How To Play With Aatrox In Legends Of Runeterra – The World Ender expansion for Legends of Runeterra is named after both the World Ender and one of Runeterra’s most potent creatures, the Darkin, Aatrox. He also brought two more champions, Ryze and Kayle, as well as a number of new cards to learn and play around with.
This article will concentrate on Aatrox, a champion who is not tied to any particular location and who is quite difficult to understand given the variety of things he is capable of. In order to successfully construct a deck around him, we will examine how he, his equipment, and everything else in his immediate environment all function. Let’s get right into it, he has a lot of value to offer once mastered.
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Aatrox: Champion Overview
Aatrox is a six-mana cost, five-attack, five-health unit with the evolution condition “You’ve played World Ender.” The Darkin Blade, which he Auto-Equips, has one attack, one health, and regeneration, thus even if his mana cost-to-stats ratio is somewhat below normal (an average ratio would give him six attack and six health), it ultimately has no effect.
In addition, when he summons or attacks, he heals your Nexus for two and, if you don’t already have one, adds a World Ender to your hand.
World Ender – How To Play With Aatrox In Legends Of Runeterra
World Ender assimilates allies equipped with Darkin weapons and is a 13 mana slow spell that costs one less mana each time a Darkin or Equipped ally attacks. Any units in play using Darkin equipment will be transformed by this assimilation into full-fledged Darkins. In this case, Taarosh, the ten mana Darkin form of the previous Equipment, will appear if you have a Forsaken Baccai equipped with The Darkin Halberd when World Ender is cast.
The Darkin Equipment, however, causes a champion to level up right away.
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Aatrox evolves into a powerful nine-attack, nine-health unit with Overwhelm when it reaches its full potential. He continues to lower the cost of all your Darkin friends by five mana, and he now additionally passively heals your Nexus for two health anytime he is called and strikes. This enables some major board flooding with relatively expensive minions.
While Aatrox may not be able to eliminate your opponent in one turn (though it is possible given that he has Overwhelm), his presence on the board is still terrifying because it allows you to play the extremely potent Darkin, which would typically cost up to eight mana for much less, allowing for some significant swing turns. Because the more expensive Darkin already have very potent effects, their higher mana costs are justified. Suppose you were to play two or three of them in a single turn. It’s awful to be the target of it.
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Aatrox’s Deathbringer Sweep, his champion spell, consists of three parts:
- Aatrox and an enemy are struck by Deathbringer Sweep, a fast-casting card that costs three mana, but it also produces a Fleeting Deathbringer Slash in your hand.
- Aatrox and an adversary are struck by Deathbringer Slash, a two-mana quick spell that also produces a Fleeting Deathbringer Descent in your hand.
- One mana quick spell called Deathbringer Descent causes Aatrox and an adversary to hit each other.
Aatrox’s spell only returns an Aatrox to your deck in its original form. The two following ephemeral spells don’t increase the number of Aatroxes in your deck.
The three Single Combats that make up Aatrox’s champion spell cost a total of six mana. Since he has Regeneration because of his Darkin Blade and a decent health pool of nine once scaled up, you should not be afraid to use all three casts if you can. As a result, it is a very efficient removal tool. However, be careful not to overuse it since when he attacks, he only heals your Nexus for two rather than himself.
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The World Ender is the passive of Aatrox. First, during deckbuilding, it permits you to include any non-Champion Darkin card, regardless of area, in your deck. Second, you will draw Aatrox directly from your deck once you have played three or more Darkin into the game.
It’s vital to keep in mind that you must play three distinct Darkin in order to obtain Aatrox. Because two of the three Darkin you played were the same Darkin, if you played two Joraals (The Darkin Aegis) and one Styraatu (The Darkin Harp), you would not draw Aatrox (Joraal).
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Aatrox will always add value to any deck he is included in because to his passive, which eliminates the need to worry about the various areas of the many Darkin Equipment cards in the game. Aatrox is most effective in a mid-range deck, but he can also be used in a late-game deck if it isn’t a hard control deck and instead just starts pumping out massive minions and dominates the board with smart unit trades.
His World Ender spell, which raises his level, is one of the important issues to deal with. Aatrox can be very effectively integrated into any kind of Equipment-based deck since not only do Darkin allies decrease its cost, but any ally that is equipped with any equipment also does so. Additionally, you can team him with areas that have powerful defensive spells, though it isn’t really necessary (in large quantities) because his worth derives from crowding the board with valuable minions rather than from winning the game by swinging at your opponent’s Nexus (though that is very possible).
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Aatrox And Kayn (And Maybe Varus)
Since Kayn is also a Darkin, he is perhaps the most natural pick for Aatrox, and the Cultist cards that complement him also complement Darkin cards generally, creating nice synergy with Aatrox and his army of Darkin Equipment.
Varus could be run, but Kayn is preferable for two reasons. First off, he costs five mana rather than four, which simply fits better with Aatrox’s reduction in mana for Darkin cards after they evolve. Second, and more crucially, while Aatrox and Kayn rely more on equipment, excellent trades, and medium to high-cost spells, Varus relies heavily on a large number of cheap spells to be frightening. Varus won’t have the same imposing presence in this deck that Kayn (or any other Darkin) would.
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Aatrox And Vayne
Aatrox may not have the best attack effect, but he still possesses Overwhelm, and any unit with Overwhelm that hits twice in a turn poses a threat, even if it dies on its second swing. As usual, Vayne compliments anyone with good attack effects. Taarosh (The Darkin Halberd) and Styraatu are two examples of Darkin Equipment that would naturally fit in a deck with Aatrox and both have extremely potent attack effects (The Darkin Harp). So, utilising a Tumble on one of those players can drastically change the pace of the game for you or possibly put a stop to it.
Aatrox, Braum, And Ornn
The pairing of Aatrox and Braum makes sense on two different levels. First off, Braum excels at early board control (particularly with the Darkin Ballista), which can buy you some time to level up Aatrox and make him ready for combat. Second, this deck should have cards that can Forge your Equipment (of which there are plenty in Freljord), making Aatrox and Ornn into highly powerful characters with the ability to end the game in a single turn, particularly Ornn in this scenario.
Any number of these champions can be used in this deck, but having at least two Ornns will give you more chances to win the game with him. You don’t want to depend too much on Aatrox or a strengthened Braum to win the match.
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Aatrox shines in mid-range decks of all varieties, whether they gain momentum earlier in the game or later in the game. He is a scaling champion, so even while you won’t necessarily be able to kill your opponent in one round, you will ultimately overwhelm them with the incredible value of having all of your Darkin cards cost just five mana instead of the usual ten.
There is no need to mulligan Aatrox because you can pick him up consistently throughout each game, unless you want his champion spell, which is absolutely viable in some match-ups.
Having said that, you must exercise caution when attempting to play your World Ender so as not to significantly lose speed. The last thing you want to happen is to spend a significant amount of mana on something just to have it rejected by a Rite of Negation or a Deny. If that occurs, you lose your entire turn and fall behind in tempo, which is problematic when using a mid-range deck. In order to avoid losing too much time if World Ender is rejected, you can either wait until it is inexpensive enough or until you are positive that your opponent won’t have a countermove.
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