Mordekaiser Re-Imagined Ability Kit
DISCLAIMER: This is not an official rework of any kind! This is just a fan project of wanting to be creative and create a new ability kit for Mordekaiser under his same overall concept, I also want to create an ability kit that makes him feel more like the giant that he is because honestly he does not seem very giant to me both in character model and for his ability kit. I do like the idea of Mordekaiser being a mage-juggernaut, and that classification makes it sound like himself and his abilities should be slow, but VERY POWERFUL when they hit.
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Basic Attack Range: 300 units (melee, large CHAINED mace) Attack Speed: 0.540 +3% per level Movement: 330 units per second
NOTE: Mordekaiser takes few, but very large, big steps for his movement. This will make sense with Heavy Metal to balance things out, meaning there is a little bit of a delay between his steps, especially when Mordekaiser is slowed.
Iron Man (Passive): Mordekaiser's basic attacks rip the life from his target, granting him a 40 - 120 (+40%AP) stacking shield for 2.5 seconds, up to 100 - 250 (+100%AP) shield. Attacks against minions and non-epic monsters are only 25% effective. If Mordekaiser has not taken or dealt damage in the last 2.5 seconds then the shield begins to decay.
Mace of Spades (Q): Cooldown: 10/9/8/7/6 seconds; Cost: 50/55/60/65/70 health; Range: 700 units Mordekaiser flings his mace to the target location, dealing 40/60/80/100/120(+30%AP) magic damage to struck enemies or 80/120/160/200/240(+60%AP) magic damage if the target got knocked down from any airborne state. The mace is then stuck in the ground for 0.5 second and then ripped out knocking up struck enemies for 1 second and dealing 40/60/80/100/120(+30%AP) magic damage.
Heavy Metal (W): Cooldown: 8 seconds; Cost: 35/40/45/50/55 health per step; Range: 425 units Passive: Mordekaiser's basic attacks deal 3/3.5/4/4.5/5%(+2% per 100AP) of his target's max health as bonus true damage against knocked up enemies, which knocks them down.
Toggle: Mordekaiser's footsteps become very heavy, slowing himself down by 90/80/70/60/50% and every step knocks up nearby enemies for 0.5 second.
Siphon of Destruction (E): Cooldown: 6/5.25/4.5/3.75/3 seconds; Cost: 60/70/80/90/100 health; Range: 700 units / 50 degrees Mordekaiser saps struck enemies of life in the target direction, dealing 20/30/40/50/60(+30%AP) magic damage and healing for 80% of the damage dealt, 20% of the damage dealt against minions and non-epic monsters. This damage is tripled to 60/90/120/150/180(+90%AP) magic damage against airborne or movement impaired targets.
Child of the Grave (R): Cooldown: 140/110/80 seconds; Cost: 100 health; Range: 900 units Mordekaiser curses the target dealing an adaptive 70/75/80%(+10% per 100AP) of the target's attack damage, attack speed, and critical strike chance or ability power and cooldown reduction or bonus health over the next 10 seconds as magic damage and slows by 15/20/25%. Based on whether bonus attack damage, bonus ability power, or bonus health is the greatest stat on the target.
If the target dies while the curse was still in effect then a massive ghostly colossus rises from the grave for the next 20 seconds, dealing 60/90/120(+40%AP) magic damage per attack plus an additional (+75%AD)(+100%AS)(+100%CSC) or (+50%AP)(+100%CDR) or (+20%bHealth) magic damage based on the cursed target's stats. The colossus has 2000/2500/3000(+400%AP) health with an attack range of 400 units and moves at 400 units per second.
Mordekaiser can control this colossus by either re-casting Child of the Grave or ALT+Right Clicking.