[Gameplay Discussion] - Mordekaiser
Hey all! I am a big Mordekaiser passionate fan, and i wanted to discuss about his kit. 
Morde is is a weird place, among the old champions with clunky kits, and does not see competitive by a long time. One of the reasoning he is underplayed is because of his lack of straight team contribution, a really powerful ultimate that suffers from the poor minion control system and unclear role, but still i play him because it offers me things that other champions do not and play him everywhere ( in the beginning top, but later on even as a support!). Still i would like changes to his kit, in order to feel fair compared to other champions and to better stick to his niche and personality ( i will do a post about that later ), so i had my load of ideas by a long time, and i want to comment and share them with you!
What he is
First of all it must be determined what he is in fight: a reckless and mastodontic warrior of metal or a locus of destructive magic, the actual most played build? To be honest, i like them both because the idea of a metal tower that devastates the enemy team with powerful area skills while mantaining on his feet thanks to the very pain it deals to his enemies compels me, but i would also actually like to see him in an actual warrior way where he smashes his enemies while keeping even more on his feets thanks to his powers, so a kit that somewhat allows both build would be really nice.
Heavy Metal
One of his problems is absence of speed-slows in order to stick to a target or escape. To be honest however i like his lack of cc and speed boosts because-- dodges rotten tomatoes and bricks -- i was saying, i like that because that could be his niche: the unstoppable warrior, that does not run but in case of retreat fight his way back and which reach has no need of true stickness. One of the things i love about Morde is that when i have to run from somebody in order to run away effectively i must turn back and attack them in order to fill my sheld. I mean, it' s clunky and weird but it' s so HIM! I would like that aspect be mantained, maybe enhanced as his own effective way to fall back and in case revengekill. Probably some stuff in order to get Tenacity would fill better, or CC immunity since we are talking about an iron clad armor dude without proper body.
The proposal I' m aiming to identify what would make him unique and enhance it. bear in mind mine are proposal number-less, so if it turns out OP it can be rebalanced, or maybe just discussed up that ^^ Remember that this is only my iteration, that might have faults or problems, and while i think that is a good way it is only a way like an other to better demostrate my concerns, and to better identify the power aspects i like more and i don' t like! ( i will also consider the possibility of builds with AD, mostly for completion rather praticity )
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His Passive is mostly fine as it is, maybe enhancing the shield generation for les soffensive build in order to open ub a bit more tanky builds. Mostly i wanted him to get slow resistance per level as long he has a part of shield ( thinking 15/20/25% or something like that, so he reaches a good 60% with tenacity ) because that is the only thing that hampens him in teamfights: not really hard cc-s, but slows that makes him kitable to infinity. I was actually thinking about giving full CC reduction, where the CC applied after the damage dealt so skills with enough damage potential can perforate a thin layer of shield and still fully affect him. Also remember numbers are only indicatory.
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Not changes, but i think Mace of Spades (Q) should be his primary form of damage in any kind of build. Maybe giving a better AD scaling for focused peel damage and AP for better damage overall but with the AP component that deals area damage would give some intresting results. Most importantly i would like to see a more reliable way to determine his targets: maybe adopt the isolation system of Kha' zix?
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I was thinking about making Creeping Death(W) his primary form of sustain by allowing, for each damage dealt, a fixed amount of shield generated; the flat shield generation would allow more Ap lacking builds to keep generating shield even with lack of damage. Plus i would really like to see an increased range, mostly so he can run safely away from enemies even if he left them a little bit behind because those AAed him, it' s not good to see the enemy that sticks on your back but because he attacks you and remaing behind avoids part of the damage, and you of the shield.
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I think Syphon od Destruction (E) is the most spammed, overused, least meaningful in teamfights ( compared to Mace of Spades ) but also one of the primary means to deal damage in lane and in grouped up teams and gor shield generation. It is also horribly thematically attached to Morde and has really low counterplay, so it is weak but annoying in lane: any kind of straight buffs would make it really toxic. However i tought a kind niche for it: making it reduce the enemy magic resistance on hit; that would compel Morde users to hit with the Mace, would give utility in teamfights and would benefit a lot more Tanky users, plus making a good warm-up for his ult. Remember that even if build AD, Mace of spades deals fully magic damage!
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Children of the Grave. To be honest, looking at the actual minion control situation, i would like to see the power of this skill shifted in some way, like focusing more on dealing damage but halving the ghost duration ( actually is 30 secs ). In few words, don' t remove the minion aspect but reduce the impact of the control system on this skill.
EDIT: changed few stuff, removed mana scaling and removed tenacity but kept as a proposal.
What do you think about him? What ideas do you have instead? How many rotten tomatoes sales are around? Let me know :D
feels essential although just about all of his abilties do AoE damage so it would only get 15% slow. I don't think he needs tenacity with his shield since it already blocks damage and he can basically get a shield with every spell (as long as he damages). His E visual looks like it should be a knock-up but that'd sound too much like Cho'gath (his knock-up is delayed and avoidable). What I don't care for is that his R only does % max hp/sec which in theory can be good against tanks but I feel like I can only use it when the target is about to die (I think Zilean ult counters Morde's ult so that sucks).