Mordekaiser Needs That Rework

Mr Voidling··1 votes·1,069 views

Most people talk about his rework but don't really give any options, which is the problem, Riot needs to know HOW to rework him.

Okay, honestly I think most of his kit is fine. But some adjustments should be made. Most people think he needs a huge overhaul, I on the other hand would like to see him stay relatively similar but an actual viable pick. I hate having ANY champ outclass Morde, maybe even Skarner. So first we address his problems, outside of 50k bugs.

Mobility: He is probably the SLOWEST champ in league, no gap closer or anything, just a speed boost when moving toward an allied W, so unless the Jungler(who never helps Morde) is behind the enemy laner... good luck. If you are against ranged then you might as well afk or try to switch with jungle(who doesn't know you exist).

Sustain/Tank: Yes, his W and passive offer a LOT of sustain, especially when paired with Gunblade, but with any amount of CC you are as good as dead as that is also his only form of natural tank stats. And you can't dodge cc because you are so slow.

Damage: Okay, he has decent damage, Q is great especially as an auto reset, but without being able to stick on them you can only usually land maybe 2 Qs, or flash 3rd Q, so it is not very reliable. His W clears waves fantastically and I have no problems with not doing much against champs. E is great poke against melee. But his R honestly NEVER seems to deal enough damage, even when ulting a 10% hp champ. Everyone ends up running away and potioning back their hp before getting killed or something. Chances are that if they run off screen, your ult won't kill them, but Malz space aids probably would've.

Utility: Almost literally no natural utility. Unless you count EXP gain for yourself... if you're bot? That passive does nothing in his current roles like top lane. His W CAN be used for a nice heal on allies, but you need to be in range and have it going for like 0.5 seconds before reactivating, so not very reliable.

Okay, so what would I think needs changed about Morde? Q: Same. W: Movement speed applied when damaging champions, to allow him to stick and work well while solo. Spinning regardless of nearby ally, or usable on wards. As Jungle can't activate W spin. So it's useless outside of lane unless nearby an ally. AKA Fighting alone in jungle is not very viable. No Passive EXP. Instead tenacity based on current shield %. E: Apply a pull effect to units hit. R: Less DOT and applies a damage receiving debuff, like 20% more damage received or something. OR have additional execute damage, so targets below 20% hp take 50% more damage or something. Casting that when they are at 10% hp and seeing them regen their life is so sad. It should be viable when you are solo, and able to help you kill another champ alone.

Basically run up with W, Auto Q, pull with E, Q, Reactivate W, Q, R. They run away and DIE to ultimate. I still think he should be a close range tanky mage, who is slow, but once he catches you it shouldn't be a "ouch he hit me once, time to kite" so giving him close range stick potential is good. Should R ghost be nerfed at that point? I don't think so, as it expires unlike Yorick Maiden which also makes you NOT want to fight him. Technically I would love to have him viable in midlane as an anti-mage, as that allow him to help with Drag, without the Jungler again forgetting that you exist. This would also still leave him very gank-able, as he still doesn't have an escape, so keep that in mind.

===================REWORK V2===================== Different rework actually changing some abilities.

Base model: No pizza feet, more of a burnt twisted metal looking armor. Smaller mace with less range.

Passive: Same.

Q: Offers increased range with enhanced longer looking mace.(To go with metalmancer theme)

W: Summons x amount of metal blades that spin around Mordekaiser and damage the 1st enemy hit. So 8 blades = 8 times damaging. Summons 1 blade every second, so timing is actually usefull. Long engagements activate during engage for more shield sustain, burst wait until all blades are built and then engage. Deals 30% less damage after 1st hit per enemy. Little more emphasis on metal rather than whirling tornado.(To go with metalmancer theme)

E: Steals life and roots.(Black fire looking effect, to go with his background of being a shade and being burnt)

R: Same. Passive: enslave the souls of monsters and minions killed, Permanently increasing your shield by 5(10 champs/large monster/siege).(Prioritize wave pushing)(Ghosts look more "evil" and less like normal ghosts, as they are corrupted and twisted by Morde)

Trying to go more off of his theme, so enslaving the souls of his victims once he gets enough power, and then making those souls actually turn him into more of a threat. Similar to Sion with killing units granting him health. This also gives him greater late-game scaling in tank stats, but less early tank stats. He would also have less ally interaction(no ally W), as he doesn't seem like the helping type anyway.

Basically I want him to be more of a "dark lord of battle" type.

Just some ideas.

4 Comments

Frosted Tips2 votes

They already said he is getting one in 2019

KnightOfEloHell1 votes

No they didn't.

They said "If Morde still doesn't get his VGU by 2019 I'll be surprised"

Just like 2 years ago they said they refuse to fix Mordes plethora of bugs till he's reworked, and he was "on the high priority list" yet here we are. Just because something is implied doesnt mean it is certain

KnightOfEloHell2 votes

I have a very simple take, keeping his kit close to what he is now.

Take exp off of w

Move MS from w to Q for %MS per hit landed for 2 seconds.

Let w deal damage over time on solo cast without minions, 1.5x damage on solo cast to large monsters and champions.

Buff his movespeed by 10

Mr Voidling1 votes

For reference Morde compared to other top lane champions doesn't fair too well in terms of base stats.

Champions lower than Morde. HP: Gnar, Kled(base), Teemo, Yasuo. HP+: Gnar, Kled, Sion(if you can even count him). HP5: Akali. HP5+: Aatrox. AD: Aatrox, Galio, Gnar, Jayce, (Neeko), Shen, Teemo. AD+: All but Aatrox, Darius, Illaoi, Yorick, AS: Illaoi. AS+: Cho, Darius, Galio, Maokai, Ornn, Shen, Singed, Sion, Yorick. AR: Akali, Galio, (Neeko), Teemo. AR+: All but Camille, Darius, Illaoi, Kled, Maokai, (Neeko), Pantheon, Renekton, Urgot, Yorick. Same as Malphite and Teemo MR: Same as top laners. MR+: Same as top laners. MOVE: Only the same as Gnar, none lower. Teemo +5, all others are 10 or more. RG: All but Darius, Garen, Gnar(Mega and small), Irelia, Jayce, (Neeko), Ornn, Sion, Teemo, Trundle, Urgot, Wukong, Yasuo, Yorick.

Added Neeko as she is the newest Champion, just for fun and comparison. She is better in: HP, HP+, HP5, HP5+, AS, AS+, AR+, Move Speed, and Range. Morde Lvl 18: HP 1,856, HP5 9.1 , AD 146, AS 0.82577(120.56 dps), AR 88.75, MR 53.35, Move 325, Range 175. Neeko Lvl 18: HP 2,070, HP5 20.25, AD 103, AS 0.99687(102.67 dps), AR 89 , MR 38.5 , Move 340, Range 550.

Top laners without good CC would include... Illaoi, Teemo, Dr Mundo, Fiora, Garen, Gangplank, Olaf, Rumble, Tryndamere. Illaoi has an additional jump to get to enemies, Mundo has reduced cc, Teemo has range, Fiora can cancel CC and has dashes, Garen reduces CC and has execute ult, Gangplank has map ult and orange to cancel cc, Olaf cancels cc with ult, rumble has good ult to zone, Tryndamere can ult regardless of cc and has gap closer.

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