Potential Mordekaiser solution

Blood Mefist·10/14/2015, 10:50:12 PM·1 votes·451 views

Just about everyone agrees that Rito botched Mordekaiser with his latest update. These are some changes that I brainstormed in the hopes of finding a better kit than what he currently has. Numbers can be adjusted as seen fit.

Passive - Iron Man: Mordekaiser generates a shield for 12.5% of the damage dealt by his abilities, this is doubled against champions. Champions hit by Mordekaiser's abilities additionally generate 1% of his maximum shield. Maximum shield size is 25% of Mordekaiser's maximum health. Shield decays by 5% per second when out of combat but not below 15% of the maximum shield. More or less the same but makes it a little easier to generate shield.

Q - Mace of Spades: Mordekaiser empowers his next three auto-attacks to deal increasing damage split in an AoE with every hit. Each attack deals 10/14/18/22/26 (+10/20/30/40/50% AP)(+10/20/30/40/50% total AD) plus the previous attack's damage. The bonus damage is additive rather than the live multiplicative. Costs 3% max health. 9/8/7/6/5 second cooldown. The damage of each auto is split evenly among all targets hit, thus allowing for more shield generation as well as a pseudo-isolation mechanic.

W - Harvester(s) of Sorrow: Mordekaiser surrounds himself with a swarm of metal shards, reducing all incoming damage by 12/14/16/18/20% and dealing 40/45/50/55/60 (+15% AP)(+1% of Mordekaiser's max health) to nearby enemies per second for 6 seconds. Mordekaiser can cast this ability on an ally champion(damage overlaps). While active on an ally, the ally gains half of the damage reduction and slows enemies they auto-attack by 30% for 1 second if the shards are overlapping. Mordekaiser can reactivate this ability to make the shards cling to his body for the remaining duration of the skill, stopping the damage of the skill but granting Mordekaiser 30/35/40/45/50 % reduction to crowd control for the remaining duration. Costs 5% max health but nothing if put on an ally. 14/13/12/11/10 second cooldown. Rewards Mordekaiser for building health and gives strong incentive to duo rather than forcing him there with an unhealthy mechanic. Also gives him that "window of power" thing Rito has been trying to exemplify recently. Also makes up for his lack of mobility and CC with some damage reduction and CC reduction.

E - Siphon of Destruction: Mordekaiser curses an area of ground near him, harvesting the life force of enemies who are standing on top of it, dealing 60/100/160/220/280 (+80% AP) magic damage over 4 seconds , damage ticks once every second. Each enemy hit generates 2% of Iron Man's total shield (doubled against champions) and enemy champions damaged heal Mordekaiser for 1% of his maximum health. Costs 6% maximum health. 7/6.5/6/5.5/5 second cooldown. The area is circular and can only be put within a very shot range. The damage was made a DoT so as not to heavily abuse Rylai's and makes it gives more sustainability in teamfights.

R - Children of the Grave: Mordekaiser sends a metal spirit to haunt an enemy champion, dealing 27/32/37% (+2% per 100 AP) of their maximum health as magic damage, half of this damage is done initially and the other half is done over 10 seconds. Mordekaiser heals for all the damage done and his auto-attacks and basic abilities do an additional 10/15/20% damage to haunted targets. If the enemy champion dies while haunted, the metal spirit assumes the form of the slain champion and can be controlled. The spirit's autos do an additional 30/40/50 (+10% of Mordekaiser's AP). The stat steal and dragon passive were replaced with additional damage to haunted targets so that Morde as an easier time killing them and the ghost is also rewarded for Morde building AP. Made it more metal themed as well. 120/105/90 second cooldown.

0 Comments