(VERY DETAILED) Mordekaiser Rework NEED YOUR FEEDBACK

s LessThanThree·7/20/2015, 6:10:28 PM·1 votes·436 views

Hello,

I am a Diamond 5 (series to D4 hype) mid main who has played tons of Mordekaiser since Season 1, and still play him in Diamond in the top lane.

A lot of people have been talking about wanting a Morde rework so I'm here, a Mordekaiser veteran, with my proposal on how to make Mordekaiser more viable and flexible both competitively and in Solo Queue.

Mordekaiser right now is strong if he gets ahead, but is very easily shut down by hard cc, making him non-viable in a team-based environment as he is both squishy and immobile at the same time.

If Morde gets fed in solo queue, he will become a very powerful duelist and is a great asset to the team in terms of AoE sustained damage and Children of the Grave utility, while sacrificing engage and CC, meaning there needs to be someone else on the team to frontline, or else Morde isn't viable as a top laner. If Mordekaiser falls behind, unless he gets his cs up really high, he can't really provide anything for his team, which is a huge flaw, and makes him a very risky and highly situational pick.

Another problem Mordekaiser has is he has barely any teleport presence. Therefore Morde either takes ignite and wins lane or he's useless to his team. That's another thing I want to solve.

Riot has many times emphasized how they want Mordekaiser to reflect his identity as a heavy giant metal monster from the Shadow Isles, so if they want to make Morde into a bruiser, here's my proposal. This proposal gives Mordekaiser crowd control and teleport presence, making him into a true top laner, while also retaining his identity as a strong lategame scaler who benefits from AP rather than full tank.

(Passive) Iron Man: Mordekaiser converts 17.5% of the damage dealt from his abilities (35% 50% _against champions) into a temporary shield, capping at 「 90 + (30 × Mordekaiser's level) 」 and decaying by 3% _6-8% per second.

This change makes Mordekaiser's passive much bigger but for a shorter period of time. This will allow Morde to withstand burst more so he isn't pushed over and zoned into hell by champions like Riven but will allow for more windows of opportunity to poke him and trade with him in lane if his abilities are on cooldown.

(Q) Mace of Spades: Range: 600 COST: 20 / 25 / 30 / 35 / 40 HEALTH COOLDOWN: 8 / 7 / 6 / 5 / 4 12 / 8 /7 / 6 / 5

ACTIVE: Mordekaiser enhances his next attack, increasing the range of this attack by 75 and converting it to deal magic damage and replacing the base attack damage component with a base amount of damage. He swings his mace with such force that it echoes out, striking up to 3 additional nearby enemies.

ACTIVE: Mordekaiser enhances his next attack, increasing the range of this attack by 100. On his next auto attack, he swings his mace with such force that it echoes out, striking up to 3 additional enemies, prioritizing champions, and slows them for 10% / 15% / 17.5% / 20% / 25% of their base movement speed for 1.5 seconds.

SPECIAL: If the target is affected by Children of the Grave, this auto attack stuns the target if it's hit for .5 / .75 / 1 / 1.25 / 1.5 seconds.

100 / 120/ 160 / 200 / 280 (+ 30% AP) If the target is isolated, it does 60% more damage.

(These changes allow Mordekaiser to have significant crowd control presence on a target of choice, making him a strong diver. The base damages are raised and AP Scalings are nerfed so that Mordekaiser must prioritize tankiness over damage, but still have enough damage to get his job done as a frontliner)

(W) Creeping Death: RANGE: 750 600 COST: 20 / 25 / 30 / 35 / 40 HEALTH COOLDOWN: 20 / 18 / 16 / 14 / 12

ACTIVE: Mordekaiser unleashes a protective cloud of metal shards to surround an ally for 6 seconds, all allied units around him for 5 seconds, increasing their armor and magic resistance and dealing magic damage each second to enemies within 250 units range. BONUS ARMOR & MAGIC RESIST: 10 / 15 / 20 / 25 / 30 MAGIC DAMAGE PER SECOND: 20 / 32 / 44 / 56 / 68 (+ 15% AP) (+6% AP) If cast on an ally, Mordekaiser also gains the effect of Creeping Death and both gain a flat +60 bonus movement speed when moving towards each other. If Mordekaiser targets himself, Creeping Death will try to target the nearest ally champion. All units affected by Creeping Death gain a flat 30 bonus movement speed when moving towards each other.

SPECIAL: Champions affected by Children of the Grave take flat 1% / 2% / 3% / 4% / 5% of their current health per second from Creeping Death INSTEAD of the regular magic damage. This damage does not stack with other targets using Creeping Death.

(This ability acts similar to Karma's E in the way it gives allies movement speed and does damage. The damage scaling on Creeping Death is highly nerfed because all targets will be affected by it, rather than just Mordekaiser and one other ally. This also strengthens Mordekaiser's ability to push lanes, so it's an experimental number.)

(E) Siphon of Destruction: RANGE: 700 900 COST: 24 / 36 / 48 / 60 / 72 HEALTH COOLDOWN:~~ 6~~ 8 Siphon of Destruction ACTIVE: Mordekaiser afflicts all enemies in a cone shockwave in front of him, dealing magic damage. (This shockwave works similarly to Nautilus shockwave, but with a faster travel time, so the chances of missing an opponent are much lower. MAGIC DAMAGE: 70 / 115 / 160 / 205 / 250 (+ 60% AP) (+ 80% AP)

SPECIAL: If the enemy champion is afflicted by Children of the Grave, the shockwave knocks them up in the air for 1 second.

(R) Children of the Grave: COMPLETE REWORK RANGE: 850 COOLDOWN: 120 / 105 / 90 140 / 100 / 80

ACTIVE: Mordekaiser deals magic damage to the target enemy champion and curses them for 10 seconds, dealing additional magic damage over time and healing himself for the damage done.

Mordekaiser curses a target enemy champion for up to 10 seconds, slowly draining their maximum health and healing himself for twice the amount. After 5 seconds, Mordekaiser can re-activate Children of the Grave to deal 10 / 12.5 / 15% (+ 1% per 100 AP) of target's maximum health healing himself for that as well as 4 / 6 / 10% of magic damage he dealt to the target within the Children of the Grave timeframe. This ends Children of the Grave's bonus stats and special ability interactions.

(R PASSIVE) Holy Diver: While Children of the Grave is active, Mordekaiser gains 30% bonus tenacity and 100 flat movement speed when moving towards his target.

INITIAL MAGIC DAMAGE: 12 / 14.5 / 17% (+ 2% per 100 AP) of target's maximum health MAGIC DAMAGE PER SECOND: 1.2 / 1.45 / 1.7% (+ 0.2% per 100 AP) (+ 0.1% per 100 AP) of target's maximum health

(This makes Mordekaiser very centered around his ultimate. I'm not sure how the numbers would work out, but if Mordekaiser was to be reworked into a tank bruiser with some AP damage to spare, this is how I would like to see him.)

(THE FOLLOWING GHOST STATS ALL REMAIN THE SAME)

If the target dies while under the effect of the curse, their soul is enslaved as a controllable ghost and will follow Mordekaiser for 30 seconds. The ghost cannot use any active skills or items and deals magic damage with its basic attacks. The ghost's stats are: HEALTH: The enslaved champion's maximum health plus 15% of Mordekaiser's maximum health. ATTACK DAMAGE: The enslaved champion's base AD at level 1 plus its bonus AD from items and an additional bonus depending on Children of the Grave's rank. ABILITY POWER: The enslaved champion's AP. MOVEMENT SPEED: The enslaved champion's base movement speed plus the bonus from Mordekaiser's boots. LEASH RANGE: 1125 GHOST BONUS AD: 25 / 50 / 100 During this time, Mordekaiser gains 25% of the enslaved champion's bonus health and 30% of the enslaved champion's AP. This bonus does not affect the ghost's stats.

Please leave your feedback and upvote so Rito can see!

1 Comments

Prospector Pete7/20/2015, 7:01:04 PM1 votes

It would be better if you put this is Skins and Champion Concepts.

Anyway, I really like the synergy his basic abilities have with his ultimate, it makes him more of a threat towards the enemy champion that he targets.