Aatrox Wild Rift champion guide - Jungle

Jungle · Wild Rift Guide

Aatrox Jungle

Aatrox Jungle Guide

Updated for Patch 7.3E
B Tier

Aatrox Jungle Wild Rift overview and best build snapshot

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.

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

  • 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.
Advertisement

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

ITEM BUILD

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

STARTING ITEM

Long Sword

Simple early attack damage for a faster full clear and stronger post-clear ganks. Umbral Dash's (3rd) passive healing applies to non-persistent damage against enemy champions, not jungle camps.

BOOTS

Immortal Treads

The omnivamp stacks with his own healing, so he holds up through the long fights his combo is built for.

CORE BUILD

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 attacks when the proc is actually ready.

Death's Dance

Spreads burst damage out over a few seconds, which gives his E (3rd) time to heal it back after a gank goes badly.

Serylda's Grudge

The slow keeps a fleeing laner inside his Q (1st) sweet spot and holds them there for his team. The slow only applies below 60% target Health.

Spear of Shojin

Ability haste means more Q (1st) casts per camp and per gank, which is most of his damage.

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.

SITUATIONAL ITEMS

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.

Maw of Malmortius

Build this when the enemy has heavy magic burst that outpaces his healing.

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 Guardian Angel 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 Guardian Angel 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.

Sundered Sky

Replace Spear of Shojin against melee teams where Aatrox can weave attacks between swings and heal off more than one target. The first attack against each champion delivers an empowered hit and a heal, with a separate cooldown per target.

RUNES

KEYSTONE

Conqueror

His Q (1st) rotation stacks it fast, and the healing at max stacks adds to what his E (3rd) already gives him.

PRIMARY

Battle Zeal

Repeated Q (1st) hits and attacks build the rune's combat amplification through the extended fights Aatrox wants.

Last Stand

His healing keeps him alive at low health longer than most, which is exactly where this pays out.

Legend: Alacrity

His attacks between Q (1st) swings are real damage, and the attack speed fits more of them into each rotation.

SECONDARY

Sudden Impact

His E (3rd) is a dash, so the bonus true damage is ready on the first swing after he closes.

SITUATIONAL RUNES

Overgrowth

Take this over Sudden Impact when you are playing as the frontline rather than the damage.

Legend: Haste

Take this over Legend: Alacrity 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 clear leaves him low, and Flash is the difference between a lost invade and a free reset.

Smite

Smite

You are playing Jungle, you always take Smite. Monster damage upgrades from 600 to 1000 after 8 consumed Eco-system Protection stacks and to 1400 after 20 total.

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 Jungle Wild Rift matchups and counters

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

Aatrox Jungle Wild Rift game strategy and teamfighting guide

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

Early Game

Levels 1-8
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 / Late Game

Levels 9+
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 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

5v5 Combat
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.
Advertisement

Explore more