Aatrox General Guide by deathyyy
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Aatrox ur way out of Elo Hell
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
my name is deathyyy,
and i play LoL since 2010 and my main-positions are Jungle/Top.
I think Aatrox is really strong Top because the early Damage
is high and he can dodge a few meele`s really well.
Aatrox is a legendary warrior, one of only five that remain of an ancient race known as the Darkin. He wields his massive blade with grace and poise, slicing through legions in a style that is hypnotic to behold. With each foe felled, Aatrox's seemingly living blade drinks in their blood, empowering him and fueling his brutal, elegant campaign of slaughter.
The earliest tale of Aatrox is as old as recorded history. It tells of a war between two great factions remembered only as the Protectorate and the Magelords. Over time, the Magelords won a series of crushing victories, leaving them on the brink of obliterating their sworn enemy forever. On the day of their final confrontation, the Protectorate army found themselves outnumbered, exhausted, and poorly equipped. They braced for inevitable defeat.
Just when all hope seemed lost, Aatrox appeared among the ranks of the Protectorate. With but a few words, he urged the soldiers to fight to the last before throwing himself into battle. His presence inspired the desperate warriors. At first, they could only watch in awe as this unknown hero cleaved through their enemies, his body and blade moving in unison as if one being. Soon, the warriors found themselves imbued with a potent thirst for battle. They followed Aatrox into the fray, each fighting with the furious strength of ten until they had won a most unlikely victory.
Aatrox vanished after that battle, but the Protectorate army's newfound fury did not. Their surprising triumph led to many more until they were able to finally return home victorious. Their countrymen hailed them as heroes, but though they had saved their entire civilization from destruction, darkness lingered in the mind of each warrior. Something within them had changed. Over time, their memories of battle faded, only to be replaced with a grim revelation: their acts of heroism were, in fact, brutal atrocities committed by their own hands.
Tales like these appear among the myths of many cultures. If they are all to be believed, Aatrox's presence has changed the course of some of the most important wars in history. Though these stories remember him as a savior in dark times, Aatrox's true legacy may be a world filled with conflict and strife.
Health 395 (+85) Attack damage 55 (+3.2)
Health regen. 5.75 (+0.5) Attack speed 0.651 (+3%)
Uses Health Armor 14 (+3.8)
Magic res. 30 (+1.25)
Range 150 (Melee) Mov. speed 345
There are different styles to play Aatrox at the moment.
Some people play him as a meele ad carry with blade of the ruined king and attackspeed/crit, or full tank.
I will show/explain you the splitpush semitank Aatrox.
Pro's and Con's:
- Good sustain in lane / good laningphase
- high burst damage
- extreme strong teamfight presence
- good survivability
- strong splitpush
- meele and no real defensive spell except passive
- weak versus burst
- high spell costs
- natural squishy
Defense: i think is much Stronger,
Offense: Defense is SAFE Offense is risky
Everything is pretty standard, you might use Butcher 2/2instead of going into CDR
if you lack some dmg while last hitting, this masterie helps a lot.
Summoners Wrath 1/1 gives you 5 AD/AP while ignite is on cooldown.
4/4 Fury for obvious reasons, attackspeed scales well with Aatrox.
1/1 Weapon Expertise, offers you 8% Armor Penetration, which is somewhat good because it scales into late game.
Havoc 3/3 will increase your whole damage, a must have if you play burst heroes.
1/1 Destruction is great for better towerpushing, as soon as you have a full bloodpool and 50% increased attack speed you can take turrets easily.
Brute Force 2/2 three attack of these will make your early better because you will simply deal more damage with your auto attacks and spells.
Sunder 3/3 also makes your early stronger, because flat armor penetration is better than % Armor penetration in the first levels.
1/1 Executioner will help you to burst people down, and surprise them with your damage.
Instead of going for 3/3 Havoc, you can also use this:
And take 1x
I really like to go this, it makes no real difference onto your damage output but if you crit you will get a huge boost. ( This happens btw nearly every game I get some lucky crits).
Swap 3/3 Armor with Magic resist if needed.
Take 4/4 Durability + 1/1 Veteran's Scars for extra tankyness.
I think there are lots of good Rune Setups, and you can use them all.
9x Greater Seal of Armor (1.41 Armor)
You should use these Runes in every toplane runepage, it just offers so much strength early/mid compared to other options. You take less damage from junglers, auto attacks, creeps, and turrets; no other option can compete with this power.
9x Greater Glyph of Magic resist (1.34 Magic resist)#
You can also use magic resist per level, but I prefer running flat mres because most toplane heroes also have spells which do magic damage. If the enemy jungle/toplane doesn’t have ANY magic damage you can use this alternatives:
9x Greater Glyph of Cooldown reduction ( 0.65% CDR)
Another good option for the Blue-Slot. You get 5.85% CDR ( 9x 0.65) which is pretty worth it because you can spam your spells more but i think flat magic resists is better to be honest.
9x Greater Mark of Attack Dmg (0.95 physical Damage)
I use these runes most often because I feel they give me more strength early on.
I don’t think armor penetration is better, but if you want you can go ARP instead of flat ad.
9x Greater Mark of Attackspeed (1.7% Attackspeed)
Not necessarily needed, your passive gives you enough attack speed.
And if you still want more you can buy [items/berserkers-greaves.png]
9x Greater Mark of cooldown reduction(-0.16 cooldown)
I dont think it´s worth it, you only get 1.44% cdr ( 0.16 × 9 = 36/25 = 1.44) which is, compared to other options, pretty bad.
9x Greater Mark of Armor Penetration (1.28 Armor Pen)
I prefer going ad over arp, for better trading and last hitting during the laning phase.
3x Greater Quintessence of Health Regeneration (2.7 hp/5)
You get 8.1 flat HP/5 + hp/5 mastery, and you should be able to lane against every sustain hero. I pick these runes every time I need a lot of health regen ( against, for example, Elise or Akali) and i won´t be able to sustain up with auto hits ( because elise and akali will punish you for every last hit you try to take).
3x Greater Quintessence of Health ( + 26 Health)
Since Aatrox spells scale with his maximum HP and dont have flat costs i see no point going for extra HP.
Plus I think since the HP nerf they aren’t as good as other options anymore.
3x Greater Quintessence of percent Health(1.5% Life)
I just did the math and if you have 4k HP ( not really impossible with warmog’s+sunfire s.o) you got around 180 Bonus Health! (4000 x 0.045(4.5%) Its your own decision if you think this is worth it, I don’t think so.
3x Greater Quintessences of Life steal ( 2% Lifesteal)
I use them nearly every game, they just give you so much lanesustain and synergy with [skills/aatrox/w.png] and also scale great into late game.
In my opinion the best runes for the quint slot.
Greater Quintessence of Movement Speed(1,5% movementspeed)
Since you already have a good escape with Q I dont think they are necessary, but if you like you can still use them in some matchups.
They scale well if you start [items/boots-of-speed.png] at level one.
Greater Quintessence of Armor Penetration(2.56 armor penetration )
You can use these runes if you want, it will make your Q hit stronger. I never go for them, because I just think the other options are better.