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Recommended Items
Runes: RESOLVE(1)
1
2
Domination
Resolve
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
1
2
STANDARD
Flash
Ignite
Items
Ability Order
Deathbringer Stance (PASSIVE)
Aatrox Passive Ability
Champion Build Guide
NOTE
Lately I do not have free time to put on the guides, so untill there will be this chapter I will not add new matchups or things like that.
I will only change something if there will be some changes about an item or the champion
(in this case
Aatrox).
Introduction
Hello! It's the DoAgitt "speaking".
This time I will talk about Aatrox, the darkin blade.
If you are interested in other guides that I made, here it is the Morgana's one.
So now, lets take a look!
NOTE:
English is not my first language, so please exuse any strange sintattic form etc.
About Aatrox

"I must destroy even hope…"-

Once honored defenders of Shurima against the Void,






Abilities
Maxing R > Q > E > W is the best all around ability for the God Killer. The Q is a good wave-clear/harrass tool. E is good to max after Q due to the healing and the repositioning potential. Last to max is the W that is good for engages and also disengages.

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Deathbringer Stance: |
![]() Cooldown: 24-12s (BASED ON LEVEL) (-2s whenever Aatrox hits a champion or a large monster) |

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The Darkin Blade: |
![]() Each strike deals physical damage, with minions taking 50% − 0% (based on level) reduced damage. All units take 25% increased damage on the second cast and 50% on the third. Hitting enemies at the far end of the first two casts and the center of the third deals 50% bonus damage and knocks up enemies for 0.25 seconds. Cooldown: 14s/ 12s/ 10s/ 8s/ 6s Cost: - ![]() Each cast of the ![]() ![]() ![]() I max this ability FIRST for empower its damage, wave clear potential and lower its cooldown. |

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Infernal Chains: |
![]() If ![]() Cooldown: 26s/ 23s/ 20s/ 17s/ 14s Cost: - ![]() It is also good to last-hit a siege minion if you want to do it quickly. If an enemy champion is in range of ![]() ![]() ![]() I max this ability LAST for to the utility aspect. |

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Umbral Dash: |
(ACTIVE) ![]() (PASSIVE) ![]() Cooldown: 9s /8s /7s /6s /5s Cost: - ![]() It can be used to pass trough walls(later I will put a map that marks where you can do that). I max this ability SECOND due to the sinergy with our kit. |

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World Ender: |
After 0.25 seconds, ![]() While transformed ![]() With each enemy champion takedown, ![]() Cooldown: 120s/ 100s/ 80s Cost: - ![]() If you jump alone into the enemy team you won't probably have enough time to kill someone. If you stay behind you will waste your ultimate.
NOTES:
|

Runes

|
Summoner Spells
![]() It helps with kill pressure and can make waste an enemy flash. I usually take this if I feel confident. |
![]() It can be good vs any non-burst champions, and it also helps to land abilities. |
![]() I usually take this if they have a lot of "point-and-click" (I'm not sure if it is ther right term) CCs, or if jungler and laner have any heavy cc (example: ![]() ![]() |
Items
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![]() I take this first in order to rush a ![]() ![]() |
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![]() I usually take this if I am in a poke lane |
![]() |
![]() Close this little item we can start all-in people and deal a lot of damage. |
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![]() Usually only this item alone is enough and you do not need to rush ![]() |
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![]() ![]() |
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![]() As already said I usually take this first if vs someone who roam a lot, else I will buy this later on depends on how much I am ahead(I will maybe add a flowchart about this). |
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![]() ![]() ![]() ![]() |
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![]() I rarely buy this item, but the times I did it wasn't too bad. |
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![]() With this item we can heals and reduces the income damage a lot, a very good item. However remember to constantly hit something, if you are low life, or there is the chance tha you will probably die. |
![]() |
![]() Having either ![]() ![]() |
![]() |
![]() If the enemy team is stacking a lot of AR or they have a lot of tanks take this. |
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![]() |
![]() I usually take this if they have a lot of AD. |
![]() |
![]() ![]() |
![]() |
![]() A really good item if you are facing a lot of AP, either the passive make us heal A LOT. |
![]() |
![]() ![]() ![]() ![]() Besides the good defensive stats it reduces all subsequent magic damage taken from a spell or effect by 20% for 4 seconds. |
*Items not explained are the ones that I think could be good but I haven't tested yet.

Here it is a simple flowchart about wich item pick. Obviously the matter is more complicated than this, but I do think this is a good point where to start.
Poke lane? | ||
YES![]() |
NO![]() | |
Facing a mage that one-shot me? | ||
YES![]() |
NO![]() | |
The opponent roam a lot? | ||
YES![]() |
NO![]() | |
Lots of AA champions? | ||
YES![]() |
NO![]() | |
I am ahead? | ||
YES![]() ![]() |
NO![]() | |
Lots of tanks? | ||
YES![]() |
NO![]() | |
Lots of - enemies? | ||
AD![]() |
AP![]() |
Gameplay
We just arrived under the tower, we unlocked


In the early levels if you are facing a meele you can try to poke with


LEVEL-UP, congratualtions you got lv2 and


After


Also play smart versus enemies with great all-ins and in general to people with gap-closer.
LEVEL-UP, "hello, the world ender is here". Now that we have

You should also keep in mind the roaming potential. Since

And yes, one last thing, put those wards... they also give AD now...
Mid game usually starts after most people are finishing their first/second item and towers have started to fall.

Now we probably have a lot of damage, just play as first and see the enemy explode.
In team fights

Late game starts when there are around 4-5 full items on champs. Here is where teamfights start to break out all the time.

Same as MID-GAME plus you can now split-push. However if you can’t fight the enemy split-pusher, it may be better to stick with your team and look for uneven team fights.

Extra


Aatrox's Combo

LV-2 [STANDARD]
First land Q on the opponent, then dash forward with the second Q(first Q and then E) then the last Q and the empowered attack(that since now I will call PAA).
LV-3 [ALL-IN]
First land Q, then the W. At this point, to negate the escape from the W, use a dash Q and then "FINISH HIM" with a PAA.
Ghost Chain
Fisrt use the W plus E and then Q, this will cancel the W animation. Then walk towards him and chain the other spells.
I AM The World Ender
Use E in order to camouflage the R animation and then lock the enemy with the firstQ. At this point land the W and thanks to the bonus MS set a perfect second Q followed by a PAA and the last Q.
Let them lament my name









After the lost of one

1)After prepared the 3rd Q, W into

2)At high CDR you can use E instead of

3)In a schermish/duel scenario you can do the same combo but without R(if not needed) and using E instead of

The Wheel
More than a combo is a trick: any Q(better the 2nd or the 3rd) chained with E and

Thanks

Thanks to you that read this jumble of words and that left a comment to improve this guide.
Here I'll write what I've changed in every patch so that you can go directly where the changes have been.






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