Use E to shift the sweet spot of the Q you are already throwing, because that keeps your hitbox, your W follow-up, and your escape angle alive in the same trade instead of spending all three at once
Cast W when the wave, a wall, or a prior knock-up has already made the enemy's exit awkward, and build trades toward Q3 rather than opening with it, because Aatrox usually breaks lane by dragging people through repeated blade edges instead of one big commit
If the game has gone long or your damage timing slipped, stop treating side lane as the default home and look for fights with bodies and terrain around them, where enemies are more likely to stay inside Q2 and Q3 space
When you are clearly stronger than the answer in front of you, or when showing side will pull someone early enough that you can leave before the real fight starts. If neither is true, stop treating side lane as your default assignment. Aatrox gets much more from short side-lane appearances than from camping a long lane forever: push the wave, make someone show, then move toward the next skirmish before the map settles. If you are even or behind, be especially careful about staying too long. The moment the lane becomes a clean duel with lots of room to kite, you are usually giving up the kind of crowded fight shape your kit wants.
Periodically, Aatrox's next basic attack deals bonus magic damage and heals him, based on the target's max health.
Aatrox slams his greatsword down, dealing physical damage. He can swing three times, each with a different area of effect.
Aatrox smashes the ground, dealing damage to the first enemy hit. Champions and large monsters have to leave the impact area quickly or they will be dragged to the center and take the damage again.
Passively, Aatrox heals when damaging enemy champions. On activation, he dashes in a direction.
Aatrox unleashes his demonic form, fearing nearby enemy minions and gaining attack damage, increased healing, and Move Speed. If he gets a takedown, this effect is extended.