Mordekaiser VGU talk; Themes, Gameplay, Problems and Co. @Reav3 @Meddler
So Reav3 had recently given us some insight into which champions are currently sitting on the bench waiting for a full VGU to catapult them into the spotlight and bringing them up to date with League's always changing landscape. I wasn't surprised to see a very familiar face (If you can call two red eyes encased in a metal suit a face) on that list, someone who had been reworked exactly one year ago, albeit having been quite a disaster due to it being way too low scope and overly gimpy.
Mordekaiser, Numero Uno, The might of Brazil, the Master of Metal, Iron Revenant, whatever you want to call him has always been a champion very dear to me, being the main driving force for me to play League of Legends in the first place. He's one of League's oldest champions and his kit sadly didn't age very well, still being functional, no doubt seeing that I'm abusing him to reach Diamond this season but in terms of healthy design he's gotten the short end of the stick.
Anyways, I'm here to once again talk about League's very own Iron Man, giving some of my thoughts on what his VGU should entail and which core themes should be preserved at all cost. There won't be a TL;DR this time so bear with me.
Who is Mordekaiser? Mordekaiser is League's very own version of Sauron, the ultimate evil overlord who warps the very essence of life and death to fuel his undying quest for domination. He's an undead Warlord kept alive by sheer willpower and necromantic magic, his empire stretching over half of Valoran, having only been temporarily defeated when they stole the key to his endless cycle of resurrection. Now he's back in black, commanding the Black Mist to do his bidding as he thrives on its deathly energies, bolstering his ever growing army with souls of the dead, his crimson eyes set on Valoran, seeking to reclaim what was once his.
Pretty Badass, right? Well, Mordekaiser's the quintessential Bad Guy, his motivations beyond human comprehension, his appearance imposing and making mortals cover in fear, his physical prowess in battle only bolstered with deathly sorceries.
His Lore paints him as the stuff of legends, a name only spoken in hushed whispers and whose influence is still present in the capital he once called home; Noxus. He has the potential to truly become the epitome of a great evil, on the same level as Sauron, the Emperor and Voldemort himself.
What makes Mordekaiser who he is and why are they problematic in their current form? To understand what should be preserved in his rework one must first know what makes Mordekaiser feel like, well, the Murder Emperor. When you think Mordekaiser one thinks about his massive Shield and his powerful Ghosts. I feel like I'm repeating myself but Mordekaiser IS Iron Man, it's an ability deeply rooted in his character and overall appeal, his concept of dealing damage and thriving off the suffering he inflicts upon his enemies to sustain his onslaught being very fitting for a Juggernaut. His shield is one of his most iconic abilities and yet it comes with a huge balancing issue: It's a shield that neither scales with AP, AD, health or mana but with DAMAGE dealt. Tying survivability to damage dealt has always been problematic as was seen when Riot changed it on Vlad and Swain to better balance them. And yet Mordekaiser's E bypasses the need to deal damage with it being based on a percentage of his maximum shield.
His passive is either too strong or too weak based on factors Mordekaiser has no immediate influence on. If he's ahead he'll be unkillable, is he behind his passive could be called Paper Man
But Iron Man's only 50% of what Morde is, the other is his ultimate Children of the Grave, which could potentially turn a losing game around by turning it into a 6v4 (A great song by AoD).
Its problems lie in it cloning an entire champion as well as BUFFING it with Morde's own stats. Like Iron Man its impact is determined by factors other than simple stats, scaling on how strong the affected enemy is and being either one of the best or the worst ultimate abilities depending on the clone you'll get.
The Tragedy here is that Mordekaiser's entire Identity's founded on concepts that cannot be allowed to exist in their current form, being unhealthy designs that are not constant but depend on factors Mordekaiser himself can't really decide himself. His VGU should aim to retain his Identity but change his kit so that it could be one Riot's allowed to support and balance in the future.
What is Dead may never die Mordekaiser is an undead Revenant who just refuses to stay dead, which ties into his Iron Man passive. He thrives on conquest and suffering, the midst of battle being where he feels alive, the misery of his enemies sustaining him and fueling his onslaught.
Mordekaiser's durability should be tied to him fighting in the enemy lines, being susceptible to being poked and kited but becoming a real monster when he does get in range, his very presence causing agony and death, draining his surroundings of their life as he prolongs his own. Mordekaiser already excels at surviving otherwise lethal encounters with his arsenal of heavy hitting AoE that funnel his shield and keep him going.
His VGU should retain the feel of him thriving on all the negative emotions of his enemies and live off the suffering and torment he causes. If it would be up to me to decide on how to implement such a feature I'd still go for a shield but instead of being solely based on damage dealt I'd a percentage of his maximum shield amount to it like his current Siphon of destruction. It would still allow him to invest in damage like a Juggernaut should but also allow him to have a constant influx of shield and not be shut down when behind or the enemy stacking MR.
Your Soul shall serve the dead A few months ago I suggested a new ultimate for Mordekaiser, replacing the single ghost of an enemy with upwards to five Wraiths whose stats were based half on Mordekaiser's own and the other by a target enemy champion, the ghost spawning instantly instead of requiring the target to die would make his ultimate have an immediate impact while keeping the whole commander of Souls theme but I'm digressing.
Mordekaiser's lore paints him as a being capable of not only sustaining himself through necromancy but also wielding it in a very proficient way, being able to bind Liches to his will as well as raising the dead to do his bidding. Mordekaiser needs this to be present in his kit in some way or the other, him holding dominion over the very fabric of life and death to twist souls to serve him in eternity. No matter how strong you were in life, your soul will serve the dead, and you'll be forced to witness the destruction of all you hold dear. This is the horror of Mordekaiser's curse and should really be kept in his design.
Warlock or Warlord? Both! This point will be rather brief but Mordekaiser NEEDS to be a Hybrid, tapping into both AD and AP. His lore paints him to not only be able to crush his foes with his sheer strength but also having unfathomable sorcery to utilize in his enemies' destruction. He's a warlord Mage who empowers his already impressive battle prowess with magic, having a wide arsenal of ways to destroy you. It makes his itemization very versatile since he'd still build mostly tank but can utilize a wide array of offensive items.
Metal We've had this discussion before on the Story and Art boards but Metal is something many people attribute to Mordekaiser and it should be kept in his design, yet not be the sole theme. It would make him nothing more than a parody of the Metal genre if you were to make him use metal just for the hell of it but it could and should be kept in some way. Him being a Wraith encased in metal armor is a great starting point, seeing that he empowers his weaponry with deathly energies, turning the already lethal metal into unholy objects of destruction- And let's be honest, seeing a massive behemoth in metal armor surrounded by a storm of metal shrapnel infused with necromantic energies is pretty darn badass-
So to summarize a bit: -Juggernaut -Hybrid -Damage and Durability -Soul stealing -Battle-bound tankiness
I think I've covered most of the things I believe are crucial to rework Mordekaiser while improving on his design and keeping everything that makes Mordekaiser Morde intact and building on that fantasy of the Dark Lord/Deathknight Archetype.
http://66.media.tumblr.com/6e4ab0ea710236a75cb9495bf5f57eac/tumblr_o3ofom6BuJ1ucq9cfo1_500.png
to
: The only card I need is the (M)ACE OF SPADES
: You are no Superbeast, Yordle!
: Enter, Sandman... I will send you off to neverland!
: You are indeed the craziest of trains, thinking you can defeat me.
: There can only be one "Iron man"
: (Death metal Growling) DO YOU FOLKS LIKE COFFEE
Someone say an acquired taste?
+ health pots; core items are
+ mixture of tank and damage;
are decent options. I haven't experimented much with the new Revolver items, but they seem like they'd be useful as well.
W, E, E, Q, max E, max Q, max W
Duo lane:
W, Q, E, max Q, max W, max E
Don't run penetration in your rune page since it doesn't help with clearing. I recommend Strength of the Ages with AD marks, armor seals, scaling magic resist glyphs, and movespeed quints. ALWAYS TAKE
since it synergizes better with AoE kits.
crimson rush?at full shield he will be immune to crowd control or just tenacity for x seconds.