Aatrox Wild Rift champion guide - Baron Lane

Baron Lane · Wild Rift Guide

Aatrox Baron Lane

Aatrox Baron Lane Guide

Updated for Patch 7.3E
S Tier

Aatrox Baron Lane Wild Rift overview and best build snapshot

How to play

  • Hit with the edge of your blade Your 1st ability has three swings. Hit with the outer edge of the first two, then move closer to hit the center of the third.

  • Trade when your healing is ready When your passive is ready, your next basic attack deals extra damage and heals you. Use it in a short trade, then back away.

  • Use your ultimate before committing Fight where you can keep hitting enemies and healing, rather than chasing someone you cannot reach.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Big AoE damage with built-in knockups: his sweeps hit whole teams, and a clean combo wins almost any lane trade.
  • Great sustain in long fights, especially with World Ender (Ult) up; the longer a fight runs, the more it favors him.
  • Strong into immobile enemies and HP stackers, who cannot step out of his sweet spots and feed his max-health passive damage.

Weaknesses

  • Can be locked down and bursted: once his dash is spent, a crowd control chain kills him before his healing matters.
  • Grievous Wounds reduces the healing that keeps him in extended lane trades and teamfights.
  • Everything is a skillshot: miss the sweet spots and he loses the trade he started.
Advertisement

Aatrox Baron Lane Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Aatrox Baron Lane, including items, runes, summoner spells, and skill order.

STARTING ITEM

Long Sword

Simple early attack damage. His E (3rd) heals him for part of the damage he deals, so more attack damage also means more healing.

BOOTS

Immortal Treads

The omnivamp adds to the healing his E (3rd) already gives him. Take these when nothing in the enemy team demands a specific boot.

CORE BUILD

Eclipse

He hits twice quickly with his Q (1st) and an attack, which is all this needs to trigger. Gives max health damage and a shield every trade.

Trinity Force

Each Q (1st) cast can ready Spellblade, but the item's own cooldown means all three swings do not automatically produce three empowered attacks. Weave an attack after the casts that line up with Spellblade being ready.

Serylda's Grudge

The slow keeps a target inside the sweet spot of his next Q (1st) swing. The armor penetration keeps that swing hurting against bruisers. The slow only applies below 60% target Health.

Death's Dance

Spreads burst damage out over a few seconds, which gives his E (3rd) time to heal it back. A takedown clears the remaining damage.

Spear of Shojin

Ability haste means more Q (1st) casts, and his Q (1st) is where nearly all his damage comes from.

SITUATIONAL ITEMS

Sundered Sky

The first-hit crit and heal stack neatly with Aatrox's passive-enhanced attack after a Q (1st) sweet spot, giving him a heavy hit and enough sustain to keep the combo going.

Goredrinker

Build this when the enemy team has several melee champions, since they fight close enough together for one active to catch more than one of them. It heals more for each enemy it hits, and his Q (1st) already wants him standing next to several of them.

Stridebreaker

Build this when you cannot keep targets still long enough to land all three Q (1st) swings. The dash and slow fix that.

Serpent's Fang

Build this when shields absorb Aatrox's gank damage. His wide Q (1st) sweet spots can reduce shields across several targets before the next knock-up and passive-enhanced attack land.

Guardian Angel

Build this when Aatrox must start a late fight he cannot walk out of. The revive forces enemies to wait near his body, giving Q (1st) and Umbral Dash (3rd) time to return for a healing second rotation.

Maw of Malmortius

Build this when the enemy has heavy magic burst that kills him faster than he can heal.

Mercurial Scimitar

Build this when a crowd-control chain stops Aatrox before he can finish his Q (1st) sweet-spot sequence. Cleansing the first disable lets him keep World Ender (Ult) moving toward its takedown extension.

Black Cleaver

Replace Serylda's Grudge when allied physical carries need help cutting through Armor; Aatrox can spread the reduction with his repeated swings. Health and haste support longer fights, while repeated physical damage reduces Armor for your whole team.

Sterak's Gage

Replace Spear of Shojin when Aatrox dies between swings before his healing can recover the fight. Health, permanent Tenacity, and a bonus-Health Lifeline shield help you survive the return damage. Choose this or Maw of Malmortius for your Lifeline slot.

Force of Nature

Replace Spear of Shojin when repeated magic damage wears Aatrox down during his ultimate. Repeated champion magic damage stacks extra Magic Resistance and movement speed, making it a sustained-magic-damage answer.

Randuin's Omen

Replace Spear of Shojin when crit attacks kill Aatrox during his windups. Reduces physical critical-strike damage, so prioritize it against fed crit carries rather than purely on-hit damage.

RUNES

KEYSTONE

Conqueror

He wants long fights, and the healing at max stacks adds to the healing his E (3rd) already gives him.

PRIMARY

Courage of the Colossus

His Q (1st) sweet spot knocks up, which triggers the shield on the same cast he opens trades with.

Second Wind

His E (3rd) already heals him off damage dealt, and this covers the poke he takes when there is nothing to hit back.

Overgrowth

His healing scales off a bigger pool, so extra max health is extra damage healed back per fight.

SECONDARY

Sudden Impact

His E (3rd) is a dash, so the bonus true damage lands on his first swing after closing.

SITUATIONAL RUNES

Bone Plating

Take this over Second Wind when the lane kills you with one big all-in instead of steady poke.

Perseverance

Take this over Overgrowth when crowd control is a bigger threat than long-term health. Its tenacity shortens most disables and grants temporary defenses while immobilized. The shorter disable lets Aatrox resume his Q (1st) sequence before World Ender (Ult) expires.

Legend: Haste

Take this over Sudden Impact for extended fights against durable opponents. More frequent Darkin Blade (1st) and Umbral Dash (3rd) casts help Aatrox keep landing sweet spots while repositioning between enemy attacks.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. His damage is locked behind three slow swings, and Flash is how he repositions to land the sweet spot that heals him.

Ignite

Ignite

Take this for early kill pressure in the solo lane, since one kill is usually enough to start snowballing it. The Grievous Wounds also makes it strong into champions with a lot of healing.

SITUATIONAL SPELLS

Teleport

Teleport

Take this over Ignite into a lane you cannot win early. You get back to the wave with your health topped up instead of bleeding gold at the tower.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    W Ability
    2nd Ability
Advertisement

Aatrox Baron Lane Wild Rift matchups and counters

Wild Rift matchup guide for Aatrox Baron Lane, covering favorable lanes and difficult counters to prepare for in ranked.

Aatrox Baron Lane Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Aatrox Baron Lane, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Levels 1 to 3 are about short, sharp trades. Walk up with your passive attack ready, start with Q1 (1st) at max range so the tip lands, and weave the empowered auto between casts since it both damages and heals. The full combo is Q1 (1st) into W (2nd), Q2 (1st), E (3rd), then Q3 (1st) with an auto at the end. You can also use E (3rd) in the middle of a Q (1st) to slide a sweet spot onto a dodging enemy. Level 5 is your first real all-in window: World Ender (Ult) plus Ignite kills most Baron laners who are not near full health. In ranged matchups, save E (3rd) to dodge their key spell instead of using it to attack.

Mid / Late Game

Levels 9+
Your first core item flips close trades into wins, and that is your cue to play the map. Crash the wave, walk to river, and set up Rift Herald, since few champions contest it as well as Aatrox with World Ender (Ult). In skirmishes, remember that takedowns extend your ult: commit where a kill is likely, then carry the extension into the next target. Your W (2nd) pull punishes anyone who face-checks a river brush, so play around vision and use it to threaten the enemy jungler's path through river. Late game Aatrox is a teamfighter, not a side laner. He falls off in pure 1v1s against scaled duelists, so ignore advice that tells you to split push. Group with your team, look for flanks, and save W (2nd) for a carry instead of wasting the pull on a tank. Track enemy anti-heal: once their carry buys it, you are much less tanky in practice and need to fight around their cooldowns instead of face-tanking. Use World Ender (Ult) as the fight commits, not before, so the bonus damage and healing cover the real fight.

Teamfights

5v5 Combat
Activate World Ender (Ult) right as the fight starts, then position so your Q (1st) sweeps hit two or three enemies, since every target hit means more healing. Use E (3rd), or even Flash mid-cast, to drag sweet spots onto the enemy carry: the knockups set up your team's follow-up and the bonus damage is what actually kills. If their front line blocks your path, do not force it. Sweep the tanks, heal off them, and let your passive chip at their big health pools. One takedown extends your ult, and an extended World Ender (Ult) Aatrox usually decides the rest of the fight.
Advertisement

Explore more