Views: 1589 Hitting the A in Aatrox
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Champion
Aatrox is a controversial champion. He has seen play in LCS sometimes, but he's generally deemed as a mediocre champion by the community. He's actually not bad, but not among the best junglers/laners either. He doesn't really bring much to the table that others wouldn't do better. He's someone I'd like to see have his potential unlocked and unleashed - because he certainly has quite a lot of that.
Current Aatrox has decent damage, but has to build very tanky after lane phase just in order to survive. He has problems killing people later in the game unless fed, because his steroids and 'burst' doesn't scale all that well. One of the biggest problems is how irrelevant he becomes when behind. He's designed to be some form of melee carry without the tools to succeed in that, hence he's played as a bruiser that does many things okay-ish, but thrives in nothing. HE DOES NOT FEEL UNIQUE ENOUGH. HE DOES NOT FILL THE THEME HE WAS SET IN.

Theme
Aatrox is the manifestation of war and carnage, batthing in battle and blood. He has a friggin' living sword and is covered in blood vains all over, glowing in red while using Massacre. He has fun when fighting, which should show through his gameplay.
Aatrox should be this clear damage threat if his blood well is up, so that the team has to take him down to his passive or otherwise. His current damage scaling is pretty sub-par, while he has little innate tankiness to compensate. It doesn't fit his theme either. He SHOULD be somewhere between Trundle and Master Yi in terms of damage potential while being somewhat tankier than the latter.
Gameplay
There are multiple QoL-changes and small buffs that could be implemented to accomplish a healthy viability increase for Aatrox. His kit's basic setting offers a good place to build up from.
For example; He should get more rewards for staying in combat for a longer period of time, where his damage starts ramping up, like Darius reaching that Master Yi-ish level of danger via auto-attacks (rough comparison, but you get the point). He should have more clear options aside switching between stances of

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Conclusion
The current problem is, he is played as a bruiser, yet his kit is more toned towards a melee carry, but his scalings don't make it possible for him to be one. His kit doesn't define his role enough. I'd love to see SOMETHING being done about it, something that would not only increase his skill ceiling and fun factor, but also make him stand out in his own way.
These changes are ways to undermine his role as a deadly duelist/fighter, while giving him more viability in teamfights. He should be a flexible bruiser that ramps up damage the longer a fight goes on, while having tools to survive long enough to be an asset to his team.
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