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Recommended Items
Spells:
Flash
Teleport
Items
Ability Order
Deathbringer Stance (PASSIVE)
Aatrox Passive Ability
Introduction
At first I want to apologize for the grammar mistakes you may find during reading this guide, since I'm not a native english speaker.
With this guide I try to explain essentinal knowledge about aatrox's abilities, what factors you have to consider while playing him and also the thought process behind runes and masterys. This is a guide which I created for people who want to inform themself and learn new things about aatrox and support you with this guide.
To clarify, this is no in depth guide which means it doesn't include behaviour in laning phase and teamfights or information about warding and objective controll.
This guide conenctrates on a tanky fighter style of build designed for playing on top lane. If played correctly with this build and rune/mastery setup Aatrox is a tanky sustain monster in the laning phase, a tanky part of your fronline while still having the potential to slay the enemy carry.
So let's start off with his Pros/Cons
![]() + Solid matchup against nearly every enemy + No resource like mana or energy + Can be played top, mid or jungle + Insane sustain through ![]() + Gap closer with knockup + Integrated guardian angel as passive + Capable of split pushing + Can be build in many different ways + medicore waveclear with ![]() |
![]() - Reliant on his passive (225s cooldown) - His Q and E drain his life - His only gap closer can be interrupted - No natural tankiness - Reliant on attack speed to deal proper damage - Not one of the current OP champions |

His passive got 2 effects and includes his resource Blood. Whenever Aatrox looses health through the use of



The 1. effect you have to notice is depending on many % of the blood well is filled, it increases your attack speed which means before u go brawl with your enemy fill the well to improve combat effectiveness, kinda the same as with



The 2. effect is on a 225 second static (no profit from cooldown reduction) cooldown. When aatrox would normally die he will get untargetable and will transform his stored blood into life the more his blood well is filled the more health he will regenerate. After this process he will revive and the effect will get on cooldown. Important to notice


Now let's move on to the active abilities and in which order you put points into them. But why would you level aatrox's skills in this specific order? To answer that let's see what effects his abilities have and what gives you the most benefit in leveling up.

+45 damage and -1 second cooldown per level
70/115/160/205/250 (+60% AD) Damage and the 16/15/14/13/12 seconds cooldown
Dark Flight is your initiate and your escape tool if the cooldown is 16 or on max 12 seconds will rarely give you a good option of using it a second time and only if you use it for offensive matters the damage will improve and if you actually hit your enemy is not certain therefore if Dark Flight is Lvl 1 or Lvl 5 won't really matter until larger teamfights, which don't happen before mid to lategame. Be aware that deposition abilities like









+5/+15 heal per


Bloord thirst is your passive sustain ability and blood price your damage boost if required. You profit from every 3. auto attack through one of those two abilities which means it synergies with attack speed. Early on you don't have a lot of attack speed leveling this ability first would result into a little bit more sustain but no waveclear neither good trade potentinal since blood price also damages yourself.


+35 damage and - 1 second cooldown per level.
75/110/145/180/215 (+60% AD) Damage and the 12/11/10/9/8 seconds cooldown and 40% slow for 1.75/2.00/2.25/2.50/2.75 seconds.
Blades of torment is early on your main damage ability. With it you can wave clear poke your enemy and the slow helps when your jungler ganks your lane or youself get ganked. With a 8 instead of 12 second cooldown chances aren't to bad you might be able to use it a second time during fights in lane ganks or smaller skirmishes. In close range it is a secure hit.


+100 damage and 10% attack speed
200/300/400 damage 40/50/60% attack speed and 325 attack range
Your ultimate ability, initial damage + attack speed steroid + extended auto hit range. As soon as a fight starts to get serious and you are close to your enemies your ultimate improves your combat effectiveness for 12 seconds for quite a bit and deals some initial damage.

Let's continue with masteries. In top lane you want either 21/9/0 masteries or 9/21/0 for nearly every champion,there are a few exceptions like ryze though. Most of those classic mastery setups are the same, they only differ in a few skillpoints which partly come down to your prefferences and playstyle.
Runes










It also helps him getting last hits early on and since



What about


Unless you go for early agression and all in fights at around level 3 I think

And what about

After



However if you like to go for a passive lane and concentrate exclusively on mid and lategame take



















If u play draft pick and see a




Summoner Spell Tier 1

Flash is love, Flash is live. With flash you can close gaps to secure kills, safe yourself from ganks, simply said it's the difference between life and death. It's bascially a get ouf of jail free card which can be used in many different situations. It is the strongest and most diverse usable summoner in league and if you not already use it you really should learn how to. The only downside is the 5 minute cooldown.
Always take flash!
Summoner Spell Tier 2

Teleport is the most used second summoner spell as top laner in competitive play, for a good reason! With teleport you can go back regenerate and buy items and after a few seconds you are back in lane with only minor gold or exp losses. You can also safe your teleport up to join for a botlane gank or a dragon fight to make it a 4v5.
A matchup teleport vs ignite may be hard because your at the disadvantage in pure strength. You will sometimes have to abandom some farm for the sake of not getting full engaged or don't get a kill you otherwise might have gotten.
With teleport you are capable of split pushing and before your team starts a fight you are already back there. You can flank the enemy team and jump at their ad carry. There are a lot of possibilities you otherwise wouldn't have.
Teleports cooldown is 4 minutes if you use it on a tower and 5 if you use it on a minion/ward or other things (you can teleport on thresh lantern or zyra plants for example)
Use it if you feel comfortable with using teleport, preferably with some premates in teamspeak/skype if you go for a kill lane better take ignite.

Ignite, deals true damage over 5 seconds and reduce healing effects by 50% pretty straight forward. It's especially good in early game to get those kills you otherwise wouldn't have gotten. Later on it's more about the 50% heal reduction then the actual damage, since it counts for live steal and healing effects like




Take ignite if you go for a kill lane or perhaps if you see a enemy champion like


Summoner Spell Tier 3
You can use those if you are comftable playing with them or simply don't like ignite or teleport. But I highly recommend learning how to use the Tier 2 summoners but nevertheless if you want to use those instead here my opinion on them.

Slowing decreasing damage and attack speed and shredding resistances not too bad. In early game ignite is better for most fights, exhaust gets stronger later on especially against hyper carrys.
Exhaust doesn't give you the kill potential ignite does and not the play making abilities teleport gives you. In teamfights exhaust can be pretty usefull but you will probably profit more from teleport or ignite

More or less the same as with exhaust. No kill potential no play making abilities. It heals you and an ally and gives a 30% speedbost for 1 second which sure can be pretty usefull in smaller and larger fights but it's currently just not as good as teleport or ignite as a top laner.
Key Items

Probably THE offensive item for aatrox. Every stat and effect it gives you is usefull for aatrox and fits his ability kit and the role he has to fulfill in the game. The attack speed synergies well with his



In my opinion it's the best offensive item for aatrox which should be either build as first or second item (boots excluded). For this kind of build it's the only real offensive item you actually need to be effective even with 4 full defensive item after this you still have the potential to kill your enemies. Until you finish it in most cases only having non upgraded boots is recommendet.
Until the blade is finished the



Even tough it got nerved recently it's still the first defensive item you want to buy. It gives quite some health and armor which you really need at this point since after finishing

Depending on your team setup you or your jungler are probably the ones who will intiate. If you have the chance to



I wouldn't always go for randuins as first defensive item. If your enemy mid and top lane is AP or your enemy jungler is a offensive AP jungler like






A relativly cheap magic resist item especially good on champions with self healing effects like aatrox. In teamfights even if not getting focused receiving some magic damage is unavoidable and the stronger the enemy ap carry is the more you will receive. The extra health is always usefull and the cooldown reduction neither helps your


The reason why this item is better for aatrox then other champions is the 20% increase in self healing for

The overall stats of this item fit aatrox pretty well. Since this build goes toward a tanky style of build


Boots

You will buy them sooner or later in a match since everyone loves those boots. They give you the movementspeed you need, top lane is the position in which you might be able to drag out the purchase of boots the longest possible since they don't give you any comabt effectiveness.
There are matchups in which you want to buy boots pretty early, bascially against most ranged champions. Besides the matchup the jungler activity at top and surroundings is also essentinal for when to buy boots. Enhanced movement speed increase your chances of a gank with kill result when your jungler ganks and decreses the chances of you dying when the enemy jungler ganks.
Even tough they are cheap and essential I wouldn't buy them to soon since if you would buy a

The longer the game goes on the less the 325g will be for you and the more important they will get timing on when to buy them is essential.
In general I recommend buying them somwhere between



Ninja tabi are probably the most common boots on aatrox. Even tough I wouldn't upgrade your boots to early against a lot of AD heavy matchups those will bring a significant damage reduction.
Later on in teamfights you will also receive significant less damage from the enemy adc since most of there damage comes from auto attacks.
With those boots you will miss out tenacity and might be vulnerable against the enemy ap carry but they will be especially usefull in the later phases of the laning phase and against the enemy adc.

Until you start building your


I recommend those boots against AP or crowd controll (stun, root, snare,...) heavy teams.

The offensive type of boots for aatrox. Those give you the extra little attack speed for a higher damage output but is this really necessary?



The tenacity and magic resist from


The reason to buy these boots could be 1. you go for a split push style of game or 2. you are really fed and know you will get your defensive items sooner as usual.
Consider these if you are either really fed or plan on split pushing.
Rounding up your build
You still have 2 item slots to fill, or you don't want to build



Most straight forward magic resist item. Gives you health magic resist and a shield which blocks 1 spell. It's as simple as that and a really strong item in late game especially if they have 2 or more AP based champions. In some cases like I already mentioned you can replace

You can build it as your second magic resist item as 5. or 6. slot if you want to get more tanky and don't require the damage from


I see thormail more as a offensive instead of defensive item... wait what?
Thornamil gives you a lot of armor which reduces damage taken and also reflects some damage dealt as magic damage back. The thing is this item doesn't give you any health at all. This means that it's a item you only build if you already have some health items and want a extra bunch of armor and deal more damage.
I recommend thornmail as 5. or 6. item against AD heavy teams.

Guardian angel gives you some magic resist and armor and another revival effect. Together with your

Buy guardians only in late game as 5. or 6. item and you know a very important probably game deciding fight is coming up especially good with a second damage item besides


Good mix between offenses and defenses. This item gives u plenty of damage and also magic resist and a magic shield when hitting low health. What makes this item pretty good on aatrox is that the lower your health gets the more damage you deal. Since your self heal <50% is pretty high and you have


A solid mix between offenses and defenses, a good item for the 5. or 6. slot against a team with more then 1 AP damage oriented champion, especiall good in combination with


Gives you a lot of health, little bit of damage and a unique slow effect. This is an item which helps you shutting down enemies out of position. It's a pretty nice item but nothing extraordinary or especially good for aatrox.
Buy it as 5. or 6. item if your enemies are out of position sometimes and the slow would help you to secure a kill

A item which helps your whole team against a enemy AP composition. This item is by far not as good as it was in the past. If the enemy team got 2 or more AP damage oriented champions it can prevent quiet some damage for your team.
Buy it as 5. or 6. item if the enemy team deals a lot of aoe magic damage and no one else in your team plans to buy it.

A solid choice for a second offensive item. The cooldown reduction isn't that good but also not required, but if you don't have the tenacity from

If the enemy team is ad based and you therefore don't bought



More or less the same as with




Offensive item for the 5. or 6 item slot against ad based teams which tend to stick close to each other.
Hopefully I was able to help you improving your knowledge about aatrox and maybe you learned one or another new thing.
Anyway thanks for reading my guide and if it was helpfull feel free to give it a upvote and share it with other people who might be interested and perhaps also leave a comment if you like to.
If you didn't liked it also feel free to downvote and I would appreciate if you leave a comment and tell me what you didn't like and where I can improve my guide.
Cheerio~
Anyway thanks for reading my guide and if it was helpfull feel free to give it a upvote and share it with other people who might be interested and perhaps also leave a comment if you like to.
If you didn't liked it also feel free to downvote and I would appreciate if you leave a comment and tell me what you didn't like and where I can improve my guide.
Cheerio~
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