Arrr, VRC.LOL

ARAM · Howling AbyssMatchup chartPatch 16.20.1

Aatrox vs Vex

Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.

AatroxVSVex

Matchup chart

Pick th' matchup

Scan th' horizon any two champions. ARAM uses one shared course, so no Rift role selection be required.

VS
FormatOne shared lane, matey

Pick two champions from th' list.

Arrr, ARAM context

One shared course, one champion-specific course

Th' chart uses ARAM starting, shopping and teamfight rules. Its internal loadout source be nay shown as a Rift assignment.

Arrr, howling Abyss
Review patch be unknownRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
— Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, howling Abyss rules

Prepare fer one shared course

ARAM removes th' normal Rift role sea chart. Loadout 'round th' champion, th' five-sailor crew and th' next aboard fight instead.

01
Set sail together

Inspect rerolls and th' shared bench, then leave wit' an opening that fits this champion and th' crew 'round it.

02
Arrr, shop while dead

Ye cannae Recall to buy. Course components afore leaving th' shop and use each death timer deliberately.

03
Share hull relics

A relic heals nigh th' ship crewmates after a short delay. Signal it and avoid taking th' trigger when a lower-hull teammate needs th' area.

04
Fight wit' th' wave

Minions create structure pressure and safer space. Clearing first aboard can be more booty useful than forcing another low-hull engage.

Arrr, ARAM · Howling Abyss

Arrr, ARAM fighter reference

Compare th' opening wit' Riot's ARAM Captain-recommended shop afore leaving base. After that, purchases happen only while dead; th' six usable inventory slots do nay increase.

Arrr, death-only shopping
S
ARAM opening · separate from gear 1

Guardian's Blade

950 doubloons

An ARAM attack-damage starter to compare wit' th' present Captain-recommended shop.

1
Arrr, physical-defence Boots

Plated Steelcaps

1,200 doubloons

Adds movement and basic-attack defence agin' physical pressure.

2
First aboard fighting gear

Trinity Force

3,333 doubloons

Adds hull, haste and a flexible first aboard fighting spike.

3
Arrr, armour shred

Black Cleaver

3,000 doubloons

Adds armour shred fer extended physical-damage fights.

4
Physical fight safe harbour

Death's Dance

3,300 doubloons

Arrr, adds physical-damage durability during committed fights.

5
Low-hull safe harbour

Sterak's Gage

3,200 doubloons

Adds hull and a low-hull shield after bonus hull be established.

6
Arrr, late sustain

Ravenous Hydra

3,300 doubloons

Completes th' permanent inventory wit' sustain and faster wave control after th' fighting core be established.

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, too much healingChempunk Chainsword adds anti-heal without abandoning attack damage and hull.Spy full course

Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

  1. Arrr, physical-defence BootsPlated Steelcaps
  2. First aboard fighting gearTrinity Force
  3. Chempunk Chainsword
  4. Physical fight safe harbourDeath's Dance
  5. Low-hull safe harbourSterak's Gage
  6. Arrr, late sustainRavenous Hydra

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

AlternativeArrr, sustained magic damageKaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.Spy full course

Arrr, best when: Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

  1. Arrr, physical-defence BootsPlated Steelcaps
  2. First aboard fighting gearTrinity Force
  3. Arrr, armour shredBlack Cleaver
  4. Kaenic Rookern
  5. Low-hull safe harbourSterak's Gage
  6. Arrr, late sustainRavenous Hydra

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, too much healingChempunk Chainsword adds anti-heal without abandoning attack damage and hull.Spy full course

Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

  1. Arrr, physical-defence BootsPlated Steelcaps
  2. First aboard fighting gearTrinity Force
  3. Chempunk Chainsword
  4. Physical fight safe harbourDeath's Dance
  5. Low-hull safe harbourSterak's Gage
  6. Arrr, late sustainRavenous Hydra

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

AlternativeArrr, sustained magic damageKaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.Spy full course

Arrr, best when: Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

  1. Arrr, physical-defence BootsPlated Steelcaps
  2. First aboard fighting gearTrinity Force
  3. Arrr, armour shredBlack Cleaver
  4. Kaenic Rookern
  5. Low-hull safe harbourSterak's Gage
  6. Arrr, late sustainRavenous Hydra

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

Arrr, runes and summoner spells

Arrr, runes and summoner spellsAatroxHowling Abyss

Arrr, ARAM rewards reliable access to clustered fights. Mark helps a melee front liner enter; Flash preserves a separate escape or reposition.

Arrr, ARAM
Arrr, primary tree

Resolve

Grasp of the UndyingFont of LifeConditioningOvergrowth
Arrr, secondary tree

Precision

TriumphLegend: Haste
Arrr, summoner spells
FlashMark
Arrr, howling Abyss only

Mark and Clarity be mode-specific choices. Do nay copy to parchment this pair onto a Summoner's Rift chart.

Protect th' next aboard fight

Pick th' second spell 'round access, survival and crew resources rather than treating every ARAM champion as a diver.

Arrr, matchup notes

What changes when Vex is opposite you?

Pre-battle kit comparison
Shared-course interaction

Arrr, compare reliable reach and repeatable value

Track which champion can apply damage, control or protection without crossing th' foe crew's seaworthy space. ARAM does nay turn this kit comparison into a course-counter claim.

Crew context first aboard

Rerolls, allied range, engage and protection can matter more booty than either champion in isolation.

Yer course

Use th' course ye prepared

Use th' champion-specific ARAM loadout as a starting reference, then inspect th' present Captain-recommended shop, yer five-sailor composition and th' next aboard available death shop.

Trick reminders

Aatrox reminders

  • 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.

Arrr, static alternatives

Compare th' problem afore changing th' course

These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, too much healing

Chempunk Chainsword

Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

Arrr, sustained magic damage

Kaenic Rookern

Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

Trick reference

Arrr, compare both kits

Trick reference Data Dragon 16.20.1

Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1

Aatrox

  1. P
    Deathbringer StanceEnglish

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

  2. Q
    The Darkin BladeEnglish

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

    That exported range ain't a verified in-game distance. Check the ability's current tooltip, matey.

    Wait fer reload (s) 14/12/10/8/6
  3. W
    Infernal ChainsEnglish

    Aatrox 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.

    Wait fer reload (s) 18/16.5/15/13.5/12 · Charted reach (units) 825
  4. E
    Umbral DashEnglish

    Passively, Aatrox heals when damaging enemy champions. On activation, he dashes in a direction.

    That exported range ain't a verified in-game distance. Check the ability's current tooltip, matey.

    Wait fer reload (s) 9/8/7/6/5
  5. R
    World EnderEnglish

    Aatrox 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.

    That exported range ain't a verified in-game distance. Check the ability's current tooltip, matey.

    Wait fer reload (s) 120/100/80

Vex

  1. P
    Doom 'n GloomEnglish

    Vex periodically becomes empowered, causing her next basic Ability to fear enemies and interrupt dashes. Whenever a nearby enemy dashes, Vex applies a mark that can be consumed for bonus damage that also reduces the cooldown of her empowered state.

  2. Q
    Mistral BoltEnglish

    Launch a damaging missile that accelerates mid-flight.

    Wait fer reload (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Charted reach (units) 1200
  3. W
    Personal SpaceEnglish

    Gain a shield and damage nearby enemies.

    Wait fer reload (s) 16/15/14/13/12 · Cost 75 · Charted reach (units) 475
  4. E
    Looming DarknessEnglish

    Summon a damaging and slowing zone that applies Gloom to enemies.

    Wait fer reload (s) 12 · Cost 70/80/90/100/110 · Charted reach (units) 800
  5. R
    Shadow SurgeEnglish

    Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.

    Wait fer reload (s) 140/120/100 · Cost 100 · Charted reach (units) 2000/2500/3000

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Trade 'round hull, range and th' next aboard wave

1
Wave

Let th' crew clear th' deck without spending every fit fer th' captain's eye cooldown at once.

2
Sea chart play

Track th' shared course, brush control and available relics rather than looking fer a Rift rotation.

3
Fights

Use th' champion's reliable range, protection or control afore forcing a low-percentage engage.

Shared-course course

Aatrox on Howling Abyss

Read hull, range, wave position and respawn timing together. ARAM has no side-course rotation, neutral-prize setup or normal ward-control loop.

Arrr, ARAM only
1
Afore th' fight

Clear th' deck or escort th' wave, inspect which crewmates be alive and preserve enough hull to use th' champion's reliable range, protection or engage.

2
During th' fight

Use th' nearest seaworthy target and th' crew's reachable follow-up. Do nay cross th' whole foe formation fer a single low-hull champion.

3
After th' fight

Push wit' surviving minions, take th' seaworthy structure damage available and reset th' course only through a real death rather than donating one alone.

Arrr, keep preparing

Stay wit' Howling Abyss ship's intelligence

Unfurl th' shipshape ARAM loadout or compare another champion. Rift role counters be intentionally kept out o' this chart.

Unfurl full ARAM loadoutArrr, compare another pair