User:Dragonzzilla/Sandbox

Aatrox, the Darkin Blade is a legendary warrior, one of the five that remain of an enigmatic race known as the Darkin. He has appeared throughout the histories of nearly every culture in Valoran, offering his aid to failing armies and inciting them to greater blood-lust, leading them to victory against impossible odds. But he always vanished, leaving those he supported with the realization of the atrocities they committed under his command. Now, Aatrox has emerged from antiquity to make his mark upon history once more, and influence the greatest war of this time.

Aatrox is a fighter-tank champion meant for a hyper-offensive and self-destructive play-style, leaping in on enemy teams and leaving utter annihilation in his wake. Instead of mana, his abilities cost health to cast. His passive, Blood Well, stores the health cost from his abilities in a reserve health pool, increasing his attack speed based on how full the pool is and healing Aatrox upon death for an amount equal to the one stored. With his first ability, Dark Flight, Aatrox leaps towards a nearby area, damaging all surrounding enemies and knocking up those closer to the landing point. His second ability, Blood Thirst, is a passive skill that restores some health every third attack, and can be toggled on to become Blood Price and instead grant bonus damage every third attack at the cost of health. His third ability, Blades of Torment, releases a converging wave of energy from his sword, damaging and slowing enemies in front of him. His ultimate ability, Massacre, drains the blood from all nearby foes, damaging enemies in an area around Aatrox and granting him an attack range and attack speed bonus for a few seconds.

Items
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 * Removes all negative status effects on a target allied champion and heals them.
 * Briefly increases your movement speed on hitting or killing enemies.
 * Increases your maximum mana upon ability cast.
 * Upon being struck by a basic attack, you briefly reduce the attacker's attack speed.
 * Kills and assists increase your ability power. At maximum stacks, increases your cooldown reduction. Stacks are lost upon death.
 * Kills and assists increase your attack damage. At maximum stacks, increases your movement speed. Stacks are lost upon death.
 * Periodically grants gold.
 * Increases your attack damage in proportion to your maximum mana.
 * Basic attacks slow enemies.
 * Melee basic attacks deal physical damage to nearby enemies.
 * Reduces the magic resist of nearby enemies.
 * Increases your attack speed, life steal and spell vamp upon falling below half health.
 * Steals a target enemy champion's health, and briefly steals a portion of their movement speed.
 * Increases your ability power by a significant margin.
 * Increases your mana regeneration in proportion to your missing mana.
 * You ignore unit collision.
 * Reduces the attack speed of nearby enemy champions.
 * Your life steal converts excess healing into a shield.
 * Increases your movement speed.
 * Summons two ghosts that seek the nearest two enemy champions, briefly revealing and slowing them.
 * Deals constant magic damage to nearby enemies.
 * Slows nearby enemies in proportion to your armor and magic resist.
 * Increases your ability power in proportion to your maximum mana.
 * Increases the damage of nearby allied minions and pets.
 * Critical strikes cause your target to briefly bleed for physical damage.
 * Grants magic resist and health regeneration to nearby allied champions.
 * Upon taking magic damage while severely wounded, briefly grants a magic damage-absorbing shield.
 * Dealing magic damage to enemy champions briefly reduces the effectiveness of their heals.
 * Deals a varying amount of physical damage to nearby enemies, depending on how close they are.
 * Reduces the effectiveness of enemy slows.
 * Basic attacks to enemy champions briefly reduces the effectiveness of their heals.
 * Increases the damage of your critical strikes.
 * Basic attacks deal a portion of your target's current health as physical damage.
 * Creates a mist that grants vision for 5 seconds and reveals enemies that enter it for 3 seconds.
 * Grants gold and health each time a nearby enemy minion dies, but isn't personally slain.
 * Reduces the damage received from basic attacks.
 * Removes all hostile status effects.
 * Grants attack damage and life-steal to nearby allied champions.
 * Basic attacks briefly increase your magic resist and reduce the target's magic resist.
 * Briefly disables the closest enemy tower.
 * Grants bonus gold upon killing a unit.
 * Revives you upon death after a brief delay.
 * Nearby stealthed enemy traps are revealed.
 * Melee basic attacks execute minions, healing you and the nearest allied champion and granting them gold.
 * Deals magic damage and briefly slows the target champion.
 * Briefly grants invulnerability, but disables any other actions.
 * Basic attacks and movement build up a charge. At maximum charge, your next basic attack deals magic damage that arcs to additional targets.
 * Dealing physical damage to enemy champions briefly reduces their armor.
 * Reduces the duration of enemy crowd control effects.
 * Kills and assists restores a portion of your maximum mana.
 * Basic attacks and damaging abilities against champions and structures deal additional damage and grants gold.
 * Increases your attack damage in proportion to your total health.
 * Briefly shields yourself and nearby allied champions for 5 seconds.
 * Ranged basic attacks fire energy bolts that seek additional targets, dealing physical damage.
 * Dealing magic damage applies a brief damage-over-time that deals a portion of the target's current health as magic damage. Deals increased damage on impaired enemies.
 * Ranged basic attacks fire energy bolts that seek additional targets, dealing physical damage.
 * Dealing magic damage applies a brief damage-over-time that deals a portion of the target's current health as magic damage. Deals increased damage on impaired enemies.
 * Absolve: Remove all negative status effects on an allied champion and heals for 150 + 10% of the target's maximum health.
 * Accumulation: Grants maximum mana (max +750 mana) for each basic attack, spell cast, and mana expenditure (occurs up to 2 times every few seconds).
 * Aftermath: Dealing spell damage slows the target's movement speed by 35% for 1.5 seconds (15% for multi-target and damage-over-time spells).
 * Ambition: Grants ability power per stack. Gains 2 stacks for a kill or 1 stack for an assist (max 20 stacks). A third of the current stacks are lost upon death. At 20 stacks, grants +15% cooldown reduction.
 * Audacity: Grants attack damage per stack. Gains 2 stacks for a kill or 1 stack for an assist (max 20 stacks). A third of the current stacks are lost upon death. At 20 stacks, grants +15% bonus movement speed.
 * Awe: Gain attack damage equal to 2% of your maximum mana.
 * Barrage: Your basic attacks fire minor bolts at 2 nearby targets, each dealing 10 (+50% AD) physical damage and applying on-hit effects.
 * Berserk: Grants +1 attack damage for every 2% of missing health, capped at 35 Attack Damage.
 * Blaze: Deals 25 + (1 × level) magic damage per second to nearby enemies.
 * Celerity: Gain +40% attack speed and +20% movement speed for 6 seconds.
 * Chill: Your basic attacks slow your target's movement speed by 40% for 1.5 seconds (30% slow for ranged attacks).
 * Cleave: Your attacks deal up to 60% of your attack damage to units around your target as physical damage, decaying down to 20% near the edge.
 * Consumption: On kill or assist, heal for 200 health over 5 seconds.
 * Conquest: Nearby allied champions gain +20 attack damage and +10% life steal.
 * Desiccate: Drains target champion, dealing 10% of the target's maximum health in physical damage (min. 100) and healing you for the damage dealt. Additionally you steal 25% of their movement speed for 3 seconds.
 * Dispel: Remove all negative status effects.
 * Enfeeble: Dealing magic damage to an enemy champion below 40% health inflicts Grievous Wounds to them for 4 seconds.
 * Equilibrium: Increases your mana regeneration by 1% per 1% mana you are missing.
 * Exploit: Critical strikes now cause the target to bleed for an additional 90% of your bonus AD as physical damage over 3 seconds and are revealed for the duration of the bleed.
 * Frenzy: Basic attacks grant movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds.
 * Defiance: Falling below 50% health grants +20% attack speed, +10% life steal, and +10% spell vamp until out of combat.
 * Legion: Nearby allied champions gain +20 magic resist and +10 health regeneration.
 * Lifeline: Upon taking magic damage that would reduce health below 30%, grants a shield that absorbs 400 magic damage for 5 seconds (90 second cooldown).
 * Imbue: Basic attacks deal 15 (+15% AP) bonus magic damage on hit.
 * Inevitable: Slows the movement speed of nearby enemy units by 35% for 2 (+0.5% armor) (+0.5% magic resistance) seconds.
 * Insight: Gain ability power equal to 3% of your maximum mana.
 * Inspire: Nearby allied minions have 15% increased attack damage and ability power.
 * Obliterate: Gain +50% critical strike damage.
 * Pathfinder: Covers a target area in a stealth-detecting mist that grants vision for 5 seconds and reveals enemies that enter it for 3 seconds.
 * Prosperity: Being near a minion death without granting the killing blow grants gold and heals you.
 * Pursuit: Summon two ghosts that seek out, reveal and slow the nearest two enemy champions.
 * Ravager: Your basic attacks deal 8% of the target's current health in physical damage (60 max vs minions and monsters).
 * Rebirth: Revives your champion upon death, restoring 30% of your maximum health and mana after 4 seconds of stasis.
 * Relinquish: Drains 20% of your current mana to shield yourself for an equal amount plus 150 for 3 seconds.
 * Resonant: Basic attacks increase your magic resistance and reduce the target's magic resistance for several seconds.
 * Retribution: On being hit by basic attacks, returns 30% of damage, before any reductions such as armor, as magic damage.
 * Sixth Sense: Nearby stealthed enemy traps are revealed.
 * Stasis: Places your champion into stasis for 2.5 seconds, rendering you invulnerable and untargetable but unable to take any actions.
 * Static Discharge: Moving and attacking builds Static Charges. At 100 charges, your next attack expends the charges to deal 100 magic damage to up to 4 targets. This damage can critically strike.
 * Sunder: Dealing physical damage to an enemy champion reduces their armor by 5% for 4 seconds. This effect stacks up to 5 times.
 * Supremacy: Increase all ability power by 30%.
 * Timeless: Grants a shield that absorbs up to 30 + (10 per level) damage. This shield refreshes after no damage is taken from enemy champions for 9 seconds.
 * Tenacity: The duration of enemy crowd control effects are reduced by 35%.
 * Vanguard: Shield yourself and nearby allied champions for 5 seconds, absorbing up to 50 (+10 per level) damage.
 * Vitality: Increases your self-healing, health regeneration, life steal and spell vamp by 20%.
 * Woe: Dealing magic damage applies a damage-over-time effect that deals bonus magic damage equal to 2% of the target's current health per second for 3 seconds. Deals double damage to movement-impaired units.
 * Wellspring: Gain health regeneration equal to 1% of your maximum health.
 * Ablative
 * Adamant
 * Adventurer
 * Aegis
 * Affliction
 * Ambition
 * Assimilation
 * Avatar
 * Balance
 * Bastion
 * Betrayal
 * Bless
 * Bravery
 * Brawler
 * Brilliance
 * Chaos
 * Clarity
 * Command
 * Commanding Presence
 * Consume
 * Contempt
 * Conviction
 * Corruption
 * Creation
 * Defiance
 * Deflect
 * Desire
 * Despair
 * Destruction
 * Devotion
 * Discipline
 * Dispel
 * Divinity
 * Dominance
 * Duelist
 * Empathy
 * Enervation
 * Exceed
 * Execute
 * Faith
 * Fate
 * Fervor
 * Finesse
 * Fluidity
 * Force
 * Foresight
 * Fortitude
 * Freedom
 * Gladiator
 * Glory
 * Grace
 * Grounding
 * Harmony
 * Harvest
 * Haste
 * Hoplite
 * Hunger
 * Hunter
 * Immolation
 * Impulse
 * Inescapable
 * Influence
 * Inner Peace
 * Inspire
 * Integrity
 * Judgment
 * Juggernaut
 * Justice
 * Lockdown
 * Marauder
 * Might
 * Momentum
 * Nomad
 * Oppress
 * Order
 * Outrider
 * Pathfinder
 * Pestilence
 * Plague Host
 * Precision
 * Predator
 * Prodigy
 * Prowess
 * Puncture
 * Rampancy
 * Ravager
 * Reaper
 * Reaping
 * Relentless
 * Resilience
 * Resolve
 * Rogue
 * Ruin
 * Scavenger
 * Spellbinder
 * Stability
 * Stagger
 * Strife
 * Subdue
 * Symbiosis
 * Synergy
 * Tactician
 * Trauma
 * Undying
 * Unshakable
 * Unstoppable
 * Vagabond
 * Valor
 * Vanguard
 * Vanquish
 * Vibrancy
 * Vigor
 * Voyager
 * Wanderer
 * Warden
 * Warlock
 * Wayfarer
 * Zeal