My Idea of a Mordekaiser Rework(warning, VERY long post)

ArkenStorm·8/13/2015, 3:13:44 AM·2 votes·454 views

Let's set some things straight before we get into this: This is purely for speculation, because obviously the rework won't change, and obviously I have no influence. I also think CertainlyT's rework has some merit to it, while I don't agree completely with it. I just want to attempt at preserving Morde's identity(an AP Bruiser), while still allowing for Tanky or AD builds. I'm also attempting to fix his main problems without introducing new ones(oppressive against melee, barely useful against ranged). Note: Don't take anything singularly, look at it as a whole, otherwise some of it may seem contrary to what I said. For comparison, here is the wiki page for live: Mordekaiser Wiki, and here is the page with rework stats: Mordekaiser PBE Rework

Here is the whole shabang:

Stats -- Base HP: 530; Should help small harass feel more meaningful. HP/Level: 75; Helps with overall survivability. Base HP5: 5.5; Vladimir, another health mage, has 7.0 base regen, and he has an ability that heals him, with no cost attached, as well as one of his abilities increasing healing. This should help alleviate some health costs, while still keeping regen under control. HP5/Level: .5; not quite as much as the rework, but more than live, so it should serve to alleviate higher health costs late game. Base AD: 60; Simply serves to last hit slightly easier. AD/Level: 4.5; Same as above, with more synergy for sheen items, if so desired. Base AS: .65; There is no reason for Mordekaiser to have lower-than average AS, nor higher-than average. Average AS suits his needs. AS/Level: 3.0%; See above. Will give 1.001 AS at lvl 18, no runes/masteries/items included. Base Armor: 25; from 24.9, this is literally only to sate my slight OCD. It is functionally the same, but numbers and OCD, you get it right? Armor/Level: 3.0; this is to help mitigate AA damage later, but with a lower base health pool, should even out compared to live. Base MR: 32; same as armor reasoning. MR/Level: 1.3; from 1.183, helps mitigate harass(but again, with lower base health harass should feel more like it did something) Movespeed: 345; I don't think Morde should have mobility/cc built in, so this serves to offset that slightly. AA range: 175; He has a freaking huge mace visually, he shouldn't have to be as close as he currently does to hit someone. Also he is immobile.

Abilities -- Passive -- Iron Man: Mordekaiser shields himself for 17.5% of the damage dealt by his abilities, doubled to 35% against enemy champions. Max Shield: 50 + (15 x Level) + 20% Max HP ----- This gives 171 max shield at level 1, barring items/runes/masteries, and with a typical AP Bruiser Build(what I do currently anyway) [ item 3065 item 3158 item 3152 item 3116 item 3151 item 3157 ] gives a 554.016 shield at level 18(this is including typical 21/9/0 masteries). With a tankier build you would get a larger shield, but less shield generation. Shield Decay: 4% Max Shield, does not decay below 20% ------ Let's be honest, 3% max shield was a bit too slow of decay, but, at least IMO, 2% Base HP was waaaaay to fast. It felt like your shield generation wasn't doing anything. Also, the "not decaying below X%" is a great idea for roaming and such, but with increased generation it should decay below 25%(could change to 15%, IDK though).

Q -- Mace of Spades: Mordekaiser swings his mace with such force that the ground itself trembles, dealing 20/40/60/80/100 + (60% Total AD) + (30% AP) bonus magic damage in an area on his next basic attack. Damage radius: 100(with a cool cracked ground effect) Resets attack timer. Cost: 20/25/30/35/40 Health CD: 8/7/6/5/4 This keeps his AOE, but gives him less ranged harass(like old Q did, could still hit enemy champs from a ways away), but it's still strong when you are up close and personal.

W -- Creeping Death: Mordekaiser summons a cloud of metal shards around the target for 5 seconds. If the target is an ally, they deal 20/30/40/50/60 + (15% AP) magic damage in a small area and gain 10/15/20/25/30 armor and magic resist. If the target is an enemy, no damage is dealt but Mordekaiser gains 25% Tenacity while moving towards the target. Cost: 25/35/45/55/65 Health CD: 20/18/16/14/12 Cast Range: 700 Damage Radius: 250 I think that this is a good iteration for his w, only being able to cast it on one person at a time, and it keeps him immobile, while still giving him some type of tools to deal with immobility, but only offensively. Tell me if you think this is a bad/horrible idea, but I think it also captures the idea of "Creeping Death" where the enemy sees their impending doom in Mordekaiser, resisting attempts to stop his onslaught.

E -- Siphon of Destruction: Deals 60/100/140/180/220 + (45% AP) + (30% Total AD) Magic Damage in a cone. Cost: 30/40/50/60/70 Health CD: 8/7/6/5/4 Range: 700 Having a higher CD early game reduces his major harass to melee, but increased range allows better dealing with ranged opponents. The lower base damage but changed scaling allows for hybrid/AD builds alongside of standard AP builds.

R -- Children of the Grave: Passive -- Dragon Force: Mordekaiser's basic attacks curse the Dragon for 10 seconds. Active: Mordekaiser curses the target enemy champion, dealing them 25/30/35% + (2% per 100 AP) of their max health in magic damage, half on initial cast and half over the next 10 seconds. Mordekaiser is healed for the damage dealt. If Mordekaiser's team scores a takedown on a cursed enemy, he temporarily enslaves their soul as a controllable ghost. While the ghost is active, Mordekaiser gains 20% of target's bonus health, 30% of target's AP, and 20% of target's AD. If a cursed enemy is slain while a ghost is active, the latest cursed enemy will become the ghost and last for 30 seconds. Range: 700 (although the cone angle should be slightly smaller. As it is It is a bit wide. The end zone should only cover around 3/4 caster minions in width) CD: 120/105/90 Ghost Duration: 60 I absolutely LOVE the idea of Dragon Ghost(plus the Dragonforce reference is the best), and I see no reason to get rid of it. I think the mechanics needed refining, and I think it's a bit dumb that you can't ult while you have a Dragon ghost. This also gives him some extra late game power where he doesn't contribute as much due to relatively low base damages and scalings on top of being immobile.

Well there is my idea, please, even though this is for fun, leave some feedback! I want to see If I see Mordekaiser in the same way other people, especially mains, see him.

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