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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Skill Path
Threats & Synergies
Deny Garen’s Passive by auto-attacking him whenever possible. This will reduce his sustain in lane and make killing him easier. Garen’s Judgment(E) deals extra damage to lone targets. You can mitigate the damage by fighting beside your minions. They will also start focusing him if he auto-attacks you. Try and stay at max distance at all times against Garen. This will reduce his all-in potential. Additionally, by standing at the maximum distance possible, he will have to waste his Decisive Strike(Q) to get in range of you to trade. You can capitalise on this and look to trade with him while it’s on cooldown.
Make sure you’re never near a wall otherwise Poppy will be able to use her Heroic Charge(E) and push you into it. Whenever Poppy throws her Buckler and it lands near you, try to step on it. However, do not over commit to destroying it as she may use your positioning to play aggressive. Post 6 it’s going to be difficult for you to kill Poppy as she will probably use her Ultimate to knock you away. Keep this in mind and hold on to any CC abilities until she starts the channel.
Keep the wave closer to your side of the map early to reduce Warwick’s chances of running you down and killing you. Investing in healing reduction can do a lot in this matchup. Warwick has a lot of sustain and will be buying items that increase his healing. At level 6, Warwick will look for aggressive plays. If he cannot use his Ultimate Infinite Duress(R) in your lane, he will rotate somewhere else and use it there instead.
Avoid trading with Irelia when she has her Passive stacked as she will out trade you. Keep an eye on the little bar under her health.When trading with Irelia, keep an eye on low health minions in your lane. Irelia may use her Bladesurge(Q) on the minion to escape the trade or run you down after a skirmish. Irelia benefits from extended trades. Try and avoid going for extended trades with her as she will always win them.
Olaf is incredibly strong in the early game: especially at level 1. Avoid fighting him at all costs as he will beat you if he’s able to land multiple Q’s. If Olaf throws his Q and it’s close to you, try your best to zone him away from the thrown axes so he is unable to pick them up. Keep the minion wave closer to your side of the map to reduce his ability to all-in you and chase you down.
Be cautious around the minion wave as Yasuo will often use his Sweeping Blade(E) to dash through the minion wave to get on to you. Stand outside and away from the minion wave at all times. Try to keep the minion wave closer to your side of the map early on. This will reduce his ability to play aggressive and look for an all-in. Good times to use CC abilities or to trade with Yasuo is when he is overextended after using his E. You could use his poor positioning to go for a favourable trade to get him low.
Ensure you’re always behind a minion so it is harder for him to land his Tongue Lash(Q). If he is able to land his Q, he may look for a fight. As soon as Tahm Kench activates his Grey Health Thick Skin(E), disengage from the fight as it will offer him protection and you may be unable to kill him through the bonus health. Tahm Kench is quite immobile. If you can, try to keep the minion wave closer to your side of the map. This will force him to overextend for farm, which can allow you to chase him down, or set up your Jungler to kill him.
Fiora's Passive can make a huge difference when trading with her. If you’re unhappy with the area marked, walking back a certain distance will reset the position. Playing around Fiora's Riposte(W) is a focal point of the lane. Try baiting it out before you all in her to prevent her from neglecting your CC. Keeping the minion wave closer to your side of the map will make it very hard for her to chase you down and kill you in lane. If you push and she freezes, you will be very vulnerable to ganks and all-ins from Fiora.
Quinn is an early game bully and will try to harass and poke you as often as she can. Try and stay outside of her auto-attack range and be prepared to sacrifice some CS for XP so you don’t fall behind. Once Quinn hits level 6, her kill pressure in a trade doesn’t exactly increase as her Ultimate Behind Enemy Lines(R) is a utility tool. However, her ability to roam does. If she leaves lane, ping your teammates so they know that she is missing. Keeping the minion wave closer to your side of the map in the early game will allow you to get gold and XP without fear of Quinn zoning you away and denying you farm. Post 6, you shouldn’t be freezing as it will give Quinn an opportunity to roam.
Keep in mind that Kled will try to play super aggressive in the early game to get a kill. Stay at max distance and avoid overextending. When duelling Kled, keep an eye on his secondary bar. If it’s almost full, he will mount during the skirmish and he’ll be able to kill you. Avoid going for extended duels when he is about to remount. Try and keep the minion wave closer to your side of the map early. Doing so will make his all-in less effective. Neither will he be able to chase you down with his Ultimate(R) once you walk up to farm.
Do not try to execute Wukong if he still has his Warrior Trickster(W) available. This is because you may waste your execution on him and he will survive. Keep this in mind when trading too. Wukong wins a lot of auto attack battles, so don’t go for extended trades with him unless you can kill him. If Wukong has left lane after level 6, tell your team as soon as he leaves. He might be trying to use his Ultimate Cyclone(R) in a different lane too help his allies.
Try and stand in the middle of the lane at all times. This will make it harder for her to land her Hookshot(E) in a trade. Don’t get close to the walls as this will give her the opening to engage. Camille uses her Hookshot(E) in lane, she will be vulnerable while it’s on cooldown as it’s her main way of disengaging from ganks. Bait out her Hookshot(E) prior to your Jungler arriving in your lane to reduce her chances of survival.
Constantly adapt your positioning in lane so Ornn is unable to knock you up with his Searing Charge(E). Stand away from walls and his Pillar Volcanic Rupture(Q) so he is unable to CC. Refrain from using any major CC abilities on Ornn when his Bellows Breath(W) is off cooldown as he can use it to dodge or escape CC. Once Ornn hits level 6, his kill pressure in lane will increase and he may start getting ganks from his Jungler. Get vision in the river so you can spot the Jungler early.
Darius is one of the best duelers in the game, so don’t overstay your welcome. Do not go for extended trades with him as he will always come out ahead. Darius will look to reposition when using his Decimate(Q). Try and stay in the inner ring so it doesn’t deal much damage. Darius is relatively immobile and weak when he is getting attacked by multiple champions. Let him push, poke him down and then request a Jungle gank for a guaranteed kill.
As Kennen is a ranged champion, when playing as a melee champion, don’t let him poke you down with his Thundering Shuriken(Q) or basic attacks. Be prepared to sacrifice some CS for XP. Kennen has a versatile build path. Keep an eye on which build he is going for and build items to counter it accordingly. Extended trades will benefit Kennen. Try to fight him when he’s low on energy or has no stacks to stun you with.
Malphite is weak in the early game. Try and trade and play aggressively to delay his power spike and his ability to scale. Once he has an item, you have to be more cautious when trading, but up until then, he can be heavily abused. The shield from Malphites Passive offers more security in lane. Try to poke and harass him as often as possible so he is unable to get the shield and protect himself. Once level 6, Malphite may start to receive ganks as his Ultimate Unstoppable Force(R) is a great engage tool. Avoid playing recklessly and always keep an eye on the minimap especially if you’re pushed up in lane.
Don't fight with Urgot at level 1 as he will have all his shotgun knees ready and he can quickly bring your life to zero if he can proc them all. Try to dodge Urgot’s Corrosive Charge(Q) and Disdain(E) in the laning phase. They both have long cooldowns and you should trade with him when they’re down for a better chance of coming out ahead. Try to stay over 25% health at all times. This will increase your chances of winning lane and surviving. If you’re lower than this, he can just use his E, auto once and then finish you off with his Ultimate.
Swain’s early game is rather weak. If you’re playing as an early game champion, try to get an early advantage to reduce his scaling. His Root Nevermove(E) will only trigger on the first enemies he hits on its return. Stand near your Caster Minions and walk forwards when he throws it out so the minions get CC’d and not you. At level 6, his kill pressure and survivability increases. Unless you have the advantage, disengage as soon as he activates his Ultimate Demonic Ascension(R).
Singed will often look to proxy the first wave between the two towers setting up huge early pressure leading to gold and experience leads. Singed can’t fight both you and the minions simultaneously, so escort your minions as they walk to lane to force him to walk back to lane. If Singed is able to proxy farm you, just let the enemy minions hit your Tower and focus on farming what you can. Do not lose tons of health trying to tank the minion wave. Do not chase Singed. Chasing Singed is a bad idea as his Poison Trail(Q) deals a lot of damage if you’re in it for too long.
Rumble is very immobile and prone to all-ins. Try to freeze the wave closer to your side of the map. This will force him to overextend for farm, which can allow you to all-in him, deny him from farm or even set up your Jungler for an easy takedown. Rumble is rather squishy early and suffers heavily when his Flamespitter(Q) is on cooldown as he will lack damage. Looking to fight after he uses his Q will make trading easier for you. Don’t underestimate Rumble’s damage in a trade. If you get hit by multiple Electro Harpoon(E)’s and stand in his Q for too long, he will dish out a lot of damage.
Renekton is an early game dominant champion. Expect him to play aggressive and go for kills. Whenever Renekton is above 50 Fury, his next ability will be empowered. Stay at max distance so he cannot get an empowered Ruthless Predator(W) or Cull the Meek(Q) off on you. Avoid fighting when he has tons of Fury too. Do not underestimate Renekton range with his Dash Slice and Dice(E). He can use it on the minion wave to close the gap and trade with you.
Riven is an early game dominant champion who can take over the lane through short trades. Try not to trade with her unless you can match her trading potential. Riven will often play hyper-aggressive and try to outplay you with her Broken Wings(Q). If possible, try to bait out her main abilities and then re-engage when she has cooldowns. This is your best bet when laning against a Riven. Keep the minion wave frozen near your Tower. If you are playing close to your Tower, her all-in potential is limited as the Tower will protect you and she will not be able to look for frequent trades.
Pay close attention to Yorick’s Graves. If he has 3 or more, he can spawn them into Ghouls. Avoid fighting him when there are a few laying around. Yorick struggles in the early game. Keeping the minion wave closer to your side of the map in the early game will make it harder for him to get farm and carry in the late game. If you’re ever caught in his Dark Procession(W), auto-attack the walls as quickly as you can. Avoid fighting him inside of it and be prepared to Flash if you’re low.
Yone is incredibly mobile in lane, but if he uses his Soul Unbound(E), you can abuse the cooldown (after he’s returned) to play aggressive and poke him down. This will make it harder for him to survive a trade or trade back with you. Avoid chasing too far when Yone uses his Soul Unbound(E) as he will always return to his original spot. Try and stay far back though so he is unable to get onto you by his E+Q very easily.
Gnar can easily escape ganks with his E. Try and bait this ability out before your Jungler arrives in your lane to reduce his chances of escaping. Do not commit to using your Ignite or any burst spells if Gnar is about to change forms as Mega Gnar gives him extra health that will allow him to survive. As he is a ranged champion, it’s important that you do not let him poke you down and harass you with basic attacks. Be prepared to sacrifice some CS for XP if you’re low.
Shen’s early game is quite strong. Expect him to play aggressively and try to burst you down. Staying at max distance when your abilities are on cooldown will make it harder for him to kill you.Playing around Shen’s taunt Shadow Dash(E) will make the laning phase much easier for you. If you can bait this ability out, you have a period of time where you can play aggressive and force him to lose lots of health. Post 6, if he uses his Ultimate(R) to assist another lane, try to cancel it with a CC ability. If you can’t cancel the ability, ping and push the minion wave into his tower as quickly as you can.
As Vayne is a ranged champion, when playing as a melee champion, be prepared to sacrifice CS for XP and health. Don’t let her kill you in the early game as you’ll make her late game even stronger. If Vayne ever uses her Tumble(Q), use the cooldown to play aggressive and try to kill her. She is rather vulnerable when her Q is down. Keep the minion wave closer to your side of the map in the early game. This will reduce her chances of zoning you away from the minion wave. It will also make her susceptible to ganks.
As Teemo is a ranged champion, expect him to try and harass you as much as possible. Investing in defensive starting items could be a good way of dealing with him from the get-go. Teemo will place Shrooms Noxious Trap(R) around the edges of the lane. Avoid walking to the side of the lane and only walk the path your minions take to reduce your damage taken. Be prepared to sacrifice some CS for XP and health. Teemo has a lot of kill pressure if he takes Ignite and is able to harass and poke you down.
Kayle is at her weakest in the early game. Try to abuse her weakness by playing aggressive and getting kills. Putting her behind in the early game will reduce her ability to carry later on in the game. Keeping the minion wave closer to your side of the map will force Kayle to overextend for farm. Once she walks up and tries to last hit, you could play aggressive and try to all-in her. Once Kayle hits level 6 and unlocks her Ultimate Divine Judgment(R), she will also become ranged and she’ll find it easier to last hit. She will be able to also poke you down and trade more effectively. You’ll need to be more strategic when trying to fight her from now on.
As soon as Mordekaiser activates his Indestructible(W), disengage as he will block the damage you deal to him if you continue to fight him. Mordekaiser is quite immobile. If you keep the minion wave closer to your side of the map, you will force him to overextend for farm. You can then capitalise on this and get assistance from your Jungler. Once Mordekaiser hits level 6, his kill pressure in lane grows. Keep this in mind and be wary with your positioning when low as he may try and catch you out with his Ultimate Realm of Death(R).
Once Pantheon hits level 6, communicate with your team whenever Pantheon recalls or leaves lane as he may use his Ultimate Grand Starfall(R) to roam and help another lane. It’s not uncommon for Pantheon to recall and run bot with his Ultimate. Take care in the early game as Pantheon will try to skirmish frequently and go for kills. Keep this in mind and be prepared to sacrifice some CS for XP if you’re weak in the early game. Avoid trading with Pantheon when his Passive has lots of stacks as he will deal lots of damage in a trade. The best time to fight him is when he has no stacks and an ability on cooldown.
Only look to fight Graves if there are lots of allied minions in lane so you can use them to block his auto-attacks. Graves auto attacks are not always effective as monsters, minions, towers block his damage and consume a bullet. Stay behind a monster or minion to avoid his auto-attack damage. When fighting around the Scuttle Crab, make sure it’s in between you and him so it blocks an auto. When duelling Graves, try and stand away from terrain as he will use it to his advantage to make his End of the Line(Q) explode quicker.
Aim to trade when Jax has used his Counter Strike(E) as it will block basic attacks. It has a long cooldown, so make sure you exploit his weakness. Jax has no build-in sustain and is melee. If you have the range advantage, try to poke and harass him as much as possible to prevent him from looking for the all-in. This will also force him to burn through his potions quickly. After level 6, every third auto will deal extra magic damage. Do not commit to extended trades with him, especially if he’s been able to stack his auto attacks on minions beforehand.
Look to fight her when she doesn’t have many Q’s stacks as her ability to trade back with you will be reduced. Her damage output will be lower when she has no stacks. Good times to look for fights are when she has used her Hallowed Mist(W). When she activates her W, she will gain bonus defensive stats. If you can bait it out, or disengage when her W is active, you will find it easier killing her when it is on cooldown. Extended trades work in her favour.
Test of Spirit(E) is essential when it comes to trading. Dodging this ability is the key as it will reduce her trading power. Ensure that you’re always stood behind at least 1 minion. Do not stand inside the minion wave though as Illaoi can use her Tentacle Smash(Q) to push the wave and poke you at the same time if you stand in it. Try and freeze the wave closer to your side of the map. Illaoi is weak early on and will try to freeze the wave and then zone you away from minions when she is stronger. By keeping the wave closer, you’ll limit her ability to farm and scale.
Avoid extended trades with Sett early. He has a lot of physical damage and will win most auto-attack trades. Keep this in mind when trading with him. At level 6, Sett’s Ultimate The Show Stopper(R) is pretty strong. Do not overextend or stay on low health in the lane as he can easily kill you or set up his Jungler. Keeping the minion wave closer to your side of the map early on will reduce Sett’s ability to get kills and win lane. If you’re not very strong in the early game, default to keeping the wave on your side of the map.
At level 1, Rengar may try to cheese you to get an early health lead. You can reduce his all-in potential by waiting for him to show before walking forward. Keep the minion wave closer to your side of the map so Rengar cannot jump out of the bushes and trade with you. Furthermore, stick towards the bottom side of the lane at all times to make it harder for him to jump on you. Once Rengar hits level 6 and unlocks his Ultimate Thrill of the Hunt(R), he may look for the all-in. Alternatively, if he is unable to kill you, he may push the wave and try to roam with his Ultimate. If he leaves lane post 6, make sure you ping that he’s gone to reduce the chances of him getting a successful Ultimate off.
Try to shut down Gangplank early with the help of your Jungler. Gangplank will eventually outscale you in the progress of the game, so putting him behind will make it harder for him to take over the map. Don't engage with melee trades when Gangplanks Passive is up. It will help him win trades, so wait for him to use it on a minion before looking to fight. Wait for Gangplank to blow up his Barrels Powder Keg(E) before looking to fight. If he has one placed in a nearby bush or has one under him, wait for it to blow before looking to fight.
Nasus doesn’t want to fight in the early game. Instead, he wants to focus on farming and stacking his Siphoning Strike(Q). Try to fight him when he is focused on stacking as he may focus on the farm rather than fighting you, which will allow you to gain a health advantage. Do not push Nasus under his turret as it allows him to farm safely. Instead, freeze the lane towards your side of the map so he has to overextend for farm. Once Nasus has some levels behind him and has multiple points in his Wither(W), he will have good gank set up. You’ll need to play safer if the wave is closer to his side of the map during this time so you don’t die from ganks.
Constantly keep an eye on your champions position as well as his. If you keep your eye off the ball for 1 second, Cho’Gath may end up hitting you with his Rupture(Q) or Feral Scream(W). Cho’Gath has a lot of sustain thanks to his Passive which restores health. Look to trade frequently or he will out sustain any damage you deal to him. Cho’Gath will get lots of sustain through his Passive and the items he buys.
Dr. Mundo can farm really easily under his tower. Try to not have the lane pushed against him because it actually benefits him. Instead, keep the wave even or closer to your side of the map so you can receive ganks. If Dr. Mundo is behind, he will start farming with his Infected Bonesaw(Q). Do not get in the way of them unless he is trying to secure a Cannon Minion. Dr. Mundo is rather immobile and can easily be killed when locked down. Request assistance from your Jungler to execute him when he is low.
Vladimir’s Sanguine Pool(W) has an incredibly long cooldown during the laning phase. Find a way to bait it out and then look to play aggressive while it’s on cooldown. Whenever Vladimir has his empowered Transfusion(Q) available, play safer or walk backwards so he is forced to use his Transfusion(Q) on the minion wave rather than you.
Volibear is a very strong laner. Expect him to play aggressive in attempts to get an early lead over you. Once Volibear is level 6, avoid staying in lane when low as he can use his Ultimate Stormbringer(R) aggressively and catch you out. If you are forced to recall, do not recall under tower as his Ultimate Stormbringer(R) can stop towers dealing damage. Stay at max range at all times and retreat briefly if he activates his Thundering Smash(Q). Staying at max range when you’re not looking to trade will make laning against him much easier.
Try and keep the minion wave closer to your side of the map early. Doing so will make his all-in less effective. Post 6, try to interrupt or somehow force Akshan to top his Ultimate Comeuppance. This will increase your survivability and it will be put on a short cooldown. Keep in mind that early armor will be very beneficial in this matchup. Akshan is an AD champion, so picking up early armor will protect you from some of his damage.
Look for extended trades whenever possible. Gragas relies heavily on his abilities to deal damage, but if they’re on cooldown he cannot really do anything except for auto-attack. Go for extended trades when one of his abilities are down. Gragas can tease an engage when his Body Slam(E) is up. Try and stand behind or near minions at all times. However, do not stand too close to them since the ability does have an AOE and if you’re close to them, you’ll be hit by his E. If Gragas uses his Drunken Rage(W), it’s because he wants to do something such as setting up his Jungler or going for a trade. Play safer for a short period of time whenever he uses his W.
Sion has a deceptively powerful laning phase for a tank. So be careful of his Decimating Smash(Q) poke. Try dodging it by moving left or right instead of walking backwards. Post 6, Sion has good gank set up and can escape ganks quite easily. His kill pressure also increases, so be mindful of his level 6 power spike. Extended trades do not work in Sion’s favour. If you can bait out an ability, you could look to trade and abuse his cooldowns to get him low.
Jayce is going to use his range advantage to poke down champions. Be prepared to sacrifice some CS for XP when necessary. While he does have tons of poke, he does have high mana costs. If you can, try and look to fight when he is low on mana as he can’t do much of a combo when he’s low. Make sure you’re always behind the minion wave so the minions block his Q damage. Do not stand directly behind them as his Q is AOE.
Akali has a powerful early game with her Five Point Strike(Q) and Passive. She will look to harass you whenever you go for CS. Avoid letting her get free harass on you by keeping your distance and staying at max range at all times. If she does use her Five Point Strike(Q) and it hits, do not walk forward for some time. Akali has no built-in sustain and she has poor base stats. She is also melee. Use this to your advantage to trade with her early on and harassing her whenever she goes for CS. A good time to trade with her is when she has used/missed her Five Point Strike(Q). Akali’s Twilight Shroud(W) is important for trading and her survivability, but it has a long cooldown. Trade and harass her whenever it's down.
Tryndamere will look to split push during the mid-game and he’ll rarely join team fights. You can use the numbers advantage to force objectives or look for favourable fights to gain an advantage. If Tryndamere is split pushing in the bottom side in the mid-game, avoid sending lots of people to stop him when Baron’s up. It will take you some time to kill him even if you commit 5 champions to kill him which could give his team lots of time to take the Baron. Try to fight when Tryndamere doesn’t have his Ultimate up. This will make it incredibly difficult for him to dish out lots of damage in a team fight.
Nunu & Willump
Nunu & Willump
Champion Build Guide
My name is Max, but you can call me Dixon as well. I'm from Ukraine so English is not my native language and I can do some mistakes (I'm sorry for that). However, you can also write me comments and I'm able to answer you in English, German, Russian and Ukrainian languages since I understand all of them, but in different levels of knowledge. 😄
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1. Aatrox is a lane bully who can snowball quite quickly. If you can get an early lead, try to abuse it to get more kills in the lane to increase your chances of winning the game.
2. You’re a very mobile champion thanks to your Umbral Dash. It can be used in multiple ways and is a good way of turning around exchanges with the enemy.
3. You have tons of sustain thanks to your Passive and Ultimate World Ender. This will increase your survivability in team fights and skirmishes.
1. Make sure you’re only using your abilities when you have to, especially your Umbral Dash. Aatrox suffers from long cooldowns and is easily abusable when they’re on cooldown.
2. You’ll fall off in the later stages of the game. Try and end the game as quickly as you can or snowball your lead so you’ll be a huge threat in team fights.
3. Aatrox is not an easy champion to learn. He has a unique mechanic on his The Darkin Blade which does take some time getting used to. You’ll need to put in a lot of practice to master this champion.
Aatrox passive Deathbringer Stance is a fairly useful ability. His attacks become stronger and he gets some health back that allows him to trade more successfully and to stay longer at his lane. Of course the recharging is quite big, but you need to remember that it can be reduced through the use of basic skills and in those moments when you hit an enemy with the ability The Darkin Blade. Buying items which reduce cooldown time and levelling up his abilities lead to more frequent usage of Aatrox passive.
THE DARKIN BLADE is the main combat skill of Aatrox, around which the entire game of the champion is actually built. The ability allows you to deliver 3 powerful strikes with AOE damage and the ability to throw enemies into the air. It is worth saying that it is not necessary to use all three hits at once. After the first hit 4 more seconds are given to you to make other 2 hits. This time is enough to use the ability more competently. You need to understand that each subsequent strike does more damage, so it is extremely important to hit the second and third strikes. In addition, you need to learn how to get exactly the edge of the blade, since the damage in this case will be very significant and the enemy will be thrown into the air. Actually, this is the most difficult thing in this champion, but this is what you should learn first. If you do not hit the enemies with the edge of the blade, then there will be little sense from such an Aatrox player in the game. I recommend you to carefully study the affected area of each strike. On the first levels, the ability will not do as much damage as we would like to see and the cooldown will be huge. So do not hope that you will out trade all your enemies. The ability has also a very important role in team fights, since you have the opportunity to throw enemies into the air several times, and AOE control in battles is extremely useful.
INFERNAL CHAINS on the one hand, the ability allows you to inflict good damage and control the enemy, pulling him to the center, but unfortunately it’s quite difficult to do. The reason is that after using the ability, the enemy should be in the zone during 1.5 seconds, and this is actually a lot of time. It’s good to use this ability in combination with some other control skills of your teammates. Firstly your ally uses something like stun and right after that you apply Infernal Chains. After the moment when enemy gets to the center of this zone, you should hit him by your Q – The Darkin Blade. It is especially hard to use the ability against mobile champions. That’s why Aatrox is more favourable champion against opponents with low mobility.
Umbral Dash increases the mobility of the champion and allows him to hit his Q The Darkin Blade more accurately. The range of the dash is quite low though. Yes, we can jump over thin walls, but for example, this will not save us from the gang of the enemy jungler. You can use his first Q+E combo to strike range champions or to land the last and the strongest Q into heads of your melee opponent. In conclusion, it is worth pointing out that the passive part of the ability gives us vampirism significantly increases the champion's survivability in battle. The most important thing is to try to constantly do damage.
World Ender is the ultimate ability of Aatrox. It was changed so many times that many players have already forgotten how it worked at the beginning. Some time ago, the ultimate allowed the champion to be resurrected during the battle, but this feature was removed and now it only increases the combat characteristics of Aatrox. Now the ability works as simple and clear as possible. After the activation, you get a bonus to movement speed, a bonus to damage and self-healing. Moreover, if during the battle you kill or help to kill an enemy champion, then the duration will last longer.
Trade normally with Q then E mid animation to line up your sweet spot.
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Extend your trade by using Q three times then E to land your third Q.
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All in at level 3 with W and instantly E Q to help keep them in place, follow it up with AA Q2 into AA Q3.
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After level 6 R to get into Q range then instantly Q W E AA, Q2 to keep them in your W then AA Q3 for an easy dunk.
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With more Ability Haste you can combo smoother and use E again. W E Q instantly one after another then AA Q2 followed by AA Q3 and using E mid air to guarantee the sweet spot landing.
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With more Ability Haste and Flash you can chase opponents much easier. W E Q instantly one after another then AA Q2 followed by AA Q3 and using E and Flash mid air to guarantee the sweet spot landing.
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Flash can be used to secure your Q3 damage. W E Q instantly one after another then AA Q2 followed by AA Q3 and using Flash mid air to guarantee the sweet spot landing.
The unique passive's usage is best realized when looking at a simplified situation where an enemy inflicts instant burst damage onto you. As a result, your opponent has to overkill you to actually finish you off within this time span, which slightly increases your time to react and deploy counter measures like shields or healing. At the same time it also slightly improves your time window for retaliation, and is as such most powerful in a fight between two champions.
helps attack damage-based champions against enemy teams with high amounts of magic damage. LIFELINE can absorb most of the initial burst of magic damage from an enemy champion and give the owner an opportunity to attack or retreat. It is very useful against ability power champions with burst damage like Annie or Evelynn.
this item gives your champion extra slow effect and damage, especially on targets with heavy armor. This is the attack damage counterpart of Rylai's Crystal Scepter for bruisers.
is generally good for fighters and bruisers to deal damage to enemies and protect your champion by additional HP and shield.
is usually used on bruisers like Illaoi, Darius, Garen because they can easily apply stacks and survive long enough to benefit from the penetration. Armor reduction and penetration effects stack, allowing an attacking character to benefit simultaneously from Black Cleaver's shred, penetration runes, other items such as Last Whisper, and champion abilities that circumvent armor. This is a strong item against teams with lots of tanks or heavy bruisers who stacks a lot of armor.
this item is very good to be bought as 5th and 6th item since it will protect your champion from hostile bursting physical damage and most important it allows to ressurect after being killed which is super important in the late game, when the respawning timer is the longest. Sometimes it also makes sense to sell the item after the REBIRTH being used since it has very long cooldown time.
is a particularly effective defensive option when facing down opponents whose damage is dealt primarily through basic attacks, or against opponents that utilize healing from attacks to survive fights (such as life steal). It's very useful against such champions like Aatrox, Warwick, Nasus, Darius etc.
is most commonly used by champions to protect against magical damage and to enhance healing effects. These effects include normal healing or some form of health regeneration. In other words, you will be healed more by your allies and you will heal yourself much more effectively. Also the effects of life steal will restore more health. Its passive works well with any champion that has self-healing, self-shield, omnivamp, or life steal built into their kit.
is a strong counter against basic auto-attackers that stack well on critical strike chance, like Yasuo, Tryndamere, Yone and most of marksmen. You should consider to buy this item if the enemy team 2 or more champions who rely on critical strike damage.
buy this item if you want to have nice movement speed to roam across the map or to split push. The item provides also some HP and magic resistance that makes it a good choice for tanks and bruisers who lack mobility. It's also a good option against teams with lots of champions with magical type of damage.
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Here is a gameplay review of two Master tier players Aatrox vs Kennen where you can see how to play Aatrox against ranged champions on the TOP lane:
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Here is a gameplay review of two Master tier players Aatrox vs Sett where you can see how to play Aatrox against strong melee champions on the TOP lane:
This rune gives your champion good amount of damage and some sustain, especially in extended fights. The rune fits better for melee champions since it's twice faster to stack it up and it scales well into the late game.
This rune is perfect in team fights since you can get a lot of extra healing and also to earn some additional amount of money that can help your champion to take a slight gold lead and to enable you to be one step ahead in items. This rune saves champions quite often in situations when they would be rather be dead after the last hit by enemy tower.
The rune can help you against teams with lots of crowd control abilities like stuns, slows, roots etc. Thats why its going to be harder for them to disable your champion for long period of time.
The rune increases your damage when the amount of HP of your champion is low. The rune is better than alternatives Coup de Grace and Cut Down if you buy some items for HP and your champion is able to survive long enough with low HP rather than reducing HP of enemies.
This rune can be a good choice against teams or champions with lots of burst damage like Renekton, Riven or Rengar. However, it doesn't scale as good into the late game as Conditioning or Second Wind. This rune is better option for squishy champions so they would be better protected from a threat to be one shot by some enemy combo.
The shields and healing by your or to your champion are 5% to 10% stronger due-to this rune.
Flash is the most frequent choice of all players in League of Legends. Such popularity of the spell is caused by the fact that Flash is able to instantly teleport you on a short distance. This distance is enough to dodge some hostile abilities or to jump back and avoid an unexpected gank. With the help of Flash, you can overcome various obstacles like walls, pillars and other different obstacles. Flash is equally good to use for both attack and defense. This gives the spell some versatility. The summoner spell cannot be used if you have been silenced (you cannot use skills for some time). Also, Flash cannot be used under the effect of hard control abilities such as stun or fear.
Teleport is mainly used to minimize laning downtime after Recall or respawning, to prevent enemy laners from gaining an advantage. Teleport is also used to quickly switch lanes to defend an unguarded turret. Unleashed Teleport is great for ganking if the enemy commits to a fight and is around friendly minions, turrets, or wards. Another use for Unleashed Teleport is a backdoor maneuver where a high damage per second champion places a ward inside or near the enemy base and teleports himself to that ward. From there that champion will attempt to bring down as many turrets and inhibitors as possible. Unleashed Teleport can be used to prolong or save the life of an allied Zac by making one of Zac's Passive's drops ( Cell Division) invulnerable for the Teleport duration.
Ignite provides players an offensive utility and damage spell that scales with level. A well-placed healing reduction debuff from Ignite can severely limit the effectiveness of enemy healing items, as well as healing abilities from champions like Soraka, Aatrox, Vladimir, Volibear, and Warwick. It is considered a direct counter to Dr. Mundo, Soraka, Aatrox and Swain because they are reliant on their healing-based abilities. The healing reduction debuff also applies to life steal, omnivamp, etc.
Aatrox’s first significant spike is at level 3 when he has access to all his basic abilities. This will allow him to go for favourable trades. Once Aatrox gets his first component item, he will be able to go for favourable trades. Look to play more aggressive once you get your first component item. When Aatrox has obtained his Ultimate World Ender; his kill pressure increases dramatically. The extra damage and healing he gets from this ability can help him start a snowball.
Avoid committing to extended trades with the enemy in the very early game. Wait until you have a few levels under your belt before looking to fight. Play around your The Darkin Blade hotspots in the lane, and avoid using them unless you’re able to trade. When your The Darkin Blade is on cooldown; you’re pretty vulnerable and will lose 1v1 fights. Make sure you make use of your Passive empowered auto. If you’re able to use it periodically on the enemy laner, your chances of winning the lane increases.
MID GAME (strong)
Once Aatrox hits level 9, his The Darkin Blade will be maxed. The reduced cooldown and additional haste will mean this ability is on a very short cooldown. During the mid-game, Aatrox will have brought items that will reduce his abilities cooldown. Through levels 9-13, his abilities will be on a very short cooldown. When Aatrox hits level 11 and puts two points in his Ultimate World Ender, he will be a severe threat to the enemy in team fights. Fight around your Ultimate World Ender to deal a ton of damage and survive the team fight.
When your team isn’t looking to fight, split push and apply pressure elsewhere on the map. Avoid team fighting during the mid-game unless you have your Ultimate World Ender up. When it’s on cooldown, you’ll miss out on a lot of sustain and damage, so you must play around with this abilities cooldown. In mid-game team fights, look for picks by flanking the enemy backline. If you can get on to an enemy carry, you will increase your chances of winning a fight.
LATE GAME (average)
Aatrox tends to fall off later in the game as the enemy will buy items that counter him. They will also be grouping which makes it harder for Aatrox to secure kills. If he can get on to them, you will still be able to take down carries in late game team fights. Suppose you’re able to land Infernal Chains on high priority target- go in and try to take them down. You must play around with your Ultimate World Ender in the late game. Fighting while it’s on cooldown could be the difference between winning a fight and losing it. When you have 3 points in your Ultimate World Ender, your sustain is very difficult to deal with.
In the later parts of the game, stick with your team and look for picks. Avoid splitting up or being too far apart from them as the enemy may force a fight while you’re nowhere nearby. Play around your Ultimate World Ender and avoid committing to fights while it is on cooldown. If you fight while it’s on cooldown, you’ll miss out on a lot of healing and extra damage, which can make the difference in a late-game team fight. In team fights, flank the enemy to make it easier for yourself to get onto the enemy backline. Positioning away from your team but close enough to join the fight could give the enemy a false sense of security, making the enemy think the fight is 4v5: forcing them to overextend.
Deny Garen’s Passive by auto-attacking him whenever possible. This will reduce his sustain in lane and make killing him easier. Garen’s Judgment deals extra damage to lone targets. You can mitigate the damage by fighting beside your minions. They will also start focusing him if he auto-attacks you. Try and stay at max distance at all times against Garen. This will reduce his all-in potential. Additionally, by standing at the maximum distance possible, he will have to waste his Decisive Strike to get in range of you to trade. You can capitalise on this and look to trade with him while it’s on cooldown.
Garen’s build path can be very different from game to game. Keep an eye on his itemisation and play accordingly depending on what he is buying. If he is going full damage, you probably won’t be able to fight him alone. It will be difficult for Garen to engage or get on to carries in a team fight as he lacks hard CC. This means that he will try to flank in team fights with his Decisive Strike. Make sure you ward to the side of you at all times and kite backwards as soon as he appears. Avoid wasting valuable resources like Summoner Spells or the Ultimate on Garen unless you’re certain you’re able to kill him. Garen can quickly top up his health bar back to full thanks to his Passive which will result in your team losing out on key spells for the remaining of the fight.
Garen’s kill pressure in the early game can be difficult to handle if you’re playing as a tank. Respect his all-in and try and avoid trading with him unless his Decisive Strike is down. At level 6, Garen will gain access to his Ultimate Demacian Justice which can be used to execute enemies. Do not fight him when low, and definitely recall if you’re below 50% health as he might look for a trade. It’s better to be safe rather than try and fight and give him a kill. Once Garen has completed his first item, he will be more obnoxious and looking to trade more and more. Keep this in mind and do not commit to fights with him alone.
Avoid trading with Irelia when she has her Passive stacked as she will out trade you. Keep an eye on the little bar under her health. When trading with Irelia, keep an eye on low health minions in your lane. Irelia may use her Bladesurge on the minion to escape the trade or run you down after a skirmish. Irelia benefits from extended trades. Try and avoid going for extended trades with her as she will always win them.
Try and lock Irelia down at the start of the fight. This will make it much harder for her to jump around your team and get resets on her Bladesurge. Avoid fighting too close together as it will allow Irelia to use her Ultimate Vanguard's Edge on multiple people and allow her Bladesurge to reset. Stand together but not super close together. Try and fight after Irelia uses her Flawless Duet as it is one of her best tools to start a fight. Ideally, try and also fight around her Ultimate Vanguard's Edge as it will reduce her chances of getting resets.
Irelia is very strong whenever she has her Passive fully stacked. Avoid fighting with her at this time. When Irelia hits level 6, her kill pressure intensifies as her Ultimate Vanguard's Edge is a very good duelling tool. Irelia benefits from extended trades, so try and avoid going for them whenever you can. Keep them short and sweet.
Be cautious around the minion wave as Yasuo will often use his Sweeping Blade to dash through the minion wave to get on to you. Stand outside and away from the minion wave at all times. If you’re playing as a ranged champion, try to use your range advantage to harass and poke him down. Do not over-commit to doing this though as he could look to turn the exchange around. Playing around Yasuo’s Wind Wall will make killing him a lot easier. If you can, try to bait this ability out before committing to the all-in.
Avoid grouping too closely if the enemy has multiple knock-ups as it will allow Yasuo to get a really good Ultimate Last Breath off. Grouping but not standing on top of each other will reduce the effectiveness of his Ultimate Last Breath. Do not fight inside the jungle as it will make it easier for Yasuo to land his Tornado Steel Tempest knock up and follow it up with his Ultimate Last Breath. Fighting in the open will make team fighting more effective for your team. CC is your best friend in team fights. Locking him down with CC will make it very difficult for him to stack his Steel Tempest, dash with Sweeping Blade and inevitably use his Ultimate Last Breath. Try to CC him as quickly as possible and take him down.
Yasuo is really strong once he has 100% crit chance. Thanks to his Passive, he can get to this stage quite quickly. Once Yasuo is level 6 and unlocks his Ultimate Last Breath, his kill pressure increases. You should play respectfully whenever his Ultimate Last Breath is up as he can quite easily kill you. Yasuo is really good in team fights if he is picked in a team with multiple knock-ups. Avoid grouping too closely otherwise, he could get a 5 person Ultimate Last Breath off.
Use the minion wave to block Aatrox from landing his Infernal Chains and going for the all-in. Always ensure that there is at least one minion between you and him at all times. Both his The Darkin Blade and Umbral Dash have rather long cooldowns in the early game. If he uses them, try to abuse the cooldowns and trade with him while they’re down. Aatrox benefits from bursty trades with his The Darkin Blade. Try and keep your distance at all times and be prepared to sacrifice a little bit of CS, so he doesn’t burst you down.
In team fights, as soon as Aatrox runs in, try to CC him and burst him down first. He is pretty vulnerable to CC, and if you can kill him before he gets his combo off, the enemy will lose out on a lot of damage. Try to look for fights when Aatrox doesn’t have his Ultimate World Ender or Flash. He will have a much harder time at impacting fights when either of these are on cooldown. Aatrox likes to split push after the laning phase has ended. When he shows in a side lane alone, you could start a team fight with his teammates. Have wards on that side of the map, though, if he makes his way to join the battle.
Aatrox is strong from levels 2-6. Make sure you keep your distance to make it harder for him to land his The Darkin Blade and poke you down. Aatrox spikes when he gets his first item (as well as both component items). Respect his all in potential when he’s completed the recipe as his damage output will heavily increase. Aatrox is strong no matter what if you cannot dodge all instances of his The Darkin Blade. Practice makes perfect, but do try and dodge them whenever you’re able to.
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In ancient times, long before desert sands swallowed the empire, a mighty champion of Shurima was brought before the Sun Disc to become the avatar for a now forgotten celestial ideal. Remade as one of the Ascended, his wings were the golden light of dawn, and his armor sparkled like a constellation of hope from beyond the great veil.
Aatrox was his name. He was at the vanguard of every noble conflict. So true and just was his conduct that other god-warriors would always gather at his side, and ten thousand mortals of Shurima marched behind him. When Setaka, the Ascended warrior-queen, called for his help against the rebellion of Icathia, Aatrox answered without hesitation.
But no one predicted the extent of the horrors that the rebels would unleash—the Void quickly overwhelmed its Icathian masters, and began the grinding annihilation of all life it encountered.
After many years of desperate battle, Aatrox and his brethren finally halted the Void’s perverse advance, and seared the largest rifts shut. But the surviving Ascended, the self-described Sunborn, had been forever changed by what they had encountered. Though Shurima had triumphed, they all had lost something in their victory... even noble Aatrox.
And in time, Shurima fell, as all empires must.
Without any monarch to defend, or the existential threat of the Void to test them, Aatrox and the Sunborn began to clash with one another, and eventually this became a war for the ruins of their world. Mortals fleeing the conflict came to know them instead by a new and scornful name: the darkin.
Fearing that these fallen Ascended were as dangerous to Runeterra’s survival as the Void incursions had been, the Targonians intervened. It is said that the Aspect of Twilight gave mortals the knowledge to trap the darkin, and the newly reborn Aspect of War united many in fighting back against them. Never fearing any foe, Aatrox and his armies were ready, and he realized only too late that they had been deceived. A force greater than a thousand dead suns pulled him inside the sword he had carried into battle countless times, and forever bound his immortal essence to it.
The weapon was a prison, sealing his consciousness in suffocating, eternal darkness, robbing him even of the ability to die. For centuries, he strained against this hellish confinement... until some nameless mortal was foolish enough to try and wield the blade once more. Aatrox seized upon this opportunity, forcing his will and an imitation of his original form onto his bearer, though the process quickly drained all life from the new body.
In the years that followed, Aatrox groomed many more hosts—men and women of exceptional vitality or fortitude. Though his grasp of such magics had been limited in life, he learned to take control of a mortal in the span of single breath, and in battle he discovered he could feast on his victims to build himself ever larger and stronger.
Aatrox traveled the land, searching desperately, endlessly, for a way return to his previous Ascended form… but the riddle of the blade proved unsolvable, and in time he realized he would never be free of it. The flesh he stole and crudely shaped began to feel like a mockery of his former glory—a cage only slightly larger than the sword. Despair and loathing grew in his heart. The heavenly powers that Aatrox had once embodied had been wiped from the world, and all memory.
Raging against this injustice, he arrived at a solution that could only be born of a prisoner’s desperation. If he could not destroy the blade or free himself, then he would embrace oblivion instead.
Now, Aatrox marches toward this merciless goal, bringing war and death wherever he goes. He clings to a blind hope: if he can drive all of creation into a final, apocalyptic battle—where everything, everything else is destroyed—then maybe he and the blade will also cease to exist.