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Recommended Items
Runes:
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Teleport
Items
Ability Order
Deathbringer Stance (PASSIVE)
Aatrox Passive Ability
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Hi, I'm Vapora Dark, a veteran player that's been playing since season 1. During that time I've hit Master tier as a mid lane main in season 5, as an ADC main in season 7, again as a jungle main in season 8, and once more in season 9 playing a mix of all those roles including mid and Fizz. I can play every role to a very high level and have a very good understanding of the general aspects of the game on top of that. |
I've been writing guides on MOBAFire since 2011, among which my achievements include winning the MOBAFire guide contest multiple times, achieving the highest score on the site multiple times with multiple guides, achieving the most comments on a single guide of all time by a very large amount which hasn't come even close to being surpassed in the 3 years that it's been archived, and having the most collective guide views on the site by a very hefty amount. I've also written some champion guides for Riot Games on the Lolesports site.
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Teleport
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Ignite
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Passive: Deathbringer Stance
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Deathbringer Stance
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Aatrox's next basic attack gains 50 extra range and deals [5 - 12%] of the target's Max Health as physical damage (max: 400 against monsters), healing him for the bonus physical damage dealt (25% healing against minions). Cooldown is reduced by 2 seconds when Aatrox casts a spell, hits a champion with the edge of |
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This passive is a relatively simple damage buff that will cause your next basic attack to deal a large amount of bonus physical damage based on the enemies maximum health. It then heals you for that damage which is also single target, meaning Casting any ability will lower the cooldown of this attack by 2s, and hitting someone with the edge of |
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Q: The Darkin Blade
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The Darkin Blade
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No Cost 16/15/14/13/12 sec Cooldown Aatrox slams his greatsword down, dealing 10/30/50/70/90 (+60/65/70/75/80% total AD) physical damage. This ability may be re-cast 2 additional times, each one increasing the damage by 25%. Strikes that hit with the Edge knock enemies up for 0.25s and deal 50% more damage. This ability deals 40% damage to minions. Q damage increased by 25% per cast - Q1/2/3 = 100%/125%/150% Each Q that hits with the blade end (visible on indicator) deals 50% more damage than usual. |
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An ability based around 3 skill shots that is designed to be used with good positioning and in rapid succession. The area that this ability covers is different depending on which cast you're on. The first cast is a simple straight line, similar to The ability deals more damage with each cast, with the first one being the lowest damage and the third cast dealing the most. More importantly though is that there is a small area in which you will deal 50% bonus damage and trigger a small 0.25s knockup on all targets hit. The first and second cast have this area on the tip of the skillshot, right at the far edge whereas the third cast is a smaller circle inside the abilities normal circle. Whilst this ability doesn't have a lot of base damage, if you hit all 3 parts on the smaller area you will be dealing a high amount of damage based on your total attack damage. I max this ability first as it simply deals the most damage, directly increases how often you can use |
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W: Infernal Chains
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Infernal Chains
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No Cost 26/23/20/17/14 sec Cooldown Aatrox smashes the ground, dealing 30/40/50/60/70 (+40% Total AD) physical damage to the first enemy hit and slowing by 25% for 1.5s. Champions or Large Monsters have 1.5s to leave the impact area or be dragged back and damaged again. Deals double damage to minions. |
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A simple skillshot that deals a small amount of physical damage and applies a 1.5s slow. However when it hits a champion/large monster the enemy is tethered to the impact point and a large area expands out from them. If the target does not leave this area within 1.5s they are then pulled back to the impact point and is dealt the damage again. I max this ability last as it deals low damage, only has a weak slow attached and the crowd control is unreliable against mobile champions. |
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E: Umbral Dash
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Umbral Dash
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No Cost 9/8/7/6/5 sec Cooldown Passive: Aatrox heals for 20/22.5/25/27.5/30% of physical damage he deals to champions. Umbral Dash resets |
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Passively, Upon cast It also has the unique effect of being able to be used during his other spellcasts. This has innate synergy with his Q, I max this ability second as the cooldown needs to be as low as possible to make proper use of it and the extra healing is powerful. |
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R: World Ender
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World Ender
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No Cost 120/100/80 sec Cooldown Aatrox reveals his true demonic form for the next 10 seconds, fearing nearby minions for 3 seconds and gaining: 60/80/100% increased bonus movement speed that decays over the duration. 20/25/30% increased Total Attack Damage. 50/60/70% increased self-healing. Every takedown |
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A very powerful buff ultimate that gives You should time this ability to help you get into combat thanks to the bonus movement speed. Don't do it too late though as you'll want to chain takedowns together in order to extend the duration. The combat stats are very strong but the real power comes in the self-healing buff. This buff isn't affected by area of effect like I put points into this ability at 6/11/16 |
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Doran's Blade Against all matchups you should take a |
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Ninja Tabi As a fighter you'll nearly always be buying defensive boots. |
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Mercury's Treads The other defensive boots, |
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The Black Cleaver A core item for almost any fighter and |
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Death's Dance |
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Sterak's Gage |
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Guardian Angel Extra attack damage with some armour are solid stats for any physical scaling based champion. An extra life every 5 minutes can allow you to play a lot more aggressively without a fear of giving up a kill especially considering the fact you'll be in melee range of some very high damage champions. |
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Spirit Visage A pure defensive item that gives you a lot of health, magic resistance and some cooldown reduction. Most importantly the reason you buy this magic resistance item over other ones is because it will multiply all your healing by 1.3x . This item alone almost negates one of your biggest weaknesses which is Grievous Wounds. Whilst you don't need magic resistance every game, whenever you do need magic resist you'll want a |
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Youmuu's Ghostblade With the very high amount of base damage and scaling in |
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Randuin's Omen Large amount of health and armour make |
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Thornmail A high armour defensive item that counters auto attack based damage dealers who also sustain a lot through lifesteal. A lot of marksmen and a few top laners really feel this item and against specific matchups I would consider getting |
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Laning Phase
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As a top laner your main job in the laning phase is to draw pressure from the enemy jungler by being some type of threat that requires multiple champions to deal with you. You can then exert that pressure accross the map using things like You'll mostly be trading with your lane opponent whilst keeping the wave either shoved into their tower or frozen near yours. You can do this using You can also setup ganks very easily with your Depending on your summoner spell you'll want to either focus more on pushing and roaming (if you have |
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Mid Game
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In the midgame you will be doing very similar things to as you were in the laning phase. Keeping a side lane managed whilst constantly looking to pressure the map through split pushing or creating uneven fights from Your direct opponent being your split pushing enemy. You can more easily figure out what to do based on understand them and their champion. For example, it's unlikely you can outduel a |
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Late Game
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A good |





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