Arrr, good patterns
- Arrr, combines damage and durability in committed skirmishes or extended exchanges.
- Rewards using th' kit's main range, timing and target pattern deliberately.
Game patch, matey 26.20Data Dragon 16.20.1
Arrr, reference patch 16.20.1
the Darkin Blade
Aatrox be a belay-range combatant who balances damage, durability and th' timing o' a commitment. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
Use Umbral Dash while casting Th' Darkin Blade to increase yer chances o' hitting th' foe.
Crowd Control tricks like Infernal Chains or yer crewmates' immobilizing effects will lend a hand ye set up Th' Darkin Blade.
Cast World Ender when ye be sure ye can force a fight.
Aatrox's attacks be very telegraphed, so use th' time to dodge th' hit zones.
Aatrox's Infernal Chains be easier to exit when running towards th' sides or at Aatrox.
Keep yer distance when Aatrox uses his Ultimate to prevent him from reviving.
Arrr, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
Armour can reduce th' broad physical profile. Separate basic attacks from physical tricks afore relying on an gear passive that only affects attacks.
Do nay judge th' champion from one control. Watch which setup, payoff and escape tools be available afore choosing a trade or commitment.
Range, slows, displacement and terrain can deny th' clean contact this champion wants. Course th' course in as carefully as th' damage after arrival.
Extended contact can favour th' kit, but only when th' champion reaches th' right target without losing too much hull on th' way in.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
Anti-heal or anti-shielding be situational. Buy it only when th' effect be materially protecting targets and yer champion can apply th' captain's answer reliably.
A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
This champion be nay cleanly answered by th' passive on either defensive pair.
Use Plated Steelcaps fer meaningful basic attacks, Mercury's Treads fer magic damage or reducible control, or keep th' loadout's normal Boots.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
Old chart, matey. Recommendations await inspection. Aatrox has an established solo-course course wit' th' income and space needed to trade, manage waves and influence a side course.
Old chart, matey. Recommendations await inspection. Aatrox can be picked here as a deliberate sailor-chosen strategy, but it be nay a primary role. Th' pick still needs a matchup and crew course.
Old chart, matey. Recommendations await inspection. Aatrox be normally played Top and does nay currently have a reviewed Mid course. Mid most often needs solo-course safe harbour plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Aatrox be normally played Top and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Aatrox be normally played Top and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.
Arrr, kit reference
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Arrr, what it doesEnglishPeriodically, Aatrox's next basic attack deals bonus magic damage and heals him, based on the target's max health.

Arrr, what it doesEnglishAatrox slams his greatsword down, dealing physical damage. He can swing three times, each with a different area of effect.

Arrr, what it doesEnglishAatrox smashes the ground, dealing damage to the first enemy hit. Champions and large monsters have to leave the impact area quickly or they will be dragged to the center and take the damage again.

Arrr, what it doesEnglishPassively, Aatrox heals when damaging enemy champions. On activation, he dashes in a direction.

Arrr, what it doesEnglishAatrox unleashes his demonic form, fearing nearby enemy minions and gaining attack damage, increased healing, and Move Speed. If he gets a takedown, this effect is extended.
Arrr, levels 1–18
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Cooldown Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Arrr, blood Well | Trick milestone |
|---|---|---|---|
| 1 | 650 | Arrr, blood Well follows champion-specific rules | Pick th' first aboard basic trick |
| 2 | 732 | Arrr, blood Well follows champion-specific rules | Stow another basic trick or rank |
| 3 | 818 | Arrr, blood Well follows champion-specific rules | Stow another basic trick or rank |
| 4 | 908 | Arrr, blood Well follows champion-specific rules | Spend one trick point |
| 5 | 1,002 | Arrr, blood Well follows champion-specific rules | Spend one trick point |
| 6 | 1,100 | Arrr, blood Well follows champion-specific rules | First aboard ultimate rank normally available |
| 7 | 1,202 | Arrr, blood Well follows champion-specific rules | Spend one trick point |
| 8 | 1,308 | Arrr, blood Well follows champion-specific rules | Spend one trick point |
| 9 | 1,418 | Arrr, blood Well follows champion-specific rules | Spend one trick point |
| 10 | 1,532 | Arrr, blood Well follows champion-specific rules | Spend one trick point |
| 11 | 1,650 | Arrr, blood Well follows champion-specific rules | Arrr, second ultimate rank normally available |
| 12 | 1,772 | Arrr, blood Well follows champion-specific rules | Spend one trick point |
| 13 | 1,898 | Arrr, blood Well follows champion-specific rules | Spend one trick point |
| 14 | 2,028 | Arrr, blood Well follows champion-specific rules | Spend one trick point |
| 15 | 2,162 | Arrr, blood Well follows champion-specific rules | Spend one trick point |
| 16 | 2,300 | Arrr, blood Well follows champion-specific rules | Arrr, final ultimate rank normally available |
| 17 | 2,442 | Arrr, blood Well follows champion-specific rules | Spend one trick point |
| 18 | 2,588 | Arrr, blood Well follows champion-specific rules | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.