The Reforging of Mordekaiser

Malicious Metal··107 votes·33,216 views

It's been a while since I last posted a thread on our favorite Metal man, but this one has been in the works for a while now. I initially intended to share this on my Birthday but I simply didn't manage to find the certain something about Mordekaiser's new design that really drove home the theme of this hulking Metal Menace that Riot could be proud of having in their champion roster.

But I'm digressing. This is my personal reimagining of Mordekaiser, a ground up reforging of him as a character, of his aesthetic and his kit. It tries to be the perfect rework that aims to find a new strategic niche for him in League's champion ecosystem while making him more unique to fit Riot's core design philosophy when it comes to champion VGU's.

I divided this thread in three passages:

  1. Mordekaiser's Visuals and Theme
  2. Morde's reworked kit
  3. Visual and Mechanic input on the suggested changes and finally
  4. Conclusion

So, without further ado, let's get into the reforged Mordekaiser!


https://i.imgur.com/JsFkWEW.jpg

https://i.imgur.com/V66p4aT.jpg

Current Mordekaiser is a disgusting blob of polygons. He's neither distinctly designed to fit into League's art style, nor does he have anything really unique that makes him stand out from all the other armoured Overlords in gaming and film.

My redesign tries to fix this by removing most of Mordekaiser's cliche visual queues and some of the goofyness of his design. Mordekaiser currently looks weird, he's overly spiky in an attempt at making him appear "Evil" while also having extremely wonky proportions.

My Mordekaiser is different. I removed most of his random spikes in favor of a sleeker, more subtle design that uses more arched, jagged edges rather than outright slapping "Spikes of Evil" unto literally every piece of Armour he wears.

Instead this overall design could be best described as "Subtly Malevolent" I decided to change Mordekaiser's armour design to be more realistic in a way that there aren't any spikes that might get in the way but instead focused on a incorporating THREE major design elements into his look.

#A) Him being a Necromancer/Wielder of the Dark Arts Mordekaiser isn't simply some big ol' Warlord with heavy armour. No, he's an Overlord, a Villain of Might and Magic. He's a Death Knight that uses vile sorceries and his own physical prowess to completely decimate the opposition to emerge victorious.

This is reflected in the design. Mordekaiser's armour design incorporates monstrous imagery into his armour as seen on the plating on his joints resembling tormented faces and bizarre skulls without being over the top. He has a very ornate design with arched plating that makes him appear more sophisticated, more sleek, as opposed to the overly burly designs of Darius and Garen.

His Sorcerous potential is also shown by his mantle; Having chosen to give him a design that looks very mage-like while still portraying him as extremely resilient; A Warlock of sorts. He has a Veil of Chain Mail draped over his back and shoulders while also having two sashes cascade from his front, joined by a voluminous cape on his back.

And most importantly; The gaping maw of his spellcasting glove, the literal gauntlet of his power, weaving the fabric of life and death to serve him!

In sum, I decided to make Mordekaiser's design give important hints at his magic potential by making him look similar to a sorceror in terms of how his armour is shaped.

#B) A feeling of Royalty! Mordekaiser is THE Murder Emperor. The Monarch of Misery The Duke of Destruction The Marquis of Malevolence

He is a Conqueror and he ruled with a literal iron fist. This is also reflected in his new look by making him carry himself high and wearing very ornate armour, and of course a very royal looking cape. It has FOUR layers, emerging from the distinguishing, massive Shoulder piece that forms the literal backbone of his new design.

Mordekaiser should look top heavy, a King marching into battle as he looks down on everything. All just pawns in his eternal game of conquest.

But what really drives home the message of his sinister royalty: The Iron Crown

Mordekaiser's iconic horns have been repurposed into a metallic crown, a true display of his superiority and position as an Emperor. It forms a jagged crown resting on his grim visor to serve as a reminder that he IS destined to rule, to subjugate, to conquer.

And finally #C) Nightfall Mordekaiser's signature weapon is Nightfall, his ensorcelled mace. His Scepter of Suffering.

Nightfall in my design merges Morde's strength of Dark Sorceries and physical might by changing his weapon to resemble both a destructive tool of war and a mage's scepter. It looks heavy and brutal in its jagged design but is still kept in the signature style of stylized monstrous visages.

And most importantly, its jaws can unhinge to form a flail! But more to that later!

#Summing up! Chain Mail Veil! Conqueror's Mantle Massive shoulder pads that form a distinctive silhouette *Nightfall Jagged Iron Crown Wispy Beacons of tormented souls flickering on his pauldrons

All serving as a means of making Mordekaiser look unique!


#A Kit to rule them all!

Passive: Iron Man

Siphon of Destruction: After 15/10/5 spellcasts (at levels 1/6/11), Mordekaiser’s next spell heals him for 0.2 AP + 0.2 AD + 10% of his bonus health, for each enemy champion struck. If the value exceeds his maximum health, he instead shields himself for the excess value. The shield decays for 4% of its strength per second.

Heavy Boots of Lead: Mordekaiser cannot be slowed, nor gain any form of Movement speed buffs that exceed the value of his base and boots. Homestart being the only excpetion. The % of the slow is instead applied as % Bonus or negative ad calculated off his BASE Attack damage.


Q: Mace of Spades Cast range: 450

After a brief delay, Mordekaiser swings Nightfall in an Arch in front of him, dealing additional damage to units struck by the mace’s head. If Mordekaiser hits a champion unit with the outer part, Nightfall assumes the form of a Flail, increasing his attack range by 200 and dealing additional on hit damage for the next 3/3/4/4/5 attacks.

Damage; 75/125/175/225/275+0.6AP +0.6 AD The outer portion deals 33% increased damage up to 365+0.8AP+0.8 AD Passive damage on hit; 10/20/30/40/50+0.2AP +120% AD


W: Harvester of Sorrow Cast range: 1000

Mordekaiser conjures a raging Metal storm around himself and an allied unit of his choosing. The shroud deals continuous magic damage in its AOE and upon reactivation drains the afflicted area for a burst of damage, healing Mordekaiser for all the damage dealt to champions and monsters by this effect.

Maximum damage (5 seconds): 350+0.75 AP +0.5 AD Reactivation damage: 100+0.3AP +0.2 AD


E: Cemetary Gates Cast range: 550

Mordekaiser hurls a necromantic projectile in a line, damaging everything it passes through for reduced damage (Minimum of 33%). Upon reaching its maximum distance or an enemy champion, an arch of metallic spikes erupt from the ground, entombing the afflicted unit. Champions may pass through the wall but have their magic resistance and movement speed reduced by 25% and 50% respectively.

Javelin damage: 100/135/190/245/290 +0.6 AP +0.3 AD


R: Master of Puppets

Cast range: 400

Mordekaiser reaches out in a line, grabbing hold of the first enemy champion struck as he begins siphoning the enemy’s lifeforce. The affected unit is unable to use movement effects but may cast Spells and Auto attack normally. Over the course of 2 seconds Mordekaiser drains the enemy’s champion’s health, healing himself for the same amount until the end of the channel. If he is allowed to do so without dying, Moredkaiser discards his enemy and conjures a spectral thrall with their essence.

Health siphoned: 20/25/30% + 1.5% per 100Ap + 1.5% per 100 ToAD

The Summoned spectral image gains the amount of HP Morde siphoned from his target as health, as well as 50% of Morde’s bonus health. Its attacks deal 75/125/175 +0.3 AP +0.3 AD damage

Upon losing half its health the unstable essence erupts in witchfire, gaining attack and movement speed and a lingering AoE damage mantle for half its AA damage that slows surrounding enemies.


#The Context

Passive: Iron Man

Mordekaiser's new kit tries to truly deliver on his core theme of this vile presence on the Battlefield. A conquering Juggernaut that you can see from miles away and if not sufficiently prepared, WILL destroy you!

His passive serves to do just that; Heavy Boots of Lead serving as Mordekaiser's main enabler as a slowly approaching threat. It allows him to survive in modern League of Legends where a teamfight's shaped by stray AoE slows being flung around left right and center. And still, it makes him affected by Movement speed in a way that still leaves quite an impact on him!

By having his Attack damage changed by a portion of his base AD, Mordekaiser's damage can be impaired by heavy slows while speedups make him hurt more. As so many champions have their base stats kept low in order to favor strong mechanics, Mordekaiser would still retain his LOW MS of 325, maybe even kept lower to truly make sure he can deliver on this fantasy!

Mordekaiser IS Iron man, and should be encouraged to duke it out in the midst of the enemy team. Siphon of Destruction is his old passive, but made fairer and less hit or miss early game. Currently Mordekaiser just brick walls lanes...or he doesn't.

Iron Man is extremely binary and ditching it for more windowed power will bring him in line in terms of langing prowess while still keeping him a durable damage carry in later stages of the game!

In terms of visual style, Iron Man's shield would cause Mordekaiser would emit a vile glow, an aura of dread, depicted as his wispy Witchfire glowing more intently whenever his passive is ready. The shield would still look similar to the current one as a barrier of indomitable will manifested as a dark cyan colour

Q: Mace of Spades Mordekaiser is supposed to be somewhat of a carry champion and Mace of Spades enables him to contribute to the fight in meaningful ways even if not directly in melee range. Mordekaiser already plays a lot like a mage, and this change enables him to dish out damage from a moderate range (his AA range being a whole 400) when successfully hitting the first, devastating strike.

This is Morde's bread and butter damaging tool in later stages of the game where he's supposed to contribute to his team's damage output

Visually speaking, Mordekaiser's going to lash out with Nigthfall, a heavy AoE Swing like the Sauron uses in the LoTR opening! The cool part though, is Nightfall's jaw unhinging if he strikes a champion, revealing the chain attaching the mace's head to its handle as Mordekaiser does his best Witch king impression and swings around a massive flail!

W: Harvester of Sorrow Every Morde main I asked, myself included, loves the current W except its ally requirement. So I decided to keep this spell functionally the same, keeping some of ol' Morde in tact!

This would still be his iconic "Metal Storm", a malignant aura of metal shards circling him, yet more numerous and violent than the current wispy W effects! The reactivation drain would have him emit a shockwave as he sheds his metal mantle, impaling everything caught in the blast radius and siphoning their health

E: Cemetary gates Mordekaiser NEEDS CC in order to have some base line utility for his team. This spell enables him to force enemies to fight him, or have them punished for trying to flee.

You can avoid the MR shred and slow entirely by staying in the conjured cage but doing so might put you at risk from getting struck by Mace of Spades' outer perimeter.

Mordekaiser would conjure a metallic projectile, a Javelin formed of darkened metal and gleaming with sorcerous power as he hurls it in a line. The conjured cage would be a metal spikes erupting from the ground, held together by wailing souls that lash out at anything brave, or foolish enough to try passing through them!

R: Master of Puppets Old Children of the grave was problematic. It relied heavily on two things. A) Morde actually KILLING the enemy

and B) How strong the enemy was, or who you actually got to kill. An adc clone could make or break a game, and depending how fed they were they were either overbearing or useless.

This ultimate tries to remedy that, making Mordekaiser reach out to grab a hold of an enemy champion as he drains their HP, retaining CotG's survivability while also giving Mordekaiser some more much needed utility. The CC works similarly to a root or a skarner ultimate without the strong CC component.

It being a skillshot allows it to have more power put into and creates a very interesting scenario where Mordekaiser grabs a hold of the enemy champion. The other 8 players can now either try collapsing on Mordekaiser and killing him as he literally stands still trying to choke the life out of that poor soul, or have his team protect him while he does so.

The stats are based on Morde's own, making it scale as time goes on and not behave in such a weird way depending on who you got to clone!

The thrall is arguably less powerful but keeps Mordekaiser's necromantic theme in tact.

This is Mordekaiser's high moment. His entire form would pulse with malicious intent as he'd take two steps forward, marching menancingly as he grabs a hold of an enemy champion, lifting them up as he siphons their soul, having this constant drain of their life force as it pools into his gauntlet's maw!


Phew, this might be one of my longest threads to date, I TRIED keeping it short and reserved a lot if it to just get answered in the comments. I tried creating a version of Mordekaiser that has a strategic niche in League of Legends and would feel rewarding and satisfying to play while giving enemies more ways to play around him.

In terms of visuals I tried recreating League's somewhat exaggerated art style while going for a design that would look unique and make Mordekaiser instantly recognizable by his silhouette alone!

Anyhow, i think I talked enough, I'd love to hear your own thoughts on this!

-Malicious Metal

96 Comments

JPLangley33 votes

[deleted]

Child of the Pit8 votes

That idea caused the code to be confused for bug #3125

KestrelGirl14 votes

Aaaawwww yessssssss. This is possibly the most solid rework idea for Morde I've seen to date, mostly because it pretty much removes and replaces the BS from his current kit.

Mordepool8 votes

Loving the Alliteration

Mordepool7 votes

Rework idea# 291.

MorganFreemanBot7 votes

A conversation between Riot devs:

Dev 1: Hey, remember how Malz' old ulti was broken?

Dev 2: Yeah. You had to either have the stats to survive it, some odd delayed CC like fizz ulti, or else just crumple and die no without having a friend nearby.

Dev 1: Right. So how about we rework Morde ultimate to be like that. We'll make it melee range, a skill shot, and he'll just channel it until he's CC'd or you die."

Dev 2: Yeah man, that sounds good.

FyreWall2 votes

{quoted}

A conversation between Riot devs:

Dev 1: Hey, remember how Malz' old ulti was broken?

Dev 2: Yeah. You had to either have the stats to survive it, some odd delayed CC like fizz ulti, or else just crumple and die no without having a friend nearby.

Dev 1: Right. So how about we rework Morde ultimate to be like that. We'll make it melee range, a skill shot, and he'll just channel it until he's CC'd or you die."

Dev 2: Yeah man, that sounds good.

You can still use abilities with his ult, so a Nautilus could ult him and interrupt, or a Sona could ult him, or Alistar could w him. Not that hard.

Johnny Feo1 votes

That would be pretty rough for a Morde then, I think it should be some sort of execute to be honest, like a Pyke of sorts, but with a channel.

The Soulforged7 votes

A mordekaiser reforged that involves souls. You could say he's... Soulforged.

Ruffian3 votes

I was listening to one of their albums when I saw this, Tales From the Twilight World

cyberchade5 votes

Yes yes and yes

I feel he is going to need some tenacity built in tho

Naming part of his passive Heavy Boots of Lead is awsome

Edit: standing in a bush with predator active may be really broken as the ms will just increase his damage

Side note what keystone would you run on this mord

Lord of Math1 votes

{quoted}

Yes yes and yes

I feel he is going to need some tenacity built in tho

Naming part of his passive Heavy Boots of Lead is awsome

Edit: standing in a bush with predator active may be really broken as the ms will just increase his damage

Side note what keystone would you run on this mord

Phase Rush Nimbus Cloak Celerity Water walking

Binis1 votes

he cant get movespeed

Beast Brawler1 votes

It increases his damage tho

Johnny Feo1 votes

I believe that as the MS isn't actually gained as a stat, it wouldn't affect Nimbus Cloak, Predator, or anything similar. Idk how Mobies would work though...

resumed5 votes

sloppy visual design, very generic fantasy. he looks like you could swap him out with any other random lich king and it would be effectively the same character.

Johnny Feo1 votes

Lot of draw from LOTR honestly, yah know? Actually, why don't we just animate Sauron and use him?

Cunky4 votes

And most importantly; The gaping maw of his spellcasting glove, the literal gauntlet of his power, weaving the fabric of life and death to serve him!

ThanosKaiser confirmed

Johnny Feo2 votes

snap

Shurima has fallen, again...

riot- nerf's new Morde to oblivion

"PERFECT, Let's buff Darius again!"

morde mains- facepalm

The Beholder3 votes

Could you explain the "being slowed decreases ad" aspect of his passive? Is it the same percentage as the slow, so something like a zilean slow removes 99% of his ad?

CytheGuy3 votes

You're just gonna keep making these threads until Riot fixes him, aren't you?

Good on you I guess

Vartius3 votes

I must say that I personally am not a fan of the ornamentation of the design. It's mostly my personal opinion - I am very much biasted against the, i'd say: World Of Warcraft school of design.

It's a good design, don't get me wrong, and I like the main direction - battlemage-king - but I just don't see Mordekaiser wearing armor this... posh.

Also Nightfall head... Once I realized it has these jaws - skeleton like teeth - it now looks to me like some imp with an oversized head or alien from Mars Attacks!

When it comes to the kit I won't comment, because I am not the best person to do so. I think every Mordekaiser main has different ideas on what they should be like.

EDIT: Btw. shouldn't this be in 'concepts and creations' post, rather than 'gameplay'?

Johnny Feo1 votes

I agree, the part where it turns into a flail kinda threw me off, not entirely sure if it would even be technologically possible to do that from Morde's time, to have it switch to and from like that. If so, so be it, summoner. But you know, it just doesn't feel right to me for him to use a flail, I love the idea of a mace as it is a more precise weapon than a flail. I feel that Morde himself just embodies the cruel malevolence of a mace over the crazed wildness of a flail. Just my thoughts though, I'll end up playing him 24/7 anyway.

Terozu3 votes

Purely an aesthetic preference, but your design seems far more generic to me.

Mordekaiser is spikes to me. Weird as that may sound, I think they should visually double down on the theme of spikes.

But of course, I have only ever played him like once, and although his lore is genuinely unsettling to me and i like it, you are a Mordekaiser main, and these kind of things should keep the mains in mind. After all you are far more passionate about the character than I'll ever be.

Beast Brawler1 votes

Mordekaiser is just one big spike that slides along the ground with a floating mace that bonks people. Boom, best champion design ever, you're welcome.

Terozu3 votes

Funny as that would be, I'm thinking more like massive uneven jagged spikes. One punch impales you and he has to physically scrape off your corpse. But not only does this not bother him, he finds a sick delight in seeing how many victims died by his armor alone.

Beast Brawler1 votes

OOooh, gruesome sadist Lich Knight? Intriguing.

Johnny Feo1 votes

Sounds like a riot XD. I love Morde's lore, it relates to me, a lot.

Son Foku2 votes

Do you write up a rework every time you draw Morde?

King Noodles2 votes

Master of Puppets, as in the Metallica song?

Malicious Metal6 votes

Of course! While Children of the Grave is an ol' Black Sabbath classic, it didn't quite fit the theme of the new ultimate ability so I just decided to use another Heavy Metal staple.

Sassmast3r2 votes

Are those your drawings? They look excellent.

Xinja2 votes

Is your ultimate a grounding or a root?

Johnny Feo1 votes

Root, for sure. They cannot move, but they can still attack, where grounding you can move, just no dashing.

HIVBloodPact2 votes

There's a lot of solid foundation here. The kit sounds interesting both functionally and thematically. I'm a little curuous about the exceptions to his movespeed passive and how the coding would work. I like most of the visuals. I might like a color version before asking for some design changes to the model. However I whole-heartedly disagree with the direction of his mace. You removed the Spikes of Evil everywhere but here. They don't really match the rest of the design, causing their garish form to draw a little too much attention - this mitigates the mantle as a backbone too). I would suggest a design to reflect that of his crown. This would allow the mace to keep its sinister, spiky nature, but the subtle curves could add the the regalia of his visage. Another thing: this could relate themes to gameplay, some regal curves on his mace could give our Marquis some options for bludgeoning attacks. That kind of brutality is fitting towards those who fight him. This variety of attack type could be reflected in his kit visuals adding opportunities for various kinds of viscerality.

Bladerunner77772 votes

[slayer-jinx-unamused]

Simply Cory2 votes

I don't play Mordekaiser, like his current rendition, or even visit the League boards very often.

Nonetheless, I'm glad someone out there wants to make this guy into a real champion again, and put so much work into it.

Thank you.

Z3Sleeper1 votes

One thing I've always thought would be cool is this:

Q: Mace of Spades

Mordekaiser targets an enemy champion and marches towards them, becoming unstoppable heavily swinging Nightfall in an arc in front of him twice before crashing it in front of him.

The first two hits deal x damage and the final hit deals double damage.

So the way it works is Mordekaiser will auto-path towards the target and perform all 3 attacks with brief pauses in between each. He moves slightly faster during this attack and is invulnerable to CC.

The attack cannot be cancelled and he is essentially locked into a Riven Q sequence towards the target.

Given the heavy risk involved with not being able to control your champion in unstoppable movement towards an enemy, I'd say it'd be appropriate to tack a stun on the final hit as well. But I think this would still be strong without a stun component.

The counterplay for the targeted champion is to move through him with precise timing since he will always move forward and swing. This shouldn't be super easy to pull off but the intent of the ability is to attack a target that is kiting Mordekaiser rather than upfront undodgeable statchecking. I love me some conditional use abilities and counterplay.


Also honestly on the passive. I don't know if giving a ton of healing is the answer. I prefer the shield for in-fight usage rather than sustaining lane through healing.

I'm fine with the new approach, but keeping it 100% shield sounds better. Maybe even 25% heal 75% shield but no 100% healing with excess shielding.

Just thinking from the opponent's perspective.

LordForrest1 votes

Your idea for his Q is basically one of the Skeleton KIng's heroic abilities in Hero of the Storms. And unless they changed it, its generally the worse one to take.

Z3Sleeper1 votes

Heroic = Ult right? This is a Q ability tho. A basic ability.

LordForrest1 votes

Yes, that's what I was commenting on the fact you suggest a basic ability that is essentially an ult in another game. Even though its considered bad because it locks you in one direction for a time and is pretty easy to avoid.

Z3Sleeper1 votes

It's most likely an ult due to a CC component or massive damage for how reliable it is.

This suggestion doesn't carry the CC component and it may/may not deal massive damage. Atleast, it won't be as reliable.

LordForrest1 votes

Thats the thing its only damage, a shit ton of damage, but it is highly unreliable. Its why it is generally only picked on maps with tight areas to fight over and a team with AoE lockdown, so you can actually connect with people.

Z3Sleeper1 votes

Ah but that’s perfect dude. A niche

LordForrest1 votes

Well, yeah. I got nothing against niche, but to put that on a basic ability, especially on what is generally the bread and butter one is a bad idea. It would either be frustrating to use due to being not worth the cons to use it or frustrating to face because it would be ridiculous to the point of being one mistake killing you, despite the fact you can almost always dodge it.

Basically its a cool idea in theory, but in actual gameplay it will either be stupid or cancer.

Johnny Feo1 votes

Very similar to Ornn Q tbh...

LordForrest1 votes

Wow, ok first of this is from 6 months ago how did you even come across this?

Secondly, pretty sure you are talking about Ornn's W which is different. Ornn has you move a very short distance in the specified directions dealing a cone of damage. This ability walks you in a direction and swings 3 separate times. Admittedly the basic concept is similar, but its vastly different in execution.

veganemesis1 votes

thank you for giving my homie Morde so much atention and care,i agree with almost everything that you said,for his theme i think you did a great job at making him look Badass AF,but i wouldnt change the colour scheme of his armor and glowing effects,i know he has blue eyes because every shadow isle champion has blue spectral energy going on,but i think the Red eyes suit him,and the silver armor even though it makes him look like a cheap sauron knockoff,i kinda got confused on the kit ideas,his ult though is......MY GOD,you made him a total savage with that ult,imagine how cool it would look like!,although i wouldnt make it a skill shot,but if i had to make it a skillshot id make it like Aatrox's new W(infernal chains)an easy to hit skillshot that isnt too slow or requires you to hit from far away like Blitz"s Q or Pyke's Q,and very unpredictable ,as for his passive i would change the whole stack your shield by abilities,sinse he is a squishy,he cant really tower dive,and to make him kinda tanky i would make him passive stack as he takes damage,if he gets into like 40% or 20% he gains 50 extra armor and extra hitpoints from his shield,for his Q i would nerf his incredible early game damage,turn it into an AOE attack with the final hit being a knockup,first hit30 magic damage,second hit 60 magic damage,third hit 90 magic damage,your ideration of his Ult and E are far superior to what i had imagined in the past so they get skipped,his ghosts would be fine if they acted like other pets like Ivern's Daisy or Annie's Tibbers,although i would make them pick a class of the champ that died,like if you kill a Tank you get a tank ghost who only targets towers that acts like a mini rift herald,the ADC ghost is impossible to screw up,the fighter ghost would be an inforcer that would help Morde 1v2,the asassin ghost would go on stealth and blind the champion that got marked by Morde,if the enemy champion is low on health and morde cant reach him because of his low mobility he will chase down the target until his timer runs out,basicly you either run until the asassin ghost vanishes or kill Morde before he spawns him at your face,the support ghost would make a big forcefield that blocks the first 3 hits of any ability or basic attack,basicly a mini Rainhart(Overwatch character) shield,the mage ghost would be his main sorce of CC,the mage casts a ball of energy that stuns the enemy champion for 2 or 3 seconds,the cooldown is like 7 or 8 seconds,as for the Dragon ghost there are 2 simple fixes that you can do in order to make it better but not broken,remove the item procking from the Dragons basic attacks,and instead of controling it like other ghosts,you can Ride it,simple,thank you very much for your effort and caring about this miracle of a champion,he really is the OG Necromacer of league,a very cool design by Riot that became amazing with your work on him,much love from Veganemesis,AKA Bronze 2 Mordekaiser 1 trick.

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