[Rework Repost] Mordekaiser, The Iron Revenant
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
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
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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.
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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.
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