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Runes: Standard Conqueror (defensive)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Teleport
Items
Ability Order Every game
Deathbringer Stance (PASSIVE)
Aatrox Passive Ability
Threats & Synergies
Fiora
Grasp makes this matchup easier. Respect her early level 1 and 2, look for trades after Level 4. If you ever use your Q while your E is down and her W is up, you risk getting all-inned and blowing your flash or dying. Reset disadvantageous vitals by walking out of vision, protect vitals by standing next to walls especially when getting ulted by her. If she holds her W for your Q3, do not use it as it is the easiest for her to hit you even if you E away. Pay the Fiora tax of Bramble Vest and Ninja Tabis. You will get outscaled in the sidelane, but your teamfight presence is much better than hers. Abuse the fact that she needs 3 component items to compete with you (Tiamat for waveclear, Lifesteal for sustain and anti-heal for all-ins), before she gets that you can use the items she is lacking to your advantage.
Champion Build Guide
I go over almost any item and rune in the game to give you an understanding why this should or should not be used by Aatrox as well as the general idea of how to approach the game while playing this champion.
If you are a new player with no experience in MOBA games, you may have difficulties understanding whether items are good or not and just want to get into games quickly.
However, you have to remember that League of Legends is a very situational game and that you have to adapt to situations in each game individually. This is a big part of improving instead of simply using cookie cutter builds every game.
I started out as a support main mostly playing Thresh, Leona and Blitzcrank, hitting Gold in my first ranked season as I wanted to get the Victorious skin (and disappointingly it was Victorious Morgana).
In S5 I switched to jungle, maining Rek'Sai and Rengar and managed to stomp my way from Gold to Diamond in a few months, however I got stuck in Diamond II/III.
In S6 I grew tired of jungling and finally picked up toplane by playing Darius and have been maining this role and the champion ever since, hitting Masters in S7, peaking in Challenger in S8, remained Grandmasters throughout all of S9 and hit Challenger again in S10. All of this was done by purely Solo Queueing with the majority of my games on Darius starting from S6. Around April 2020 I picked up Aatrox and have been playing him almost exclusively ever since peaking in Grandmasters 457 LP with it so far despite the unfavorable state he is in right now.
In this guide I want to show you the knowledge that I have gathered over this time at a relatively high level of solo queue.
I will try to keep this guide updated throughout the patches in terms of matchups, items and runes.
If you happen to have further questions you can ask them in the comment section on this guide or come by my twitch stream (https://www.twitch.tv/izeal) and ask me in my chat while I am streaming.
I hope you enjoy reading this guide and consider it to be informative.



Aatrox is considered to be a mechanically demanding champion as his damage is reliant on hitting 4 different types of skillshost while having to reposition all the time. He has been a staple pick in competitive games for multiple years now which is also the reason why he got nerfed over and over again.
Obviously his thematic draws in a lot of players as a demon capable of draintanking multiple opponents and coming out unscathed is a universally appreciated theme, though I want to give you a more realistic point of view of what you can expect from this champion.
Pros:
+ Resourceless: You cannot run out of mana as you don't have any. 0 costs attached to any ability means you can spam your heart out, no need for resource management whatsoever throughout the entire game.
+ Sustain: While Aatrox doesn't heal from minions anymore, his in-combat sustain against enemy champions can be absolutely insane.


+ CC: Aatrox offers 3 0,25 second AoE knockups as well as a single-target slow and pull making him a very interesting champion who can disrupt multiple opponents multiple times. The cc duration itself might seem small, but remember that knockups cancel auto attacks as well as dashes and therefore you can cut down enemy champions' dps and mobility by a lot.
+ Versatility: This champion can be blindpicked as there are very few matchups that shut you down completely as you often have a time window to deal with them, split better or teamfight better than them. You can also use a good variety of builds and runes to adapt to most situations. Aatrox is also never a bad pick unless your team has no magic damage since he offers CC, damage, frontlining and even a little bit of engage - things that are often lacking in the randomly thrown-together solo queue team compositions.
Cons:
- scales terribly: Dealing flat physical damage that is based on abilities with huge cast times means you will fall off no matter what you build or play against. Aatrox gets hardcountered by armor and needs to be ahead of the curve but even if you are fed out of your mind, at some point your Qs will stop hurting opposing tanks or bruisers and even squishies will not get comboed by you anymore.
- mechanically demanding: Hit your skillshots all the time even under pressure or face the consequences. Your CC relies on you hitting 3 different sweetspots against moving enemies while you have to calculate 0,6 second cast times. Quick cast is mandatory to play this champion properly.
Playing Aatrox well will make you a better player as you have to be aware of your surroundings, you get punished hard for mistakes, but you can also make clutch plays and you will have some sort of use to your team at any point. View him as a pseudo-tank champion with a far more enjoyable playstyle and the ability to snowball into an unkillable demon king who can take on entire teams by himself if given the opportunity. At the same time, expect to become gradually more useless as time goes on and enemies get more levels, base armor and defensive items.











Keystone runes:

Bad

Bad

Not great

It is still the best keystone.
Minor Runes:
1st row:

Bad

Best minor rune in this tree.

Bad
2nd row:


Good if against no CC, worse than





Good situationally.

Bad
3rd row:

Fine

Situational

Best rune of this row
Domination Tree:
Keystone Runes:

Very good into certain matchups

Bad

Bad



Bad
Minor Runes:
1st row:

Meh

Very good

Good
2nd row:


Meh

Okay

Okay
3rd row:


Only use this if you want to build Sunfire Cape and Titanic Hydra.
Bad

Bad

Bad
Sorcery tree:
Keystone runes:

Very bad




Actually decent

Bad
Minor runes:
1st row:

While it's the best option in this row, it still sucks

I am pretty sure resourceless champions can't even take this since it gets changed to Nullifying Orb.

Bad
2nd row:


Good

Meh


Bad
3rd row:

Okay. Personal preference between this and


Okay in the jungle, otherwise bad.

Okay, personal preference between this and

Resolve tree:
Keystone runes:

Vital in certain matchups

Bad

Very bad
Minor runes:
1st row:

Very good

Bad


Useless
2nd row:

Good

Very good situationally, otherwise okay





Very good situationally, otherwise okay
3rd row:


Good




Very good



Situationally very good, otherwise mediocre
Inspiration tree:
Keystone runes:

Bad

Bad

Debatable
Minor runes:
1st row:

Bad



Very good



It really depends, but mostly meh
2nd row:

Could be worse

Mediocre



Bad
3rd row:

Probably the worst rune in this tree now.


Inferior


Bad




Early items:





















Mythic items:
With Season 11 comes a new batch of items called "mythic". You can only build a single mythic item, so choose wisely. Mythic items also come with a passive that grants every completed legendary (e.g. non-mythic) item extra stats. Therefore you should be completing your mythic item by no later than 2nd item, but most prefer to rush them anyway.









The mythic item passive grants you 4% armor penetration per completed legendary item which is pretty neat.


Grants 5% armor and magic penetration per completed legendary item.
Core item:





Situational armor items:








Situational magic resistance items:





Mostly inferior to




Situational offensive items:












Boots:















Other items:














Periodically Aatrox will assume a different stance holding his sword pointing towards his opponent as long as you are in

Aatrox will also heal for the bonus damage dealt, 100% against champions and monsters (though the damage against monsters is capped at 100] and 25% against minions.
Use this passive to zone your opponents since if they let you hit them with it you will get a huge heal. This is your main source of sustain and if you cannot get a hit on your opponent you might want to use it on cannon minions rather than melees and on melees rather than caster minions since they have more health and therefore you heal for more.
Be aware that this auto attack is very slow and easily cancelled if you happen to have bonus attack speed since your normal auto attacks will have a different timing.
Q

This ability is basically Aatrox' entire kit. It consists of 3 different abilities that will be called Q1, Q2 and Q3. You cannot cast Q3 before casting Q2 and you cannot cast Q2 without having cast Q1. Every cast has a 0,6 second cast time, a 1 second static cooldown between casts and 4 seconds before the ability goes on cooldown if you do not use the next Q cast.
Q2 will deal 25% more damage than Q1 and Q3 will deal 50% more damage than Q1, all of the casts have a sweetspot that deals 50% bonus damage and also knock up the target for 0,25 seconds so if you hit all sweet spots you have a rotation of 0,75 second knock ups.
Unlike


Aatrox' Q however resets the cooldown with every cast. If you have a 14 second cooldown on Q and cast Q1 and let it run out after 4 seconds, it will be on a 10 seocnd cooldown. If you cast Q2 after 4 seconds however and let it run out, it will still be on a 10 second cooldown. What that means is you have to think about every cast especially early on whether you can confirm the hit or not since it will leave you open once the ability is on cooldown. For the most part that means you have to be extremely conservative with your Q3.
Q1: This is your combo starter and offers a very narrow and long rectangle that extends by 625x180 units making it longer than most ranged champions' auto attack range. Q1 + E allows you to poke people from far away, though it can be easily missed if the opponent sidesteps. This is also the hardest sweetspot to hit on multiple enemies. Most often you use W+Q1 or Q1 into W trying to catch out the opponent.
Q2: This cast offers a big trapezoid that extends behind Aatrox as well unlike Q1. the sweetspot is a wide horizontal area at the furthest point away from Aatrox and also most likely the one you can hit on the most opponents. The ability only has 475 unit range in front of you so it is significantly shorter than your Q1, however using your E forward will allow you to close the gap perfectly. Q2 is also the cast you want to use most of the time to keep your opponent in your W field since they will have to walk to the side and this hitbox offers you the biggest margin of error.
Q3: The last Q cast has a big round sweetspot right in front of you and is probably the easiest sweetspot to hit. This is absolutely devastating in terms of damage, however it is also the last part of the combo and Aatrox runs out of damage even with a lot of cooldown reduction meaning that if you didn't finish off your opponent, you might be in trouble afterwards waiting for your next Q rotation desperately trying to fight off your opponent with auto attacks. Q3 often gets used in conjunction with a W pull since most enemies will otherwise block it or disengage from Aatrox' melee range, though you can also chase with your E repositioning.
W

This ability will be maxed last and has a respectable 20 second cooldown at rank 1. The ability has two parts: a line skillshot that has 825 range and if it hits a monster or an enemy champion it slows them, will reveal enemy champions that are stealthed and if they do not leave the field in 1,5 seconds they will get pulled back to the point where they got hit by the chain. Now every single champion can walk out of this field even without boots either by walking towards you or to the sides, and depending on the movement speed they can even escape away from you or when you hit them with a Q knockup. Against immobile champions or opponents who do not use their mobility fast enough this ability can set up a guaranteed Q3 as the game actually checks whether you left the field a splitsecond before the pull starts meaning that one can actually flash out of the field but still get pulled right back if done too late.
The ability is blocked by minions but also the main cooldown you have to play around if you want to kill someone since this is basically the only way to force an entire rotation on a fleeing enemy.
E





The range of the dash is not fixed and can be manually shortened (and is recommended to be as short as possible if used for auto attack resets) by keeping your mouse as close to Aatrox' current position as possible.
R Ultimate

Use this ability to chase down opponents, for better flanks, 2v1s, all-ins or even escaping from enemies since the cooldown is rather short.
You want to activate it as soon as possible since it increases your damage by a lot, however using it at the wrong time just means your opponent just might disengage.
The optimal combo is W into Q1 into Q2 with E into W pull passive auto attack Q3, though you might have difficulties hitting it into some champions and might have to resort to something like Q1E W Q2 Q3 passive auto attack.
In extended fights you will not have a second W rotation most of the time so you have to solely rely on your ultimate's movement speed increase and your E to reposition properly for the sweetspots. Use passive auto attacks whenever applicable for the sweet healing.
Once you hit level 2 things are starting to become more interesting since you are now able to hit Q1 into Q2 more reliably instead of hoping your opponent just walks into you. Your sustain also starts to come into play as your passive used on the opponent will return a bunch of hp to you. Level 3 unlocks your entire combo with your Q W combo, however 100-0ing an opponent at this point isn't possible. Once you hit level 4 and start putting points into your Q the lanes become easier since the cooldown goes down and you start dealing more damage to both champions and minions as well.
Level 6 grants a much stronger all-in for Aatrox and will turn around matchups against champions whose ultimate doesn't help them much in a fight (such as



Around level 7-9 you will be able to use Q1 over and over again to poke the opponent zoning them off cs and healing in the process whenever you hit them. This is one of Aatrox' strongest points in the game since he relies entirely on the Q rotation for damage and your opponent will often times not have much armor at this point.
Remember that using your Q3 paints a big target above your head that you have no cooldowns left so only throw out this big boy if you actually connect with it (and even then this might start a chain of events where you get beaten down by your opponent, so chill)! Once you get more ranks into Q and ability haste, this becomes less important.
Abuse the fact that you are a resourceless champion who can stay in lane forever, use your sustain to your advantage and force people out of lane slowly or outright get them into kill range of a combo. Remind yourself of the fact that if the enemy has flash, kills are hard to pull off unless you predict their flash with yours, but even denying them waves can snowball you into a position of domination.
Around level 5 you gain the ability to control the minion waves with your Q and push relentlessly into the enemy's tower where you can punish them for every ranged minion they want to last hit.
Always position yourself in a way that you can Q1 the enemy when they try to lasthit a minion and if needed, follow it up with Q2E backwards or forwards. If you look for big trades or kills, you need to thin out the wave as minions will be easily used as meat shields against your W which is pretty much required for kills.


Try to keep sidelanes pushed out to get the gold and exp needed to stay ahead of the curve while grouping up for important dragon, rift herald and baron fights. Get

If you are behind at this point, not all hope is lost since you can still become an (inferior) cc-bot and your W basically forces a fight or a flash vs immobile champions.
Try not to take every single kill if possible since Aatrox will fall off very soon and you work best when you have a decent backline with carries dealing the damage for you triggering triumph procs and/or ultimate resets.
You are not a 1v9 carry but rather a worse frontline than most tanks at this point, but your follow up and disruption is still pretty good if you can apply your CC that is. However don't kid yourself as after 30 minutes Aatrox is way past his prime and you aren't the protagonist anymore, especially when you aren't fed.


He is getting picked up by a lot of pro and high elo players again as a balanced allrounder that can be blindpicked. While it will take a while to get used to his playstyle he is a champion that is very fun to play and is basically never a bad pick for your team making him a strong addition to any top lane champion pool.
05/08/20 Patch 10.16 gives unnecessary buffs to Jax and Fiora making their early game even stronger and therefore severly limiting Aatrox' window to punish the champs in these matchups. Akali is losing some hybrid damage on her E though so it becomes easier to itemize defensively against her. Hecarim gains more power and might become more popular, Volibear barely getting nerfs though if he can't get in range you can actually trade against him.
06/08/20 Added Arcane Comet rune page (which technically is also adaptable by going Resolve secondary for Bone Plating/Second Wind and Revitalize/Unflinching) and readjusted rating of Arcane Comet in the runes section. It actually works rather well during the laning phase vs certain champions and also still has impact later on as it grants you easier Black Cleaver stacking.
23/08/20 Patch 10.17 buffs Aatrox the first time in forever. And yet these late game buffs to his ultimate granting him up to 40% bonus AD do not solve his problem of falling off a cliff. At the very least Hecarim gets tuned down a bit, but is still a menacing threat to Aatrox.
02/09/20 Patch 10.18 nerfs Shen's shield by 10 which is completely negligible and forces Sett into a more AD heavy build in order to keep up in damage which is helping Aatrox playing against him. Kayle's E no longer has a mana cost, though her sustain and last hitting was nerfed with increased Q doesn't refund mana on champion hit anymore and her W mana cost got upped to compensate which should make it easier to push her out of lane early. Rumble might make a comeback toplane with added damage, though he is one of the champions Aatrox can actually fight in melee range.
16/09/20 Akali/Lucian nerfs are appreciatet, Irelia buffs won't change the matchup since the ultimate damage only comes at a later stage of the game and she tends to overkill you anyway.
30/09/20 Aatrox' Ult received a buff to its healing amp going up from 60% to 75% and 70% to 100% at rank 2 and 3 respectively. While it going to have a positive impact on Aatrox' performance it will mostly be due to the insane Triumph procs you will get later into the game as opposed to the healing you receive from your damage dealt since Aatrox still falls off a cliff. Besides that no notable changes for the toplane except for Maokai's q base damage getting reverted to pre-buff state.
14/10/20 Camille nerf won't change the matchup at all, Hecarim nerf doesn't hurt his 100-0 potential too much either, the Nimbus Cloak nerf is definitely appreciated though since it's making Blue smite junglers inescapable.
31/12/20 First update for preseason in preparation for S11. A lot of the item and build section has changed.
11/01/21 Season 11's first patch nerfs Goredrinker (it remains the best option for Aatrox nonthelesse) and buffs Grievous Wound duration from 2 to 3 seconds. Ionian Boots of Lucidity now offer 20 ability haste instead of 15 and may be interesting for anyone not willing to go Transcendence/CDR shards while building Eclipse to gain early AH.
22/01/21 And there goes the Aatrox ult healing buff. This stings as Aatrox tends to stack up a lot of healing items and runes in S11 (such as Triumph, Goredrinker, DD, Sterak's etc.) and now he is back to basically having to deal damage in order to heal.
This adjustment (or rather nerf) will make Aatrox a lot less reliable as a frontline since you won't be able to just goredrink yourself as easily.
03/02/21 Patch 11.3 hits Aatrox hard considering his core itemization in Goredrinker and Sterak's got nerfed hard and the bruiser class can't really adapt to other build paths since Cleaver sucks and you get blown up too quickly.
18/02/21 Patch 11.4 buffs Grievous wounds items, Tryndamere and Fiora. Camille nerfs won't really make a dent, Renekton got his sustain off minions reduced. Added Stridebreaker as another meta option that is actually preferable over Goredrinker in many instances as mythic item.
03/03/21 Patch 11.5 buffs Cleaver by almost granting it pre S11 stats. It's still worse, costs 100g more than it used to and its new old movement speed passive is still worse than its old one as Aatrox struggles stacking it. Stridebreaker "change" gives you even more range and repositioning.
30/04/21 Over the last few patches the only interesting choice for Aatrox is a slight Death's Dance buff that makes the item a bit more desirable than Guardian Angel while still remaining a snowball option and mostly outclassed by Thornmail as well as a Ravenous Hunter nerf making domination secondary very undesirable.
12/05/21 Abyssal Mask added, Goredrinker stronger. Phase Rush nerf is a buff to Aatrox. Added Gwen, Lee Sin and Viego matchup.
27/05/21 Divine Sunderer and Cleaver buff make the items better, but they are still not the go-to. Bramble Vest nerf is both a blessing in matchups where your opponent buys it, but also weakens the much needed purchase against matchups such as Fiora or Irelia.
12/06/21 Patch 11.12 has no significant changes, small nerfs to Gnar and Wu won't change the matchup. New Mundo has even less of a fighting chance since Aatrox Q will just end up dealing extra damage because of his new passive.
28/06/21 Stridebreaker and new Mundo matchup added.
12/07/21 Irelia rework in Patch 11.14 shouldn't affect Aatrox mains too much since she was permaban before anyway. Stridebreaker nerf shifts the focus back to Goredrinker as core mythic.
22/09/21 Aatrox' patch 11.19 buff for his W is huge considering it is the last skill he is maxing and also the combo piece that allows you to actually get your 3rd Q to hit on anyone who is not willing to fight you. Update on Serylda's Grudge, Unflinching, Abyssal Mask.
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