Community Mordekaiser Rework Concepts:
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:
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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.
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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.
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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.
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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:
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Burst Mage:
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Hybrid Tanky Bruiser:
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Hybrid Sustain:
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Feeder:
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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.



