Community Mordekaiser Rework Concepts:

Painted Celt··11 votes·1,220 views

Hey, everyone.

I've been reading feedback here on the boards about the recent Mordekaiser reworks that have come through, and it has inspired me to put together a community rework concept. Feel free to discuss your own Mordekaiser suggestions here. If I see any ideas that I think are really good additions to the original post concept below, I may add them, in which case l will make sure to credit you. Please don't be offended if I don't add your idea(s) to the original post, as it could be a really cool idea but not be a perfect for the whole kit concept layout. My hope is that the Riot developers review all of the suggestions posted, rather than just what is in the original post, and take them all into consideration.

The main goals of the rework concept below are:

  1. Find a compromise between the direction Riot has pushed Mordekaiser with the recent changes and his original theme/identity. A rework that alters Mordekaiser's role and playstyle too drastically (removing solo lane viability) will alienate a major section of the Mordekaiser playerbase, as the current rework has unfortunately done.

  2. Make Mordekaiser possible to balance while being being viable in multiple roles. The current rework's changes to Mordekaiser's W make it impossible to balance both his solo laning and duo laning, because putting enough power in his Q, E, R to make him viable in a solo lane will overtune his duo laning in which his W is available. I think that Mordekaiser should be primarily balanced around his longstanding solo lane roles, while duo lane should be treated as a side option (if it works it works, if not, then he can still fill his primary role). While a bot lane juggernaut could be interesting, it is probably better to experiment with a new champion rather than dragging along Mordekaiser's existing playerbase. As of now, the guarantee that solo Mordekaiser would remain viable hasn't been kept.

  3. Remove/dial-back the least popular mechanics implemented in the recent rework. From the feedback I have read, most players really dislike the XP bonus and huge sustain from Mordekaiser's new W. I have seen a lot of players also state that they feel that Mordekaiser currently receives a bit too much of a sieging advantage by controlling the Dragon.

  4. Ease frustration for Mordekaiser and his opponents. I have seen claims that solo Mordekaiser cannot be balanced without being toxic, yet many players appear to consider the new duo lane Mordekaiser far more toxic/frustrating than the old Mordekaiser (his current banrate makes him almost unplayable). If both old solo and new duo Mordekaiser are deemed toxic, then we need to take a step back and rethink the direction he is headed in. I think that the changes to Mordekaiser that made tankier builds more viable on Mordekaiser were a good move that will help ease frustration for him and his opponent. Encouraging players to put a few tanky items into Mordekaiser's build allows him to better survive while behind or being camped, and less AP in the typical Mordekaiser build reduces his poke/zoning while ahead.

So, without further ado...

https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/5.16.1/img/champion/Mordekaiser.png&resize=64: Statistics - Health: 525 (+80 per level) Attack Damage: 61 (+5 per level) Attack Speed: 0.6 (+3% per level) Movement Speed: 325 Health Regen: 4 (+0.3 per level) Armor: 24.88 (+3.5 per level) Magic Resist: 32.1 (+1.25 per level) Attack Range: 150

[Attack Range reduced by 50 (credit to Kaeblen) in response to Mace of Spades regaining bonus range.]

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https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/5.16.1/img/passive/MordekaiserPassive.png&resize=32: Passive - Iron Man A percent of the damage dealt from abilities is converted into a temporary shield, absorbing incoming damage. SHIELD DECAY RATE: 1% Base Health per second DECAY FLOOR: Iron Man's shield does not decay below 25% MAXIMUM SHIELD: 25% of Mordekaiser's maximum Health SHIELD GENERATION: 25% of damage dealt

[Shield decay reduced by 0.5% Base Health due to frequent feedback that the passive feels weak. I think that it's important not to overbuff Mordekaiser's passive, as having much higher trading power in the early game will increase his lane bully potential, which is one reason that he has often been labeled as toxic.]

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https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/5.16.1/img/spell/MordekaiserMaceOfSpades.png&resize=32: Q - Mace of Spades Cost: 25/35/45/55/65 Health Cooldown: 8/7/6/5/4 Seconds Range: 200 On next hit, Mordekaiser gains 50 range and swings his mace with such force that it echoes out, striking up to 3 additional nearby targets, dealing 75/115/155/195/235 (+100% bonus Attack Damage) (+50% Ability Power) magic damage. If the target is alone, 110/170/230/290/350 (+165% bonus Attack Damage) (+65% Ability Power) magic damage is dealt instead.

[Ability effects reverted to pre-patch 5.16. Tweaked cost/damage values for higher costs and stronger damage scaling. Changes make maxing Q before E more viable, which increases the diversity of available Mordekaiser playstyles.]

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https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/5.16.1/img/spell/MordekaiserCreepingDeathCast.png&resize=32: W - Storm Within Cost: 26/32/38/44/50 Health Cooldown: 15/14/13/12/11 Seconds Range: 750 Mordekaiser unleashes a protective cloud of metal shards to surround himself for 6 seconds, increasing his Armor by 10/15/20/25/30 (+15% bonus Armor) and Magic Resistance by 10/15/20/25/30 (+15% bonus Magic Resistance), and dealing 20/32/44/56/68 (+15% Ability Power) magic damage per second to nearby enemies.

[Friend of Misery] While Storm Within is active on Mordekaiser, he may recast the ability for free on an allied unit, granting his ally Storm Within's effects for the remaining duration. The protective clouds are discharged if they overlap, dealing 50/70/90/110/130 (+40% Ability Power) magic damage in an area surrounding the point of intersection.

[Ability effects reverted to pre-patch 5.16. Added armor/magic resistance scaling to encourage AP bruiser builds. Added an effect where casting the ability on an allied unit (minion or champion) and causing the clouds to overlap will deal instant AOE damage while removing the remaining duration of the DOT and defensive buff. As League of Legend's only longstanding champion to have no mobility/CC built into his kit, I believe that the "Magnet Buddies" effect goes against Mordekaiser's identity and should be revoked. The new name is a reference to Metallica's "Thorn Within".]

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https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/5.16.1/img/spell/MordekaiserSyphonOfDestruction.png&resize=32: E - Siphon of Destruction Cost: 24/36/48/60/72 Health Cooldown: 6/5.75/5.5/5.25/5 Seconds Range: 700 Mordekaiser deals damage to enemies in a cone in front of him. Hitting an enemy champion with Siphon of Destruction generates an additional 15% of Mordekaiser's maximum shield energy. Mordekaiser damages enemies in a cone in front of him, dealing 35/65/95/125/155 (+60% Ability Power + 60% total Attack Damage) magic damage.

[This is the same as the live version of the ability.]

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https://am-a.akamaihd.net/image?f=http://ddragon.leagueoflegends.com/cdn/5.16.1/img/spell/MordekaiserChildrenOfTheGrave.png&resize=32: R - Children of the Grave Cost: No Cost Cooldown: 120/105/90 Range: 850

Passive (Dragon Force): This ability may be cast on the Dragon to curse it. The damage dealt is capped at 450/550/650 damage on casting and the damage over time is capped at 300 damage per second. If Mordekaiser's team slays the Dragon while cursed, it's soul is enslaved and follows him around. The Dragon's ghost has maximum health equal to 50% of the original Dragon's maximum health + 15% of Mordekaiser's maximum health.

Mordekaiser curses an enemy, stealing a percent of their life initially and each second. If the target dies while the spell is active, their soul is enslaved and will follow Mordekaiser as a ghost for 30 seconds. Steals 24/29/34 (+4% Ability Power)% of target champion's maximum health (half stolen initially and half over 10 seconds; deals magic damage).

If the target dies while cursed, their soul is enslaved and will follow Mordekaiser as a ghost for 45/60/75 seconds. Mordekaiser gains 30% of their Ability Power and 30% of their bonus Attack Damage, the ghost gains 15% of Mordekaiser's maximum health. The ghost's autoattacks deal magic damage equal to 25/50/100 (+100% of Mordekaiser's total Attack Damage). The ghost can be controlled by holding the alt key and using the right mouse button or by reactivating this ability.

[The stat buff provided by controlling a ghost has been changed to provide bonus Attack Damage instead of bonus Health. Mordekaiser's ghosts originally provided him bonus Attack Damage, and AD Mordekaiser is a thing.

Dragon Force has been altered so that Mordekaiser now actually casts the ability on the Dragon (credit to Kaeblen). The damage dealt by the ability is capped against the dragon. The Dragon ghost also now posesses less maximum health than a regular Dragon, which makes it less powerful for sieging and puts it more inline with the power of a regular champion ghost. I think that Dragon Force is a fun part of Mordekaiser, but shouldn't be a major part of his power budget.]

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Example Builds -

AP Bruiser: item 3020 item 3116 item 3151 item 3157 item 3001 item 3089

Burst Mage:item 3020 item 3116 item 3285 item 3135 item 3089 item 3100

Hybrid Tanky Bruiser:item 3047 item 3078 item 3116 item 3053 item 3143 item 3102

Hybrid Sustain:item 3111 item 3146 item 3065 item 3078 item 3116 item 3053 item 3026

Feeder: item 3117 item 3086 item 3086 item 3086

Note: For anyone wondering why this was reposted, the previous thread was deleted by a boards moderator for being in wrong section, Skin & Champion Concepts. To any moderators who may be reading this, Gameplay and Balance is the section that was recommended to post this in, so please don't delete it for that same reason again.

20 Comments

DragonShea3 votes

Posted a Morde post and added some decent Ideas. Got a downvote. This post is tasteless and really doesn't offer much to morde, yet get's a vote.

Downvotes will just prove me right, so BRING IT BITCH!

Painted Celt3 votes

What were your ideas? You are welcome to contribute them to the discussion here.

By the way, I made a deliberate effort not to veer too far from Mordekaiser's original kit so as not to alienate the Mordekaiser playerbase. I think conservative or cautious are more accurate words than tasteless...

DragonShea1 votes

[{quoted}](name=Painted Celt,realm=NA,application-id=3ErqAdtq,discussion-id=O6bk5tcE,comment-id=00010000,timestamp=2015-10-06T00:55:28.847+0000)

What were your ideas? You are welcome to contribute them to the discussion here.

Alright then. I'll post the link: http://boards.na.leagueoflegends.com/en/c/gameplay-balance/UkqwHBEx-suggestions-to-fixing-mordekaiser

Painted Celt2 votes

{quoted} Statswise he needs to have 340 MS again and more base health, up to 1950 to 2075

Anyway in regards how I think that Mordes Abilities should be changed. Here is the list:

Q: Mace of Spades. I think that Morde should have a weaker but more consistently damaging Q. Q should deal on the first hit deal extra magic damage equal to 100% of your AP. The second hit should extra physical damage as well in addition magic damage from AP(100% AD x1.04/1.08/1.12/1.16/1.20+100% +AP x 1.04/1.08/1.12/1.16/1.2) (100% AD x 1.05/1.1/1.15/1.2/1.25 +100% AP x 1.05/1.1/1.15/1.2/1.25) on the third hit. Finally on the third Hit if MordeKaiser hits the target three times in a row with Mace, the target is stunned for 1 second and at Max Rank Maces third hit will always stun regardless of any prior hits taken.

**W: Harvester of Souls. **Harvester of souls really messed up Morde but I still like the design and it has the potential to be useful if it got polished. The Xp bonus is fucked up and I think that should be removed because Morde and the fellow bot laner need to get their asses handed to them just to stop morde from reaching Lv 6 and steal the dragon before snowballing like heel Well my Idea of how HoS should work be as a ulitity/AoE attack that drains health from the enemy and heals morde when the target dies. HoS deals 20/28/32/36/40 damage per second over 6 seconds and Heals Morde for 15/25/35/45/55+0.5 max health per rank and if a champion dies under the effects of HoS, Morde is instead healthed for tripled the static heal and 5% of his max health.

E: Siphon of Destruction. I think that Siphon need a slow for morde to help chase down enemy champions that reduces MS by 25/30/35/40/45 per rank and in addition the damage and scaling is reduced to 30/60/90/120/150+(50% AD)(50% AP)

R: Children of the Grave: Should just stay as it is.

Hm. It might have been downvoted because people didn't like the language (cursing) used. Or, it could be that they disagreed with adding CC to Mordekaiser's kit, part of his identity has historically been being the only zero CC/mobility champion in the league.

Anyhow, I enjoyed reading it, so thank you for posting.

DragonShea1 votes

[{quoted}](name=Painted Celt,realm=NA,application-id=3ErqAdtq,discussion-id=O6bk5tcE,comment-id=0001000000000000,timestamp=2015-10-06T01:21:50.324+0000)

Hm. It might have been downvoted because people didn't like the language (cursing) used. Or, it could be that they disagreed with adding CC to Mordekaiser's kit, part of his identity has historically been being the only zero CC/mobility champion in the league.

Anyhow, I enjoyed reading it, so thank you for posting.

Thanks for the reply. The reason I added CC to morde was because him may have needed some to make him more of a healthy champ while reducing his damage or another stat (NOT MS!) to compensate.

flying banelings3 votes

Finally an idea i can agree with!

5jFuDMH41i2 votes

Mordekaiser did 670 damage to be at lvl 6 when I had 975 HP. This might be a bug right? I have the replays, this champion is beyond retarded and almost guarantees a free win at bot because of his armor and damage. Do we really have to permaban him every game? This mordekaiser was playing first time yet we still lost. Are you guys for real? 3/4 of my hp with 1 spell? This is not reworked, this is stupid.

Painted Celt1 votes

{quoted}

Mordekaiser did 670 damage to be at lvl 6 when I had 975 HP. This might be a bug right? I have the replays, this champion is beyond retarded and almost guarantees a free win at bot because of his armor and damage. Do we really have to permaban him every game? This mordekaiser was playing first time yet we still lost. Are you guys for real? 3/4 of my hp with 1 spell? This is not reworked, this is stupid.

I appreciate you posting since this is a pretty apt example of the reason why I suggested reverting the Q to the old ability effect in the original post concept kit.

I have seen a lot of feedback from people who consider Mordekaiser's new Q cheesy/frustrating. This is especially true in cases when Mordekaiser charges up the Q on a minion before flashing forward to 1-shot someone with the third hit. The old Mordekaiser could do a lot of burst damage, but not like this. There is a huge difference between the new 390% total AD + 260% AP on third hit when compared to the old 165% bonus AD + 66% AP on victim isolation.

https://www.youtube.com/watch?v=kIofy4yqhmg https://www.youtube.com/watch?v=YDgQDeg9iD8

Primaquarius1 votes

"Champion Concepts" isn't meant to house Champion Concepts/Reworks, it's only for Champion Creations/Ideas

...is what they should be putting down, but they don't have 20 seconds to spare in order to clarify.

Painted Celt1 votes

Alright. Fair enough.

xl Kirito lx1 votes

So, undo the entire rework, and return Mordekaiser to where he was. But, with a dragon ghost. nty.

Painted Celt1 votes

The rework changes to Mordekaiser's stats, passive, and E were retained, since they healthily tune back his lane bullying while improving his scaling in tankier bruiser builds.

The W is freshly reworked to provide a new mechanic that allows for more decision making while playing Mordekaiser. Storm Within also takes another step towards encouraging bruiser Mordekaiser builds while retaining his historical identity as the only champion without any CC/mobility built into his kit. The current Harvester of Souls is considered unhealthy by a large portion of the community, and it also does not allow both solo and duo Mordekaiser to be balanced.

There are other more minor changes, but they are already detailed in the original post, so I won't summarize them all here.

xl Kirito lx1 votes

The Q changes are a strict revert. Less single target damage, more magical maces flying outwards to hit nearby things. The three hit mechanic has counter play. Removing that for poke doesn't do anything to help him.

The W changes remove his ability to duo lane, and force him only into a solo lane. Albeit, that's happened to him before, but that doesn't mean it should happen again. As annoying as 1.5 exp is in a lane, it makes the concept viable. Espcially considering that any adc / support worth their rank would be able to kite a Mordekaiser, and poke him down in lane.

R changes. Typically, I'll take a dragon ghost over a champion ghost, save for late, late game. Like +40 min. The change thou, forces you to have ult up to take dragon, and then your ults on CD after dragon dies. This seems like a nerf, more then anything. You could never use your ult offensively unless you secured a kill early game, otherwise you'd miss the dragon.

Giving him damage over tankiness... preference. As someone playing morde, I'd prefer the tank stats over damage, espc since I just got a dragon. As someone playing against morde, I'm all for it.

Q and W look surprisingly close to pre-rework. Q gives some AOE, or isolation damage. W gives resists and a minor DoT. If anything, these changes would make him worse. He'd be able to shove lanes more efficiently, and his AP build would be back to being viable. It'd kill off his duo laning thou.

Painted Celt2 votes

The Q change is intended to be a revert. There is only so much counterplay that can be put into a low base movement speed, zero CC, zero mobility, low range champion before he becomes far too unreliable. I really would prefer the old Q returned, as I feel that the change hasn't made Mordekaiser healthier, more fun, or more strategic. I have seen a lot of feedback about his new Q on the boards, and it seems like a lot of people feel that it is really cheesy/frustrating to be 1-shot by a Mordekaiser flashing onto them after charging up the ability on a minion. I do admit that I consider this among the lowest priority changes suggested.

As for the current live W, while Harvesters of Sorrow might have been an easy (easy, not good) way to push Mordekaiser into a duo lane, they made it nigh on impossible to simultaneously balance Mordekaiser in his other roles. I went into more detail on this in the original post.

And on the suggested R changes, you could call them a nerf if you like. As I described in the original post, I feel that Dragon Force is occupying too much of Mordekaiser's power budget, so I consider it reasonable to create decisions like the case you describe (do I save my ult for Dragon or use it against my lane opponent?). This leaves some room for buffs elsewhere, such as potentially bringing back up his movement speed or health/health-regen.

On AP Mordekaiser, he would most likely still be significantly weaker than his pre-DFG-removal state, especially in the early game. The potential of getting some higher AP burst off with the W discharge could help AP Morde, but the resistance scalings act as added encouragement for tankier Mordekaisers. The retained passive, E, and base stat changes also push Mordekaiser away from full AP poke mage builds and make those builds weaker for early lane bullying than previous. Yes, higher AP Mordekaiser builds might be good in certain matchups/situations again. No, it wouldn't be stronger than bruiser/juggernaut builds in most situations. I think it's a good thing for Mordekaiser to be able to have diverse build paths - AP, hybrid, bruiser/juggernaut, sustain, etc.

Mordepool1 votes

My perspective on his Movement speed. Where is the trade off duo vs solo? Double dmg for good positioning gone now. MS buff / Passive. Is the only thing left to duo Morde let him keep it.

I'd rather be tanky and slow. Which leaves 2 options

1: change E shield ratio on Champions to 20% with less shield gain vs minions (Charges more still decays fast )

2: Buff his decay rate (Which allows you to continue to build more assuming you play well )

Both impact botlane but early game solo morde needs reliable shield

Mordepool1 votes

return of all shield all day morde is not something i deem healthy or want. It seems now that at early levels his shield drains so fast.

If they increased the minimum shield % to say 40% at lvl 1 with a decay rate 1-2% lvl1-6 and3-4% per lvl down to 20%.

So you get more min shield% when your shield is smaller but as it grows the min shield % drops

Baron of Bread1 votes

If you want to keep with Riot's intent of making it so you die if you stay near Morde it might be a good idea to give him some benefit for sticking to someone. An idea I had for that would be lowering the cooldown and damage on the Q but give it a stack system. Every time Morde swings with his Q he gets a stack and each stack increases the damage to the initial target by 50%, up to 3 stacks (not sure on that percent or stack cap) and they all decay after [Q cooldown + 1 second] seconds.

I would rather have a better shield generation and a worse decay than the reverse, but that may just be my preference.

Malicious Metal1 votes

I'll be honest with you, I of all people shouldn't be questioning your ideas but they're pretty bad in a sense that it would revert him to his old kit BUT with weaker skills alltogether. His passive was what kept him alive and it's still pretty meh, his Ms is still 325, his bread and butter ability (e) is still too weak for its health cost and the fact that he'd have less damage than his pre 5.16 self would make him be even worse than the current one.

Either we get a FULL revert since morde worked with his old kit or tweak his current one. And hell, you want to keep the dragon clone but keep his passive in such a weak state? I'd rather see some tweaks to the shield Gen rates vs champions while keeping his minion shield conversion at 10%

You can't expect Morde to be good with a revert of the rework but with heavily nerfed abilities and abysmal MS.

Painted Celt2 votes

My thought is that by leaving some of the nerfs in place, we open up some power budget to fit in new mechanics suggested by the community. The new "Storm Within" resistance buff scaling and discharge damage that I suggested are an example of that. My hope is that other Mordekaiser players, such as yourself, can also contribute some ideas here as well. So, if you have ideas for new directions Morde could go in, or you think specific numbers need changed, please post your thoughts.

We also need to keep in mind some of the reasons that things like Siphon of Destruction were nerfed. If we want to convince the developers to cooperate with us to fix Mordekaiser, we can't add back too much early reliable lane bullying power. That is the reason why I didn't include E base damage buffs. If you feel otherwise, you should definitely argue your case, and I honestly hope that the developers are willing to consider your perspective.

By the way, about the Dragon Force passive, there are a couple reasons that I see for keeping it (in a reduced state). First, I expect that the Riot developers are somewhat invested in the concept, since they have used it as a selling point for the current rework. If we want improvement, we need to be sensitive not to turn the developers away from listening to our suggestions by insulting them (asking for a full revert could be construed as adversarial). Secondly, from what I can tell, the community isn't wholely against Dragon Force, but most people don't want Mordekaiser to be heavily reliant on the effect. That is why the concept in the original post has some changes to reduce the amount of power pushed into Dragon Force. Thirdly, I think that Dragon Force can add depth/interest/strategy to Mordekaiser's gameplay if done properly. Having removed the duo-lane XP bonus and sustain from his W, Dragon Force remains as a small incentive for players who want to try to experiment with bot-lane Mordekaiser, while the nerfs to Dragon Force prevent it from occupying too much power budget from mid Mordekaiser.

I hope that all makes sense and helps clarify some of the reasoning in the original post.

Decrit1 votes

My version:

Live version without W bonus experience.

I love the rework and what it bought and how it deal with morde problems, mainly the overlapping function of both Q and E. I have been playing him since s2, and while i did not play him costantly and i am just a Silver i can appreciate what they did and i would never ever like to go back.

I have a love/hate relationship with the new W however, as you can see in the form of the bonus xp that grinds my gears a lot and i feel really unnecessary. This does not mean i don' t like the rework overall.

Also, let me point out a thing for you: your proposal is basically a buffed version of old morde: better passive, better damage on W plus ability to recast ( going from 60% overall ap scaling to 90% but losing the replicating effect ), ultimate passive and scalings for both AD and AP. The only negative thing from this pitch is the base ms and the lack of ms boost on W, which makes him even less viable in solo lanes and in duos too unless with a restricted pick of champions ( like tahm ) that allows him to get close while many other picks that are viable now would not be viable with this because he is even more isolated.

Basically your proposal has all the problems of solo morde pre rework, but with more damage crammed in ( and more terrible flash + q). Sorry if i sound really harsh, but this is a proposal that combines the two versions... by picking the worst of what these 2 have.

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