit and would give AD as well. That's why I believe it wouldn't be healthy balance wise.

LostFr0st1 votes

Why not put a big risk/reward on E then with a fairly high cost? Needs something cool in the kit where the opponent can be like "ohhh he just messed up, I wanna fight him now."

The old Aatrox had W toggle as a skill test; that's how people would see a good/ bad one. Since that's gone you need another skill test.

Asayake 5150glow1 votes

{quoted}

I thought about adding a heal to his E, but then wasn't sure how people would react. Like I said to another commenter, I feel like it's better to keep posts like this a little on the weak side to discourage complaints about overbuffing and whatnot.

About Bloodlust, it gives a lot of lifesteal when low, which in turn gives more AD, which then makes lifesteal heal for more per hit, You can see where this is going. It would work a lot like his old W's passive of healing more when low on HP, but would give this healing on every hit and would give AD as well. That's why I believe it wouldn't be healthy balance wise.

Warlords is 20% when below 20%, iirc. I'm not sure exactly what numbers you want, but would it be flat scaling on lifesteal or %increase AD based on lifesteal?

Ninja Baby one1 votes

While I haven't played Aatrox enough to know how these changes would work, I don't think the new passive is strong enough. Look at Nasus' passive. It's 10-20% life steal. If you want Aatroxs passive to scale on stacks, it should start off lower than Nasus, but have the potential to scale higher. I realise it's a two-part passive, but the second part of the passive seems mostly for sustain in lane, not sustain when diving as Aatrox really needs. I'd say remove the cap, double the gain.

Otherwise I don't really have any comments. I've no knowledge of what Aatrox should be.

World Ender1 votes

You may be right. In general though, when on these boards posting about champions, I've found that making things weaker for the purpose of explaining is more constructive for feedback than making something a bit stronger. People are very quick to say "OMG Aatrox main that just wants to overbuff his champion kill it with fire" so I guess I'm just trying to land a bit on the weak side instead.

Ninja Baby one1 votes

Well, that is reasonable. I do understand this as people might see 1% lifesteal per kill as super strong, but I do think the passive is too weak as is. No need to change it in the post though :3

Cosmic Star1 votes

There are a lot of cools ideas and you actually touched on some Aatrox problems but you're making a Nasus 2.0 or a god of war team fighter? Still you have a lot of cool ideas here tho.

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