Mordekaiser's ReRework Idea
Goals of this rework:
+Make Mordekaiser more of a juggernaut than a "feast or famine" top lane carry.
+Give Mordekaiser a proper form of crowd control rather relying on items to do so.
+Make his passive less gimmicky and more reliable.
+Make him more tanky regardless of damage.
+Give Mordekaiser more room when it comes to builds and itemization.
+Make him more reliable as a teamfighter that is much more of a frontliner than his current self. (
ain't no pussy)
Passive: Iron Man: Mordekaiser can use the power of mana to fuel his dark armor. 0.5% (+0.5 per Champion level) of mana is converted to armor and magic resistance. For example, at say lvl 6 the Morde has 500 mana, the result would be 0.5% initial plus 6(0.5)% from the leveling. This would equal to about 18 armor AND magic resistance. This passive is really weak early game but it scales extremely well into the late game. If it seems too much perhaps the numbers can be adjusted even further. He can only have a maximum of 75 armor and magic resist.
Q: Mace of Spades/Creeping Death: Passive: hitting a champion, monster or epic monster would result in what the current Q is like but is only limited to those three targets and not to minions. The champions do not have to be the same in order to trigger the last third hit. Hitting minions cancel this and Morde would have to hit the champion three more times to get the third enhanced auto. In other words, don't misclick and hit the minion when you are trying to fight! BTW only the third enhanced super auto can actually be used against the jungle camps or else he would have broken wave clear as a jungler. The passive part of his Q has a 6.66 second cooldown.
Active: Mordekaiser targets an enemy champion and slows them. The severity of the slow is determined by how low health the enemy champion is. For example if the enemy champion is at full health, the slow would barely be noticable. However if the target is at 15% health or lower the slow is 99%. The time of the slow is always 4 seconds. Putting points into this ability only decreases the cooldown and increases the health cost of this ability. 13 second initial cooldown.
W: Harvester of Sorrow. This ability is just fine the way it is. It provides Morde sustain and waveclear.
E: Siphon of Destruction This ability is fine but I want to change how it works. Champion, minions, or monsters when damaged by this ability are inflicted a small curse in which their armor and magic resistance is lowered by 5% (+1% per ability level). To compensate for this the ability does less damage and scales less than the current live. This makes Morde better in team fights because if he can land this ability to as many enemies as possible, it can easily go in his teams favor.
R: Children of the Grave This ability is unique to Morde and is fine the way it is.
You probably are wondering if this is supposed to make Morde more viable in the jungle and the answer is yes. His ult screams jungler but he can't effectively gank due to his speed and lack of CC.
With his new passive, I can see Morde players rushing
or
. It would finally allow Morde to have more breathing room when it comes to building him.
BTW I'm leaving him as slow as he is in the live servers otherwise he would be broken as hell. Keep in mind, Morde still uses health costs for his abilities, the mana does not actually serve any other purpose than for his passive.
If you have any suggestions, leave a comment. I'd love to hear your feedback.
#MakeMordeGreatAgain [slayer-pantheon-thumbs]