Yet another Mordekaiser VGU attempt

Malicious Metal··28 votes·2,610 views

So, with 2016 coming to a close and 2017 around the corner I thought it was time for yet another fun brainstorming about a potential Mordekaiser rework. Instead of just focusing on one ability like I usually did I tried rebuilding Mordekaiser from the ground up, most abilities having changed drastically with some having been entirely scrapped in favor of healthier ones and more thematically fitting skills.

So, without further ado, let's jump into this rework for Mordekaiser: The Iron Revenant!


Passive: Damaged Soul After sustaining a set amount of damage over 5 seconds Mordekaiser shatters his armor, letting his blackened soul radiate an Aura of malice and vile energies, seeping through the cracks in his armor and dealing massive AoE damage in his vicinity for 6 seconds or until he leaves combat.

Mordekaiser is a Juggernaut. Juggernauts thrive in the midst of battle, dealing huge damage when left unchecked and generally pose a huge threat when not properly contained. This is what Mordekaiser's new passive tried to accomplish.

We already know that tanky characters die too easily and Mordekaiser's passive manages to turn it in his favor. By sustaining a lot of damage in a short amount of time Mordekaiser gains access to devastating AoE damage that makes him a huge team fight threat.

He'll still be extremely susceptible to poke and being kited due to the nature of this passive, yet gets rewarded for sticking to opponents and committing to a fight.

Gone is Iron Man, a passive shielding ability with little thought and strategy to itself, its design not being able to be balanced in any meaningful way. **Damaged Soul ** aims at further cementing Mordekaiser as this towering Iron Tyrant who marches into battle and thrives off conflict.

https://www.youtube.com/watch?v=asivU6XpK4E


**Q: Mace of Spades ** Mordekaiser’s next three attacks are empowered, dealing bonus magic damage The third strike shatters the earth and sends out a Cone of AoE damage that slows enemies struck by it

This skill remained mostly unchanged as it gives Mordekaiser the Melee damage Juggernauts are so very notorious for. For his third strike think Reinhardt Earthshatter, where Mordekaiser slams down his mace with such force that he creates an AoE cone (His current siphon Vfx) that echoes forth to slow enemies struck by it.

It does not damage the primary target as they're already punished by sustaining a lot of damage, yet the AOE bypasses frontline and can harm the enemy backlines if Mordekaiser manages to press on and force his way through enemy ranks


W: Iron Man Mordekaiser surrounds himself with an aura of metal and malice, dealing AoE magic damage and shielding himself for a percentage of his maximum health Mordekaiser may reactivate Harvester of Sorrow prematurely to drain a percentage of the surrounding enemies’ maximum health

This ability is Mordekaiser's primary defensive skill and focuses on Morde essentially duking it out in the enemy team, his healing based on a percentage of the enemy's maximum health offering him several benefits from fighting against beefier opponents while trying to reach the enemy backline.

His healing is aimed at not being too overbearing while fighting nimble, squishy opponents that can kite him, as most of his damage and healing is also contained to an AoE around him.

His Shielding is being moved to an active component to reward expert usage of shielding and healing without making it such a passive skill like old Iron Man was.


E: Siphon of Destruction Mordekaiser raises his gauntlet, marking an AoE in front of him and draining it over the course of 3 seconds and shredding enemy resistances Enemy champions caught in the desecrated earth after 2.5 seconds are heavily slowed and dealt additional damage

This is Mordekaiser's prime utility spell and rewards him for sticking to opponents. It gives Mordekaiser access to resistance shred and a way to stick if he manages to catch people in the radius.


R: Children of the Grave Mordekaiser reaches out, tearing the soul out of an enemy champion and marking them for 10 seconds.

The enslaved thrall evolves into a soul-bound lich if the affected unit dies during the curse.

The thrall’s stats are based on a percentage of Mordekaiser’s stats while copying the enemy’s innate passive abilities and appearance Soul bound liches have their lifespan extended and stats increased by 25-50%

Remember Mordekaiser's lore? He basically rips the soul out of demacian knight after choking him to death.

This ability remains similar to his current ultimate but tries to make it more consistent. Its efficiency is no longer bound to how fed the enemy is but is more of a constant value to Mordekaiser.

It also cuts down on Mordekaiser's "win-more" kind of issues in providing an instant benefit rather than having him kill something first. The range will probably be reduced to a mere 300-400 range to further cement Mordekaiser as the mid-short ranged brawler he's supposed to be.


Closing remarks

The aim of the rework is to further deliver on Mordekaiser's theme of this undying Entity. An embodiment of the malice, will to conquer and sheer might Mordekaiser was in live, twisted into the undead Tyrant King known as the Iron Revenant. He's being pushed more towards the Juggernaut niche by rewarding more strategic usage of the tools his kit offers and giving him the melee threat every Juggernaut needs in order to do their job.

Cutting down the unhealthy aspects of his kit was the main reasoning behind most of the kit changes, trying to give his opponents more ways to outplay Mordekaiser and giving him more ways to do the same to them. He should have clear windows of power and apparent counterplay that can be abused, yet his high moment should be doing what he's supposed to do:

CONQUERING AND COMPLETELY ANNIHILATING THE OPPOSITION!

Anyways, this is just my personal vision of Mordekaiser. I'm no Riot designer and everyone else is bound to have their own opinion on Mordekaiser, so if you've got some ideas on how to improve him please go ahead and share them with us!

(Also, just imagine the new visual and thematic work that can be done with these abilities, especially a cracked Mordekaiser armor, radiating his unholy aura, it would look absolutely badass) http://img06.deviantart.net/cb0d/i/2015/115/a/3/mordekaiser_king_of_doom___lol_by_stefantistu-d4pw4vw.jpg

30 Comments

Nameless Voice3 votes

I'd worry that the proposed passive would make it feel like you were getting punished for actually attacking Mordekaiser, which is very unintuitive.

Malicious Metal1 votes

The thing about Damaged Soul is that it won't trigger if you're either a DPS character or poke him. Hit and Run tactics and trying to play around its usage are what will shut it down rather easily.

He'll be like Illaoi in a sense that you have to actually adapt your play style and strategize around him rather than dealing with him like any other champion. He still lacks CC and ways to effectively keep people in range, thus making it rather easy to avoid most of his damage.

Arkilusal1 votes

So if you can burst him down fast enough or just keep poking him to slowly whittle him down he doesn't cut lose eh? Then again... This seems like you could almost make a split-push Morde a thing via just eating a tower shot, proccing the passive and then flattening the other guy with all that raw power. I say almost because I'm not sure a Morde that did that would necessarily survive unless the tower was low, given his lack of mobility. Still, has the potential to make for some scary dives with the Master of Metal possible...

Leetri1 votes

Just make it so it only counts Champion and Large Monster damage. The monster damage could make jungling more viable, but if that's no bueno you could just as easy just make it Champion damage only.

Mordepool3 votes

Your the 8th Morde Rework thread this month. Difference is I respect and actually approve of your proposed Changes.

Mordepool3 votes

Swap out slows for the grounded cc would be better

InTheory2 votes

[deleted]

Cresmont1 votes

depends on how strong it is cuz the aoe slows are near him and juggernauts are supposed to be rewarded when not kited out

Ahristocats1 votes

i like this, but pls let morde heal an ally with w

Big Lincoln1 votes

I like the changes, besides his Q

I really feel like it should be more of a stacking thing than one button giving him 3 empowered AAs. Think Yasuo Q but instead of getting CC he gets even more damage. That way he's got to commit a little bit longer to a teamfight, but then if he can keep hitting Qs every Q will be the empowered one.

DHBGrimReaper1 votes

This. I used to main the old morde as a low level noob , haven't touched him in years. This rework would definitely make him way more enjoyable for me.

xWaters1 votes

Upvote sheep!

Ralanr1 votes

So his E becomes a channeled spell?

Malicious Metal1 votes

Basically.

Originally wanted it to have him grab someone at the end of the channel and choke the life out of them, decided not to do it since it could be a tad too strong on an immobile juggernaut.

Ralanr1 votes

Yeah, original sounds like giving him some good hard CC. Right now it feels a bit like Pantheon's E in action.

Papa Andrei1 votes

But being actually useful instead of just straight damage

MisterShameless1 votes

Pretty neat rework idea :D

Bardcookie1 votes

Question..with his Ult, would he still enslave the dragon with it? I love that part of Morde.

Over Innsmouth8 votes

Already asked him, he said no.

As much fun as Dragonforce is, losing a tower because Mordekaiser got a dragon is stupid. If he gets Elder Dragon the game is basically over, which is stupider.

Mr Noggenfogger1 votes

Definitely would be better to spend morde's power budget elsewhere

Bardcookie1 votes

Shame..But I can definitely see why.

KnightOfEloHell1 votes

The passive sounds badass.

We need w heal tho

Fed mechanic on ult should still be there for if you are a Morde who is behind

He should have a MS boost on E rather than cc, keep the resistance shred. If Mord has cc, he will be nerfed. A MS boost is more ideal for an immobile fighter and thematically fits the title of juggernaut

Also, with lack of shield, a base hp buff is called for

Twitch Chat1 votes

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHH

Mr Noggenfogger1 votes

Really dislike everything but the ult. I don't like how his power is focused into really telegraphed moves(2.5 seconds?). He should be close ranged, but he's not going to feel fun if he's super clunky

Papa Andrei1 votes

He ain't gonna end up like darius where his entire kit just fits nicely togther in one smooth rotation.

It seems like it would be heavily focused on teamfighting and tank vs tank fights.

Mr Noggenfogger2 votes

Yeah, I just want the rework to move away from his damage on the super slow third q. I also don't like Morde'ds current w, and preferred his pre rework ult more, with the armour that you could use to make yourself tankier, or just deny the last hit on the Canon minion. I'd be fine with the dragon part of his ult going away though, and mm's new ult sounds a lot cooler

Mr Noggenfogger1 votes

Random ult suggestion that I saw when people were thinking of what to do with morde's first rework. Basically he summons a large area of mist that deals a small amount of percent health dps. If an enemy dies while inside it, they get resurrected on morde's side. Would give him in better teamfighting with the aoe, split push, by ulting a minion wave, potential for an insane army, plus counter play besides not dying. Really just anything involving creating mist I would love, and would fit the shadow isles theme, either with his ult, or switching his w with some form of creep tumor from sc2, but with mist. Could give him increased ms, and heal him out of combat, to make up for the loss of his w

ltmetal1 votes

I wrote down some changes to your suggested abilities and had so much fun with it that I'm just going to post them here:

Passive: Damaged Soul After sustaining an amount of damage scaling with level over 5 seconds Mordekaiser shatters his armor, letting his blackened soul radiate an Aura of malice and vile energies, marking affected enemy champions, minions, and monsters until Mordekaiser leaves combat. Mordekaiser's abilities have special interactions with marked targets.

Q: Mace of Spades Mordekaiser’s next three attacks are empowered, dealing bonus magic damage The third strike shatters the earth and sends out a Cone of AoE damage that slows enemies struck by it Enemy champions marked by Mordekaiser's soul echo a portion of the damage taken by this ability to all ally champions who are currently marked

W: Iron Man Mordekaiser surrounds himself with an aura of metal and malice, dealing AoE magic damage and shielding himself for a percentage of his maximum health After a set time or once Mordekaiser reactivates Iron Man, marked enemies within the AoE are drained for a percentage of Mordekaiser's maximum health

E: Siphon of Destruction Mordekaiser raises his gauntlet, marking an AoE in front of him and draining it over the course of 3 seconds and shredding enemy resistances Mordekaiser gains resistances equal to the siphoned resistances of marked enemies Marked enemies caught in the desecrated earth after 2.5 seconds are dealt additional damage

R: Children of the Grave Passive: Mordekaiser gains maximum health for every enemy champion marked by his damaged soul (Think Nasus/Renekton ult or Mega Gnar) Active: Mordekaiser reaches out, tearing the soul out of an enemy champion and cursing them for 10 seconds. The enslaved thrall evolves into a soul-bound lich if the affected unit dies during the curse. The thrall’s stats are based on a percentage of Mordekaiser’s stats while copying the enemy’s innate passive abilities and appearance Soul bound liches have their lifespan extended and stats increased by 25-50%

One of the things I want to see come back to Mordekaiser is synergy between his abilities. With these changes, Q and E can be combo'd, as well as R's maximum health increasing his W heal. I don't want to see Mordekaiser gain stickiness, but I do want him to be a persistent melee threat who always tanks, never dies when his foolish opponents refuse to run. The next thing a champion needs when stickiness/CC isn't an option is utility, so I played with the idea of his passive changing from a straight shield to the source of his utility when he does what he is meant to do.

ApexInTheCircle1 votes

Not a Morde main but I definitely enjoy his theme of being a heavy metal badass. IF they ever do a VGU of him I'd like to see him as big as Sion or at least the size of Volibear. Right now he's def on the smaller side of champ models.

Shadow Hazard1 votes

Mord already has pretty strong wave clear this would simply tune that up more. That passive wont solve the issue of either works way too well or will not work well enough from the simply way it is designed and would likely be one of the factors leading to a new gutting for him.

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