Wild Rift Guides

Aatrox Jungle Wild Rift Guide

Aatrox jungle counters include Olaf, Zed, and Lillia. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.

How to play

  • Clear camps between ganks Use all three casts of your 1st ability to clear camps, and gank when an enemy has pushed far from safety.
  • Land your chain before chasing Hit your 2nd ability to create a zone that pulls the enemy back if they stay inside. Follow with your 1st ability while they try to leave.
  • Join fights with your ultimate ready Attack nearby enemies to keep healing while your team follows up.

Strengths

  • A landed combo with World Ender (Ult) up heals him through counter-ganks and wins skirmishes that start even.
  • His sweet-spot sweeps hit several enemies at once, so his damage and healing both grow in objective brawls.
  • He punishes immobile junglers and health stackers, who cannot dodge his sweet spots and take extra passive damage.

Weaknesses

  • Once his dash is spent he is slow, and a crowd-control chain can burst him before a single heal lands.
  • Anti-heal guts him, and the moment an enemy carry buys it his tankiness at objectives drops sharply.
  • He is a weak late-game duelist and split pusher, so long games favor the carries he cannot solo kill.

Build Snapshot

Rune Setup

Summoner Spells

Aatrox Jungle Counters

Who counters Aatrox Jungle in Wild Rift (WR)? These champions beat Aatrox in the jungle matchup, with how each one wins. Learn to play around them or ban them in ranked.

  • Olaf: Olaf's ultimate removes every slow and your pull, and his true damage cuts through your tankiness in a straight duel. Once your dash is spent, he simply runs you down.
  • Zed: Zed dodges your sweet spots with his shadow and bursts you before World Ender (Ult) healing adds up. A drain bruiser only wins long fights, and he never gives you one.
  • Lillia: Lillia never stands still long enough for a sweet spot to land, kiting you while her burn stacks from range. Her sleep sets up burst you cannot heal through, and you cannot catch her alone.

Champions Aatrox Is Strong Against

Aatrox's best matchups in Wild Rift. Aatrox holds an edge against these picks in the jungle role, so look to press the advantage and contest objectives.

  • Warwick: He wants the same extended brawl you do, but your World Ender (Ult) healing out-paces his drain, and a sweet spot knocks him out of his ultimate suppression.
  • Kha'Zix: Kha'Zix depends on isolated Taste Their Fear (1st) burst, but Aatrox can survive that opener and heal back through Darkin Blade (1st) sweet spots and World Ender (Ult). Fight around a camp or teammate to remove isolation, hold Umbral Dash (3rd) to realign the second or third sweet spot after Leap (3rd), and extend only after Kha'Zix has spent his escape.
  • Nocturne: Nocturne dives in to out-duel you, but your knockups break his rhythm and World Ender (Ult) healing out-paces his lifesteal. Only his fear really threatens you, and his spell shield eats just one ability.

Early Game

Your first clear is steady, not fast. Start where all three Q (1st) sweeps can cover the camp and weave normal attacks between casts. Deathbringer Stance (Passive) periodically empowers an attack and its cooldown is reduced by Aatrox's attacks and ability hits; it does not itself reset the attack timer. Umbral Dash (3rd) does reset the attack timer, so use E (3rd) deliberately when that reset improves the clear rather than describing every passive attack as a reset. Contest scuttle when a lane can back you up, and skip it against junglers who win the straight fight, since your early duel is decent but loses to the strongest early duelists. Hold E (3rd) to dodge their key spell instead of using it to engage, and ward behind you, because a slow brawler without his dash is easy to collapse on.

Mid Game

The first grouped objective is where World Ender (Ult) starts paying for the farm you invested. World Ender (Ult) makes you one of the better objective contesters in the game, so if your team is winning the early fights, take one: every sweep that hits two enemies heals you twice, and the pit is exactly where they have to stand. If the game is even, trade one objective for the other instead of forcing a fight you do not clearly win, and take Herald, since it converts straight into a tower without asking your team to hold a five on five. Play for dragon instead when your team fights well enough to want soul later. Between objectives keep the loop going: clear your camps, gank while they respawn, and invade the slow farmers when you know where their jungler is. Takedowns extend your ultimate, so commit when a kill is on and ride the extra time into the next fight.

Late Game

Late game you are a durable teamfighter, not a side laner. Do not split push, because you lose the clean duel to anyone who scaled. Group, look for flanks through fog, and pop World Ender (Ult) as the fight starts rather than walking in with it already running. Save your W (2nd) for a carry instead of pulling a tank, since it is your one real pick tool and it is wasted on the front line. Watch for enemy anti-heal on the scoreboard, because once their carry finishes it you can no longer face-tank and have to fight around their cooldowns instead of through them. At Baron and the late dragons, you are the front line that keeps the fight going long enough for your team to finish it.

Teamfights

Flank if you can, and time your engage with your team's, since a sweet spot knockup is worth much more when someone follows up on it. Use World Ender (Ult) right as the fight commits, then swing where your Q (1st) hits two or three enemies, because every extra body means more healing and the fight tilts your way the longer it runs. Use E (3rd), or even Flash mid-cast, to land a sweet spot on their carry: the knockup chains into your team's lockdown and the bonus damage is what actually kills. If their front line blocks the backline, do not force it. Sweep the tanks, heal off them, and let your passive punish their health stacking. One takedown extends your ultimate, and an extended World Ender (Ult) usually decides the rest of the fight.

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