- Quick Guide
- Author / Skins
- Item Build
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
Rune, Masteries, and Summoner Spells
Greater Quintessence of Attack Damage+2.25 attack damage
Greater Mark of Attack Damage+0.95 attack damage
Greater Seal of Armor+1.41 armor
Greater Glyph of Magic Resist+1.34 magic resist
Almost all of my rune paradigms come from the idea that the game starts at level 1, so you must be strong at level 1. The game flow can change drastically if you're not the strongest you can possibly be at level 1, since you could easily gank and die. Or simply just trade damage and not be able to compare to your opponent.
- Points Available: 30 / 30
There's obviously a few options or different ways to play Aatrox, however him being manaless tends to mean there's no reason to specialize into Utility. Going 21 into offense makes along with a Doran's Blade start makes Aatrox incredible strong in the laning phase. He is able to put out massive damage in the early level and take full control of the lane. You can either have 3 points into Hardiness or Resistance depending on your lane match up.
IgniteIgnites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds and reduces healing effects on the target for the duration.
FlashTeleports your champion a short distance toward your cursor's location.
I always prefer ignite as my non-escape summoner as it allows you to leave combat after igniting a target you know will die from it. It also allows you to gain more AD and AP, which no other summoner does, enhancing your burst and sustained damage.
Flash is practically a mandatory summoner spell to take. The extra mobility of being able to dodge potentially crowd controlling skillshots is amazing. Flash almost always makes the difference you living or dying.
Ghost can be ran in certain situations when you have trouble chasing down your opponent but Flash is generally the better choice in most scenarios.
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