Aatrox Build Guide by NewEleven
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Runes: Standard Runes #1
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
Threats & Synergies
Extreme poke and can dodge your skillshots. She also outscales you hard sooo...
Fiora's parry is what you really want to focus on. Try to bait her W by not using your third Q. Your Q cooldown will be shorter and Fiora just wasted her mana.
Kled is definitely a bad matchup for Aatrox. You should use Grasp of the Undying with Bone Plating to make sure his Q does not heavily affect you as much. His kit was basically made to counter Aatrox because of his decreased healing factor, so just try to avoid and be cautious against Kled's Q.
Riven's animation canceling can be a pain to deal with, but laning phase is still relatively winnable. She outscales you, so try to get an early lead so you can end the game before she becomes a beast.
Make sure that you get an early lead against Morde. This should be pretty easy since his early levels aren't as good as yours if you play properly. But once Mordekaiser gets his hands on Seeker's Armguard, you are done for unless of course you have a farm AND kill advantage (But by like a huge margin). This is because Aatrox doesn't heal as much against armor since he deals less damage.
Skill matchup. Heavily Favored to Irelia when she has 5 stacks so deny her as much as you can from doing it.
Laning phase is in your favor, but once you enter the mid-late game, you fall off hard and will start to lose against his high DPS.
Though he is easy to bully during the laning phase, try to disable him from farming so he does not become overpowered in the late game. You can do this by slowing push the two first waves then crashing it into his tower. This is so it can bounce back to you and you can start a freeze, denying him any cs unless he wants to die to you.
Free knock-ups for him, more hasagi to enjoy :)
Champion Build Guide
+ Becomes a Mid-game Monster
+ Has decent waveclear
+ Solid Laning Phase
+ Does not use mana for abilities
+ Has good sustain
+ Amazing Teamfighter
+ Decent base damage
+ Exceptional Duelist if played correctly
+ Amazing Healing
- Extremely long cooldowns
- Can be abused early game if played incorrectly
- Falls off late game
- Hard to use Q and W Skill-shots (Edge mechanics for Q)
- Hard to master
- Highly dependent on Items
Aatrox can be a truly effective top laner if he is played correctly. When you first pick up Aatrox, he will feel pretty easy to play. But as you continue to play him, he becomes much harder to master and has a higher skill cap than most champions, currently. This is why you must know all of the pros and cons of Aatrox so you can better understand his kit and how he functions as a spell caster bruiser. Things like cooldowns or healing factor are an important factor for knowing your limits. Remember, every little detail about Aatrox's fighting style is key to your success with this character.
|Conqueror is the most standard keystone option for Aatrox because of how well it works with his kit. A lot of his abilities are used to heal and sustain during the game. Conqueror basically is upgrading his heal factor by an even greater amount! Most, if not, all of his abilities are increased by Conqueror. The Darkin Blade for healing, Umbral Dash for healing, and Deathbringer Stance for more damage and healing. It becomes even more broken when using your ult, World Ender. With all these heighten powers, Aatrox can become unstoppable.|
Grasp of the Undying is the alternative keystone to Conqueror for Aatrox. This is not commonly used as his standard keystone choice because it is just not as good Conqueror with Aatrox. But I only recommend Grasp of the Undying for his bad matchups. Champions such as Fiora, Teemo, Renekton, Pantheon, Jax, Riven, are some of the worst of the bunch. But one opponent stands out as his most horrible matchup currently. It is non other than Kled. Kled's kit was made to counter characters like Aatrox. With his Q, he decreases his healing by a significant amount. With Grasp of the Undying, you can mitigate Kled's Beartrap on a Rope / Pocket Pistol with it's bonus damage, bonus health, and an extra 5 permanent health per basic attack. As for Aatrox's other worse matchups, Grasp will help him to sustain, farm, and survive in lane. May I remind you that Grasp of the Undying does NOT scale as well as Conqueror as it is mostly for the early game and laning phase.
These are my standard runes that I use. In most matchups, it will help me in both the laning phase and mid-late game. But these runes are not the only ones you can use. Below, you will find all the other options that can be properly utilized by Aatrox's kit.
|Triumph perfectly compliments Aatrox as his first set runes. Taking into consideration of the other selections, you will see that the other two don't accompany him as well. Presence of Mind doesn't work well because he does not use mana, and Overheal is just not the best heal for Aatrox. His playstyle consists of lifesteal and sustain during fights. Triumph gives 12% Health to him after takedowns, allowing him to sustain through near death experiences. You also get an additional 20 gold, making it even more viable for Aatrox.|
Legend: Tenacity and Legend: Alacrity both synergize exceptionally well with Aatrox's Kit as his second set of runes. Legend: Tenacity provides him with permanent tenacity minimizing the duration of all CC abilities used against him making them less harmful. You'll want to use this rune when the opposing is CC heavy or if one your bonuses is attack speed.|
On the other hand, Aatrox gains permanent Attack speed with Legend: Alacrity providing more ease when Csing in lane. It may also help you are when chasing down opponents, and you can't use your Q because of its long animation. Both permit him a powerful boost in the game and you could use whichever suits you best.
Finally, the last subset of runes that will support Aatrox on the rift are Last Stand and Coup de Grace. Although subjective, I believe both runes will help you in battle. As for Last Stand abilities, it boosts your damage by 5% to 11% after you're under 60% health. Though, the amount of HP you gain depends on how low you are in health. 11% more damage being the most at 30% Health and below.|
Moving on to Coup de Grace, it's special powers are elevated damage levels when facing an opponent at a lower health. Unlike Last Stand, the amount of damage increased does not correlate to how low the opponent's HP is. If the enemy is lower than 40% in health, then you will have 8% more damage only. For my preference between the two, I mostly stick to Last Stand because I know during teamfights I'm going to be very low on health as Aatrox. Giving me that extra damage could mean the difference between living or dying in battle.
|Demolish is very useful to Aatrox when it comes to split pushing. Although he is not notable for his split pushing, this rune can still be a useful asset for Aatrox. For one, if you pair Demolish with my other recommended rune, Legend: Alacrity, you can chop down turrets like butter later on in the game. Split pushing attracts other players from the opposing team. If you distract a bunch 2-3, you're already helping your team tremendously. They can take objectives, farm minions or monsters, and maybe even take other towers. As long as you use this rune for good use, you will be fine.|
|if defense is the name of the game, then Bone Plating is the way to go. Bone Plating provides you with a shield of protection if you have been hit by the other summoner. If so, the rune will reduce the attack or spell by 30-60 damage the next time you are hit. This can help aggressively or passively in lane depending on your opponent or how you play. Either way, it helps and contributes to Aatrox progression through the game as an extra pair of defense.|
Revitalize is a nice cherry on top for Aatrox as his last set of runes. The added bonuses of it synergize well with his Aatrox including 5% stronger shields and 5% outgoing and incoming heals. The healing will also increase by another 10% if the target or enemy you're gaining health from is below 40% health. These factors can help you throughout the laning phase as a safety net, and it will help in combat or teamfights when you need that extra boost.|
Another viable rune option for Aatrox is Overgrowth. Just like its counterpart, Revitalize, Overgrowth helps to sustain in neutral or combative situations. The difference between the two is how Overgrowth gives permanent health instead of healing at that very moment. Every time eight monsters or minions die near you, you claim an extra 3 maximum health. If 120 minions or creeps have died near you, you gain in extra 3.5% max health. It might not seem like a lot at first, but once it adds up, you'll be much tankier and it helps make the each phase easier in different ways.
|Taste of Blood is a very useful rune for early-game sustain. With Aatrox being a drain tank, his healing is extraordinary, making him one if not the best drain tank currently. But this only later in the game when his healing fully scales, but his base early-game healing as well as base attack damage are definitely not the best when compared to some of his top lane matchups. This is why Taste of Blood comes in handy in the laning phase when you need that extra health to survive. Whenever you hit an enemy champion, you gain 18-35 health per attack based on level. It was also grant you an additional 20% attack damage on attack.|
|Ravenous Hunter, just like Taste of Blood will be a beneficial rune choice during the early-game as well as the mid-game. This rune, in particular, is one of the main sources of Aatrox's healing. The reasoning for this is because of its bonus healing for hitting your opponent with an ability. Specifically, it will heal you by 1.5% of the damage you dealt to the opposing champion. Also, for every Bounty Hunter stack (You claim these when it is your first takedown of an enemy)you get, your healing per hit with ability is increased by 2.5%.|
||Aatrox's mid game is, without a doubt, when his powerspike kicks in. Between 15-30 minutes are the peak of his success in the game. After you are done with the laning phase, your style of play changes slightly as you progress through the battle. Around this time, you want to start roaming or create pressure around the map. Either thats aggressively ganking a different lane or chipping down a tower, it just has to give you map prescence in the game. The two core items that you must attain to become powerful are Black Cleaver and Death's Dance. Black Cleaver will give you a significant amount of CDR, health, and damage and Death's Dance grants a whopping 80 AD and 10% CDR. A great strength of Aatrox's kit allows him to be an excellent teamfighter. With his wide-ranged Q, healing, and slows, he can easily dominate against the enemy team. And one thing I must mention before I end this section, I want to talk about his ult, World Ender. Aatrox's healing and attack damage becomes far greater than before with a bonus 20/25/30% bonus damage and 50/60/70% extra healing. It also provides with a massive movement speed boost (Slowly decays over time)that will help you hunt down your foes to destroy. In summary, Mid-game is the time of rejoice for Aatrox, so use it to your highest capability.|
|Finally, we reach the late game of Aatrox. Unfortunately for him, this is a time of great sorrow, as this is when he sadly falls off in the game. Champions such as Fiora, Nasus, or Jax will simply outscale you eventually if the game goes over 35 minutes. You will also not be able to outscale DPS builds for ADC as their items were meant to scale as the game progressed. But this does not mean you're useless, now. It is at this point in the game that you want to strategize with your team and play diligently to claim a victory. Right now, you want to try and participate in teamfights using your CC abilities to dominate the opposing team. Similar to the mid-game this is also a time of split-pushing as your damage output is now far greater and you can easily melt towers like butter. Always be weary when splitting, though. You should be aware of when a fight has erupted and always look at the minimap. This will help you out tremendously on whether you should engage in a teamfight or splitpush. The final items you should acquire in-game are Sterak's Gage, Guardian Angel, and Spirit Visage. All of these items will be useful to sustain as much as you can in the game and will keep you alive.||
INNATE: Aatrox periodically empowers his next basic attack to gain Range icon 50 bonus range and deal 5% − 12% (based on level) of the target's Health icon maximum health as Attack damage bonus physical damage, capped at 100 against monsters, and Heal power healing him for 100% of the Attack damage bonus physical damage dealt, reduced to 25% against minions.
Deathbringer Stance's Cooldown reduction icon cooldown is reduced by 2 seconds whenever Aatrox hits a Champion icon champion or Monster with a basic attack on-hit or an ability, doubled if he hits with the edge of The Darkin Blade. The cooldown reduction for The Darkin Blade applies only once and prioritizes for the unit hit by the edge.
You should always try to use your passive on enemy champion, but remember to always be careful when doing this in the early levels since it could be dangerous to try and poke the opponent when your sweet spots are so far away. You also don't want to hold it on to just trade if you miss cs. Just remember to lower its cooldown with your Q and auto attacks so you can use it again and again to heal up.
Cooldown: 14 / 12 / 10 / 8 / 6
Aatrox swings his greatsword in the target direction, striking enemies in a line. The Darkin Blade can then be reactivated twice within 4 seconds, with the second cast refreshing the timer. The second cast strikes enemies in a cone and the third in the target area.
The first cast deals 10 / 30 / 50 / 70 / 90 (+0.6 / 0.65 / 0.7 / 0.75 / 0.8 per attack damage) physical damage, increasing by 25% on the second cast and 50% on the third. The Darkin Blade deals 55% damage to minions.
Hitting enemies at the far end of the first two casts and the center of the third deals 50% bonus damage and knocks up enemies for 0.25 seconds. Monsters are knocked up for 0.5 seconds instead.
Aatrox's Q is very interesting due to its unique cooldown mechanics. Whenever you use another Q after your initial one, it resets the entire cooldown rather than reseting while it is active throughout all three Qs. This means that if you don't use the last Q or the second Q after the first, your cooldown will have a cooldown of 12 seconds. As an example for showing how his Q is different, take Riven's Q cooldown which starts at the first Q instead of it reseting per Q. Taking this into consideration, you should NEVER use third Q to harass if the previous 2 Qs didn't come in contact with the enemy champion. If you do, you would have effectively put your Q on a higher cooldown and make you more vulnerable to harass. If you have your third Q, just hold onto it until your opponent begins to threaten you again.
Cooldown: 26 / 23 / 20 / 17 / 14
Aatrox smashes the ground in the target direction, creating a chain that stops on the first enemy hit, dealing 30 / 40 / 50 / 60 / 70 (+0.4 per attack damage) physical damage (doubled against minions) and slowing them by 25% for 1.5 seconds.
If Infernal Chains hits a champion or large monster, they are chained to the impact area. If the chained enemy is still in the impact area after 1.5 seconds, they are dragged to the center and take the same damage again.
A very cool trick that I do not often see Aatrox players do is dashing with E or flashing right after W's animation. This mechanic follows the character, meaning that if you move, the W will move with you as well rather than staying in the same direction. You can use this to trick your opponents into going the wrong direction keeping them trapped so you can continue to trade. Although, keep in mind that using your flash to do this is probably not the best choice since it may be needed later in the game. Another thing I want to mention is hitting your 1st or 2nd whilst the W animation is running. This will make sure the enemy champion stays in the pull for the 3rd Q to get to most damage out of the combo.
Cooldown: 9 / 8 / 7 / 6 / 5
Passive: Aatrox heals for 20 / 22.5 / 25 / 27.5 / 30% of the non-periodic damage he deals to champions.
Active: Aatrox dashes in the target direction.
Umbral Dash can be cast during his other spellcasts without interrupting them.
Umbral Dash is very useful when it comes to positioning your Q. There are many different ways to effectively poke and trade with your E. Most commonly, you want to try and get your first Q to hit, then use your E together with your second Q so you can maximize damage without wasting your E on the first Q. One thing that experienced Aatrox players do to trick their enemies is by using their E slightly slower or faster when aiming it. This is so you can randomize your patterns to make an unpredictable trade. I will also recommend that you practice using your E to go through walls and obstacles. Remember, your E will go through any wall as long as it covers more than half of its width or distance.
Cooldown: 120 / 100 / 80
After 0.25 seconds, Aatrox reveals his true demonic form for 10 seconds. On activation, he fears nearby enemy minions for 3 seconds and gains 60 / 80 / 100% bonus movement speed, decaying over the duration.
While World Ender persists, Aatrox gains 20 / 25 / 30% bonus attack damage and receives 50 / 60 / 70% increased self-healing.
On enemy champion takedown, the duration of World Ender is extended by 5 seconds and the movement speed increase is refreshed.
In lane, you often want to use your ult to finish off your opponent IF it is necessary. The most likely scenario is if the battle is under your opponent's turret. In that case, your ult will heal off of the enemy making sure you don't die while attempting the final blow. You can also use this extra healing on minions using your abilities in close situations where you may die from the turret after successfully killing your opponent. In teamfights, you want to use it a little after the teamfight starts so the healing is not wasted at the very beginning. It is when you are around half or two thirds of your HP that you activate it.