I had some ideas for Morde a while ago and wanted to bring them back up

kasfas·4/8/2017, 9:17:33 PM·1 votes·303 views

I went to the lol wiki page and took alook at all of morde's abilities (scalings, damage, functionality, etc) and tried to run them up against MM's expectations. Less feast or famine, still slow, changed passive etc. So here are the ideas i came up with.

Base stats

HEALTH 525 (+ 78) ATTACK DAMAGE 60 (+ 4) HEALTH REGEN. 6 (+ 0.35) ATTACK SPEED 0.601 (+ 2.2%) ARMOR 23 (+ 3.583) MAGIC RESIST. 32.1 (+ 1.25) MELEE 175 MOVE. SPEED 335

So, I've attempted to change Mordekaiser's base stats a lot here, and as you'll see a lot of them have improved, with the exception of base ad. Mordekaiser, being the magic damage juggernaut, should benefit more from magic damage scaling than physical damage scaling. He also has improved base movespeed, 3 more armour at level 1 and slightly increased base regen. These are all things that often kept people from understanding the champion well. He still has some of the lowest base regen and armour in the game, now however it isn't as pronounced allowing for the champion to be a little better in unexperienced hands, as well as allowing mordekaiser more survivability in ragged taken away from other parts of his kit.

Abilities:

P: Iron Man Mordekaiser's basic abilities shield him for (20 - 200) + 5% max hp per ability capped at 25% maximum health as they deal damage to enemy champions. After being out of combat for 3 seconds, Iron Man's shield decays at a rate of 10 - 100 (+ 1% max hp )per second down to a minimum of 2.5% maximum health.

This is Mordekaiser's passive. Its probably his most iconic ability aside from his ult. Many a time it has been stated that mordekaiser is unhealthy because he gains tankiness from doing lots of damage (that is a major problem with a lot of champions in league), and as such he no longer gains shield based on how much damage he does, but instead gains shield based on having done consistent damage t enemies and having hit his spells. Also, he no longer gains any shield from minions innately, due to his previous ability to not take damage as long as he does damage to minions.

tl:dr, when mordekaiser does damage to champions, he shields himself for an amount based off of how long the ability can deal damage for. And he can't shield on minions, except for...

Q: Mace of Spades COST: 20 / 25 / 30 / 35 / 40 HEALTH COOLDOWN: 8 / 7 / 6 / 5 / 4 ACTIVE: Mordekaiser's next three basic attacks deal bonus magic damage. The third hit is the damage of the previous two combined. This ability grants Mordekaiser his passive shield for 33% effectiveness vs minions. FIRST / SECOND BONUS MAGIC DAMAGE: 20 / 40 / 60 / 80 / 100 (+ 50 / 55 / 60 / 65 / 70% AD) (+ 60% AP) THIRD BONUS MAGIC DAMAGE: 40 / 80 / 120 / 160 / 200 (+ 100 / 110 / 120 / 130 / 140% AD) (+ 120% AP)

So, basically his q should be his main damage tool, but much like illaoi before him, all he has are REALLY HIGH NUMBERS. Shifting more of his damage into the base makes the skill less opressive when ahead, but more effective when behind. The ap ratio hasn't changed because morde should be encouraged to build some ap, and this assists that. Also it contradicts his passive allowing him to gain passive shield. This was done to throw Mordekaiser a bone if he's ever put under his tower trying to last hit, but keeps getting poked down. This should keep the suffering on enemies and not him.

W: Harvester of Sorrow RANGE: 900 / 250 / 125 COST: 25 / 35 / 45 / 55 / 65 HEALTH COOLDOWN: 12 / 11 / 10 / 9 / 8 ACTIVE - FIRST CAST: Mordekaiser deals damage in an area of effect around himself for 4 seconds, increasing by 50% over the duration. If an allied unit is nearby or selected they gain 45 bonus movement speed while moving towards each other and the ally delas damage if close enough to Mordekaiser. (melee and caster minions have a smaller AoE) Harvester of Sorrow ends if Mordekaiser or his ally dies. MAGIC DAMAGE PER SECOND: 15 / 25 / 35 / 45 / 55 (+ 15% AP) ACTIVE - SECOND CAST: Mordekaiser constricts the area, dealing half the total damage of the duration in magic damage to all enemies near himself and his ally.

This ability was reduculous on release, causing so many aggrivations, and had many unintuitive mechanics. Like why the hell do you max THIS first? This "new" w functions more smilarly to the old one, but with adjustments. To partially compensate for Morde's new found lack of rediculous slowness, a large portion of his passive movespeed has been removed. Dont worry, morde has a few other tricks up his sleeve, arm, chainmail? whatever.

E: Siphon of Destruction RANGE: 800 COST: 40 / 50 / 60 / 70 / 80 HEALTH COOLDOWN: 8 / 7.25 / 6.5 / 5.75 / 5 ACTIVE: After a 1 second channel, Mordekaiser drains the life force out of all enemies in the area, slowing them by 20-40% decaying over 1 second, and healing for 4% of his max hp per enemy champion hit over 4 seconds. MAGIC DAMAGE: 55 / 85 / 115 / 145 / 175 (+ 40% AD) (+ 60% AP)

This is the ability where everything is happening. Morde now has a SLOW, but its a really small one and decays really fast. Morde should remain the slow and lumbering damage powerhouse that he is, but still having no way to stick to targets only until after buying his firs item was rather pathetic. This slow should drop off in effectiveness pretty significantly as soon as he DOES pick up rylais, but it at least gives him SOMETHING to do before he grabs it. This ability also aids in his sustain, as it now provides a heal that is based off max hp as opposed to a flat amount scaling with ap, and its over a duration, so he cant just heal back up instantly after you burst him down.

R: Children of the Grave RANGE: 650 / 1125 / Global COOLDOWN: 120 / 105 / 90 PASSIVE - DRAGON FORCE: Mordekaiser's damage Curses the Dragon Dragon for 10 seconds. ACTIVE: Mordekaiser Curses a target enemy champion for the next 10 seconds. Cursed Champions who havent taken damage from or dealt damage to Mordekaiser in the last 3 seconds (other than this ability) take increasingley more damage over the duration up to triple damage. (this effect is disabled if mordekaiser dies) MAGIC DAMAGE PER SECOND: 25 / 30 / 35% (+ 0.5% per 100 AP) of target's 'maximum health CURSE: If Mordekaiser's team scores a takedown on a Cursed enemy, he temporarily enslaves their soul as a controllable ghost. Enslaving the Dragon Dragon will kill Mordekaiser's current ghost and prevent him from summoning a new one while it survives. GHOST DURATION: 45 / 60 / 75 SECOND ACTIVE: While a ghost is active, Children of the Grave can be used to move them to the target location. Champion ghosts gain 100% of Mordekaiser's bonus AD as bonus AD and 15% of Mordekaiser's maximum health as bonus health. Dragon ghosts gain bonus range and modified movement speed. BONUS ATTACK RANGE: 0 / 75 / 150 BONUS MOVEMENT SPEED: -50 / 0 / +50

Simply put, the ghost giving Morde stats was nonsensical. Why would such a feeble mortal being increase the base effectiveness of this malicious man by so much?! It does make sense however for that same mortal being to be give stats based on how strong mordekaiser is. Aditionally, this skill no longer heals him, but should prevent enemies form just leaving sight of morde after he tags them, as his malice increases if he cannot fight his enemy. Basically, if mordekaiser cant fight his enemy, he CRUSHES them with death magics.

And thats about it. If I could get some insight as to what's right and wrong here, it would be much appreciated.

Thanks.

(Note: I made this same post about a month ago, and wanted to bring it back up again.)

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