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For one I'd like to address the runes itself, specifically the main resolve build, when compared to, say Conqueror precision runes. Sure, the damage you get from stacking your passive and Grasp and unloading it onto unsuspecting targets, which then lose about whole LOT of their HP sounds really nice, but stacking said runes is incredibly unreliable as well as requiring you to micro the hell out of your cooldowns on both Grasp and your passive to actually hit with both.
Its drawback also comes back in teamfights, where a stacked Conqueror just outperforms it unless the enemies have incredible burst. In the end we are considering taking Grasp not for being Grasp, but rather to have Demolition, Revitalize and Second Wind as part of the resolve tree just because of the fact that Aatrox is a melee caster, so he only gets to utilize his autos reliably during his Q1-W-Q2-Auto-E(autocancel)-Auto-Q3-Auto combo (or a variation thereof) during the laning phase. Arduous as stacking Conqueror on Aatrox is, it somewhat outperforms Grasp in a lot of situations. So what makes Grasp better than taking Conqueror, aside from the runes it provides?
The runes aside, we also have to consider grievous wounds, which cut Aatrox' healing immensely, down to countering him as a whole. In this guide I haven't really seen any tips on how to deal with grievous wounds, which are incredibly cheap, yet in essence nullify a lot of the healing he gets. Where the enemy wastes his ignite and doesn't pay the grievous wounds tax of 800g, you can probably snowball the lane, because there's no risk to your healing in the next three minutes.
As to the item choice, the build looks great and is mostly the same Aatrox build as is built on any other Aatrox builds, though if we are already playing around our passive and Grasp procs, we can explore Divine Sunderer too, which works as a Sheen, thus doing incredible amounts of damage which can be activated by a simple E dash. The drawback of that is that Aatrox loses out on the total of 50 ability haste at full build, but gains 25% armor and magic penetration, which with Serylda's Grudge adds up to 55% armor penetration, effectively making Aatrox a literal anti-tank rifle while being able to somewhat tank himself. As a bonus, everytime Aatrox hits his Grasp-Sunderer-charged passive, he heals for 100% of the damage he just dealt, which on paper sounds pretty solid.
So in turn, what in this build prevents us from exploring the possibility of going all out with auto procs coupled with immense healing from Divine Sunderer? Gorderinker outperforms Divine Sunderer practically in every situation, unless the enemy team is made up of 101% tanks with a 1% margin of error, if Aatrox uses Conqueror runes, that is. Maybe Divine Sunderer is more viable on Grasp runes, but I'd definitely need a second opinion on this.
Aatrox inherently suffers from the immense amounts of burst in the game, while being unable to heal a lot of HP because of the grievous wounds put on him. While this build is incredible at healing and is admittedly doing very decent damage, who's to say that it can keep up with the upcoming nerfs to healing and buffs to grievous wounds, and how will Aatrox perform while he is not fed?
I hope I did get my point across rather clearly: The build looks solid, yet I think it's very situational, maybe even matchup-dependant. The Grasp runes will do well into duels, but won't carry their weight in teamfights (at least I believe so) as much as Conqueror runes would.
Bid you a great day and upcoming new year, as well as to anyone reading this!
As to your concerns, I think Grasp works fairly well into certain matchups, even incredibly important sometimes (Fiora and whatnot), but Conqueror does certainly give a lot more benefits: Conqueror in and of itself is not that great on Aatrox as it is on other champs, since it takes him around his full combo to stack.
Though it's not like he has any other alternatives - Triumph, Tenacity/Alacrity and Last Stand alone are probably worth taking Conq for as opposed to Demolition, Bone Plating/Second Wind and Revitalize (Although you certainly can use Resolve as a secondary tree for Revitalize and another rune if Domination is a bad choice into the matchup in question).
In essence, you trade Precision's solid runes for mediocre-ish situational Resolve runes. Though Grasp itself has its fair share of benefits, which include:
- a safer laning phase due to %2 max HP heal every proc
- HP scaling into lategame
- a fairly effective zoning tool with a four-second cooldown due to it dealing a good amount of damage
- said good amount of damage, scaling with max HP
That said, you have to stack it first by surviving the immense amounts of burst the game has to offer and actually auto-attack a champion. Much unlike some champions (e.g. Gangplank), Aatrox Q does not activate Grasp (and on-hit effects for that matter), so you have to somehow proc it during your whole combo. Otherwise Grasp would actually be a pretty good alternative to Conqueror. As it stands though, Conqueror still outperforms Grasp in teamfights, which is why your concern is indeed valid.
I'm not exactly an unparalleled expert on Aatrox nor an incredibly high-elo player, but I like to think I understand a thing or two on what Aatrox has and has not to offer. However, I do hope my theoreticals can help you at least in some degree.
Bid you a great day!