Fighter Aatrox + MATCHUPS (MOS
Full Standard Core
Threats to Aatrox with this build
|Jhin||In SoloQ it happens that people play Jhin top... Anyway, hes easy after level 3. Just farm with E level 1, and take W level 2 so you can just keep healing if he tries to harass you. At level 3 go all in with your Q, however, wait with your E until he starts running, otherwise the slow will run out very quickly.|
THIS GUIDE IS A WORK IN PROGRESS, A LOT OF THINGS ARE STILL MISSING, YOU CAN STILL GIVE FEEDBACK THOUGH :)
Hello, and welcome to this guide! I am a Riven/Yasuo/Aatrox main, currently in Diamond 4, and I'd like to tell you about rework Aatrox. As we know, Aatrox got reworked (or revisited) slightly, and there's been a lot of important changes that we need to cover.
I've currently got only 67k points on Aatrox (Level 7), but he was my first main ever and he won't ever go lower than top 3 in my list. I have lots of experience with him too, so trust me on this one! :D
Personally I believe Aatrox is very underrated and underestimated, and I think that after this guide people will start to think differently of Aatrox. Thanks for reading!
MATCHUPS WILL BE ADDED OVERTIME AS I PLAY AND ANALYSE THEM. STAY TUNED.
Why pick Aatrox? Pros/Cons and his Role
This question has bugged everyone for ages, but I'll clear it up for you. Here are the Pros and Cons of Aatrox!
- Good oneshot potential at level 6.
- Underrated, so people don't expect his damage.
- Insanely good splitpushing.
- Strong 2v1.
- Easy to play safe with.
- Easy to pick up.
- Relatively easy to master.
- Can still win after feeding first blood.
- Very squishy early on.
- Easy to fall behind with.
- Worst teamfight of the game.
- Needs strong coördination with teammates.
- Can be oneshot by anyone, even with tank items.
- You build damage: You're too squishy, build tank: You deal no damage.
Aatrox is a duel/splitpush champion, that relies on his teammates a lot. In the early game you will be farming and trying to kill your opponent so you can outscale him. In the mid and late game you will nearly always be splitpushing, since your teamfight is absolutely garbage. Teams will often flame you for being bad and useless, but that just means they don't know how to play with you. In such case you can try to explain them your strategy, but never flame back!
Abilities / Skill Sequence
Passive: - This is your underrated passive. It got a minor rework recently, and it's a whole lot different than it may seem. You need to keep an eye out for your blood well as it charges up. I will be mentioning this a lot. When engaging fights, you NEED your Blood Well to be filled up; otherwise you'll lose. The Attack Speed and Base AD you get is insane, and you will only revive when you have full bloodwell. Scroll down to the Gameplay section to learn more about how to manage your passive. Every ability will fill up this passive by 20% (all except for Blood Thirst and your ult when you don't hit anyone), so just like
, keeping track of how much you fill it up is crucial. Don't be afraid to waste your revive on bullying the enemy out of his lane, since the cooldown is not all that long (about 3 minutes), so after backing and farming it should be back up. You can also use it to save yourself from tower dives, or if you ever get into a teamfight, revive after dying. You can view the cooldown of your revive on the passive icon in your HUD.
Q: - This is your mobility spell. You can use it to escape by jumping over walls and engaging on your enemy. To use this ability to it's fullest potential, go to the gameplay section below. Don't underestimate the potential of it though. Landing a knockup in lane is insanely rewarding, as you get a good ammount of damage, aswell as 2 basic attacks for free. Be careful though, you can still be CC'd during your flight, even when you haven't even reached your destination, so avoid to use this while the enemy has quick CC up, like
W: - BREAD AND BUTTER. Use Blood Thirst to heal, Blood Price to deal damage and fill bloodwell. In the first levels (1-6), you won't need to charge blood well, so keep it at BT, but if you have full health, use BP to cs or harass your opponent. Don't go too far though, never go higher than 80, because we want to keep our blood well there in case the enemy engages.
E: - This is your farm spell. Because we are taking it at Level 1, we can use it to farm safely. However, don't push the wave early, as we want the wave to go to our side for obvious reasons. When you have lane dominance, you cán however use it to push the wave and poke your enemy. When going all in, use your E to stop your enemy from running away while you hit them.
R: - People don't know what this spell even does. All they know is that it gives attack speed and attack range, and also makes Aatrox fly, but that's not all of it. Do not underestimate the damage this thing does. If you can properly time your ult between auto attacks, you can getting the damage of a second auto attack onto your opponent, as MAGIC DAMAGE. Also, it fills your bloodwell, so if you ever get into trouble while you only have blood well 40% filled, you can use E-Q-R to get 100%. If you have more champions around you, bloodwell will fill more (20% per champion), but this doesn't matter too much since being in the middle of 3 people means you will die. It can actually be useful in 2v1 situations.
Skill Sequence explained:
> > >
LEVELS 1 - 6:We take Blades of Torment standardly at level 1. We can use it to simply farm behind minions, but make sure you don't hit more than 1 minion with it, as we don't want to push the wave. At level 2 we take W, because we can't do much with Q if we don't have our W. Level 3 depends. If your opponent is an easy matchup like Jhin (yes... I've played this...), you can just simply jump on them with Q, but matchups like Gangplank, who spams Q, can be countered by more sustain, thus taking a second point in W.
LEVELS 6-18:We will always upgrade our ult, which is standard. You max W first generally, but if you are having big trouble with your lane, E is also a way to go. Q is maxed last, as it doesn't provide much damage or cooldown reduction, at least not enough to make it worth it.
Attack Speed x9: For our Quints we take Attack Speed. This is obviously a good synergy with Blood Thirst , as it allows you to deal more damage and sustain more.
Attack Damage: We take these runes because any AD scaling on Aatrox simply got buffed in the rework, for instance, Blades of Torment got a +70% AD scaling (That's a lot!), so we will use the AD to farm safely and harass the opponent. Overall it's simply great because Aatrox is an AD champion.
Armor: This is necessary. I've tried playing with scaling Armor, but it simply isn't worth it. In the early game you already are squishy, so the armor will definitely help against the likes of: .
Scaling MR: We don't need flat MR, since mostly you'll face AD lanes, and if it is and AP lane, you can easily sustain their consistent damage without MR. In the lategame it's pretty nice however, since it helps you with hard burst champs like .
The standard page is listed above. Here's why we take these masteries.
- This mastery is pure preference. I prefer taking the extra burst damage, but Feast is also a great option for more sustain in lane. Take whatever you presonally want.
Same situation as Fury vs Sorcerer. The lifesteal is exactly what Aatrox is about, and some extra AD (ap is basically useless) is nothing compared to 2% extra lifesteal. At level 1 with Doran's Blade, that's 25% more lifesteal.
- Lets use elimination. You are never taking bounty hunter, since the place you'll mostly be is toplane, and you will never have the chance to take everyone out. Double edged sword CAN be good, but the risk of facing a hard poke champion is pretty high. Battle trance synergizes with Fervor, and thus is the best choice.
- Magic Pen. or Armor Pen.? Personally I take Magic Pen because Aatrox is such a good AP champion (Sarcasm Intensifies).
- The Keystone is the most important. I don't want to go on about this for too long, but Aatrox being an Auto-Attack champion perfectly says what mastery is best for him. Warlords bloodlust is utter garbage after the changes, Thunderlords decree isn't good at all, Stormraiders can possibly be used in matchups like Quinn or Vayne, but Fervor still outscales it, and taking SRS means you can't put points in Ferocity. Grasp of the undying and Courage of the Colossos simply aren't good enough.
- I'm not exactly certain whether or not this is the best choice, but the little extra resistance can help. 1 health every 2.5 seconds from Recovery just simply doesn't sound worth it at all.
- We don't need Movement speed, and we won't be hugging tower most of the time, because we're spltipushing. Tough skin will help you in other basic attack situations like Quinn, Jax, Vayne, even Riven etc. and will generally help you take less damage.
- Another pretty obvious choice; This mastery gives you a lot of extra healing, and synergizes with Vampirism and Doran's Blade at low levels, and your Blood Thirst will heal more.
- Aatrox is good at punishing cooldowns. Especially champions like Riven can suffer from this mastery. You will reflect their burst damage, then jump onto them with your Q and start bashing them. However, both of the other masteries can help. Perseverance isn't that great, because you won't be under 50% much because of your % Missing HP heal from your W, but having cooldown reduction from Insight can help you with more TP's and Flashes.
Here are several video's I've mentioned during the guide.
Punishing Mistakes; Final Push