[Concept] Mordekaiser rework; Soul Iron Juggernaut

Bârd··5 votes·513 views

Base Stats

Range: 175 HP: 575-2125 HP5: 3-12 AD: 67-146 AS: 0.601 (+0-45.3%) Armor: 24-50 MR: 30-50 MS: 315

Passive: Titan of Mist and Metal

Mordekaiser's resource is split into two bars; Iron and Soul. The two will always total at 99, and Mordekaiser gains bonuses based on his balance between the two.

Gaining Iron will cause Mordekaiser to lose an equal amount of Soul, and vice versa.

Every 3 seconds outside of combat with champions, or every 6 seconds if you are at least in combat with a non-champion, Mordekaiser's resources will regress 1 unit toward equilibrium (though they will not tip the scales).

Basic attacks against champions grant 3 of whichever resource Mordekaiser currently has more of.

Iron Man

For each point of Iron

  • Gain 0.5% damage on basic attacks and iron empowered abilities (doubled when over 50 Iron)
  • Lose 0.1-1% bonus attack speed (lose more AS per point the more Iron you have)

For each point of Iron above 50

  • Take 0.8/1/1.2 less physical and magic damage from all sources (1/3 for DOT).
  • Gain 1% tenacity.
  • Gain 1% size and attack range.

At 70+ Iron

  • Become immune to stuns, slows, displacement, and airborne.

Soulmonger

For each point of Soul

  • Gain 0.5% bonus damage on soul empowered abilities.
  • Gain 0.125% spell vamp (doubled when over 50 soul), but increase health costs by 1%.
  • Gain 0.5 base MS (doubled when over 50 soul)

For each point of Soul over 50

  • Convert 0.75% of incoming damage to true damage.
  • Gain 1% magic penetration and convert 2% of physical damage dealt to magic damage.
  • Periodically ignore incoming spells and basic attacks (10-5 second CD for AA's, 30-15 for spells. Seperate timers, CD's decrease based on Soul count)
  • Tint your armor the greyish-green of the mist, and render your figure slightly more transparent to match your wraith armies.

At 70+ Soul

  • Gain a soul-burning aura, which deals 3% max HP as magic damage to enemies within 350 units.

Q: Nightfall 6 second CD, 5% current HP Over the next three seconds, Mordekaiser takes three consecutive steps in the direction of his cursor, swinging his mace each time he does so. Each step is (120% MS) units long, and has its direction redefined at the beginning of each step. The mace swing damages anything within 150 units of Mordekaiser's front side.

At least 50 Iron Each swing deals 30/40/50/60/70 (+.65 AD) iron empowered physical damage, slightly knocking back any unit hit. Mordekaiser takes 30/40/50/60/70% reduced damage during these steps and is unstoppable. He is in constant motion.

Each time the swing strikes a champion, Mordekaiser gains 3 Iron.

At least 50 Soul Each swing deals 10/12.5/15/17.5/20 (+1% per 65 AP) of the targets current HP (minimum 150/175/200/225/250, capped at 250 versus monsters) as soul empowered magic damage and applying a stacking slow of 20%, lasting 3 seconds. Mordekaiser moves the distance over a 0.5 second period, during which he is untargetable, though he pauses at his destination after each step for 0.5 seconds, at which point he can take damage but is immune to CC.

Each time the swing strikes a champion, Mordekaiser gains 3 soul.

Nightfall can be cancelled at any time after the first swing by reactivating the ability.

W: Harvester of Sorrow 12 second CD, 5% current HP

Send a cloud of mist and shrapnel traveling in a target direction at (95% MS) units per second for 4 seconds. The cloud deals 15/20/25/30/35 (+.15 AP) (+.25 AD) Soul empowered magic damage per second. If Mordekaiser is in the cloud, he gains 15% movement speed (increasing the speed of the cloud in effect), expands the area of the cloud by 25%, and increases its damage by 25%.

Despite being area of effect, this spell does not heal for less off of spell vamp when vamping off of champions.

Each unique champion damaged by the cloud grants Mordekaiser 6 Soul.

E: Raise Hell 12/11/10/9/8 second CD, 5% current HP

Cause an expanding pillar of shrapnel to rise from the ground over 3 seconds (50-300 radius). Enemies caught inside take 50/55/60/65/70 (+.3 AD)(+.3 AP) Iron Empowered physical damage per second and are slowed by 10%.

Each unique champion damaged by the pillar grants Mordekaiser 6 Iron.

R: Children of the Grave 50/35/20 second CD

(passive) Damaging a Dragon curses it for 12 seconds. If a cursed dragon is slain by Mordekaiser's team, it comes under Mordekaiser's control as a ghost at full power.

(active) Mordekaiser curses a target enemy for 12 seconds, slowing them by 10% and reducing their damage output by the same amount for the duration, as well as dealing 10/15/20 (+.05 AP) plus 0.75% their max HP as damage per second. If they die, they come under Mordekaiser's control as a ghost.

Mordekaiser may control an unlimited number of ghosts, but he will lose all of them if he dies. Ghosts cannot be healed by any means, and will be lost when killed. Mordekaiser can click on ghosts to command them individually, hold alt to command them as a group, or simply let a moderate difficultly AI run the show. When on auto pilot, ghosts attack whatever Mordekaiser attacks and will follow him.

5 Comments

Mordepool1 votes

Interesting Rework idea. I think you broke the ability tooltip word count though :p

Bârd1 votes

If Jhin can do it...

KONO RUBICK DA1 votes

few things i have to say as the top8 morde euw, and top 14 morde world (according to op.gg/lolalytic)

-your rework is amazing, it's really something that i didn't expect to see while opening the thread -however, you're putting an insane amount of game knowledge, that's really insane it's like invoker in dota2 -i'm sad to lose my ability to play botlane morde, but if it has to be sacrificed for a good rework i guess i can't do much

scribbles7821 votes

This is a really cool rework, but the passive confused the hell out of me, so I don't know what it does. (I'm sure it's awesome though). This fits the theme rather well, but I only have a few complaints-

The Q step range is a bit long. (A little over 315 units at base move speed is a bit ridiculous) Maybe make it 90% or 100%. (But I can see how it compensates for his super low MS)

How long do the ult ghosts last? I feel like they should have some sort of limit, even if it's a long time.

Bârd1 votes

The Q range is designed to be only slightly further than you would go by walking in the same timeframe. It's the equivalent of a 20% movement speed buff.

Ult ghosts last until either they or you die. The only limit is how long you can keep them alive, but they can't be healed, so this is a problem.

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