@MaliciousMetal, based on your feedback I have constructed this Morde VGU Kit. Criticism Welcome.

Arcyyy··2 votes·461 views

New Looks

Currently, the Tin Man doesn't look very magical for being THE AP Juggernaut. I feel that with his Visual Update, they should make him visibly a shadow isles esque spirit under his metal suit. His typical armor would look quite damaged, and while his new passive is available, all of the holes and scars are patched up by visibly new metal. He would still keep his mace, but it would be more of a black-dark green color and surrounded by an eerie glow to match with the themes of the shadow isles.


Passive - Flesh Forge

Mordekaiser's resource bar is replaced with the Flesh Forge, an infinitely stacking shield mechanic. Similar to Malphite's shield, it is permanent until destroyed and regenerates Every 20 seconds out of combat or after killing an enemy champion.

Flesh Forge's shield has a base value of 30 and is stacked by doing the following:

  • Killing an enemy Small Minion or Small Monster - +3 Shield Value
  • Killing an enemy Large Minion or Large Monster - +6 Shield Value
  • Killing or assisting in killing an enemy Champion or Epic Monster - +20 Shield Value

Usual Shield Value at around 10 minutes in an average game = 300. 20 Minutes = 550 30 Minutes = 800 40 Minutes = 1100

This supports Morde's style of being snowball reliant and a late game juggernaut beast, while also gating his shield while keeping it in some form and also allowing him to catch up if behind Ala Nasus.


Q - Echoing Iron | 10/9/8/7/6 Second CD

Mordekaiser's next basic attack slams his mace with such force that it creates a disarming echo, dealing 35/65/95/125/155 (+0.5 AP) Magic Damage to the target and all enemies within 425 units of the target, and silencing the target for 1.1/1.2/1.3/1.4/1.5 Seconds.

The echo remains in the area for the next 2 seconds, dealing 15/25/35/45/55 (+0.15 AP) Magic Damage each 0.5 seconds in the area and slowing enemies in the area by 40%.


W - Steel Stockade | 24/22/20/18/16 Second CD

Mordekaiser erects a wall of spiky steel a target location that is 600 Units Wide for 5 seconds. Enemies that make contact with the wall take 70/110/150/190/230 (+0.5 AP) Magic Damage. Enemies cannot be damaged by the wall more than once per cast. Allies cannot pass through this wall, but Mordekaiser and his Enslaved Spirits can.

This is Mordekaiser's ONLY TOOL aside from smart use of his ult for getting in range of enemy champions, so it must be used cleverly!


E - Heavy Metal | 18/17/16/15/14 Second CD

Mordekaiser strongly swings his Mace in front of him, knocking all enemies in a cone back 650 units and dealing 60/75/90/105/120 (+0.6 AP) (+6/7/8/9/10% of target's max health) In Magic Damage. Enemies knocked into terrain are stunned for 1.5 seconds as well.

Combine with W - Steel Stockade for some sick comboz


R - King's Curse | 160/120/80 Second CD AFTER Ghost dies.

Mordekaiser Curses a target enemy Champion, causing them to take 10/15/20 (+1% per 50 AP) increased Magic Damage from Mordekaiser and his allies for 7 seconds. If the cursed champion is killed during that time, they are Enslaved as Metal Ghosts by Mordekaiser until they revive.

The Metal Ghosts deal 70/60/50% reduced damage, but have separate cooldowns from their in game player counterparts. They have the same stats, items, masteries, and runes as the player who was playing them did.

The Metal Ghosts would be coded in a way where they would attempt to use their abilities to bring enemies to Mordekaiser, or bring Mordekaiser to enemies. Mordekaiser could also reactivate King's Curse to slay the servant early.

Metal Ghosts also retextured to look like a silver version of Zhonyas with eerie shadow isles glow. coolio.

3 Comments

Mordepool1 votes

Hmmmm

Arcyyy1 votes

Bump @MaliciousMetal I spent an hour on this %%% >:(

DeathBurst1 votes

I feel that with his Visual Update, they should make him visibly a shadow isles esque spirit under his metal suit.

No. Morde isn't from the Shadow Isles, he even predates their corruption and is from a time when they were still the Blessed Isles. He simply conquered them after the Ruination. So he shouldn't look like a shadow isles spirit. That being said, I'm not against a more "magical" appearance.

Passive : Not really convinced by the idea. What's the difference with Sion's stacking now? (Actual numbers also look really over tuned, even if fine number tuning isn't an important issue for a paper kit.)

Q : No counter play available, and no strategy about when you should use the skill. If it is available, use it, always. 2 s slow field with a 4 s CD (at 30% CDR, easy to get) is also too strong, unless the slow itself is meaningless.

W : I like the theme and flavor. I'm worried it may be a bit too much utility for a Juggernaut, but I could imagine giving it a try.

E : you don't want to knock enemies away, that doesn't fit in his kit. So basically, you ONLY want to use the wall stun. And given he has the capacity to create wall in his kit, once again, no strategy about when to use the skill. Always use W into E. More generally, I would strongly advise against stun wall + stun creation in the same kit. Riot claimed to have tried that when they reworked Poppy, and that is was absolutely not interesting.

R : that's not really your problem, but I imagine it would be hell to code and implement ^^' More importantly, I think that the "enslaving" is THE ONE thing that need to leave Morde's old kit. It's too easy to turn a whole game over just because you got one good ghost on a fed Yasuo or Vayne or Jinx. As long as this extreme case exists, Morde needs to be balanced around it, and the average case feels underwhelming. There was an old thread by Malicious Metal where instead of a Ghost from the actual champion, you got fixed Servants if you managed to kill a champion, always the same whatever the champion you killed, which is, I believe, far more healthy because it's not as swingy.

Overall, the kit is too simplistic, and doesn't offer interesting gameplay and outplay potential. In order for Morde to get high moments, he also needs the potential to fail, he needs to offer his opponents a possibility to play around his spells.

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