Mordekaiser - The ~~Glass~~ Iron Revenant

I Feast Tonight·3/17/2017, 3:25:13 AM·3 votes·1,050 views

Mordekaiser has been pretty weak lately. Some of his statistics are just a little out-of-place. Some of his abilities have bugs, and some of his concepts simply clash or are outdated. The following is a change suggestion for him in which I have gone into the nitty-gritty details immediately following the broad explanations.

<<<<<<<<<<<<<<<<<<<<<<<<<<<< Base Statistics >>>>>>>>>>>>>>>>>>>>>>>>>>>>

_I have changed most of his stats to put him more in line with a tank rather than an extra squishy assassin or marksman and increased his movement speed. The movement speed change is necessary because he is a low ranged champion with no gap closers. I have also given him fury as a resource to better balance his play-style. _

Health: 525 560 (+73 75 per level) Health Regeneration: 4 8 (+ 0.3 0.85 per level) per 5 seconds Attack Damage: 61 55 (+5 3.25 per level) Attack Speed: 0.601 0.55 (+2.2% 0.055 per level) hits per second Attack Range: 175 125 units Armor: 20 (+3.75 3 per level) Magic Resistance: 32.1 35 (+1.25 1.5 per level) Resource: (None (Health) Fury) 100 Resource Regeneration: (Fury) 2.5 per 5 seconds (+2 per basic attack) Movement Speed: 325 375 units per second

<<<<<<<<<<<<<<<<<<<<<<<<< Passive-Ability, Iron Man >>>>>>>>>>>>>>>>>>>>>>>>>

I have made this slightly weaker to compensate for the expulsion of his health costs.

Iron Man allows Mordekaiser to gain a damage absorbing shield by damaging enemies with his abilities. The maximum shield allowed is equal to a percent of his maximum health.

Mordekaiser has a maximum damage absorbing shield capacity equal to 25% of his maximum health. He charges this shield up according to 25% of the damage dealt from his abilities (only 20% from non-champions). After 10 seconds of being out-of-combat, his shield goes away over the course of 3 seconds, stopping at 25% of maximum shield remaining.

<<<<<<<<<<<<<<<<<<<<<<<< Q-Ability, Mace of Spades >>>>>>>>>>>>>>>>>>>>>>>>>

_I have changed the damage statistics to apply like a juggernaut, weaker beginning game and stronger late. In addition, I have given this ability a slightly longer window of use. _

Upon activating Mace of Spades, Mordekaiser's next three basic attacks are empowered, (the third is much stronger than each of the other two).

Cooldown: 6 seconds after finish Resource Cost: 8 Fury

Upon activating Mace of Spades, Mordekaiser's next three basic attacks, (can use each hit within 4 seconds), become empowered, dealing bonus physical damage. The first two hits' damage each equal 15%/20%/25%/30%/35% of his attack damage plus 7.5%/10%/12.5%/15%/17.5% of his ability power. The third hit deals 30%/40%/50%/60%/70% of his attack damage plus 15%/20%/25%/30%/35% of his ability power.

<<<<<<<<<<<<<<<<<<<<<<< W-Ability, Armored Juggernaut >>>>>>>>>>>>>>>>>>>>>>

_I have completely reworked this ability to be the main ability that gives him his juggernaut status. _

Passively, Armored Juggernaut allows special upgrades on Mordekaiser's abilities upon upgrading this one.

Upon activating Armored Juggernaut, Mordekaiser gains a movement speed boost and bonus health, attack damage, and ability power for 5 seconds. If an ally champion or ghost is nearby, an indivisual is slightly boosted as well.

Cooldown: 35 seconds after activation Resource Cost: 12 Fury

Passively, Armored Juggernaut allows a special upgrade on any ability upon upgrading this one. Iron Man: increases all the percentages from 25% to 35% (20% to 26.25% for non-champions). Mace of Spades: allows a fourth hit that deals as much as the third. Armored Juggernaut: Increases the bonus health, attack damage, and ability power given by 15 (health), 4 (attack damage), and 2 (ability power) per level. Siphon of Destruction: makes the center strip of the cone (800 units long and 40-200 units wide) deal an extra 50% damage. Children of the Grave: allows Mordekaiser use of the ghost while he is dead.

Upon activating Armored Juggernaut, Mordekaiser gains +25% movement speed and +10% attack damage, ability power, and maximum health for 5 seconds. If Mordekaiser is within 500 units of any ally champion, ghosts included, up to one individual will gain 25% of the bonuses Mordikaiser gains.

<<<<<<<<<<<<<<<<<<<<<< E-Ability, Siphon of Destruction >>>>>>>>>>>>>>>>>>>>>>>

_I have changed this ability to act more like a poke. _

Upon activating Siphon of Destruction, Mordekaiser damages enemies in a cone.

Cooldown: 10 seconds Range: Cone: 800 units long 100-500 units wide Resource Cost: 20 Fury

Upon activating Siphon of Destruction, Mordekaiser deals magic damage equal to 15%/20%/25%/30%/35% of his attack damage plus 7.5%/10%/12.5%/15%/17.5% of his ability power to all enemies in a cone from him in a targeted direction.

<<<<<<<<<<<<<<<<<< R-Ability, Ultimate, Children of the Grave >>>>>>>>>>>>>>>>>>>>

I have actually lessoned the power of his ghost, but standardized how long it stays.

Passively, Children of the Grave allows Mordekaiser to take the dragon's ghost by attacking it near enough to its death (as long as his team slays the dragon). The dragon's ghost takes top priority.

Upon activating Children of the Grave, Mordekaiser deals damage to a selected enemy champion over the course of 15 seconds. If they die while it is on him or her, he gains their ghost.

The ghost and Mordekaiser boost each other statistically. Mordekaiser can also control the ghost, however, it will eventually die.

Cooldown: 180 seconds after activation Target Distance: 750 units Resource Cost: Nothing

Passively, Children of the Grave marks dragons Mordekaiser has attacked for 15 seconds. If his team kills the dragon, Mordekaier gains the dragon's ghost. The dragon's ghost takes top priority. To see what the ghost is about, look at the "Ghost" subdivision below.

Upon activating Children of the Grave on a targeted enemy champion, Mordekaiser marks the enemy for 15 seconds. This deals magic damage equal to 7.5%/10%/12.5% of the targets current health, (according to the time it was activated), (+50% ability power) over the course of these 15 seconds. If the unit dies while Mordekaiser is still alive, he takes their ghost. To see what the ghost is about, look at the "Ghost" subdivision below.

Ghost - The ghost has all the statistics and on-hit effects as that actual unit when it was taken, (debuffs are removed when the unit's ghost is taken). Mordekaiser gains bonus health equal to 7.5%/10%/12.5% of their maximum health and ability power equal to 15%/20%/25% of their ability power. The ghost gains bonus health equal to 7.5%/10%/12.5% of your maximum health and attack damage equal to 15%/20%/25% of your attack damage. After all is said and done, the ghost's maximum health and attack damage is reduced by 50%. This ghost remains for 150 seconds, or until it dies, or until Mordekaiser dies. The ghost does not have to stay within a certain range of you and it gains out-of-combat movement speed equal to 25% of its original movement speed.

2 Comments

Requiemsfire3/17/2017, 3:30:54 AM1 votes

He just saw LCS play and he dominated :l

I Feast Tonight3/17/2017, 3:35:16 AM1 votes

I do think I may have misstated the problem. By himself, he is underpowered. However, once he gets his first ghost, he is unstoppable. Because of this, he is underpowered unless his team carries him. If his team secures him a ghost, no one can stop him.