[Rework Repost] Mordekaiser, The Iron Revenant

Stephenizgod··7 votes·946 views

So I forgot that Rework Concepts go in Gameplay and not Concept & Creations, I am reposting it here so sorry if this looks like spam. Also I added an alternative Harvester of Sorrows because Mordepool told me mine was terrible and had zero counterplay, which I can kind of see, so i will give people different options to look at.

Hello, so this is my attempt at a Morde rework, I don't know if Morde mains will like it but my goal is to make Morde feel better to play. I use to play Morde a whole lot before the rework but basically went cold turkey once they turned him into an abomination. I would love some feedback on it, specially from Morde mains, so if you could just comment below on how I could improve it I would really appreciate that. I hope you enjoy it. Also I don't know a lot of heavy metal songs, so if you have any suggestions for names I would doubly appreciate that. If you like the post, please don't forget to Upvote it so that it can get more attention. Feel free to Downvote it if you dislike it as well, it will let me know if the concept is good or not, but please leave a comment explaining what is bad so I can possibly fix it or at least keep it in mind for future concepts.


http://vignette3.wikia.nocookie.net/leagueoflegends/images/f/fa/Mordekaiser_OriginalLoading.jpg/revision/latest/scale-to-width-down/110?cb=20160518213347
#Mordekaiser, The Iron Revenant


http://vignette3.wikia.nocookie.net/leagueoflegends/images/6/67/Iron_Man.png/revision/latest?cb=20150812202309&format=webp #Iron Man

Mordekaiser shields himself for 15 (+1.35 per level) shield for each enemy champion his abilities hit. Maximum shield is equal to 25% of his Maximum Health.

After a 2.5 seconds delay, Iron Man's shield decays at a rate of 1% base health per second down to a minimum of 「 6.25% maximum health 」.


http://vignette4.wikia.nocookie.net/leagueoflegends/images/1/18/Mace_of_Spades.png/revision/latest?cb=20150812202549&format=webp #Mace of Spades
Cost: 10/13/16/19/22 Health per Charge; 1 Charge
Charge Time: 12/11/10/9/8 seconds
** Maximum Charges: 3**
Cooldown inbetween Casts: 2.5 seconds

Active: Mordekaiser's next auto attack will be slammed down on his enemy with extreme force dealing bonus 10/20/30/40/50 (+70% of his AP) as magic damage and marking the target with Pain for 6 seconds.

Landing Mace of Spades on a marked enemy champion reduces the cooldown inbetween casts to 1.5 seconds and will double the bonus magic damage of the previous hit. It will also refresh Pain timer. If Mace of Spades kills an enemy champion, the cost is refunded (health and charge).


http://vignette3.wikia.nocookie.net/leagueoflegends/images/7/72/Harvester_of_Sorrow.png/revision/latest?cb=20150812202056&format=webp #Harvester of Sorrows
Cost: 30/40/50/60/70 Health
Cooldown: 16/14/12/10/8 17/16/15/14/13 seconds
Range: 450; Tether: 550

Passive: While Harvester of Sorrows is not active, Mordekaiser's abilities will return 10/15/20/25/30% of their cost if they hit an enemy champion.

Active: Mordekaiser targets enemy champion and attaches a vortex of shrapnel to their soul for 7 seconds slowing them by 15% and dealing an initial 15/20/25/30/45/50 (+30% of AP) as magic damage and an additional 10/15/20/25/30 (+60% of Bonus AD) physical damage over the 7 seconds.

If the enemy champion leaves the tether range of Harvester of Sorrows their soul will be ripped to shreds the entire damage immediately and slowing them by 70% reducing their Armor and Magic Resist by 10% and dealing damage equal to his next Mace of Spades.


http://vignette2.wikia.nocookie.net/leagueoflegends/images/4/41/Siphon_of_Destruction.png/revision/latest?cb=20150812202525&format=webp #Siphon of Destruction
Cost: 24/36/48/60/72 Health
Cooldown: 6/5.75/5.5/5.25/5
**Range: 550; 350 **

Active: Mordekaiser releases one of his many enslaved souls after 1 second delay in target direction dealing 35/65/95/125/155 (+70% of his AP) as magic damage to the first enemy hit.

If a target is marked with Pain they will be slowed by 20% for 2.5 seconds. If a target marked with Pain is killed by Siphon of Destruction they will explode dealing 35/65/95/125/155 (+70% of his AP) as magic damage and slowing everything around them by 60% for 4 seconds.


http://vignette2.wikia.nocookie.net/leagueoflegends/images/6/6c/Children_of_the_Grave.png/revision/latest?cb=20150812201747&format=webp #Children of the Grave
Cost: No Cost
Cooldown: 120/105/90
Range: 650/1125/Global
Ghost Duration: 45/60/75 seconds

Passive: Mordekaiser's basic attacks and abilities Curse the Dragon for 10 seconds.

Active: Mordekaiser blasts the target enemy champion, dealing 6.25/7.5/8.75% (+1% per 100 AP) of the target's maximum health as magic damage as well as Cursing them for the next 10 seconds. Cursed champions take 1.875/2.25/2.625% (+0.3% per 100 AP) of the target's maximum health as magic damage every second. Mordekaiser heals for 100% of the damage dealt by the initial blast and the Curse.

If Mordekaiser's team kills the Cursed enemy, he temporarily enslaves their soul as a controllable ghost. Enslaving the Dragon will kill Mordekaiser's current ghost and prevent him from summoning a new one while it survives. (Children of the Grave can be cast again to move the ghost to the target location)

Champion ghosts gain 150% of Mordekaiser's total AD as bonus AD and 15% of Mordekaiser's maximum health as bonus health, and while Mordekaiser has a champion enslaved he gains 25% of their bonus health as bonus health and 30% of their AP as bonus AP. Dragon ghosts gain bonus range and modified movement speed.

Bonus Attack Range: 0/75/150 Bonus Movement Speed: -50/0/+50

Additionally if Mordekaiser's has a ghost active, his basic attacks and abilities Absorb the strength from Baron for 10 seconds. Absorbing Baron will empower the ghost to Legendary status increasing all bonuses gained by 5/10/15%.


Ok so that is my Morde rework concept, the idea behind it is to fulfill that Juggernaut theme of "If you get near my I will destroy you, and I won't go down easy" but if you don't get near they aren't much of a threat. Any ranged or CC that Morde does have, in my rework, is situational and either requires setup or can be played around (at least I believe so).

If you have any questions or constructive criticisms, please leave a comment below. Also guys please try not to focus so much on the actual numbers, they can be easily changed and are only there to make the concept look more legit. If your main gripe is with the numbers, i can change them but I would really appreciate the comments to be directed at the actual mechanics of the concept.


#Edits

  • 12/16/2016 - After reading some comments, there were a very large amount of concerns over his the punishment for leaving his Harvester of Sorrows tether range. I reduced the amount it slows (including removing the 15% slow while in the W), it deals a smaller portion of damage (which now scales on bonus AD) and its Cool down has been significantly increased at max rank. Hopefully his alleviates some of your concerns and will make it look more appealing.

  • 12/17/2016 - Again after some help from the comments section I decided to redo his W and E. I also redid his Passive so that it no longer works off a % of the damage he deals and instead on a flat amount so that he is reliant on being fed to be tanky and that he isn't too tanky when he is fed, the numbers are probably not good so feel free to help me balance it.

30 Comments

Sexy Jack Rabbit2 votes

Pretty solid kit, but considering changing the passive. It's very similar to Poppy's current passive, which while not part of the damage dealt, causes issues in regards to balancing. Poppy's buckler only lasts 5 second as of now, and even that causes issues in regards to giving players a time in which enemies have an opportunity to battle her. Adding a bigger, stackable shield, that doesn't have a set time would be far too strong.

Stephenizgod1 votes

Thanks I put a lot of time into the kit, then had to put more time into the W because i was told by a morde main it wasn't very good :P.

I actually barely changed the passive from his current passive.

The difference between the one I proposed is that it decays 1 second later than Live, giving him an extra second before his shield is gone. Then I reduced the amount it decays per second, so that he can still tank slightly more damage while not in combat. Morde, i believe, is the squishiest Juggernaut and his only form of sustain is situational. He also uses his own HP as a resource which further exacerbates his squishiness.

My changes barely aid with that, in fact I was considering changing the passive further because I actually removed his only form of sustain and raised several of his Health costs so that I could give him some built in CC and a bit more damage.

Mordepool2 votes

Decent idea for Q. W needs counterplay

Stephenizgod1 votes

Even the alternate Harvester? The counterplay for that one is to just leave. Or are you referring to damage reflection?

Metallmeister2 votes

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Stephenizgod1 votes

As in good?

Metallmeister1 votes

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Stephenizgod1 votes

Yep that was inspiration, but I am thinking it doesn't fit so well on him now that I am getting some negative feedback on that ability.

Metallmeister1 votes

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Metallmeister1 votes

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Stephenizgod1 votes

Thank you, I am glad you liked it and appreciate your feedback. I don't play Mordekaiser anymore, but I used to a lot. I always gravitated to the less popular champions of the time like Morde, Galio, Malz, etc and was really sad when he was reworked (along with Malz who I think also needs another rework).

Stephenizgod1 votes

I am not too worried about Base Damages and Scalings because the point of the concept is to get the mechanics across. It is hard to know if something is too low or too high unless I can see for myself in game.

If enough people say something about it, I will try to fix it though, for now though I'd rather work on the mechanics of the kit.

1011001110002 votes

There are ideas I like and dislike here.

Like/Neat

  • Putting Mace of Spades on a charge system. It gives Mordekaiser more opportunities to punish bad engages on the enemy's part.
  • The Baron interaction is funny. I'm not sure if I exactly like it, but it gives Mordekaiser another objective option aside from Dragon with regards to his ultimate. I just don't like how it's directly tied to having a ghost active, and if the ghost doesn't last a long time, then it's a dud effect, but if it lasts too long, it can become a nightmare.

Dislike

  • Almost everything about Harvester of Sorrows. The passive itself is ridiculous considering it gives Mordekaiser strictly better trading potential with no actual effort on his end, and the value it gives provided with his shield passive is just oppressive. If you designed this with the idea of "I want him to be able to lane v. ranged champions" in mind, then you're also destroying almost every other top laner's chance of beating him at all in the process.

  • The first iteration of Harvester of Sorrows' active is just plain bad, I agree with the "needs more counterplay opinion". Strictly speaking, the tether design on abilities is designed to reward the player for maintaining distance, but this one just gives you all the damage and CC no matter what. Removing the slow on tether break and reducing the damage taken when it breaks would fix the issue, although I don't really feel like a tether is what Morde needs.

  • I prefer the second iteration, but it could do without the slow. Just feel like he shouldn't inherently have any form of CC at this point.

  • Siphon of Destruction is left as bland and non-interactive as ever. At the very least, the ability should have some form of noticeable delay. Ranged instant cast harass that's extremely hard to avoid tends to get very, dare I say, annoying Teemo .

Iunno, I can't really tell you how I would design Mordekaiser, since I'm not familiar with him. These are more less my points of contention when laning against the guy. I figure he's supposed to be this rolling ball of damage that mocks your inability to coordinate as a team, but gets kinda pissy when he can't get close enough to whack you.

Stephenizgod1 votes

Thanks, I did build majority of the kit with the Q's charge mechanic in mind.

The Baron mechanic I wasn't sure if I should put it in or not, it was actually just a last minute idea that popped into my head. After thinking it over I came to the same conclusion you did basically and that was I wasn't sure how it would turn out. There are a lot of factors that will decide whether the ability would be strong or weak. However at the end of the day, I did come up with one reason that it wouldn't be so bad and that is it doesn't gimp him for not getting the Dragon Ghost and if you do have the Dragon Ghost you need to decide whether to press your lead or waste some time on your ghost getting the Baron buff only for it to disappear soon.

I am a little surprised no one seems to be liking the W mechanics but I think it is because no one wants CC on Morde? Obviously I can just tweak the numbers and make it so there isn't an end all punishment for breaking the tether, so if that is an issue, it really shouldn't be. I personally could not decide which version was better, so that is why I left both in, but it appears no one is liking the first one. Maybe I will remove it. Perhaps I will just remove the CC and give him a heal of some sorts?

In my opinion not every ability needs to be inherently special, its a reliable ability that doesn't require a lot of X and Y to happen in order for it to be good. It has a special interaction with his Mace of Spades, but I wanted the core of the ability to remain something simple and reliable. Perhaps if I changed the cone into a target area effect with a delay like you said? but there are plenty of easy to hit simple abilities that have very little interaction with enemies, and I feel like it would make Morde even harder to duel people because if they dodge E, he loses one of his core abilities and loses HP for it.

1011001110001 votes

I only object to the slows primarily because that's what everyone seems to think Mordekaiser needs: No CC whatsoever. He can build it sure. A minor slow like the first iteration of your W is actually fine in my eyes, the biggest problem with it is what happens when the tether breaks.

Enemies should not be punished for trying to break a tether. Instead, I think it's be cool if it was like a drain tether, where he slows slightly and drains enemy health over time. It punishes enemies who engage poorly and would synergize better with the rest of his kit.

The problem with Siphon of Destruction isn't necessarily just in its design, but the character its attached to. Mordekaiser's ability to reliably harass at range is not cohesive to his thematic design. I'm not really asking for some lengthy, 2 second delay, but I just feel like keeping its instantaneous damage application should merit a range cut of like 150-200 units. Mordekaiser's viability should be in a dominating presence through heavy, sustained, but close-ranged damage, and Siphon doesn't fit that bill.

Stephenizgod1 votes

I believe Morde absolutely needs some form of CC or Mobility, the nerfs to Rylai and lack of any other CC item viable on Morde are going to kill Morde as he is.

See I think its because I put too much punishment in breaking the tether that there is an issue with it. If i reduced the Slow for breaking it and removed some of the damage you take, I think there wouldn't be much of an problem. Enemies would need to make a choice, kite Morde in his W or break it and deal with the slow. Its not unlike Illaoi's E except he deals less damage through his W and there is no threat if you actually escape.

Mordekaiser is a Lich King basically, he uses undead soul magic where he is capable of ripping out and enslaving souls. To be honest that doesn't really fit with the idea of a giant mace wielding armored monster either, unless you consider him as both. He is a armored mace wielding lich king he crushes foes that get to close with his mace and rips the souls from cowards who try to run. That is sort of the idea behind his W and E. I am currently trying to come up with a better Siphon, because I understand your point, but I do think Morde needs some sort of reliable poke in order to deal with unfavorable lanes to at least farm.

EDIT: I nerfed the W a bit, reduced the slow, removed the slow for being in the W, cut the damage down to a smaller amount (but added scalings) and upped the cool down at max rank.

1011001110001 votes

Illaoi's tether is a completely different demon. I already hate its functionality, and I really don't see it as a precedent for the functionality of tethers either. Tethers like Karma's and Morgana's make more sense just at a gameplay level. In fact, I'd argue that increasing distance would weaken Mordekaiser's grasp on the souls of the living, not increase it.

And not every melee champion needs 600+ range poke by design. I'm not telling you to remove it completely, but just cut it shorter or give it a small delay, because giving him reliable poke that long and putting him top lane will just make it worse for other melee top laners who may simply have no way of dealing with it other than standing out of range forever.

Stephenizgod2 votes

Well the reason I went with Illaoi type tether is because there is no reward for landing the entirety of the ability other than you get more damage than if they broke it. He also has no way of keeping them inside of the tether so they are free to leave whenever they want. Morgana has a stun at the end of her tether as well as her Q to keep them there. Karma's tether ends with a root, she has a slow and a MS boost to keep them in range.

The risk and rewards are different, they actually take less damage if they just leave the tether and he has no way to stop them from leaving.

That is true, I will continue to work on it.

1011001110001 votes

I was never opposed to the tether having a slow as along as its attached, I was just opposed to it dealing all of its damage no matter what and slowing harder if the tether was broken.

These are some nice concepts though overall.

Stephenizgod1 votes

Ah gotcha, well let me know if I still need to tweak the numbers some more. I agree that the 70% slow plus dealing all its damage was too much, so hopefully the reduced slow and damage will make it feel better.

Thank you for your feedback, definitely helped me.

Stephenizgod1 votes

I changed the E so that it has a delay like you said, it is also single target now and can be blocked by minions. It does have an AoE mechanic on it though it is situational.

BastionKross1 votes

As this is a WIP, I won't comment on specific numbers since those can change easily.

A few things I found that could be better:

  1. The passive isn't changed much from what we have now, and it's a large part of what makes Morde a balance nightmare. He's basically a drain tank that gets a temp shield instead of HP. So while he's not as egregious as someone like WW or Aatrox, he still suffers from their feast or famine situation of "I get fed and do lots of damage and never die or I fall behind and deal less damage and die all the time". When you hook your defenses up to your offense, either you have both or neither. Not a good thing.

A simple change would be that the shield gain on the passive doesn't scale with damage dealt, but rather a flat amount if the ability hits an enemy champion regardless of how much damage it dealt. So something like "Hit an enemy with an ability, gain X amount of shield". It doesn't matter if the ability does a million damage or ten damage, the shield is the same either way. That keeps fed Morde from shielding for massive amounts and keeps weak Morde from having pathetic shields.

You could even do a % of max shield instead of a flat amount, to encourage Morde to build more HP like other juggernauts. Something like 1000 HP Morde shields for 100 HP per ability, and 3000 HP Morde shields for 300 HP per ability. Something along those lines that make Morde scale better with juggernaut items.

  1. More mixed damage. The first incarnation of W has both both a physical and magical damage component, and that's what Morde needs. Current Morde has about 80% of his damage output being magic, and that steers him more towards building mostly damage via mage items and MPen.

If Morde did more physical damage, he wouldn't have to worry about building tons of damage since mixed damage is so difficult to itemize against. With more reliable damage output, Morde can afford to build more defensive items and be more of a juggernaut than a burst mage.

This would be easy to achieve with two small changes. His E now deals 50/50 magic and physical damage (think Corki here) and his Q no longer converts all his auto damage into magic and instead adds additional magic damage on top of the physical damage autos. For example if his E would deal 360 damage, then the damage is 180 physical and 180 magic. If Morde is dealing 200 damage with his autos and Q adds an extra 150, he'd deal 200 physical + 150 magic with each Q hit instead of the 350 magic he would with his current kit.

  1. Some people are going to give you problems for adding CC to Morde, but don't be discouraged. If there's one thing we learned from the 2015 Worlds, it's that in order to make a champion viable without CC or mobility, that champs has to be broken as all hell. And when a champ is broken as all hell, Riot nerfs their offensive and defensive numbers. Which are the only advantages Morde has.

So you need mobility or CC in today's LoL, there's no way around it. Even Garen has a silence and a MS boost; and he's barely hanging on. Whether this comes built into his kit or by buffing his base MS, Morde needs to gain an advantage that enables him to get to and/or stick to his targets. As a juggernaut kiting and weak imitation are his counterplay, but other juggernauts like Darius can still be a sticky mofo when his enemies misplay. Morde should be no exception.

A new and innovative way to achieve this is by tweaking the magnet effect on his W. Instead of it giving a slight MS boost when moving towards a friendly unit, have Morde throw the W onto an enemy. The further away the enemy goes from Morde, the stronger the W slows them. It's similar to a Camille ult, but with much more freedom in how you can escape it. The W duration and damage will probably have to be nerfed to accommodate this mechanic, but it's unique, effective, and it fits Morde.

Stephenizgod1 votes

That makes sense with the passive, I was trying to keep the shield dependent on how aggressive he is, but I reduced the amount it decays and the rate it decays at so that even a weak Morde can have a shield for a little bit longer than live. It makes sense though to switch it to flat or %HP based because it can be balanced depending on his status in the meta and on what items he builds. I will actually look into changing that after this comment.

My Mace of Spades actually is mixed damage, it adds bonus Magic Damage to his Auto-attacks. Landing consecutive Mace of Spades will only double the Magic Damage bonus damage though, so he isn't doing ridiculous amounts of mixed damage.

I actually thought the first iteration of Harvester was ok, but it seems people are very much against giving him CC and honestly i believe its because I have such a large slow attached to it. I think if I reduced the slow and damage dealt for leaving the tether, people wouldn't be so opposed to it. The idea is that it forces the enemy into a little mini-game similar to Illaoi where they judge how far they can and need to run from Morde. It also acts as a semi-CC in that it is keeping the enemy within Morde's range unless they can properly kite him. I think so far though, most people are thinking the second variation is better than the first, but they still don't like either one tbh. I am not sure what else to give Morde because I feel the idea of my Kit is to land your Q's, the focus is on how does Morde and his enemy play around Mace of Spades. I don't really want a Harvester that takes focus away from that goal.

With the nerfs to Rylais and with no other form of CC items that will help Morde, I think honestly people need to adapt and just accept it as a fact: Mordekaiser 100% needs some form of Crowd Control or Mobility in order to be relevant. You can not be viable as a Juggernaut without CC or Mobility of some kind, you can see it in which ones are good and which ones are bad. You mention Garen and he is a perfect example, his Mobility and CC are outdated and he is suffering because of it.

BastionKross1 votes

My Mace of Spades actually is mixed damage, it adds bonus Magic Damage to his Auto-attacks.

Ah, okay. I assumed it was working as it does now, my bad.

I am not sure what else to give Morde because I feel the idea of my Kit is to land your Q's, the focus is on how does Morde and his enemy play around Mace of Spades.

You've set quite a tall order for yourself.

Let's break it down. You want a slow champion with little CC or mobility to have a kit that revolves around landing a melee range ability multiple times on the same opponent. That's going to be a tough one. Some CC in the form of a slow, sure, but it's not wither level. And wither is the only reason Nasus ever gets close to anyone on his own. Well, that and people facechecking the brush.

Other champs that have three or four hit passives can compare a bit. Braum, Gnar, and Ekko all want to land autos on the same champ over and over. However, Braum has a lot of CC, Gnar has range and mobility, and Ekko has both CC and mobility. Can you imagine an Ekko trying to stack his passive without using his abilities? That would be very painful; and not for his opponent.

A juggernaut comparison would be Darius, who wants to stack his passive. Darius is strong right now because his kit has the tools to help him land his bleed stacks and then dunk. However, even with his relatively strong slow, his AoE pull, and his ranged Q, he's still labelled a juggernaut because that's not a lot of sticking power compared to the rest of the roster with their multiple stuns and point and click gapclosers and what have you.

Illaoi gets around needing CC or mobility by having a unique gimmick that makes an immobile clone of the enemy that shares damage and heavily punishes anyone who runs away. That's a mechanic that League has never seen before, and something you'll need to replicate (but not duplicate) to reach your goal for Morde. You have to invent a new gimmick that basically says "You have to stay near me and give me a fair chance to land Qs, or else" without directly limiting the enemy's mobility or enhancing your own.

How do you do this? That is the million dollar question. You have to find a way to temporarily make opponents want to be close to Morde instead of kiting and spamming the laugh emote if he ever gets within twenty Teemos.

Me? I'd be happy avoiding the trouble of thinking up a new gimmick and just giving him a root or a snare. Maybe something that silences or grounds opponents as well. It's not Nautilus level lockdown, but it should guarantee landing at least two or three Qs if you play your cards right.

Stephenizgod1 votes

OK! While I was reading your post and all of your excellent points, I thought of a possible new mechanic.

So the idea is first off giving him bonus MS while he is in the W circle and removing the slow entirely. If they break the tether instead of being slowed they will take damage equal to his Mace of Spades damage stack. So if he hit them twice at max Q rank they will take his AA damage plus bonus 200 magic damage because technically it will act like he hit them a third time.

Second I change his E to something along the lines of: Mordekaiser charges up for 1 second then launches one of his enslaved souls in target direction damaging the first enemy hit. If the enemy hit is marked with Pain they are slowed by a decent amount and if E kills the target marked with Pain it will continue until it hits another target.

That way he can't use E reliably to insta poke people anymore, but he still has some form of ranged harass to deal with unfavorable lanes. His W now allows him to get close to his enemies without gimping his enemies so they still have some counterplay in whether they want to break the tether or try to fight. His E has the slow but only when used in conjunction with his Q.

What do you think? Would this solve his need for CC without pushing him over the top?

BastionKross1 votes

If they break the tether instead of being slowed they will take damage equal to his Mace of Spades damage stack.

I like that. Perhaps it could even debuff them in some way if they run like lowering resists or amplifying damage so that it combos with his ult. Morde hits you with W and ult, you flash over a wall, and now you have reduced defenses, take a free Q hit, and his ult is ticking down your HP.

That way he can't use E reliably to insta poke people anymore, but he still has some form of ranged harass to deal with unfavorable lanes.

The E reminds me of Sion's E a bit. You could combo both together in that E could deal DoT damage instead of slow if the target is marked with pain. That way if they run, the W lowers MR while E and ult wear them down. Sort of like a Brand, where even if you escape you still might die.

That way, Morde can't get to you and can't stick to you nearly as well as other champs, but if he gets close and you run away there's a good chance you'll take more damage than if you stayed. Since the damage is DoT and only gets worse if you flee, there's plenty of room to counterplay it with shields, healing, and proper kiting.

Stephenizgod1 votes

I like the resist reduction idea actually, that would combo really well with his Ultimate plus it would give Morde a reason to fully commit to the kill since now he will be dealing even more damage and wants to get that Ghost.

I am not so sure about the DoT aspect though to be honest, I feel like Morde should have more up front damage because his ult is DoT already. Juggernauts are suppose to deal massive damage if you get close, 2 DoT's are not really massive damage and it would also be annoying for them to build some Lifesteal and just lifesteal through his DoT's on like a jungle camp or something.

With a Slow he has a better opportunity at dealing more damage rather than getting guaranteed damage but with a large amount of counterplay. It rewards him for properly utilizing his Pain mark but there is the counterplay of dodging it.

I am not saying your idea is bad, those are just my initial thoughts on it. Obviously could change though.

BastionKross1 votes

That's what brainstorming is for, you throw things against the wall and see what sticks.

Upfront damage is fine, but you have to do the numbers carefully so it doesn't become burst. Juggernauts are heavy sustained damage, not assassins or burst mages. Darius is strong right now, but he's not bursting anyone unless he's fed. I don't think anyone is going to complain that Garen or Mundo is killing people too quickly.

Illaoi is an exception to this (as she's an exception to nearly everything) but her burst is heavily contained to her ult so you know what to expect if she catches three or four of you with an R. She can be bursty, but it's very situational and takes prep time. That's the counterplay.

If you go ahead with more upfront damage, just be careful Morde doesn't start popping people like an Annie unless he's ahead. That's what got the old pre-rework Morde nerfed; people walking into a bush, getting blown up, and having their soul enslaved before they knew what was going on.

Other than balancing that, I'd say you're ready for version 2.0 of your idea. Be sure to start a new thread, since people tend to read newer threads as opposed to threads that have been around a while and didn't become "hot".

Stephenizgod1 votes

That is true, this game needs less burst and massive damage and more sustained rewarding damage. I will definitely work on it to make sure he doesn't become burst mage.

Thanks for the help, I will make sure to give you due credit if I remake the post. I am not sure when I will be reposting, even though I have it all written here, it still takes awhile to try and balance these concepts haha.

After I do Mordekaiser 2.0, I am thinking of doing Malzahar next, but I might also take a whack at reworking Yasuo.

BastionKross1 votes

Please, you're the one doing the vast majority of the work here so I don't deserve credit. The only thing I want in your next thread is a Rioter stopping by. Not only does that bring in the traffic when a red posts, but it also means that the kit rework has been noticed by those in power. That's all I want at this point. I don't even care if it's Riot Blahblahblah who is in charge of making sure the pros don't sneak food onto the LCS stage.

LemonNation just wanted his banana, damnit!

Malz might be a good choice next, try to find some recent posts on him and that'll give you a vague idea of what some people want or don't want before you start drafting up a kit.

Yasuo... well, good luck partner! I wouldn't touch that guy with a ten foot pole. His fans are rabid in their defense of any change to him, and the downvotes would be stifling.

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