Wouldn't Aatrox's rework have fit Mordekaiser better? At least, in terms of theme?

Warlord Rhinark··13 votes·7,390 views

Hey fellas, dipshit here back at it again with more crippling deppression and self-loathing.

Today I want to talk about the Aatrox rework.

Now the general sensus I've been getting is that the Aatrox rework sucks a hundred dicks and he should be reverted immediately, right?

Well whilst browsing my favourite questionable hentai collection and contemplating my life decisions, I suddenly had a stroke of genius, amongst other strokes of course.

"Hey wouldn't this rework have been much better if it was for Mordekaiser?"

I mean. Think about it.

Deathbringer Stance fits with how Mordekaiser has always been known to use slow, yet heavy hitting auto attacks. Nightfall, being a mace, would also probably cause some serious damage to the target and that would explain how they get mutilated.

The Darkin Blade fits really well with Mace of Spades. Both are Q abilities, both are centered around something happening three times and generally I just think The Darkin Blade, an ability that makes you slam your weapon down with great force, makes more sense with Mordekaiser's mace, a heavy object, than it does with Aatrox sword, since it's supposed to be used for slashing and cutting. Plus, it gives cc, something that Mordekaiser lacks badly and is probably one of the highlights he would get if he was ever reworked.

Infernal Chains would fit with how Mordekaiser has always been a master of metalmancy (given how all of his abilities, except for his ultimate, revolve around metal) and thus would probably be able to use chains as a weapon. It certainly fits better than Aatrox, who doesn't even have anything related to chains in his lore (unless you're talking about being metaphorically chained in his weapon, in which case the chains in question are still not in his power).

The passive healing on Umbral Dash carries over from the healing aspect of his W, Harvester of Sorrow, and effectively replaces the shield of his passive, Iron Man. As for the active, it's probably the one ability that fits Mordekaiser the least. I can only give two explanations for how it could fit into his kit. First off, Mordekaiser is known to be the (unofficial) leader of the Shadow Isles and thus would probably have some kind of shadow magic that could allow him to phase through walls and move faster (this is entirely based on the fact that Aatrox' E has "Umbral" in it). Second off, mobility is the second thing Mordekaiser lacks in his kit, besides a movement speed buff and would probably also get some mobility if he was reworked.

And finally, World Ender. Him fearing minions around him fits Mordekaiser really well, considering Mordekaiser was a brutal warlord to be feared during the time he was still alive, and due to him just being a dreadful being to be in the presence of in general, as we can see in his color story where the soldiers guarding the castle all shivered and whispered his name in fear. The movement speed up would carry over from Harvester of Sorrow but the main thing I want to talk about is the revive aspect. During his time as a warlord, Mordekaiser discovered a way to become practically immortal, since everytime he died he would just return later on. This would fit with how the ult allows Mordekaiser to revive. The nice white bar that fills under his health bar also carries over from Iron Man.

Of course, the animations wouldn't be the same. Mordekaiser wouldn't suddenly levitate in the air when he casts Q and he wouldn't magically grow wings when he uses his ult.

Now, before you ask any questions, let me just answer some that I'm sure people would ask:

"Wouldn't this mean Mordekaiser would go from AP Caster to AD Caster?"

If we keep the exact same kit that Aatrox currently has, yes. However, Riot could easily just change everything to deal Magic damage instead. Besides, I don't really have a problem with Mordekaiser dealing AD damage. I actually think it fits him more, given how he's supposed to be a warlord, than him dealing magic damage.

"The animations wouldn't fit!"

Yeah of course they wouldn't but nobody says the animations have to stay the same. I personally like the idea of Mordekaiser slamming his fist into the ground in order to make the chains appear, but him flying during his ult is obviously an issue. If I had to work with his current visuals, I'd do it like this:

Passive: Mace of Spades third hit.

Q: First cast is Mace of Spades third hit, Second cast is Mace of Spades first hit and the Third cast would just be Mace of Spades third hit again.

W: His E animation could technically be recycled, but it'd look a little bad.

E: New animation needed.

R: Mordekaiser could get the Harvester of Sorrow animation as his ult animation. For reviving, he'd get the Children of the Grave visual effect over his head.

"He'd lose some very iconic parts of his kit!"

This would probably be the only thing standing against Mordekaiser getting this as his new kit. Well, besides the fact that the kit is shitty and Aatrox is doing horribly right now but that's besides the point. I could understand it'd be kind of sad to see the unique mechanic of getting shields for doing damage and his execute-style ult go, so I'd actually accept it if this is the argument people would choose to use against me.

Anyways, like I said, this was just an idea. Feel free to post your own thoughts below.

Edit: People in the comments really like the Iron Man passive and don't want it to go, so to make sure it would carry over, the passive healing from Umbral Dash needs to be removed and replaced with it. Just imagine that Aatrox's abilities cost health.

29 Comments

Kelg5 votes

His mace of spades maybe could be like Aatrox's Q but the rest doesn't really fit Morde.

Warlord Rhinark1 votes

{quoted}

His mace of spades maybe could be like Aatrox's Q but the rest doesn't really fit Morde.

Respectable.

Mordepool4 votes

Riots plan for Morde. Push back the Rework. Push it back further and further. Until there is no thematic room left

saltran1 votes

{quoted}

Riots plan for Morde. Push back the Rework. Push it back further and further. Until there is no thematic room left

They can still rework him into the legit Lord of the Bugs and he would cause the enemies (and allies) to randomly not move or disconect !!!

Warlord Rhinark2 votes

{quoted}

They can still rework him into the legit Lord of the Bugs and he would cause the enemies (and allies) to randomly not move or disconect !!!

"It's not a bug it's a feature"

Agent Corgi1 votes

Working as Intended. [sg-ahri-2]

Jackom13 votes

I had the same reasoning, but then I also thought: what if, in reworking Aatrox, rito also looks into some kits that would fit Mordekaiser?

I mean, as you said, Aatrox new kit fits a juggernaut/mage, in the sense that he's a mid-to-short range tanky caster. Also, his Q would've worked perfectly with Morde's mace as well.

So I am of the idea that Aatrox was in part an experiment toward Morde's rework. Does that mean that Morde will have a similar kit? I don't know, but it's safe to say that both champions will probably share some key elements.

Warlord Rhinark1 votes

{quoted}

I had the same reasoning, but then I also thought: what if, in reworking Aatrox, rito also looks into some kits that would fit Mordekaiser?

I mean, as you said, Aatrox new kit fits a juggernaut/mage, in the sense that he's a mid-to-short range tanky caster. Also, his Q would've worked perfectly with Morde's mace as well.

So I am of the idea that Aatrox was in part an experiment toward Morde's rework. Does that mean that Morde will have a similar kit? I don't know, but it's safe to say that both champions will probably share some key elements.

If Riot really takes inspiration from Aatrox's rework when they're making Mordekaiser's, I think it's safe to say Mordekaiser will end up becoming even more useless than he is now.

Jackom11 votes

LoL

Seriously though, that depends on what they learn from Aatrox's rework, and what they decide to use for Morde. Slow, telegraphed attacks that hit like a truck should fit Mordekaiser perfectly, and thematically he should have a blend of necromancy and "metalmancy".

As much as people are hating Aatrox right now, he's the juggernaut the best rewards skill expression, meaning that finally juggernauts don't have to be just ball of stats that either destroy you up close, or get kited to death. Aatrox needs to constantly think about his positioning, in order to be a good distraction for the enemy team and at the same time be a decent damage dealer.

AtheosisX3 votes

To the OP's question I'd say if you made the Q not involve jumping, dumped the E for something else, and made the kit more of an AP kit, it would be a fairly solid Mordekaiser rework concept. And seriously, Morde needs a VGU a million times more than Aatrox did. Riot makes some really strange decisions sometimes.

Warlord Rhinark1 votes

{quoted}

if you made the Q not involve jumping

Already said that the animations didn't have to be the same.

dumped the E for something else,

Yeah the E doesn't really make sense for Mordekaiser, but without it he wouldn't be able to move during The Darkin Blade.

If you have any suggestions for a new E, feel free to share it. I'd like to hear it.

and made the kit more of an AP kit,

I'm not sure I understand.

Do you just mean replacing all the physical damage in the kit with magic damage?

That could easily be done.

ModAcademy Kayn3 votes

makes more sense with Mordekaiser's mace, a heavy object, than it does with Aatrox sword, since it's supposed to be used for slashing and cutting.

I don't think you quite understand the merits of a Greatsword. They're commonly much heavier, and rely on weight more than they do simply cutting.

Warlord Rhinark2 votes

[{quoted}](name=Dr Mercy,realm=NA,application-id=3ErqAdtq,discussion-id=7l5l8xwW,comment-id=0009,timestamp=2018-07-05T03:19:42.921+0000)

I don't think you quite understand the merits of a Greatsword. They're commonly much heavier, and rely on weight more than they do simply cutting.

Yeah I might have over-simplified when I said swords are only used for cutting.

But you'd still have to agree that the ability makes more sense with a mace, right?

ModAcademy Kayn3 votes

Maces aren't typically known for long range (Well, longer range), so I can't really say I do. They don't lend themselves to the feel of a longer range.

Warlord Rhinark2 votes

[{quoted}](name=Dr Mercy,realm=NA,application-id=3ErqAdtq,discussion-id=7l5l8xwW,comment-id=000900000000,timestamp=2018-07-05T06:19:27.449+0000)

Maces aren't typically known for long range (Well, longer range), so I can't really say I do. They don't lend themselves to the feel of a longer range.

Well Mordekaiser's mace isn't exactly a normal mace.

It's massive.

Like, really fucking big.

In Mordekaiser's color story, him (and, by extension, his mace) being very big is mentioned a lot of times.

"A massive, armored figure walked within the darkness of the Black Mist"

"Mordekaiser stepped forward, brandishing his immense spiked mace, Nightfall"

"Mordekaiser towered over him"

"To a living man, it would have been a mortal blow, but to the armored behemoth, it was as nothing"

"Mordekaiser grabbed the knight by the throat in one giant hand"

"When the armored giant rose, he drew forth the shade of the dead warrior"

I don't think it's that far of a stretch that Mordekaiser's mace could reach far away targets.

ModAcademy Kayn1 votes

Regardless, when it comes to Lore vs reality, a Mace type weapon doesn't lend itself to the feeling of longer range. You'd expect heavy close ranged blows, as Morde's animations suggest with his Autos. You don't see it stretching farther out, cause the weight of the weapon is in the ball, not the entire weapon, such as a blade.

Warlord Rhinark2 votes

[{quoted}](name=Dr Mercy,realm=NA,application-id=3ErqAdtq,discussion-id=7l5l8xwW,comment-id=00090000000000000000,timestamp=2018-07-05T07:47:02.055+0000)

Regardless, when it comes to Lore vs reality, a Mace type weapon doesn't lend itself to the feeling of longer range. You'd expect heavy close ranged blows, as Morde's animations suggest with his Autos. You don't see it stretching farther out, cause the weight of the weapon is in the ball, not the entire weapon, such as a blade.

Well-

I mean.

I guess you're right.

I can't exactly call myself an expert when it comes to weapons so I guess I have to take your word for it.

I just thought it made sense that The Darkin Blade has the sweet spots at the end of the skillshot, since that's where the ball would hit.

SanKakU2 votes

Wouldn't be the first time they messed up. The reworked Swain instead of Vlad.

Stew521 votes

Morde can not lose his Iron Man passive, it's far too iconic for him.

Warlord Rhinark1 votes

{quoted}

Morde can not lose his Iron Man passive, it's far too iconic for him.

I mean.

Iron Man feels kinda contradictory.

On one hand, you're getting shields for dealing damage.

But on the other hand, you have to lose health in order to deal that damage.

It doesn't really go anywhere.

Stew521 votes

[{quoted}](name=Warlord Rhinark,realm=EUW,application-id=3ErqAdtq,discussion-id=7l5l8xwW,comment-id=00020000,timestamp=2018-07-04T18:33:52.851+0000)

I mean.

Iron Man feels kinda contradictory.

On one hand, you're getting shields for dealing damage.

But on the other hand, you have to lose health in order to deal that damage.

It doesn't really go anywhere.

The idea is to trade small amounts of hp to gain large amounts of temp hp.

Warlord Rhinark1 votes

{quoted}

The idea is to trade small amounts of hp to gain large amounts of temp hp.

Well.

If the need arises, Umbral Dash's passive healing could just be replaced with the entire Iron Man passive, and then add some health costs to his abilities.

LordGeovanni1 votes

Beside giving mordekaiser steady healing in kit and crit on q im okay with this.

Warlord Rhinark1 votes

{quoted}

Beside giving mordekaiser steady healing in kit and crit on q im okay with this.

Well I didn't say anything about giving him crits on Q.

LordGeovanni1 votes

my b i thought we were ripping the functionality of Aatrox's kit. but with Mordes Second health bar still in play

Warlord Rhinark1 votes

{quoted}

my b i thought we were ripping the functionality of Aatrox's kit. but with Mordes Second health bar still in play

I intended for Mordekaiser's second health bar (I'm assuming you're referring to his Iron Man passive) to be removed but Stew52 said it was way too iconic for Mordekaiser to be removed. I then said that if the need arises, the passive healing on Umbral Dash could just be replaced with the entire Iron Man passive, and then adding some health costs to all of his abilities.

This would also remove the steady healing from his kit, which you said you had a problem with.

Noor Sakata1 votes

Yeah but they reworked Aatrox first because of the new Darkin lore

Malevolent Metal1 votes

I know right! Aatrox's Q fits a Mace/heavy-weapon wielder a lot more than it does a swordsman. That and his Q fits Mordekaiser's theme quite quite well: its clunky and counter-intuitive.

Tallyesin1 votes

Yeah dude, I completely agree. Unfortunately Mordekaiser is just too spooky of a dude to get a rework. It took Riot how long to fix Aatrox? Once he was "fixed" much of his original appeal and aesthetic was gone for me, but that whole medium range thing it like a powered up Mordekaiser in disguise.

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