Let's Talk About a Mordekaiser Rework - @Malicious Metal, I summon thee
Passive - Magnetic Field
Enemy champions within 350/450/550 units of Mordekaiser are grounded, becoming unable to cast dash abilities. (Levels 1/8/16)
_Context: This is to emphasize Mordekaiser's strength: Get into melee range and you're fucked. Mordekaiser's true counter is kiting, so champions will be punished for coming so close to him then can be hit, and knowing they wont be able to win the fight. _
Q - Mace of Spades | 5% of Current Health | 8/7/6/5/4 Second Cooldown after 3rd attack
Mordekaiser's next 3 basic attacks are empowered.
His first 2 basic attacks deal no additional damage, but reduce an enemy champion's magic resist by 5/7.5/10/12.5/15, (Max 10/15/20/25/30 if both attacks land on the same champion) for 3 seconds.
His third basic attack gains 175 range (350 Range Total) and deals 30/60/90/120/150 (+0.3/0.35/0.4/0.45/0.5 AP) (+1.2/1.4/1.6/1.8/2.0 AD) Physical Damage.
Context: Mordekaiser's trading ability. Basically, same general consensus as the other abilities; Don't stand near him for too long.
W - Metal Typhoon | 10% of Current Health | 24/22/20/18/16 Second Cooldown
Mordekaiser surrounds himself and (Optional) a target allied champion or ghost with swirling metal shards for 4 seconds, granting a 90/130/170/210/250 (+0.6 AP) Shield for the duration.
After 4 seconds, the swirling metal collapses inward, dealing 60/120/180/240/300 (+0.8 AP) Magic Damage and slowing all enemies hit by 70% for 1 second.
Context: Pretty much the same shit as mordes current W.
E - Iron Grip | 5% of Current Health | 20/18/16/14/12 Second Cooldown
After 1.5 seconds, Mordekaiser raises a hand from the earth at a target location, dealing 70/110/150/190/230 (+0.5 AP) Magic Damage and rooting all enemies in the area for 2 seconds.
R - Remains the same, but Mordekaiser can now enslave Rift Herald.
Thoughts?