Reworking Mordekaiser to a playable state

Lerichem··2 votes·813 views

Mordekaiser has been plagued with bugs and a kit that does not accomplish very much unless tuned to give him an experience advantage. The entore kit revolves around using health to build shield and be a frontline juggernaut. I think with the updated mana items he would be vastly improved with a rework and change to how his character functions.

First Mordekaiser is a manaless champion, but most of the great AP items give mana. Vladimir has seen success, but he has much more inherent sustain and evasiveness in his kit. Adding mana to Mordekaiser's kit would be a better avenue to balance his abilities and scalings.

The first part of this new kit revolves around reworking Mordekaiser's passive. Instead of scaling off the damage he does, it scales off his AP and Mana, so he can reliably gain tankiness. It incentives him to build mana items, and buffers his health since he is not building full tank.

Passive (Iron Man): Each time Mordekaiser expends mana he gains a shield (Based on AP and Mana). After 2 seconds of being out of combat this decays away.

I have left his Q in tact, as it works well to deal consistent bursts of damage and be a threat.

First Ability (Mace of Spades) : Mordekaiser empowers his mace, and the next two strikes deal increased damage, and the third dealing massive damage (AP Scaling)

Mordekaiser's W is also a good ability to build around, but instead of healing it can provide a shield for him and his ally.

Second Ability (Harvester of Sorrows): Mordekaiser throws out a field of metal towards a nearby ally. When the fields touch they deal consistent magic damage to all enemies in the area. Mordekaiser can recast the ability to break the field and provide both targets a shield (Based no AP and Mana)

Mordekaiser's E is not a fun or powerful ability to play around. It's short range and low utility make it fairly underwhelming. As a tool to help Mordekaiser feel like more than a walking suit of armor. His new E acts as limited ranged crowd control and poke, but at a significant cost to Mordekaiser.

Third Ability (Siphon of Destruction): Mordekaiser throws his mace to a location up to 800 units away. All enemies hit suffer a 50% slow. Mordekaiser can recast this ability to pull his mace back to him and drag enemies slightly closer to him that are caught in the backlash. Mordekaiser can not auto attack while he does not have his mace. (Based on AP)

The first cast acts much like an Olaf axe, and slows enemies that it hits. Since Mordekaiser throws his mace, he can not auto attack while it is gone. Finally pulling it back to him has a Swain like effect of a minor pull, but not completely. 800 Range is a suggested distance, but can be tweaked.

Lastly Mordekaiser's ultimate is boring, and basically a health potion that gives you a pet if your team collapses on the correct opponent. It breaks Rylias and is a balance nightmare. And then the bugs. The new ultimate synergizes with this new vision of Mordekaiser being a frontline tank juggernaut that can lead his teammates.

Ultimate (Painkiller): Mordekaiser Targets an enemy champion and applies an 80% slow to them for 3-5 (Based on Level) seconds and all damage Mordekaiser deals to them is amplified by 10%-30% (Based on Level). For the next 3-5 seconds (Based n Level) all shields Mordekaiser receives are also applied to all teammates within 1000 Units of Mordekaiser. These shields start decaying instantly. (Debuff on enemy is named Hallowed be Thy Name)

Yes, this is somewhat designed with Seraph's Embrace in mind, which works well with the addition of mana and the scalings on mana. notably it provides a significant window where Mordekaiser is very powerful in a fight, but not always at the begining. Teammates are rewarded for standing near him, but champions with area of effect abilities get stronger.

This new Mordekaiser vision would be far better to balance around than the swingy nature of taking the soul of an enemy. While cool, it does not seem to translate well into the game. This new Mordekaiser lets him stand tall against the enemy and proactively protect his teammates.

TL;DR: Mordekaiser based on mana, Olaf Axe for E but different, and Shielding ultimate.

2 Comments

The Yetii Rider1 votes

Riot brought this up when Tahm Kench came out, because people asked why Ekko didn't have gray health as well for his Chronoshift. Riot doesn't like the idea of mucking up a champion's health bar too much, and multiple shields from multiple sources is one surefire way to do that. It is unavoidable with stuff like Locket in the game, but that doesn't mean Riot is going to give us a champion with two shields that can be active at the same time any time soon.

Exact numbers aren't really necessary for this kind of thing, but you should ballpark how long Mordekaiser has to pull back his mace with Siphon of Destruction. Are we talking four seconds of zone control? 2 seconds? 8?

I don't think anyone is going to upvote this though, because removing Mordekaiser's ultimate completely redefines his status as a 'pusher' type champion (one of very few in the game other than marksmen) and also takes away from his status as an emperor of the dead and Lord of the Shadow Isles. You might not think that lore matters much to the player base, but you would be surprised. Considering how much people hated it when Mordekaiser's new kit lost its metallic effects on his W and they took away his old 'Master of Metal' title, taking away his ghosts would just be an insult to the champion.

I do agree that Mordekaiser would be healthier if he had mana, but he doesn't have many spammable abilities in this kit so I'm not sure that Seraph's Embrace will be that good of a buy on him, even with all the synergies. Remember, Archangel's Staff has a low Mana to AP ratio and you only really get the offensive power of the item once you stack it up all the way.

Mordepool1 votes

I don't like your ideas for Morde. Sincerely a Season 1 Morde main

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