How we can prevent the Mordekaiser rework from killing the champion.

Messaiga·2/14/2015, 5:44:53 PM·2 votes·842 views

First off as a disclaimer, I am not an avid Morde player and just am posting this in hopes that there can be a solution to the abomination that is Mordekaiser's current incarnation on PBE. Also, they don't want him to be a tank. They have said they want him to be a fighter (think like, Garen-esque). It's kind of laughable that no CC and no mobility is part of Mordekaiser's identity after him being as he was for so long, but perhaps it makes sense for a giant metal soul-stealing man-thing.

All that said, I find that the biggest reason for Morde's rework being bad on the PBE is that they want to shift him into a fighter (sustained damage, high soaking power) but didn't really give him the tools to accomplish this. They basically just reduced damage on all his abilities except R and Q (which now has a 1.6 Bonus AD Ratio regardless of isolation for god knows what reason), reduced his shield generation versus minions considerably, gave him the movement speed mechanic on W (would be good if you could attach it to enemies, but the W attached to that enemy would deal no damage), and his R's ghost mechanics changed (not a bad thing, he either gets the ghost to enhance himself or have a 2nd ADC with those changes which I like very much because you have more options). His R is still out-damaged by health potions though, and lastly his biggest problem happens to be that if he manages to get in the middle of your team he likely won't be dealing much damage (and while he may be tanky as hell, there would be no reason to attack him when you could just move away). They also trashed his HP Regen.

To fix this? Lots of things would need to happen. He needs something to act as a soft taunt (attack him or else X could happen), his W's movement speed buff doesn't help much if you can't use it to walk up to an enemy (and even then they could stun you once and walk away), E became useless (outside of shield generation, but this may not be a bad thing), and he now depends on his team to get a ghost (I.E. you're going to feel useless when you are by yourself). This is may take on what needs fixing (I'm including whole tool-tips, I bolden what is changed or new in comparison to PBE):

Base HP/5 increased to 5.855 (from 3.374) HP/5 Growth (per level) increased to 0.75 (from 0.55).

Iron Man: Mordekaiser gains part of his maximum health as a shield if his ability damages an enemy. Maximum shield strength is 90 + (30 * level) Health.

  • When Mordekaiser has a shield above 50% of it's maximum amount, Mordekaiser drains 1/2/3/4 (increases at levels 6/11/16) Armor and Magic Resist from nearby (700 range) enemy champions every 2.5 seconds, lasting for 3 seconds (after any enemy champions are out of range, dead, or his shield is below 50%). When out of combat for 5 seconds, the shield decays by 3% per second. Shield conversion is 50% as effective against minions.

Mace of Spades: Cooldown - 7/6/5/4/3 seconds - Cost: 15/20/25/30/35 HP On next hit, Mordekaiser swings his mace with such force that it echoes out, gains 75 range and strikes up to 3 additional targets, dealing magic damage (80/110/140/170/200 + 1.5 Bonus AD + 75% AP).
If the target alone, Mace of Spades' base magic damage is increased by 50% (120/165/210/255/300 + 150% Bonus AD + 75% AP). Mordekaiser gains 4% of his maximum health as a temporary shield per target hit (double against isolated target).

Creeping Death: Cooldown - 12 seconds - Cost: 18/26/34/42/50 Mordekaiser creates a protective cloud of metal shards to surround an enemy unit or himself for 6 seconds. When Creeping Death is on Mordekaiser, he gains 5%/10%/15%/20%/25% Tenacity and Creeping Death does magic damage (24/38/52/66/80 + 10% AP + 5% bonus HP) each second to nearby enemies.
When cast on an enemy they do not take damage from the cloud on them, but Mordekaiser also gains the effects of Creeping Death and will gain 60/65/70/75/80 bonus movement speed while moving toward them. Mordekaiser gains 1% of his maximum HP as a temporary shield per target hit.

Siphon of Destruction: Cooldown - 6 seconds - Cost: 20/24/28/32/36 Mordekaiser silences enemies in a cone in front of him for 1 second and deals magic damage (70/105/140/175/210 + 40% AP). Mordekaiser gains 4% his maximum HP as a temporary shield per target hit.

Children of the Grave: Cooldown - 120/105/90 seconds Mordekaiser curses target enemy champions, stealing (deals damage then heals based on damage dealt after resistances) 300/550/800 + 100% AP health as magic damage from targeted enemy champion over 10 seconds and inflicting Grievous Wounds. If the target dies while cursed, their soul is enslaved and will follow Mordekaiser as a ghost for 30 seconds. Mordekaiser gains 30% of their ability power and 25% of their bonus health, the ghost will gain 25/50/100 Bonus AD and 15% of Mordekaiser's maximum health. Mordekaiser gains 2% of his maximum health as a temporary shield per second.

Now. what does all of this fix? Well basically, this is what he amounts to now: Passive is still strong, actually stronger than current Mordekaiser since the amount of shield gained is directly proportional rather than factoring in magic resist and damage reduction, and he also gains a soft taunt in the form of "If you allow me to sit around too long I'll be too tanky for you to kill me".

His Q, Mace of Spades is a heavy damage tool of his that scales well with AD, AP, or a Sheen item.

His W, Creeping Death can deal heavy damage over time if they remain nearby, and will allow you to catch up to people and/or just face-tank crowd control.

His E, Siphon of Destruction can be an early harass tool, transitioning into your primary method of generating your shield from Iron Man as well as silencing pesky folks who use spells.

Lastly, his Ultimate, Mordekaiser's most iconic ability: Children of the Grave. Biggest change here, IT DOES FLAT MAGIC DAMAGE. This means a lot, actually. Although it can no longer act as burst (it doesn't do half damage initially, all damage from Children of the Grave is DOT), you cannot be out-healed by health potions (thanks, Grevious Wounds!) and it has a high base damage (to put into perspective, against a 2000 HP target, Morde's rank 3 Ult would deal ~1100 Magic Damage currently if he had 500 AP. With the same build, but with these changes, his rank 3 Ult would deal about ~1300 magic damage. Less damage to tanky folks, though.

So here comes my big question: What do YOU think of it? Tell me and if you don't like something or just want to share ideas, include that as well. As a finishing note, I want to say I don't think Mordekaiser should be trashed (or be unable to be played as an AP mage champion) but I know for a damn fact they will push this rework whether or not the community has outcry against it, the least we can do is give them ideas to fit him properly into the role(s) they want/believe is healthy for him (sustained damage fighter or mage, no CC and low mobility, soul-stealer). Also, all numbers a subject to change.

~Messaiga

19 Comments

ModKnightsKemplar2/14/2015, 6:04:57 PM4 votes

I didn't read your post.

I trust Riot. Remember what happened with the Ahri changes. I won't dispute your points in any way, it doesn't matter to me. I just want to remind you that sometimes it looks bad on paper, and comes out ok.

stuartk112/14/2015, 5:56:56 PM3 votes

Seems like a bit too much damage on the ultimate. However, I do like the idea of Tenacity on his W (Creeping Death) as a way to allow him to catch up to opponents and fight them more easily, but without having to add any ranged CC to his abilities.

Sailor Mint2/14/2015, 5:49:26 PM2 votes

Have you played it on the PBE?

stealthfox942/16/2015, 1:47:59 AM1 votes

Part of the problem is that the entire principle of an AP bruiser has been kind of dead since S3. Even the pros and high elo players who played Rumble Vladimir and Elise Build straight AP on them. Once upon a time there those champions where built with one pure tank item and item 3116