Suggested Mordekaiser Adjustments + QSS Adjustments
TL;DR: Get him down to a 50% winrate Plat + without destroying him or making him too strong (hes weak in higher play). Also added a QSS/Merc adjustment to make it a better purchase + a new item. I have written the adjustments in patch note form to explain the reasons, so do bear with the length if you can. Feel free to make suggestions.
Yeah, so the good ol king of metal currently sits at 53% winrate, and it would usually mean hes due for nerfs. Instead of playing a tug of war with nerfs and buffs i'd suggest doing an adjustment so his kit fits better with items and his class (Juggernaut) while opening him up to being easily to deal with early game.
Base Stats
Multiple Adjustments. Base Health increased. Health per Level lowered. Health Regen increased. Base AD increased. Base Armor lowered. Base Movespeed lowered.
Required since changes below will change him significantly. Mainly focusing on his health, base AD, armor, and movespeed.
Base Health: 575 > 580 Health per Level: 90 > 80 Health Regen: 5 > 7 Base Attack Damage: 61 > 64 Base Armor: 37 > 35 Base Movespeed: 335 > 330 (or 325)
Passive - Darkness Rise 40% AP on-hit removed. Base damage lowered early, increased late. 6+ New passive effect. Movespeed lowered early, increased late. AP on-hit was unnecessary so its been partially removed. Morde suffers from niche itemization that his class (minus Aatrox) requires to function. New passive allows Mordekaiser to build items with mana without wasting stats by converting it into health. To make up for the removed AP on-hit, the health gained from the passive is converted into on-hit magic damage (he keeps the health).
REMOVED: 40% AP on hit magic damage NEW Passive: INNATE: At level 6, Mordekaiser can convert mana into health. Mordekaiser then deals bonus magic damage on hit based on the health gained from passive. Ratio: 1/2 Mana (250) > Health (125) > Bonus magic damage on-hit (12.5) Darkness Rise - Base Damage: 8 - 25 (based on level) (+ 30% AP) (+ 1% - 5% (based on level) of target's maximum health) magic damage per second > 5 - 30 (based on level) (+ 30% AP) (+ 1% - 5% (based on level) of target's maximum health) magic damage per second Movespeed: 2% - 10% (Levels 1/6/11)
Q - Obliterate _Gains Health Ratio. Removed damage amp and damage per level scaling. AP Ratio lowered. Base Damage lowered. Cooldown increased. Now deals reduced damage when hitting more than one target. _ Q's function currently is very odd for juggernauts like Mordekaiser and is pretty underwhelming by late game. By removing the damage amp and level increase and replacing it with a health ratio and damage reduction on multiple targets, it gives Mordekaiser's Q a juggernaut feel towards the late game while lowering the massive impact it has in the early game.
Damage: 75/95/115/135/155 (+ 5 - 139 (based on level)) (+ 60% AP) > 65/85/105/125/145 (+ 40% AP) (+ 10% of Mordekaiser's maximum health) NEW Damage Reduction: 30% (scales down to 0% at Level 16 for minions) Cooldown: 9/7.75/6.5/5.25/4 seconds > 10/8.75/7.5/6.25/5 seconds
W - Indestructible Heal gains base amount that scales with AP. Passive storage changed. % Scale on max shield lowered. Shield to Healing Conversion adjusted. Cooldown increased. Tooltip added for clarity. W allows Mordekaiser in some of his stronger matchups to completely put off the enemy through sustain and tanking damage. The healing is awkward at points even with healing for 50% of the shield late game. By upping the cooldown, changing the storage, and lowering the health scaling, Morde will have to be wise when to use it and when to pop the shield for healing.
NEW Base Heal: 25/30/35/40/45 ( + 20% AP) Passive: 30% of damage dealt & 15% of damage taken > 35% of damage dealt & 10% of damage taken Maximum Shield: 30% of Mordekaiser's maximum health > 25% of Mordekaiser's maximum health Shield to Healing Conversion: 40/42.5/45/47.5/50% > 45% Cooldown: 14/13/12/11/10 seconds > 18/17/16/15/14 seconds NEW Tooltip: When Mordekaiser has potential shield stored, its current value is listed on the buff bar. When activated, the buff will instead list the current healing value (with the base added on)
E - Death's Grasp Gains Health Ratio. Base Damage increased early, lowered late. AP Ratio lowered. Passive % Pen upped early, lowered later ranks. Cooldown increased later ranks. Cast time decreases by level. Mordekaiser's E is a simple pull that pulls to a fixed distance after a delay. It lacks a lot of damage late game due to its base damage, and is very slow late game when mobility is faster. Bumping up the pen early will help Morde since his damage is lower early and lowering it late makes sure enemies can survive him without dying in one mistake. Cooldown is increased late to account CDR. Cast time decreased by late game so he has a shot at catching out pesky targets.
Damage: 80/95/110/125/140 (+ 60%) > 85/95/105/115/125 (+ 40% AP) (+ 2.5% of Mordekaiser's maximum health) Magic Penetration: 5/10/15/20/25% > 10/12.5/15/17.5/20% Cooldown: 24/21/18/15/12 seconds > 24/22/20/18/16 seconds Cast Time: .75 seconds > .75 - .50 (Levels 1-16) seconds
R - Realm of Death Cooldown increased. Duration scales with rank. % Stats scale with rank. Gains base amount of % stats. Base amount scales with rank. Base amount is not directly stolen from target. Size is only part of stolen stats. If ult is cleansed, Mordekaiser keeps the base amount % for the duration. Mordekaiser's R is an ability that is hot for debate. On one hand, being pulled away from your team with possibly no chance to live sucks, on the other hand having the ability cleansed and receiving nothing sucks. Lowering the duration early allows for better counterplay for the enemy in the early phases. Making the stats scale along with adding a base helps Morde keep up in the late game if he successfully kills an enemy with it.
Cooldown: 140/120/100 > 160/140/120 Duration: 7 seconds > 4/6/8 seconds. Base Stats: 2.5/5/7.5% of the target's stats (minus size) Stolen Stats: 10% of the target's stats > 5/10/15% of the target's stats NEW: If Realm of Death is cleansed, Mordekaiser holds onto the base amount % stats until the end of the duration.
And lastly, the QSS/Merc/New Item adjustments. Quicksilver Sash: Cost decreased. Cost: 1300 Gold > 1100 Gold Cheaper cost. (Sorry Malz players. Maybe we could make your R be a thing called True Bind where the target cant QSS it, and in return it loses a bit of damage and have duration be increased per rank (lowered from current))
Mercurial Scimitar: Cost decreased. Build Path changed. Stats changed. Active Movespeed changed.
Cost: 3400 Gold > 3200 Gold
Stats: 35 MR, 55 AD, 25% Critical Strike Chance
Build Path: 0 Gold Combine Cost, Cloak of Agility + Quicksilver Sash + BF Sword
Unique Active - Quicksilver: Removes all crowd control debuffs and also grants 50% 25% movement speed for 1 5 seconds.
Since ADCs feel like QSS is a waste of gold and stats, I figured i'd change Merc to fit their crit hungry needs. The lifesteal was pretty pointless in all honesty.
New Item Suggestion: Galebringer Cost: 3000 Gold Stats: 50 AD, 35 MR, 25% Attack Speed Build Path: 300 Gold, BF Sword + Quicksilver Sash + Dagger UNIQUE Active - Quicksilver: Removes all crowd control debuffs and also grants Wind's Blessing for 5 seconds. Wind's Blessing: Grants 25% Slow Resist and 10% Movespeed. Slow Resist is unique and doesn't stack or add onto Swiftness Boot's Slow Resist (meaning you cant run both).