Rework Concept: Mordekaiser, the Iron Revenant
My last few threads were all about the more thematic aspects of Mordekaiser, dealing with his lore, voice and overall more art-centric topics of his being. But we all know that said thematics need to translate well into Gameplay to be of any use so I thought I'd be time for yet another Mordekaiser rework concept!
I'll be going into detail about the abilities I present and why I think they'd fit our Murder Emperor. PS; If anyone catches ALL the Metal references, please let me know!
https://78.media.tumblr.com/90be9efa777204b101cc5eb61a439ce0/tumblr_nw4jx0wJPN1u9p1xeo2_540.gif #Passive: Iron Man
Heavy Boots of Lead:Mordekaiser cannot be slowed or gain Movement Speed outside of boot purchases. All changes to his movement speed instead raise or lower his base AD
Harvest of Sorrow: Every 15/10/5 Spellcast heals Mordekaiser for 4/7/10% of his Bonus HP (+0.3 AP) for EACH champion unit affected by the triggering spell. If the heal exceeds Mordekaiser's maximum HP he instead shields himself for the excess value, decaying by 3% shield strength per second
I know what you might think; "Malicious, why exactly a two part passive?" Well, it is a double edged-sword in Mordekaiser's case.
The Initial part of Iron Man works best with his theme of lumbering Behemoth of the battlefield, making his march unable to be slowed, nor accelerated through allied effects. To not make slows and speed ups have no effect on Mordekaiser I made him suffer a damage debuff, his AA's and Abilities still scaling off total ad.
Harvester of Sorrow is a callback to Mordekaiser's current passive, ultimate and W, making him durable the more spells he slings. It allows him to become more resilient the longer he stays in combat as well as promoting full on 5v5 brawls to the AoE aspect of it. it windows his survivability, especially early game so enemies have a chance at interacting with him and making him suffer for dumb decisions.
https://i.makeagif.com/media/9-23-2015/TXmRkO.gif #Q: Mace of Spades
Mordekaiser imbues Nightfall with necromantic energies, channeling for up to 1 second. Upon activation Mordekaiser swings his mace in a wide arc, damaging everything caught in the AoE for 50/75/100/125/150+0.6AP+0.6 AD, enemies struck by the Mace's head take 33% increased damage. Additionally, if he finishes the full channel and hits a champion unit with the mace's head, Mordekaiser increases his AA range to 400 and deals on hit magic damage equal to 10/20/30/50+0.4 AP for his next 3 attacks
Mordekaiser is a Juggernaut but his gameplay fantasy sees him excelling both Mid, Top and potentially bot lane. His current Q gets the Job done against melee opponents but it's more of a fire and forget type of spell that doesn't really offer a lot of skill expression for both Mordekaiser and his enemies.
This version of Mace of Spades aims to fix this, giving melee opponents the chance of denying Mordekaiser the increased damage AND the AA buff while also giving Mordekaiser ways of dealing with ranged opponents if they get caught by his wide swing, allowing him to trade with Mages and Marksmen alike IF he hits his Q.
https://orig00.deviantart.net/3952/f/2014/257/8/9/sauron_gif_by_sg00-d7z7oxr.gif #W: Unholy Wars...The Punishment is Due
Mordekaiser cracks his armor, surrounding himself with a shroud of Metal shrapnel and malignant energies. While under the effects of Unholy Wars Mordekaiser increases his resistances by 10/20/30/40/50 and deals 10/20/30/40/50+0.1 AP damage per second for up to 6 ticks. Mordekaiser may reactivate this ability to cast The Punishment is Due, creating a circular AoE dome where he cast off is metal mantle that slows enemies by 40% and lowers their MR by half of Unholy War's value.
Mordekaiser looks great in a Shroud of Metal shrapnel and it has always been his distinguishing defensive move. It always lacked on the utility portion of it. Unholy Wars Still serves the function his old Creeping Death/Harvester did, giving Mordekaiser some extra OOMF in melee brawls. The Punishment os Due On the other hand is a defensive maneuver that allows Mordekaiser to more easily position himself to escape ganks, providing an AoE slow and an MR shred that gives him some much needed team utility.
The nature of this spell has a lot of decision making involved since Morde loses out on the resistances and AoE damage in favor of a slow and maybe a MR shred.
https://media.giphy.com/media/8xp2MNuNRaSdy/giphy.gif #E:Ride the Lightning
Mordekaiser conjures a Metallic Javelin that he hurls into a line, dealing decreasing damage the more units it strikes (33% of its damage after 3 units; from 25/75/125/175/225+0.5 AP) but dissolving into a cone-shaped mist of necromantic energies upon reaching its maximum range or colliding with a champion unit. The AoE slows for 50% and deals 50/100/150/200/250 +0.4 AP +0.4 AD magic damage. The unit struck directly by the Javelin does not suffer the full slow and AoE damage but has its MS drastically lowered when moving away from Mordekaiser
#OR
#E: Cemetery Gates
Mordekaiser conjures a Metallic Javelin that he hurls into a line. Upon colliding with a champion unit or reaching its maximum range, it explodes in a circular AoE, creating a wall of impaled tormented souls in a C-shape around its target. The opening faces Mordekaiser and the wall lingers for 2-2.5-3-3.5-4 seconds
I'm going to be honest, I had difficulties when deciding what kind of Spell his E should be in detail, it always was some kind of utility that allowed Mordekaiser to stick and set up his other spells. This would be up to Riot's designers to figure out but I always felt this spell would need some form of counterplay that punishes cowards more than those who actually fight Mordekaiser, giving it worse peel than actually enabling him.
https://3.bp.blogspot.com/-uPNwGaF3Uuo/VyqEngxTi7I/AAAAAAAAKiM/iQ6QyihUGxw64yJ_rlyp9w5RLeKS-23AgCLcB/s1600/tumblr_mafj83cLIX1qeybv0o1_r1_500.gif #R: Children of the Grave
Mordekaiser summons his Soul-bound Liches to his side to aid him in his conquest up to 1/2/3 thralls. These wicked souls gain their stats from Mordekaiser, each one having 300/800/1200+50% of Morde's bonus HP as well as 30% of his total resistances. They attack with one strike per 1.5 seconds and deal 75/125/175+0.4 AP +0.4 AD magic damage. If an enemy champion dies near Mordekaiser while at least one Child of the Grave is active he can initiate a channel of 1 second to raise their soul into his army, gaining an additional thrall up to a total of 2/4/6. These wraiths last for 20/30/40 seconds
Current Children of the Grave is a mess. It's a Win-more type of ability due to it relying on actually killing an enemy, but also depends on the enemy being fed to be worth a damn. Its stats working only with the enemy champions' makes Morde extremely binary when it comes to actually choosing a clone.
The new R instead focuses more on Mordekaiser as a commanding General of Undead legions. It retains Mordekaiser's theme of enslavement though with him being able to raise fallen enemies into his army.
All in all it's a more streamlined version of current Children of the Grave that pushes Morde's carry and team fighting menace fantasy to the maximum.
A little reminder that numbers are always SUBJECT TO CHANGE so I'd love for you guys to actually discuss the feel of the kit and how it works together more than the actual damage and utility values!
Anyhow, If you read this far, thank you for putting up with my blatant fangirling, don't forget to let me know what you like about this proposal, what you think needs changing and of course, what you absolutely LOATHE!
Toodles!
: CHAAAAAAAAAAAAARGE
: One sec...hold up....I'll be right with you....just a sec...almost....man I got so much AD....shit...did we lose yet?
"Rust."
E>W combo. And to top it off, the item
that not only immobile mages buy would be rendered useless against him.

would be a bit oppressive.
: it's passive would be pretty useless if it's wearer could never get above 400 movement speed (unless you get
).