Let's Re-Build Mordekaiser as a Community

Sidewayzz··49 votes·2,293 views

Let's just do it as an outraged community coming together under our love of Mordekaiser and remake him ourselves. From Title to Lore, Gameplay to Thematics, let's create our own Mordekaiser, and maybe Riot will hear our cries.

Let's get Mordekaiser mains (like Mortekaiser and Malicious Metal) in here and post their ideas of what Mordekaiser should be.

I'll keep this post updated with ideas from everyone about every aspect of Morde, as well as the most popular ideas.

Ready, set, go!!

What We Have So Far Mordekaiser, The

P:

Q:

W:

E:

R:

30 Comments

Bhagswag9 votes

As if the Riot team cares.

Lord Boltrix6 votes

Here, reworked Mordekaiser to make him more balanced, fair... and METAL!

Iron Man - Reworked as a two-part passive, one part Iron Man and one part new portion. Shield cap is reduced to 17.5% maximum health, increasing by 2.5 at levels 6, 11, and 16. When Mordekaiser is above 85% health, shield gain is reduced by 50%, and when between 85% and above 70% health shield gain is reduced by 25% instead, and at 70% or less health, shield gain is normalized.

Screaming for Vengeance - When Mordekaiser is at 55% or less health, he gains the following effects. Level 1 - Mordekaiser's abilities deals an extra 0.2% damage per 1% of Mordekaiser's missing health, and Mordekaiser's base shield cap is increased by 0.1% per 1% of Mordekaiser's missing health. Level 6 - Mordekaiser's Siphon of Destruction echoes out a harsh heavy metal sound, revealing the location of enemy champions - without revealing said champions if stealthed - struck by the ability. Level 11 - Mordekaiser gains an additional 15% of his bonus Armor and bonus Magic Resist while Harvester of Sorrow is active and dealing damage to an enemy champion, reduced to 7.5% when Harvester of Sorrow is applied to an ally. Level 16 - Mordekaiser gains double the amount of shield normally gained when dealing the damage of Mace of Spades to enemy champions.

There, a way to balance the passive and preserve his identity as a behemoth whose pain is his power, and it makes me wonder why something like this wasn't done a long time ago.

Mace of Spades - Mace of Spades damage multiplier changed to 1.2 / 1.4 / 1.6 / 1.8 / 2, Mace of Spades multiplier is applied upon re-activating the ability, which can be done three more times after initial activation; each time, the window to reactivate the ability shortens.

New Passive: Mind over Metal - Mordekaiser's basic attacks deals 15 / 20 / 25 / 30 / 35 (+20% AP) on-hit magic damage, and increase Mordekaiser's movement speed by 5 on-hit, up to a cap of 10 / 15 / 20 / 25 / 30. Basic attacks apply Grievous Wounds to the target for 0.5 (+0.5 per 50 AD)(+0.5 per 50 AP) seconds.

A fair nerf to his Mace of Spades, making it vulnerable to silences and spreading out the monstrous damage farther out in 4 hits versus 3, but in return it more easily meshes with the Spellblade effects. It now has on-hit passive magic damage because you should be able to do magic damage even without Mace of Spades (something he should always have had in my opinion) and he also has Grievous Wounds because... WHY DOES MORDEKAISER HITTING SOMEONE WITH A SPIKED MACE NOT SERIOUSLY INJURE THEM IN SOME WAY?

Harvester of Sorrow - Magic damage over time now also scales with AD, now changed to 15 / 25 / 35 / 45 / 55 (+ 20% AD)(+20% AP), maximum single target also now 60 / 100 / 140 / 180 / 220 (+ 80% AD)(+80% AP). Harvester of Sorrow reactivation heal is reduced by 20% for every second the ability is active, Harvester of Sorrow reactivation damage increased by 7.5% for every second the ability is active.

Passively, Harvester of Sorrow grants Mordekaiser an aura of 250 range that passively reduces the attack speed of enemies by 2/4/6/8/10%. When activated, the aura's attack speed reduction is doubled. Mordekaiser can pass the aura onto an allied champion when Harvester of Sorrow passes onto them, but their aura's attack speed reduction is not doubled; if the auras overlap upon an enemy, only Mordekaiser's aura is applied.

Creeping Death - When no allies are nearby, Mordekaiser gains Creeping Death while Harvester of Sorrow is active. Creeping Death is lost when Harvester of Sorrow is reactivated, or when Harvester of Sorrow passes onto an allied champion. Mordekaiser deals Harvester of Sorrow's magic damage over time without an ally present, as well as dealing 25 / 30 / 35 / 40 / 45 (+ 20% AD)(+20% AP) bonus magic damage per second if Mordekaiser is within 150 range of the target. When Creeping Death is active, Mordekaiser's Armor and Magic Resist increases by 3/6/9/12/15 (+1 per 25 AP), in addition, when Mordekaiser reactivates Harvester of Sorrow when he has Creeping Death, he may heal from 4 units rather than 2.

Removed: The Exp buff from W, Mordekaiser gains experience as normal.

A way to empower solo-lane Mordekaiser and giving Mordekaiser a REASON to go bot lane without some unfair gimmick. Also, jungle Mordekaiser can be a thing.

Siphon of Destruction - Range increased to 700, and the damage dealt by Siphon of Destruction decreases by 20% for every 100 range from Mordekaiser, up to normal damage at 300 range. For every 100 range closer to Mordekaiser an enemy champion is past 300 range, Siphon of Destruction deals 25% more damage. This does not affect enemy minions or non-epic monsters.

New Passive: The Punishment Due - Siphon of Destruction now deals bonus damage based on enemy champion's missing health. Siphon of Destruction deals 1 / 2 / 3 / 4 / 5% bonus damage when striking a wounded champion, and another 0.5% for every 1% of that enemy champion's missing health. The Punishment Due's bonus damage is not affected by Siphon of Destruction's distance-damage modifier.

Remember Siphon, one of two abilities - the other being Creeping Death, which obviously can't be cast on a minion - that made Mordekaiser toxic as shit? Now it's balanced: you have to get close to do meaningful damage, but in return you can do even MORE damage if you're right up in their faces, blasting said ugly mugs.

Children of the Grave - Now deals 5 / 7.5 / 10% (+2.5% per 100 AP) of the target's maximum health initially, plus 0.3 / 0.6 / 0.9% (+0.1 per 100 AP) over 15 seconds. Children of the Grave now reduces the target's magic resist by 0.5 / 0.75 / 1 (+0.5 per 100 AP) per second. While Mordekaiser is within 650 range of an enemy champion cursed by Children of the Grave, Mordekaiser and his allies become invulnerable to damage from on-hit effects sourced from the cursed champion.

Dragon Force - When Mordekaiser's ghost dies from Dragon Force being activated, the ghost's leftover power is absorbed by Mordekaiser, and Mordekaiser benefits from You've Got Another Thing Comin.' Dragon Ghost now deals 25% damage to enemy structures and 50% damage to enemy champions.

New Passive: You've Got Another Thing Comin' - Mordekaiser gains 10% of his champion ghost's bonus health, and 10% of the ghost's AP for 10 seconds. Mordekaiser's movement, basic attacks and abilities, as well as the movement and basic attacks of the dragon ghost, charges the power of his next basic attack, and at 200 charges, his or the dragon ghost's next basic attack arcs magical lightning, damaging the target and up to 4 other nearby enemies for 50 / 75 / 100 (+25% AP) magic damage. When Mordekaiser battles an enemy champion and/or an enemy champion's pet, it will refresh the duration of You've got Another Thing Comin.' After You've Got Another Thing Comin' has been active for ten seconds, the next refresh will only last five seconds.

There, Dragon Force is now far from oppressive by its lonesome, his ultimate is now more strategic and meaningful in it's use, and now Mordekaiser has a reason to lose his champion ghost when getting the dragon ghost.

Mindworm Jim4 votes

Okay, so first of all, I never really played much Mordekaiser, before or after the rework, so I don't have much of a horse in this race. I lean in favor him remaining the Master of Metal mostly because of Pentakill. That said, I think creating a central location to discuss what Mordekaiser is and should be is a great idea.

The first and most important task is determining Morde's central theme. Speaking as someone who never paid him much attention, his visuals, mechanics, and lore always seemed to me as a giant unrelated mish-mash, and I actually totally understand Riot's desire to shift his title and visuals (even if I disagree with it). When you say 'Master of Metal' I think rock music and Magneto, not a lord of pain that steals his opponent's souls. Mechnically speaking he appears as a massive armored warrior, but pre-rework he played as this weird mage character.

Rather than creating a full kit by committee, we should be figuring out who Mordekaiser really is. An ancient spirit that feeds off his enemy's pain and suffering? An undead warrior that has wasted away, who continues to exists and moves his armor through pure willpower? The lead guitar in a heavy metal band who can kick ass and take names with his axe? You can mix themes, but the more you mix the more you dilute each one. There's a lot of places we can go with this, but if we don't reach some sort of consensus then Mordekaiser will never be the Master of Metal he was meant to be.


Personally, I like the idea of Mordekaiser being an ancient spirit that has defied death through pure WILL. His body has long ago withered away to dust and his mind is twisted by an eternity of emptiness. But his will endures. Through it he moves the armor and weapon he wielded in life. To what purpose I could not say, perhaps not even he knows.

If you don't like this interpretation, that's fine! I'm just presenting an idea I think is cool, other people may have even better ideas.

Big Lincoln3 votes

Rushed rework on my part but mostly things I've mulled over for a while

Passive: Iron Man Same as currently. Shield degenerates slower, damage-to-shield increased to 30% against champions but reduced to 10% vs minions.

Q: Mace of Spades Mordekaiser swings his mace in front of him, dealing damage to all enemies struck in a small cone. If an enemy is struck, a small shock-wave is sent out , dealing reduced damage to enemies behind the original. For each successive strike of Mace of Spades, Mordekaiser gains a buff that increases the damage of the next swing and size of the shock-wave, stacking twice. (Think of it like Yasuo's Q; a smart-cast attack that functions as an AA.)

On the third hit, Mordekaiser expends all stacks of his buff to deal heavy AoE damage in an area with a large shock-wave being sent out in a half-circle in front of him.

Passive: Mordekaiser deals extra bonus damage on his auto attacks for each stack of his buff. (To give him incentive to mix up his AAs, giving AP Mord something to do while his CDs are up and to give AD mixed damage to keep battering people with.)

**W: Creeping Death **

Self-Cast: Mordekaiser expends fragments of his armor, creating a storm of lightning and shrapnel around himself to deal damage in a radius for 6 seconds.

Mordekaiser can recast this ability to sap the power from enemies nearby, healing himself for the damage he has wrought.

_Cast on Ally _:Mordekaiser expends fragments of his armor, creating a storm of lightning and shrapnel around himself and an ally to deal damage to enemies in two radii for 6 seconds. Mordekaiser and his ally are 'linked' for the duration; tethered to a range that they must be in for Mordekaiser to reactive this ability.

If the ally and Mordekaiser stay within the range of their tether, he can reactivate the ability to spear any enemies between them, ROOTING them for a few moments.

(Mordekaiser has incentive to use this ability both selfishly and for teammates now. If used for himself, he loses the power of crowd control but gains the ability to sustain himself in fights and grow more durable. If used on a teammate, he can't steal stats but can, if the conditions are met, provide CC. )

E: Siphon of Destruction After a brief delay, Mordekaiser pulls a flurry of shards from the earth, damaging enemies and reducing their defenses by a small amount. The defense reduction stacks up to a cap.

(Delayed to allow for counterplay, but he is given the ability to punish you further for failing to evade.)

R: (Not really sure. I'll edit this once I can come up with something good.)

Mordepool3 votes

It's been tried and ignored. I'll post my rework for Morde here will wait til I have my computer

xXKUR0S4K1Xx2 votes

Well if anything he is gonna be a tanky mage.

My suggestions (without specific numbers):

P: Ironman. Same as his old passie except it scales with max health ( I liked that idea in the first intended rework although the numbers were of).

Q: Mace of spades. Hits his mace on the face of the opposing champion (or minion for that matter) and stuns him for a short amount of time. The hit causes a small shockwave in a cone behind the champion that was hit, slowing them and dealing minor damage.

W: Heavy metal. Similar to creeping death/harvester of sorrow. Heavy Metal shards arises from the ground slowing the enemy or aiding you. Can be cast on either you, a team mate or the enemy. If it's around you or a teammate it basically has the creeping death affect (so no heals) meaning it gives you mr/armor and damages enemies around you. If it's around an enemy it slows every enemy in range (including the one it was cast on). If jungle Morde should be a thing it would also deal damage at the cost of resistances and slow strength.

E: Death Metal. Basically his E. Not sure about this one but it could be less effective on it's own and deal bonus damage when hitting enemies effected by CC (like Mordes W or Q). In that case His W and Q would have no health costs or else minion farming would be oppressingly weak.

R: Painfull retribution: Same base effect as children of the grave. But instead of gaining health you pay a fixed amount of health. It also debuffs a champion for the duration (not sure which debuff i would choose but stuff like grievous wounds and a slow, maybe an AS slow).

If it's ok to completely replace his children of the grave I would make it a big AoE field with a debuff and damage

Overall his damage should be quite a bit lower than his pre-rework but he should have much more utility like an offtank.

Sidewayzz2 votes

I know everyone is saying Riot doesn't care but let's do it anyways just to show our love for the champion and for the game.

Cis7v02 votes

P: same. also gains a "metal shard"(can't really think if a better name right now) passive that does something different for each ability.

Q: next 3 autos are stronger. the AA deal damage in a small AOE surrounding the target. NOT a passive ability. the "metal shard" passive makes it so that if you hit the same enemy champ, large monster OR kill a lane minion with the first 2 AA the third will knock the next target a short distance and apply a damaging AOE to enemies around where the target lands.

W: it's now a skillshot AOE (like a veigar stun or a cass puddle) metal tornado. it deals damage over time to enemies and applies a very small slow that goes down the longer the ability goes on. it also shields allies and himself. shield shields for less the more allies that are in it. the "metal shard" passive makes the next AA do more damage (works with him and allies) but they must stay in the zone for a short time first to gain the passive (you need to gain the metal to deal damage with it). also the "metal shard" AA passive will only proc once per zone. same with the shield.

E: keep it the same. the "metal shard" passive will give him a very small amount of health every time he kills a unit with this ability.

R: either keep it the same as it was pre rework

OR

R: he becomes immobilized for a short time and summons metal from the earth(like a nunu ult but less time). the metal spikes up from the earth damaging enemy units. the spikes will stay for a short duration impassible by all but morde. the "metal shard" passive can make him click R again and move a spike of his choice to a different location dealing a flat amount of damage to enemies. the spike then shatters on impact dealing a very small amount of damage and disappears. he can cast it 3 times. the spikes will be about half the size of trundle's pillar maybe smaller. be around the size of a ziggs ult maybe a bit bigger.

i dont know if the spikes should be random or set. i think this ult would be unique because i can't really think of any ults that change the appearance of the map.

idk, im just shooting out ideas, i hope i kept the metal theme with this one. let me know what you think.

TheHobbits1 votes

Let him put shrapnel on an enemy too. It would make them split up or damage each other.

Count Zubat1 votes

If only Riot would give a single goddamn fck... Don't get me wrong, I like your initiative, but just look at the boards. Since two goddamn months numerous players have been flooding boards with post about how Riot completely fucked up with Mordekaiser, nearly all of those post were upvoted quite well, with at least 50 upvotes and 30-40 comments. The group stages of this year's Championships also showed pretty well that Mordekaiser's "rework" is complete sht when he was banned by red team in nearly every match and pros were complaining how Mordekaiser is just ridiculously broken. But Riot... they don't give a single goddamn fck. Only time when Rioters commented on any of Morde related threads was when CertainlyT decided to show up under one of Malicious Metal's post, only to tell once again that his design is good and only he is right about how Mordekaiser's kit should work. Oh, and today, one of Rioters came, only to say that they are changing Morde's title because something, something, they don't give a fck. Even if your post would gather 1k upvotes, above 1k comments and hundreds of propositions about Morde, Riot wouldn't give a fck. They fcking refuse to communicate about Mordekaiser.

I look at whole situation with Morde, then I look at how Fiora's title wasn't changed and how Riven's rework disappeared from PBE 1 f*cking day after being added for testing, because community didn't like it, and I feel disgusted. So much hypocrisy...

Chespin20131 votes

I think his passive should stay and his ult too not the xp passive and the dragon ghost just the stuff that was their before, because too me those are what make Mordekaiser well Mordekaiser

Keashqa1 votes

Bump

Paletongue1 votes

I have the PERFECT thing!

Iron Man (Innate) 20% of the damage dealt from abilities is converted into a temporary shield, absorbing incoming damage.

Mace of Spades (Q) On next hit, Mordekaiser swings his mace with such force that it echoes out, striking up to three nearby targets, dealing his attack damage plus bonus damage. If the target is alone, the bonus damage is doubled.

Creeping Death (W) Morderkaiser unleashes a protective cloud of metal shards to surround an ally, increasing their armor and magic resistance, and dealing damage per second to enemies in the cloud.

Siphon of Destruction (E) Mordekaiser deals damage to enemies in a cone in front of him. For each unit hit, Mordekaiser’s shield absorbs energy.

Children of the Grave (Ultimate) Mordekaiser curses an enemy, stealing a percent of their life each second. If the target dies while under the effect of the curse, their soul is enslaved and will follow Mordekaiser for 30 seconds. During this time, Mordekaiser gains 25% of their ability power and attack damage. The soul gains a percentage of Mordekaiser's adjusted stats.

Llanite1 votes

They don't care unless your 'community' brings cash flow.

Dengeden1 votes

The community is too busy whining about his name change, sorry.

To the few of you who showed up: These are some pretty interesting suggestions. Naturally, since most of your suggestions involve giving him some sort of utility, it would drastically change how he is played. Especially in comparison to his pre-rework playstyle. I'm not sure how well received such suggestions would have been before he became broken.

AquariusGine1 votes

I just want Solo lane morde back, I am not a Morde main but I simply dislike playing him in a duo lane (very very very very very much)

Hella Kaiser1 votes

Thank You Pain (Passive) Mordekaiser shields himself for 17.5% of the damage dealt by his abilities, doubled to 35% against enemy champions, capping at 90 + (30 × Mordekaiser's level) and decaying by 3% per second reduced to 1% for 3 seconds every auto attack.

Mace of Spades (Q) ACTIVE: Mordekaiser's next basic attack gains range and is modified to deal magic damage, applying spell effects, creating a small shockwave that travels out dealing damage. if the wave doesn't hit other enemies, it will explode dealing bonus dmg. Mace of Spades resets Mordekaiser's autoattack timer.

DeathMetal Grasp (dfg tribute) (W) ACTIVE: Mordekaiser summons a cloud of metal shards around the target ally or himself for 6 seconds, reduces incoming damage on the target and causing them to deal deal magic damage each second to nearby enemies for the duration.

Angel of Death (E) ACTIVE: Mordekaiser deals magic damage to all enemies in a cone in the target direction. If mordekaiser kills an enemy champion Angel of Death's cooldown resets completely.

**Children of the Grave (R) ** ACTIVE: Mordekaiser curses the target enemy champion, dealing them magic damage and healing for the damage done. He then applies the same effects to the target again over the next 10 seconds.

If the target dies while cursed, their soul is enslaved as a controllable ghost with bonus attack damage for 45 seconds. While the ghost is active, Mordekaiser also gains 25% of target's bonus health, which does not enhance the ghost's bonuses, and 30% of target's AP.

or Welcome to my Nightmare (R) passive: mordekaiser empowers his ult with the souls of the units he kills... (1 for minion, 5 for large monsters and assists, 10 for kills or epic monsters) active: mordekaiser releases all the souls to curse an enemy, stealing 10/15/20%(+ 1% per 10 souls) of target's max healt. if the target dies while cursed mordekaiser gains 2% of the target's ap and 5% of the bonus ad converted to ap.

Hupsis1 votes

Here's an idea to enhance his death knight theme.

P - Damaging enemies gathers a shield for Morde. If Morde kills an enemy champion (or gets an assist), he spawns their soul. Each soul gathered increases the amount of shield granted by his auto attacks by 1%. Dragon also spawns a soul.

Q - Same as currently (maybe some number changes).

W - Morde links himself to an allied champion for few seconds (5-8 sec) increasing their movement speed whenever they face one another. Portion of the shield gathered by Morde will be given to the linked ally. If targeting a spawned soul, Morde will enslave a ghost pet to do his bidding for an extended duration.

E - Morde charges an circular aoe damaging and slowing spell with his weapon. Enemies directly beneath Morde's weapon are dealt extra damage. Each enemy hit grants 15% of max shield for his passive.

R - Morde marks an enemy whenever he attacks them (only one target can be marked). When an enemy is marked, he can pull the enemy towards him. Has 3 charges with 2 sec cooldown between casts. Actual cooldown around 120 sec. (So basically anti-Ahri ult)

Sidewayzz1 votes

These are all so good! Keep them coming!

Painted Celt1 votes

Here is a light rework (with partial revert) concept that I previously posted. You can take anything from it that you would like. I think that the new version of Mordekaiser's W below is the most well thought out area, so that may be the only aspect worth borrowing into the original post. I'll leave that up to your judgement.

The main goals of the rework concept below are:

  1. Find a compromise between the direction Riot has pushed Mordekaiser with the recent changes and his original theme/identity. A rework that alters Mordekaiser's role and playstyle too drastically (removing solo lane viability) will alienate a major section of the Mordekaiser playerbase, as the current rework has unfortunately done.

  2. Make Mordekaiser possible to balance while being being viable in multiple roles. The current rework's changes to Mordekaiser's W make it impossible to balance both his solo laning and duo laning, because putting enough power in his Q, E, R to make him viable in a solo lane will overtune his duo laning in which his W is available. I think that Mordekaiser should be primarily balanced around his longstanding solo lane roles, while duo lane should be treated as a side option (if it works it works, if not, then he can still fill his primary role). While a bot lane juggernaut could be interesting, it is probably better to experiment with a new champion rather than dragging along Mordekaiser's existing playerbase. As of now, the guarantee that solo Mordekaiser would remain viable hasn't been kept.

  3. Remove/dial-back the least popular mechanics implemented in the recent rework. From the feedback I have read, most players really dislike the XP bonus and huge sustain from Mordekaiser's new W. I have seen a lot of players also state that they feel that Mordekaiser currently receives a bit too much of a sieging advantage by controlling the Dragon.

  4. Ease frustration for Mordekaiser and his opponents. I have seen claims that solo Mordekaiser cannot be balanced without being toxic, yet many players appear to consider the new duo lane Mordekaiser far more toxic/frustrating than the old Mordekaiser (his current banrate makes him almost unplayable). If both old solo and new duo Mordekaiser are deemed toxic, then we need to take a step back and rethink the direction he is headed in. I think that the changes to Mordekaiser that made tankier builds more viable on Mordekaiser were a good move that will help ease frustration for him and his opponent. Encouraging players to put a few tanky items into Mordekaiser's build allows him to better survive while behind or being camped, and less AP in the typical Mordekaiser build reduces his poke/zoning while ahead.

So, without further ado...

https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/5.16.1/img/champion/Mordekaiser.png&resize=64: Statistics - Health: 525 (+80 per level) Attack Damage: 61 (+5 per level) Attack Speed: 0.6 (+3% per level) Movement Speed: 335 Health Regen: 4 (+0.3 per level) Armor: 24.88 (+3.5 per level) Magic Resist: 32.1 (+1.25 per level) Attack Range: 150

[Attack Range reduced by 50 (credit to Kaeblen) in response to Mace of Spades regaining bonus range. Movement Speed buffed to almost pre-rework value (previously 340). For context, Darius has a similar level of threat (eg., you die if you enter his melee range) to Mordekaiser but has 340 base Movement Speed.]

|

https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/5.16.1/img/passive/MordekaiserPassive.png&resize=32: Passive - Iron Man A percent of the damage dealt from abilities is converted into a temporary shield, absorbing incoming damage. SHIELD DECAY RATE: 1% Base Health per second DECAY FLOOR: Iron Man's shield does not decay below 25% MAXIMUM SHIELD: 25% of Mordekaiser's maximum Health SHIELD GENERATION: 25% of damage dealt

[Shield decay reduced by 0.5% Base Health due to frequent feedback that the passive feels weak. I think that it's important not to overbuff Mordekaiser's passive, as having much higher trading power in the early game will increase his lane bully potential, which is one reason that he has often been labeled as toxic.]

|

https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/5.16.1/img/spell/MordekaiserMaceOfSpades.png&resize=32: Q - Mace of Spades Cost: 25/35/45/55/65 Health Cooldown: 8/7/6/5/4 Seconds Range: 200 On next hit, Mordekaiser gains 50 range and swings his mace with such force that it echoes out, striking up to 3 additional nearby targets, dealing 70/115/160/205/250 (+100% bonus Attack Damage) (+50% Ability Power) magic damage. If the target is alone, 110/170/230/290/350 (+165% bonus Attack Damage) (+65% Ability Power) magic damage is dealt instead.

[Ability effects reverted to pre-patch 5.16. Tweaked cost/damage values for higher costs and stronger damage scaling. Changes make maxing Q before E more viable, which increases the diversity of available Mordekaiser playstyles. High base damage gives tanky Mordekaiser builds threat potential.]

|

https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/5.16.1/img/spell/MordekaiserCreepingDeathCast.png&resize=32: W - Storm Within Cost: 26/32/38/44/50 Health Cooldown: 15/14/13/12/11 Seconds Range: 750 Mordekaiser unleashes a protective cloud of metal shards to surround himself for 6 seconds, increasing his Armor by 10/15/20/25/30 (+15% bonus Armor) and Magic Resistance by 10/15/20/25/30 (+15% bonus Magic Resistance), and dealing 20/32/44/56/68 (+15% Ability Power) magic damage per second to nearby enemies.

[Friend of Misery] While Storm Within is active on Mordekaiser, he may recast the ability for free on an allied unit, granting his ally Storm Within's effects for the remaining duration. The protective clouds are discharged if they overlap, dealing 50/70/90/110/130 (+40% Ability Power) magic damage in an area surrounding the point of intersection.

[Ability effects reverted to pre-patch 5.16. Added armor/magic resistance scaling to encourage AP bruiser builds. Added an effect where casting the ability on an allied unit (minion or champion) and causing the clouds to overlap will deal instant AOE damage while removing the remaining duration of the DOT and defensive buff. As League of Legend's only longstanding champion to have no mobility/CC built into his kit, I believe that the "Magnet Buddies" effect goes against Mordekaiser's identity and should be revoked. The new name is a reference to Metallica's "Thorn Within".]

|

https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/5.16.1/img/spell/MordekaiserSyphonOfDestruction.png&resize=32: E - Siphon of Destruction Cost: 24/36/48/60/72 Health Cooldown: 6/5.75/5.5/5.25/5 Seconds Range: 700 Mordekaiser deals damage to enemies in a cone in front of him. Hitting an enemy champion with Siphon of Destruction generates an additional 15% of Mordekaiser's maximum shield energy. Mordekaiser damages enemies in a cone in front of him, dealing 35/65/95/125/155 (+60% Ability Power + 60% total Attack Damage) magic damage.

[This is the same as the live version of the ability.]

|

https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/5.16.1/img/spell/MordekaiserChildrenOfTheGrave.png&resize=32: R - Children of the Grave Cost: No Cost Cooldown: 120/105/90 Range: 850

Passive (Dragon Force): This ability may be cast on the Dragon to curse it. The damage dealt is capped at 450/550/650 damage on casting and the damage over time is capped at 300 damage per second. If Mordekaiser's team slays the Dragon while cursed, it's soul is enslaved and follows him around. The Dragon's ghost has maximum health equal to 50% of the original Dragon's maximum health + 15% of Mordekaiser's maximum health.

Mordekaiser curses an enemy, stealing a percent of their life initially and each second. If the target dies while the spell is active, their soul is enslaved and will follow Mordekaiser as a ghost for 30 seconds. Steals 24/29/34 (+4% Ability Power)% of target champion's maximum health (half stolen initially and half over 10 seconds; deals magic damage).

If the target dies while cursed, their soul is enslaved and will follow Mordekaiser as a ghost for 45/60/75 seconds. Mordekaiser gains 30% of their Ability Power and 30% of their bonus Attack Damage, the ghost gains 15% of Mordekaiser's maximum health. The ghost's autoattacks deal magic damage equal to 25/50/100 (+100% of Mordekaiser's total Attack Damage). The ghost can be controlled by holding the alt key and using the right mouse button or by reactivating this ability.

[The stat buff provided by controlling a ghost has been changed to provide bonus Attack Damage instead of bonus Health. Mordekaiser's ghosts originally provided him bonus Attack Damage, and AD Mordekaiser is a thing.

Dragon Force has been altered so that Mordekaiser now actually casts the ability on the Dragon (credit to Kaeblen). The damage dealt by the ability is capped against the dragon. The Dragon ghost also now posesses less maximum health than a regular Dragon, which makes it less powerful for sieging and puts it more inline with the power of a regular champion ghost. I think that Dragon Force is a fun part of Mordekaiser, but shouldn't be a major part of his power budget.]

|

Example Builds -

AP Bruiser: item 3020 item 3116 item 3151 item 3157 item 3001 item 3089

Burst Mage:item 3020 item 3116 item 3285 item 3135 item 3089 item 3100

Hybrid Tanky Bruiser:item 3047 item 3078 item 3116 item 3053 item 3143 item 3102

Hybrid Sustain:item 3111 item 3146 item 3065 item 3078 item 3116 item 3053 item 3026

Feeder: item 3117 item 3086 item 3086 item 3086

Painted Celt1 votes

More detail on the new W (ran over character limit in previous post) - The Storm Within discharge mechanic creates more interesting decision-making in Mordekaiser's playstyle. Here are some example cases of different ways it could be played:

  1. Maximize damage by shielding an ally/minion positioned apart from yourself and waiting for the last possible moment to intersect the shields. This usage gives the best waveclear potential but is the most choreographed and thus most of the damage is easily avoidable against enemy champions.

  2. Engage on an opponent in the midst of a minion wave, shield self immediately but hold onto the second cast until the opponent attempts to flee, re-cast on a minion already in position to intersect shields. This allows you to get the buff + DOT from one shield for most of a fight while also having some reliability on getting the discharge damage for trading.

  3. Same as option 2 except re-cast the ability as soon as possible for instant burst damage. This isn't an ideal use of the ability since it doesn't take advantage of the buff or DOT at all, and 0.4 AP scaling is rather low for a simple one-off damage ability. Still, this can be useful in situations where you don't have the option to stand near an opponent for long or you happen to need the damage as a finisher to complete your burst.

  4. Shield yourself and an allied champion and attempt to keep both DOT effects on an opponent without having the shields actually intersect with eachother until the last moment. This is the most difficult case to pull off since it requires coordination with an ally to dance around an opponent, but if done perfectly, it doubles the DOT damage and makes sure that the discharge is available at will. This is easiest to do against stationary opponents, like Dragon/Baron.

  5. Shield an ally with no concern for being able to follow up with the discharge. In some cases, it will be impossible to pull off a discharge because your ally is too far out of position or the fight is moving away from Mordekaiser too quickly. Even still, the ability has potential to reduce the damage Mordekaiser's ally takes while fleeing or engaging, so it has some value regardless.

  6. Shield self while in an isolated duel. In this case, discharge will be impossible to make use of. However, the armor/mr buff and DOT could be enough to help win a 1 vs 1 if Mordekaiser's opponent is foolish enough to stay and fight in melee range.

Stars Shaper1 votes

Mordekaiser, the Paladin of Pain

Visual, add metallic debrids to his E flowing from the area to Mordekaiser and add more metal to his W.

P: Iron man (live) which gives Tenacity depending on how much full it is + Each ability hit on enemies makes them vulnerable to Mordekaiser's spells making them suffer more damage the more they are hit stacking to X.

Q: Same as live, remove damage multiplier, add a stacking slow that culminates with a stun or %missing HP magic damage.

W: remove passive exp, Make it fully self castable.

E: same as live.

R: same as live, remove dragon ghost.

Adjust damage and stat numbers.

Caytheles1 votes

Lets keep him how he is now, since nothing is wrong with him and "Morde Mains" are just butthurt even though they arent entitled to anything within the game.

Painted Celt1 votes

{quoted}

Lets keep him how he is now, since nothing is wrong with him and "Morde Mains" are just butthurt even though they arent entitled to anything within the game.

I see you are a Shaco main, so give me your opinion on this hypothetical turn of events:


Riot: Tiamat and Hydra items have long been an issue to balance because we have to consider the added clearing ability when designing a melee champion's kit. For this reason, we have decided to remove these items in the upcoming patch. Do not worry, we will compensate champions that used them.

Patch 1 - Tiamat, Ravenous Hydra, and Titanic Hydra: REMOVED

Riven: Broken Wings damage increased by 25%, dash range doubled

Lee Sin: Tempest refunds 10 energy per unit hit, Iron Will scaling buffed by 15%

Rengar: Battle Roar base damage and healing buffed by 30%


Community: Yo, Riot, you forgot Shaco and Kha'zix.

Riot: Hm. We have some ideas for Kha'zix that we are working on. As for Shaco, we're pretty sure he's toxic, antifun, no counterplay, buzzword, buzzword, blah, blah... But we'll compensate him eventually. *evil mustache twirling*

--

Patch 2 -

Kha'zix: Taste their Fear isolation damage buffed by 15% Leap range now reduced by 80% and has a 2 second cast time Void Assault no longer gives bonus movement speed during stealth; mana cost reduced by 25%

Shaco: Deceive's mana cost reduced by 5 Jack in the Box vision range increased by 30% Base mana pool reduced by 75% and mana per level reduced by 75% [AP Shaco isn't a thing] Shiv AP ratio removed and mana cost reduced by 5 [What did we say about AP Shaco?] Hallucinate decoy explosion no longer scales with AP; decoy's health increased by 10%

--

Kha'zix Players: WTF did you do to Kha'zix? You call this compensation?!? Buffing Kha'zix's isolation damage is pointless when you destroy his ability to ever get in range of an opponent to use it! You've ruined Kha'zix! His winrate has dropped to 34%! [If you've missed the analogy, this is Veigar's situation shortly after DFG removal.]

Shaco Players: WTF did you do to Shaco? You call this compensation?!? Slightly reducing Q and E mana costs doesn't even make up for the gutting you just did to his mana pool! We go OOM trying to put down enough boxes to clear our first camp. Shaco never even needed a leash before but now his clearing and jungle sustain are destroyed. Who even came up with these buffs - 30% more vision range on boxes?? Also, there was no need to randomly delete AP Shaco.

Riot: Look, guys, Shaco and Kha'zix are just really unfair, unfun, toxic champions. You are bad people to have played them in the first place. We'll try to figure out some longterm solutions for them, but you guys should be grateful that you aren't outright banned in the meantime.


Patch 3 -

Riven: Broken Wings damage reduced by 1.5%.
"Our data shows that we went a bit overboard with the original buffs, since Riven has had a 60% winrate for the last few months; we're going to try to carefully tune her back."

Shaco: Passive overhauled: Now called "Entertain", nearby allies regain 10% of their maximum health every time that Shaco uses an ability. Deveive overhauled: Causes Shaco's next three attacks to each reduce his opponent's armor by 5%/6%/7%/8%/9%. During the effect, Shaco's attacks deal physical damage equal to 20% of Shaco's AP [Forget what we said about AP Shaco] + 20% of Shaco's AD. Stealth and critical hit effect removed. Jack in the boxes no longer do damage or fear opponents and should now be considered wards for all intents and purposes. Cooldown reduced by 50% and mana cost removed.
Two-Shiv Poison overhauled: Marks an enemy unit for 3 seconds. Allied attacks against the marked target restore 5% of the attacker's maximum health and mana. Previous effects of Two-Shiv Poison removed. Healinate: Shaco summons a clone of himself, who serves as a medic, healing nearby allies 20/35/50(+ 0.1 AP)% of their maximum health over 5 seconds.


Shaco Players: WTF have you done with Shaco?! This isn't even close to the same champion as before! This is some sort of retarded healer support with free wards! It's impossible to even play him in the jungle anymore! His entire role in the game has been turned on its head! Also, even if we wanted to play him, he's permanently banned now!

Riot: Like we've said before, Shaco was an extremely toxic champion. According to CertaintlyT, there was no way to ever make him into a healthy jungler. We had no other option.

Non-Shaco Players: OMG! This new Shaco is broken beyond belief! He has double the vision control of any other support and the most ridiculous healing in the game!


*Shortly Later*

Shaco Players: Please, for the love of god, revert the changes and give us back our champion! This new direction makes no sense! This new champion is miserable to play as or against!

Non-Shaco Players: You stupid Shaco mains are so spoiled! Your champion is broken overpowered and you still aren't satisfied! Riot, delete this abomination from the game!!

Riot: Due to Shaco's sky-high banrate and 100% winrate in LCS, we're gutting his healing. In other news, Shaco's title "the Demon Jester" doesn't really fit with his healer theme, so we are renaming him "Shaco, the Jolly Jester" next patch. We've put a lot of thought into this, just as we did with the rest of the rework, so trust us.


I hope this has given you some perspective on what Mordekaiser players have gone through lately...

Caytheles1 votes

Shaco is not my main, i just play him alot. And even if they were to put those changes, i wouldnt care because it isnt my game.

Valderis Vandala1 votes

Dragonforce: Mordekaiser creates a full metal dragon underneath himself and takes to the sky. The dragon attacks by breathing out a cone of metal shards. -Mordekaiser increases in size, gains movement speed and his basic attack gains increased range and now deal AoE damage.

A dragon made of metal ridden by an undead guy made of metal seems pretty metal to me. Better then what we have now, also seems easier to balance then what we have now, plus you are not objective dependant so you aren't stuck in bot lane.

Or you can call his ult Superbeast and have it summon a random monstrosity made of metal, maybe a metal spider (Brütal Legend), have it drop anywhere on the map with metal webs for CC or slow while the beast itself deals damage and body blocks?

Or if you want it more on the undead side call it Murmaider (dethklok) and have it summon a group of freakish spectral mermaids, this could be used as anything, perhaps they are summons that help attack, perhaps they act as an area of effect debuff, perhaps their song is CC, maybe their cries are just plain damage ala banshees. I'll bet a group of spectral mermaids descending from the skies to murder you would look pretty fucking metal as well. I'm not a lore buff but undead mermaids should make a nice fit for shadow isle lore right?

I doubt any of these really fit Mordekaiser himself though, I have no idea what to do with this champ. I hope you mains will get some love from Riot but I doubt it.

Mordepool1 votes

Q: empowers AA. Sure nerf the dmg add a much longer CD. But when Morde gets 3 aa on the same target.

He has the option to Throw his Mace do damage from passing thru and use his power over metal to bring it back to him. Straight recall no dmg. If Morde moves at an angle which would cause the handle to swing the Mace spins back to him and. Does damage along the way.

Where's the utility you say when the Mace is imbedded in the ground its impassable Terrain. Morde can't AA. But gains increased MS( he's no longer carrying a iron fortress on his Shoulder)

I have to dig for the rest it was from 5:16

Edit: found it.

Ignore the Q. Old concept. Also clearly still need to tinker numbers for above Q

Passive: Heavy Metal Iron Man: a percent of the damage dealt from abilities is converted into a temporary shield, absorbing incoming damage. (Old shield morde already requires to many stats to function adding more is a mistake ) in addition Non-Champion units damaged by Mordes abilities are affected by the Shrapnel debuff on death the unit drops a pile of Heavy Metal shards (lasts 60seconds)which can be gathered to give morde 2%/3%/4% Shield which doesn't decay and caps at 25%.

Mace of Spades On next 3 hit, Mordekaiser gains 75 range (the range gains are cumulative weakness kiting not solved but he now has tools to mitigate)and swings his mace with such force that it echoes out, 132/181.5/231/280.5/330 (+0.7*AP) magic damage. Units killed by Q drop rusting piles of Heavy Metal which when stepped on by an enemy champion slows for 5%/10%/15% for 1.5seconds Cost 25/30/35/40/45 Health Cooldown 9/8/7/6/5/seconds Range Self

W - Harvesters of Sorrow Mordekaiser now receives full experience from any lane minion he kills with harvester of souls COST No cost COOLDOWN 12/11/10/9/8 seconds DAMAGE 140/180/220/260/300 over 4 seconds. At the end of Harvester’s duration (or when Mordekaiser reactivates it), he deals 50/70/90/110/130 damage to all nearby enemies, healing both Mord and his ally for the damage dealt. Both Harvesters of Sorrow’s DoT and its detonation can overlap, dealing damage twice to enemies hit by Mordekaiser and his ally. Units killed by Harvester don't generate Heavy metal piles. MS 75->65After collecting 10 piles morde gains one self cast of W can store 1 charge only.

Siphon of Destruction Mordekaiser damages enemies in a cone in front of him, dealing 70/115/160/205/250 (+0.6*AP) magic damage. The closer to Mordekaiser the more DMG they take.at max range does 50% dmg

Children of the grave: same as new ult Dealing damage to the Dragon curses it. If Mordekaiser's team slays it, the Dragon Takes 50% increased dmg from champions at rank 1/ 25% at rank 2. 0% at 3

Mordepool1 votes

I have another I'm working on. Be back later

More from Gameplay

More by Sidewayzz