Aatrox Gameplay Update [Board's Rework Collaboration]

BowieTheNifty·6/23/2017, 6:32:57 PM·10 votes·2,549 views

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Good day everyone, BowietheNifty here. For those of you who don't know League's only known Darkin is going to be getting a full gameplay rework. While production for this rework has only recently started, it means that there is little to no information on the direction they are taking this winged fighter. Now they aren't changing his visual appearance or his theme, but are going to be solely changing his current kit. Seeing as how their are quite a few concept creators I wanted to create this thread today. I want to see what the community could purpose to put Aatrox into a better spot. Not saying that he isn't strong, but his kit doesn't reflect his thematic well enough. Aatrox is a blood thirsty demon who thrives in battle, and who's mere presence makes others gain this blood thirst as well.

So here is what I am looking for. Anyone is allowed to suggest ideas for new abilities or updated abilities for Aatrox. Don't be afraid to really experiment and fully change something about an ability. After all this is a Gameplay Update we are talking about. Think about the level of how Galio's kit changed with his rework. You don't have to suggest whole entire kits, but you are welcome to suggest as many abilities as you desire. As well you can go into as much details as you desire on each ability posted, such as suggesting damage values, cool downs, mechanics, stuff like that. If you want to make a suggestion then I ask you follow the little format below. All suggestions will be put into the list on this thread and credit given to those who suggested them. If you are suggesting an entire kit for him, then your abilities will be put in the full kit section near the bottom. Also going to be throwing my own ideas into the pot. Anyways lets get started and hope to see your suggestions and comments soon.

Suggestion Format

Ability Key: (Can either be I,Q,W,E,R. I stands for Innate or his passive.)

  • Name - (Should be the name of the ability of course.)
  • Description: (A description of the ability. Something that explains to players what the ability is, much like the tool tips provided in game. Should clarify if the ability has active, toggle, or passive components. )
  • Details: (Optional, but this is for those who like to do into detail about their abilities. So stuff like cool downs, mechanics, and costs should go here.)
  • Summoner Name: (The name of the suggester of course!)
  • Extras: (For anything that doesn't fall into any of the categories above. Once again this is optional and don't be afraid to leave it off your suggestion if there isn't anything extra)

Innate/Passive Abilities

  • N/A

First/Q Abilities

  • Q: DARK FLIGHT After a short delay Aatrox dashes to the target area, dealing physical damage to nearby units upon landing. Units in the epicenter are knocked up for 1 second. If Aatrox strikes an enemy champion or a large minion he gains 20% lifesteal for 4 seconds. Submitted by: The Djinn (6/23/17)

Second/W Abilities

  • N/A

Third/E Abilities

  • E: BLOOD FEUD Aatrox marks all enemies in a line for 5 seconds, dealing physical damage. While enemies are marked in this fashion, Aatrox and his allies gain 8/16/24/32/40 health over 1 second each time they damage the target. Enemy champions, Large Monsters, and Epic Monsters are additionally marked by a Greater Mark, and Aatrox's first attack against them during this time consumes the Greater Mark, dealing 100% of his AD in bonus damage and instantly healing himself and any nearby allies for eight times the normal healing amount. Submitted by: The Djinn (6/23/17)

Ultimate/R Abilities

  • N/A

Full Kit Suggestions

  1. BowietheNifty's Kit (6/23/17)
  • Innate
  • Name - Blood Well
  • Description: Passive - When Aatrox kills an enemy or dealing physical damage to an enemy champion with an ability, he will fill his blood well with their blood. All damage from basic attacks and abilities will deal an additional 1/2/3/4% of Aatrox's missing health as physical damage for every 10 blood in his blood well. Can store a max of 100 blood which starts to deplete after being out of combat for 4 seconds.
  • Details: Aatrox would gain 10 blood every time he kills a minion, 40 blood when killing a champion, 10 blood for damaging an enemy champion. Blood depletes at 40 per second. While blood well is full, Aatrox will deal 10/20/30/40% of his missing health on his basic attacks and abilities. Missing health percentage increases at levels 6/11/16.
  • First Ability/Q
  • Name - Blade Rend
  • Description: Active - Aatrox extends his jagged blade in a targeted direction that deals 30/50/70/90/110(+35% AD)(+200% Life Steal) physical damage on the way out and back. Enemies hit by the blade on the way back will be slowed by 40% for 1.5 seconds. Aatrox will heal from the any of the premitigated bonus damage from blood well. While Massacre is active, he will spin his blade around him after first extending dealing the first instance of damage in a radius. He retracts the blade from the same direction he originally extended it.
  • Details: Has about a 500 damage range in a line and a 350 damage radius while Massacre is active. Deals damage twice and provides blood one each instance of damage. The heal is provided on both instances of damage. There is no flat heal provided and only based on the bonus damage from his Blood Well. Damage does scale with any life steal built but doesn't apply life steal.
  • Second Ability/W
  • Name - Massacre
  • Description: Toggle - While off, every third basic attack on a non-structure target will grant him 10 blood and sap 10/20/30/40/50(+50% bonus AD) health from the target as physical damage. While active, will start to deplete 30/27/24/21/18 blood from his Blood Well per second to grants himself and nearby allies increased 10/20/30/40/50% increased base AD and 30%(+10% per every 100 bonus AD) increased attack speed. As well Aatrox increases his basic attack range to 325, empowers his basic abilities, and doubles the amount of blood he receives when filling his blood well.
  • Details: The radius to inspire allies is about 500. While active he can still obtain blood for his blood well. This only empowers his basic abilities and his ultimate remains unaffected. While off every third basic attack basically steals health from the target while providing additional damage.
  • Third Ability/E
  • Name - Dark Flight
  • Description: Active - Aatrox takes to the air before descending upon a target location dealing 10/35/60/95/130(+90% AD) physical damage in an area and knocking up targets in the epicenter for 1 second. While Massacre is active, Aatrox releases a shock wave shortly after landing dealing 10/25/40/65/90(+20% AD) magic damage and knocking away targets from the center. Those who were originally knocked up instead get their knock up extended by 0.5 seconds.
  • Details: Basically the same as the current Dark Flight, but with a little change in numbers. More 10 more base damage at final rank, but 20% less AD scaling. The empowered shock wave doesn't grant blood for his blood well. Knock back distance is to the end of the damage radius.
  • Ultimate Ability/R
  • Name - Hell Bent
  • Description: Passive - While off cool down, if Aatrox takes fatal damage he will enter an untargetable/invulnerable stasis for 4 seconds. Only during this time can Hell Bent be activated. If not activated Aatrox will die and grant the credit to the killer. Active: After a small delay, Aatrox will draw in blood from nearby enemies dealing 150/250/350(+100% AP)magic damage, filling his blood well by 15/20/25 for each enemy champion hit, and will revive with 20/25/30%(+5% per enemy champion hit) of his max health. For the next 8 seconds, Aatrox will have Massacre active without needing its Blood Well cost and not be able to shut it off. If Aatrox fails to kill an enemy champion during this time or upon activation then he will die, but doing so will keep him alive.
  • Details: Has about a 550 damage radius. Damage is like the old ultimate but with lowered base damage. Damage from activation does proc blood well's bonus damage basically dealing at max of 40% of Aatrox's max health if he died with a full blood well.

18 Comments

hammond is god6/24/2017, 4:14:47 PM2 votes

[deleted]

ModThe Djinn6/23/2017, 6:36:08 PM2 votes

This is a fantastic community project! I love this. More threads like this, please!


Will definitely be contributing my own thoughts later, but I'd recommend finding a format that can allow you to keep abilities together if people suggest features than synergize intentionally. The first/second/third structure is GREAT for figuring out suggestions for EACH ability, but misses out on potentially cool interactions people build into their kit suggestions.

Ýones6/23/2017, 11:09:29 PM1 votes

I have a few ideas. Since it's a large gameplay update I thought changing his playstyle a little. :d

Passive: Bloodrage

Aatrox' attacks mark his enemies with Bloodrage for 6 seconds, granting his attacks 6 - 32 bonus magic damage and healing him for the same amount.

He could still have his resurrection passive.

W: Bloodshed

Aatrox consumes all stacks of Bloodrage around him, dealing 10 / 30 / 50 / 70 / 90 (+ 100% AD) physical damage to them and healing him for 3% of his missing health per enemy.

Extra notes: Low cooldown, low range, no health cost

E: Tides of Blood (A man's got no time to think of original ability names)

A slow cone! Aatrox slows enemies in a cone by 30 / 35 / 40 / 45 / 50% and applies Bloodrage to them.

Extra notes: Long range, slow projectile speed.

For his ult I have 2 ideas:

R: Darkin Charge

Aatrox channels for up to 4 seconds. Upon re-activation he charges forward, dealing massive damage to enemies hit and knocking them up. One ally may click on Aatrox to end the channel and charge with him.

R: Massacre

Aatrox takes flight and deals 3 / 4 / 5% (+ 2% bonus AD) of enemies' maximum health in physical damage per second and applying Bloodrage to them. Lasts for +/- 5 seconds.

_Rough numbers and probably not well balanced. _

FlameHalbrdOkido6/24/2017, 3:23:10 AM1 votes

I created this thread a while ago with similar idea in mind where I asked peeps for their opinions on Aatrox's current state and where they would like to see him headed with ability suggestions included.

https://boards.na.leagueoflegends.com/en/c/gameplay-balance/U6PpUy4F-aatroxs-potential-thematically-and-mechanically

Forgive me if I miss the mark, but peeps tend to see Aatrox as a diver/drain tank that relies on getting into the thick of it and treading the fine line between a Skirmisher and a Drain Tank, by being squishy on the front end, but by dealing dmg fast enough with AS gets tanky. It appears a good majority also wish for him to take on at least a bit of the Enchanter theme to flesh out his ability to enhance his team to fight. They also are not giving up on the revive passive. But ill let you make ur own understanding if u choose to read the posts and the comments.

Anyways im going to pick some of my fav suggestions from this, and add in some of my own, but feel free to pick out any u like as well.

Summoner Name: FlameHalberdOkido

#Innate: Blood Well: Description: Each ability Eviscerates affected units leaving a pool of blood for every champion/large monster struck in a random location within 300 units of the unit. If Aatrox walks over this pool of blood he will consume it filling his Blood Well by 20% and increase his AS by 10/15/20/25% for 2.5 sec. Blood Well doesn't drain on its own unless Aatrox activates Blood Rush at max stacks. If an enemy champ/ large monster walks over a blood pool they will destroy it. Blood pools last 6 sec. Once Aatrox fills his Blood Well 100%, after 3 sec or upon dealing damage to an enemy he will Gain Blood Rush. If Aatrox takes an instance of damage equal to x% of his max HP, while there's anything in his Blood Well at any time, he will lose 20% of it. Additionally, the Blood Well after a Blood Rush should only decreased down to a minimum of something like 1% of his max HP. If there is anything in the Blood Well at any time and Aatrox is slain he revives for a % of his health equal to 50% of Blood Wells current %. Reviving drains the Blood Well completely. Blood Thirst Every 3rd AA heals Aatrox for x% max HP and draws in Blood Pools within 250 units Blood Price Every 3rd AA deals bonus damage and eviscerates the unit if its a champion or large monster Blades of Torment Will leaving 2 pools of blood for each target if the target(s) are hit by both skill shots

Details: Blood Rush lasts for 5 sec. During Blood Rush Aatrox gains 20/30/40/50% bonus AS and 25% AD, every AA eviscerates enemy champions/large monsters. While Blood Rushing every time Aatrox consumes a Blood Pool the duration is refreshed. At the end of the duration Aatrox will maintain the current % of Blood Well for 5 sec before it drains on its own. Aatrox's abilities will automatically add Blood Pools to his Blood Well if they make contact.

Extras: I actually only really care about how Aatrox interacts with his resource which is why i put the info on Blood Rush in the Details, because I am really unsure about what should happen when his Resource reaches a certain lvl, there are just too many options. So if anyone wants to use the Eviserate mechanic, they can use it and change the Blood Rush effect to whatever they want.


Q: Dark Flight: Description: After a 0.6 sec delay Aatrox takes flight, hovering for for 1.5 seconds, becoming immune to CC and gaining 25% movement speed while hovering towards enemy champions. Recasting while mid-air causes Aatrox slam down at the mouse's location. If time runs out Aatrox will descend.

Details: Q's dmg scales with %max HP


R: Massacre: Description: Aatrox marks all allies within range granting them a small % of Lifesteal when they are below 30% health, and marks enemies. A small % of damage dealt to enemies by all marked allies within range is stored as HP in a shield for Aatrox. Aatrox's shield HP drops off at a rate of X HP per sec. While his shield persists a 550 unit radius bubble AoE surrounds him. Within this AoE ALL damage taken by allies is stored and converted into DoT dealing a % of the stored damage = to Aatrox's missing HP %( taking into account the additional shield HP%) every sec. Stored damage is signified as a Red section in the HP bar. Any enemies slain during Aatrox's ult leave behind a larger pool of blood, standing within this pool will consume part of it reducing its radius granting the ally champ massive HP regen for a duration. A pool of blood can have its radius reduced 3 times before it is completely consumed. Allies can stand over slain marked enemies for 1 sec to send a huge chunk of HP to the shield. After the duration Aatrox permanently gains a percent of the shield's HP.

Details: If Blood Rush is activated during the ult it should remain active throughout the duration of the ult.


Besides those specified abilities, I think Aatrox should have a basic ability that grants life steal, and he should still have at least 1 ranged/skillshot ability, and lastly with a kit like this he should have 1 ability designated to pulling in blood pools either within its range/AoE, or by some sort of skill shot.

I think we should also get an ability that hints to the fact that the weapon is actually the champion not the organism wielding it

ModThe Djinn6/24/2017, 2:46:52 PM1 votes

Alright. Did some thinking, and tossing a few more ideas onto the pile. Again, my vision of Aatrox is one that can function independently OR as a support, so all of these abilities will have that goal in mind. Note that they are NOT meant to go together.


[Q] -- DARK FLIGHT After a brief delay Aatrox dashes to the target area, dealing physical damage to nearby units upon landing. Units in the epicenter are knocked up for 1 second. If Aatrox strikes an enemy champion or large minion he marks it with a two marks (one visible to him, one visible to allies) for 4 seconds. When Aatrox attacks a marked target the Aatrox-visible mark is consumed, healing Aatrox for 10/12/14/16/18% of his total health over 4 seconds. When an ally attacks a marked target it consumes the Ally-visible mark, healing the ally for 10/12/14/16/18% of their total health over 4 seconds.

Design Goals: Give Aatrox powerful sustain for himself and an ally, but force him to play extremely aggressively to access it. The healing is based on total health and is over time both to prevent sudden bursts of healing mid-fight and to make the "should I dive in" question not one dependent on your health level -- even if you're at full health when you dive in, the heal over time will help you after the engage.


[ANY SLOT] -- CRIMSON REVELRY Aatrox's enrages for X seconds, gaining bonus physical damage on his attacks. Every time Aatrox auto-attacks a target during this time he stores an additional 1 charge of blood (increased to 3 stacks against champions or large monsters), to a maximum of Y total stacks. When the rage expires Aatrox and nearby allies heal for Z per charge of blood acquired. Aatrox's blood stacks then reset to 0.

Design Goals: Another attempt to allow for significant healing, but, again, one that requires Aatrox to be aggressive against a target. His sustain when not engaged in combat is significantly weaker due to the increased healing gained from champion or monster stacks, and the healing is a delayed burst, letting him be nuked down. The design encourages allies to enter the fray, and also can scale with attack speed if the total stack count is set higher, possibly making it a healing ability that has even more levers than usual -- a high stack count would be thus impossible to reach early game, but become easier and easier as Aatrox levels up.


[ULTIMATE] -- SANGUINE AVATAR Aatrox transforms into a being of war incarnate. For the next 5/6/7 seconds he gains 30/40/50% attack speed, slows enemies within 600 units by 25%, and grants himself and allies within 600 units 10/20/30% lifesteal and spell vamp. This spell vamp is only 33% effective on multi-target spells and effects.

Design Goal: Provide a tool that makes Aatrox into a powerful duelist, while encouraging allies to jump into the fray and follow him into glorious battle. It's also light CC and an aggressive support ability, which is a good fit for both his support off-role and his ganking capabilities. Finally -- and fittingly -- it lets Aatrox turn around a fight for a wounded and outmatched army if they're willing to rise up and fight with him.

Candurill6/24/2017, 4:32:06 PM1 votes

Cool idea :D

I actually have a Darkin champion somewhere in my ideas pile...It had a passive that fixed his max health (as in, he can't build any additional health, but only gains max health through leveling) but made him passively heal INSANELY fast, meaning that the only way to kill him is to deal lots of damage and fast. This was a mage though....It probably wont work for Aatrox like this...but maybe it could be his ult in some way, like: Whenever Aatrox takes fatal damage, he will trigger his Bloodlust. In this state he will passively heal X (X=insanely high amounts of health, either % of max health or a modifier for his health regen, etc.) for as long as he or his allies around him deal damage to enemies. He could have some kind of damage buff here for him and his allies as well.....It sounds very powerful now that i think about it, but it would be a nice representation of his theme I think...

TheFirstGokun6/26/2017, 2:00:12 AM1 votes

When I think of Aatrox, I think of a melee duelist who can statcheck his opponent into submission. His visuals are vaguely interesting and his abilities are a little awkward, but I think he still fills a thematic niche in League that should be available to all players. When I think about reworking a champion, I try to preserve as much as possible while adding room for skill expression, and this is what I wanted to do with Aatrox. Anyway, here's what I came up with for Aatrox so far: let's bump this thread and inject some new life into the rework bloodstream!

ALL NUMBERS ARE SUBJECT TO CHANGE BECAUSE I AM BAD AT MATH

** I: Bloodwell**

When Aatrox damages an enemy Champion, Large or Epic Monster, he unlocks their Bloodwell. The Bloodwells of enemy Champions and Aatrox hold Blood equal to 30% of their maximum health. Whenever Aatrox deals damage to an enemy their Bloodwell loses Blood equal to the damage dealt and Aatrox fills his Bloodwell by the same amount of Blood. Not dealing damage to an enemy for 10 seconds locks their Bloodwell.

Aatrox's basic attacks deal 10% additional physical damage to enemy champions with empty Bloodwells.

This is a complete revamp of how Bloodwell works and a structure to build the rest of his kit on.

Q: Bloodbiter

Aatrox sends out a thin blade of blood that deals damage to and reduces the armor of all enemies struck, stacking up to 10 times. Attacking an enemy Champion, Large, or Epic Monster reduces the cooldown of this ability by 50%. This ability can critically strike and applies on hit effects.

If Aatrox unlocks an enemy's Bloodwell with Bloodbiter, he deals additional damage and slows his target by 20-50% for 2 seconds.

This is a low cooldown, spammable ability that Aatrox can weave in between auto attacks. Picture it as a single Blade of Torment in width and length. In a teamfight, he can choose to chew through his main target's armor or aim this ability towards enemies that he has not damaged yet to refill his Bloodwell quickly and dish out additional damage. Again, not entirely sure about the numbers, but I'm thinking that Bloodbiter itself would deal less damage than a standard auto attack but about as much as a critical strike when unlocking, so as to reduce his waveclear while giving him strategic dueling options both for initiating solo and skirmishing in a group.

W: Crimson Cowl

Aatrox drains his Bloodwell rapidly to gain crowd control immunity and 90% damage reduction for as long as Crimson Cowl is active. Aatrox cannot attack while Crimson Cowl is active. This ability toggles on and off instantly and may be toggled while channeling.

My idea for improving Aatrox's skill expression is a fighting-game-esque block that he can toggle on and off very quickly. The drain rate would be flat, although I'm not quite sure about the numbers currently, so that Aatrox building health would have more access to this ability than Aatrox building damage. This ability makes the Bloodwell an engaging secondary resource, raises skill expression in Aatrox's straightforward dueling, and complements his theme of a bloody spirit of war.

E: Battle Thirst

Passively, Aatrox heals for a portion of the Blood he drains. Unlocking the Bloodwell of an enemy heals Aatrox for 10% of his missing health.

Upon activation, Aatrox refills the Bloodwell of all nearby enemy Champions. After a brief channel, he then deals physical damage to and slows all nearby enemies. For the next 10 seconds, Aatrox's basic attacks deal 20% additional physical damage to enemy Champions that had empty Bloodwells.

Aatrox's once-per-teamfight pre-6 bomb, an ability that turns empty Bloodwells into even bigger advantages and allows him the innate sustain previously provided by Blood Thirst. Damaging refilled enemies counts as unlocking their Bloodwells, making this ability similar to Darius' Q for healing. It is also the only form of crowd control in his basic kit, and because it is a (briefly) channeled ability it gives him another opportunity to pit his Crimson Cowl skills against his opponent's hard crowd control.

R: Dark Flight

Aatrox channels for 2 seconds and takes to the skies, turning untargetable for 2 seconds before landing at a target location. All enemies in a large radius are knocked up for 2 seconds and take 300/400/500 physical damage. Enemies struck take up to 200% additional damage based on how empty their Bloodwells are.

You might notice that Aatrox's basic kit does not include his signature ability, Dark Flight, and therefore lacks any form of movement ability. In a sense, I made him a bit of a Juggernaut, which is why I wanted to make up for it with his ultimate. Still, important decision making is not absent here: he can use this ability to start a teamfight OR use it to finish. Thanks to Crimson Cowl protecting his channel, he may choose to ult in the middle of a 1v1 to pump out huge damage as a finisher.

So that's my take on Aatrox's rework. Feedback is welcome, all numbers are either placeholders or subject to change, and I hope this project continues to grow :D

Jeitsu7/10/2017, 8:10:05 PM1 votes

As OTP Aatrox i have to say 1 thing, dont make him "Skill dependient" champ, his dmg depends on aa, and i want him to keep depending in autoatacks. So:

  1. Dmg source must be autoatacks
  2. If he dont have healing and lifesteal i wont play him ever again
ModThe Djinn6/23/2017, 8:54:03 PM1 votes

So I'm going to go out on a limb here.


Q: DARK FLIGHT After a short delay Aatrox dashes to the target area, dealing physical damage to nearby units upon landing. Units in the epicenter are knocked up for 1 second. If Aatrox strikes an enemy champion or a large minion he gains 20% lifesteal for 4 seconds.

E: BLOOD FEUD Aatrox marks all enemies in a line for 5 seconds, dealing physical damage. While enemies are marked in this fashion, Aatrox and his allies gain 8/16/24/32/40 health over 1 second each time they damage the target. Enemy champions, Large Monsters, and Epic Monsters are additionally marked by a Greater Mark, and Aatrox's first attack against them during this time consumes the Greater Mark, dealing 100% of his AD in bonus damage and instantly healing himself and any nearby allies for eight times the normal healing amount.

The balance is pretty screwy, probably, but this was a slap-dash concept. The idea is to create a jungler/top-laner who can also play as a diving support. His best sustain is limited to going all-in on the enemy team, and I think that nicely fits the character.

I'd probably re-balance the idea with some %AD scaling to make him a diving, AD/Tank character, but I think the direction of making him a Tahm Kench style character who is functional solo lane OR support is an intriguing one.