Rework Concept: Mordekaiser, the Iron Revenant

Malicious Metal··69 votes·7,086 views

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!

61 Comments

M15T3RJ52 votes

Cool concept, but can I just say that it would be absolutely hilarious if everybody else on the team is following a Kled ult, but then Mordekaiser's dragging behind with his Heavy Boots of Lead all like:

Kled : CHAAAAAAAAAAAAARGE Mordekaiser : 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?

"ENEMY QUADRA KILL" Mordekaiser : FUUUUUUUUUUUUUUUUUUUUUU

Malicious Metal18 votes

Mordekaiser does not follow fools into battle! But my god this would be bloody hilarious to witness!

Automated Riven10 votes

Inb4 nasus is the ultimate counter to mord.

Slythrin Umbreon9 votes

Nasus "Rust."

Automated Riven4 votes

Nasus you may not attack. And if you do you may not deal damage, ever.

Shadowmender2 votes

But I may advance in the opposite direction. [sg-miss-fortune]

Hella Kaiser4 votes

Mordekaiser "why do i have 12 total ad?"

Tèrminus17 votes

I think that ultimate sounds a bit too similar to Yorick's general concept.

Gain an undead army that benefits from the summoner's stats, and raises more undead army if enemies die near him.

Except in this case it's restricted to the ultimate and only gets bonus thralls from champion deaths.

Also, his base AD being lowered by slows would probably feel bad in practice. Slows are pretty common, never mind ones that can be applied constantly like Rylai's/Mallet/red buff. An enemy Thresh would probably be Morde's greatest nightmare between his peel and The Box gutting Morde's base AD.

Lord of Math1 votes

{quoted}

I think that ultimate sounds a bit too similar to Yorick's general concept.

Gain an undead army that benefits from the summoner's stats, and raises more undead army if enemies die near him.

Except in this case it's restricted to the ultimate and only gets bonus thralls from champion deaths.

Also, his base AD being lowered by slows would probably feel bad in practice. Slows are pretty common, never mind ones that can be applied constantly like Rylai's/Mallet/red buff. An enemy Thresh would probably be Morde's greatest nightmare between his peel and The Box gutting Morde's base AD.

Morde already has thresh as a nightmare, the slow makes him unable to reach his range to deal damage.

MagicalDemons6 votes

I thought u quit playing morde

GhaelWinds5 votes

Overall I really like how this new Mordekaiser would feel. But his ultimate kinda already feels like Yoricks? Would there be a way to distinguish it between the two?

big boi edri4 votes

Going off the description, he'd have 3 big mother fuckers with him walking around whacking people. Seems like it'd be pretty easy to distinguish.

TheAceInShades1 votes

I don't think its a visual issue so much as a concept. Yoricks ult is summon a dead army. This proposed ult is summon a dead army.

Salson4 votes

Passive

Harvester of Sorrow - looks like a decent rework of the current passive.

Heavy Boots of Lead - I agree he should have some sort of slow reduction, but unconditional stats are a bad way to do it. Being unable to slow a Silver Maser Yi is rather dumb really, and would ultimately fuck up Morde as well.

Q - 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

Does he turn the mace into a flail or something? It sounds like an awesome combo of his current Q and E, but a 400 range mace seems a bit.....retarded looking.

W

You sure you want flat values? General rule is: Flat = Glass Cannon Burst % = Bruiser/Juggernaut

Also, 25 MR doesn't do shit to the enemy frontline.

E

Both are good, would vote Ride the Lightning personally. Cemetery Gates screams Yorick's E.

R

Well, the idea is sick.

There is a shitload of unanswered questions about wraiths though:

  • Can he still trade them for a Dragon?
  • Have you thought about a 'Finishing move' akin to Riven and Swain.
  • Can you 'outplay' them, like Illaoi's tentacles.
  • Are they coded as Champions? Cause if they are, he's taking Noxus back from Darius.

All in all, looks cool, even if it needs some polishing.

Backup4now4 votes

Passive 1: Excellent. It removes two core issues: way too easily kited, and relying on teammates enabling him. By outright removing these two things, he's much more consistent in more matchups.

Passive 2: That's just going to feel terrible. While it might provide the lategame fantasy of activating W and tagging enemy characters to be incredibly resilient while waltzing around the battle, it's completely worthless at every other point in the game because you're fighting less champions, the heal is lower, and your abilities sound like they're still going to have long cooldowns like current mordekaiser. It's just way less interesting than the shield mechanic he currently has.

Q: Not good enough against ranged, too good vs melee. No melee character likes being kited, especially by another melee. As a juggernaut, this does not reward getting in people's faces.

W: The removal of the heal is nice. The resist shred on deactivation? Hopefully never going to be used, because the only situation where it's good is trying to catch a squishy and hit them with burst, which this kit no longer has.

E1: too complicated, E2: cooler, better, but E both: allows Mordekaiser to enable himself and let him get his slow pattern off, but his kit no longer seems to have enough damage to make that worth anything outside of lane trades, his aoe isn't enough to really wreak havoc unless it's REALLY huge, and abilities like these need long cooldowns which means that he MUST get his shit done in one solid rotation or he's fuckeroni'd while he waits for cooldowns and he has trash survivability outside of tagging in teamfights. E2 is cool tho

R: more lame than current R, but more balanced and less buggy

Overall: Not enough melee range "Avoid me or die" stuff, lots of self-enabling with slows and range means this will no longer play like a juggernaut; will probably end up as a "dodge or die" character with e, an annoying piece of shit that contributes to the bruiser issue, an ult bot, or garbage

Sad Tyrant4 votes

I think this passive would make him clunky, This makes Righteous glory and other useful speed items useless, and puts him halfway into the assassin play-style, (Outmaneuvering).

I'd just remove positive movespeed changes from the restriction.

with the secondary passive, its a bit too infrequent, make it Max health , on every hit with a spell. (obviously weaken it approiately to match its frequency)

Your Q is very similar to Darius', I'd remove the channel and make it a slow heft on the arc over 1 second, and he gets the AA additional range, if he hits a champion he gets 20/40/60/80/100 (+30% AD)(+50% AP), if he hits champ with the Mace head, when he hits a champion with his empowered AA, they are slowed by 50% for 2 seconds

Your W, I really like, but I would put the MR shred on the first ability, so the longer they stand in it, the more damage they take, and the idea is to keep it up, but if you need to run, you activate it, you slow them and you gain MS or additional resistances for each champ you hit.

E. A Touch of Evil

Morde launches a corrupted soul in a line fearing all minions, small monsters, and the first champion hit or large monster hit. and marking all units hit.

  • gives you and allies move speed towards marked units

R, I'd stick with the Original

rtbf2256182413 votes

I'm starting to wonder when will you get tired of these Morde threads. I see your essays on him on the same topics here every week almost and it's been like this for years now.

Carnicore2 votes

Passive 1: I like the concept here. I'm a bit concerned that it's eliminating a lot of champion interactions instead of creating them, but I would like to see this in action.

Passive 2: Similar to the old passive, but with more windows for enemies to fight Mordekaiser in laning phase. Okay, it's one of those things that would really need playtesting to judge.

Q: Sort of like Darius Q in a cone, followed by ranged attacks. This is an interesting idea, but I don't think 400 range is enough for trading with ranged champions (which are usually around 550 range) however it is enough to kite melees, which I don't think is what you had in mind.

W: Tank steroid with AoE damage and a slow. Not very interesting, or synergistic with his other abilities. This version of Mordekaiser doesn't have much emphasis on melee attacks.

E: Ranged damage spell, with CC either in the form of a slow or temporary terrain. It kind of rounds out the kit so that he doesn't get kited too much and Mordekaiser can force enemies to fight him.

R: Minion squad, presumably AI-controlled. Seems uninteresting compared to Daisy (who has a three-hit knockup, and interacts with Ivern's spells), Maiden of the Mist (who can push lanes by herself, deal bonus damage to targets Yorick is attacking, and summon Ghouls), or Ghouls (which dash to targets marked by Yorick's E).

I'd say this rework needs more novel mechanics, and a clearer gameplay focus.

DeadUnborn2 votes

the kit has no synergy and ult is basically yoricks but different

Yoinked Your Ult2 votes

We already talked about this, you can't rework Mordekaiser and change his ult, it's why most of his mains play him. Otherwise solid ideas but that ult change leaves a bad taste in my mouth.

InTheory2 votes

I think I have a déja-vu

Escheton1 votes

Sion rework 2.0. Love it.

CyberBalt1 votes

The iron boots passive sounds like an absolute pain to balance, in fact I think it may be more of a negative than a positive. I mean if the enemy team has a Zilean or Nasus or any way to spam slows on you, they make your life a living hell. Plus I'm still not seeing any mobility or hard/ranged cc in his kit, so if you can never speed yourself up, how on earth are you ever going to be able to reach someone without your team's assistance?

Also, I think the Q doesn't really have a good way to be used against ranged champions, when are you ever gonna be able to hit them with that? Personally I'm a big fan of both E ideas, they sounds very cool. Everything else I don't really have an opinion on.

FloofySheep2 votes

{quoted}

The iron boots passive sounds like an absolute pain to balance, in fact I think it may be more of a negative than a positive. I mean if the enemy team has a Zilean or Nasus or any way to spam slows on you, they make your life a living hell. Plus I'm still not seeing any mobility or hard/ranged cc in his kit, so if you can never speed yourself up, how on earth are you ever going to be able to reach someone without your team's assistance?

Also, I think the Q doesn't really have a good way to be used against ranged champions, when are you ever gonna be able to hit them with that? Personally I'm a big fan of both E ideas, they sounds very cool. Everything else I don't really have an opinion on.

Well, the thing is that even current mordekaiser has no speedups. Besides the MS given by his W and (maybe) spellbinder, he doesn't really run any other Ms items. And he wouldn't be tooo hurt, since he's going to be AP scaling regardless.

CyberBalt2 votes

Yeah but at least right now you can buy items to speed yourself up (shureylas, spellbinder, righteous glory, deadmans, etc.) . And even if he's going AP scaling, losing AD would still hurt a lot because his abilities also scale from base AD. If this passive went through, he would actually have no way whatsoever to catch the enemy without relying on team cc. That's even worse than current Morde IMO, he would become even EASIER to kite.

ZackTheWaffleMan1 votes

Predator Morde, here I come! Just stand in a bush next to an enemy, activate Predator, and BOOM.

Zëd Lęppelin1 votes

All the references I got: Iron man (Sabbath song) Heavy boots of lead (a lyric of said song) Harvester of Sorrow ('Tallica song) Mace of spades (Mhead song) Unholy Wars...The Punishment is Due (Megadeath song) 'Mordekaiser cracks his armor, surrounding himself with a shroud of Metal shrapnel' (possibly a reference to the falconshield song where a lyric is: "onto the field I storm; clad in a metal swarm) Ride the lightning (One of the best albums and songs of all time (by metallica)) 'Metallic Javelin' (Metallica reference? maybe) Cemetery gates (Pantera song I believe) Children of the grave (Sabbath)

Did I miss any?

Mordepool1 votes

Morde Rework idea #138.
Hmmmmm I think we may have something here

Mordepool1 votes

With the shear number of Rework ideas Riot gets from the Community I'm baffled as to why it has taken them so long to find a direction.

Over Innsmouth1 votes

Wow this is actually really good, I'd love to see where you get your ideas from!

Shame this is still 5 years too early for the Morde rework.

DorkunedAuras3 votes

I don't wanna know. It's hard to re-purpose garbage ideas into something halfway coherent.

KoKoboto1 votes

I think the ultimate is too similar to Yoricks. I think a cool thing to add to it would be during the channel Mordekaiser would heal a bit because he's snatching their soul for his own army.

Sharp Chedarr1 votes

I really like the bonus resistances on the W. I think it's something the current Mordekaiser could definitely use.

Forhonor3211 votes

Here's my quick thought of this:

Passive: While i think thematically it works and would be fairly unique, the heavy boots thing I just don't see to be that exciting from a gameplay point. Certain items like Righteous Glory like Sad Tyrant mention or Dead Man's Plate are basically useless to him since you can't benefit from the movement speed. On top of that, Mord's MS is still undetermined in this and I feel if it's too slow he just can't catch up regardless but if it's too high, he'll have a strong advantage early on. I also feel his second part is too focused around champs. Maybe make it like 50% or even 25% effective on minions.

Q: It just feels odd for him to channel it. The head part I also feel is just like Darius' Q. The extra auto range is interesting but I don't think that's what a juggernaut like Mord should be able to do. Getting hit with the mace should just be like getting hit by a truck or a mountain, it should more or less be where he has some CC. Maybe make it instant cast and enemies hit at the head are slowed.

W: Kind of weird saying he cracks his metal, yet it protects him more. Overall though, I feel it could work

E: I personally like the original E. That to me is one of Mord's more iconic abilities, just using his dark magic to unleash damage in an area in front of him with a motion of his hand. The one you're proposing doesn't really make sense to why he would suddenly get a spear.

R: I have mixed feelings. On the one hand, I feel it captures more of that soul tormentor/collector feel Mord is suppose to have and this would be interesting. On the other, I don't know exactly how tanky the Thralls would be, due to how this new Mord would build, or what the damage output would be as you went on, especially when you collect more thralls. On top of that, the necromancer feel is kind of taken my Yorick and that may clash a bit and this may be a bit confusing with his ult as well if they look the same or how they attack.

Idk, I feel like there's some good stuff here and there is a direction, but I still say it needs work.

Hauntie1 votes

so... skeleton king from hots?

Jack Garrus1 votes

I would play him

Frog goes moo1 votes

I like the boots of lead concept, but I feel like it would really destroy alot of immobile mages that's only escapes are either slows or displacements.

Metallikaiser1 votes

If you dont mind me asking, can we actually list out who these champs are? Also nothing says displacements wont affect him.

Frog goes moo1 votes

{quoted}

If you dont mind me asking, can we actually list out who these champs are? Also nothing says displacements wont affect him.

I Know that displacements will still affect him. I was saying that most immobile mages usually come with a slow, a displacement, or both. Those with just a slow would be at a bigger disadvantage, those that have a displacement usually has a slow that makes the displacement easier to land such asTaliyah E>W combo. And to top it off, the item item 3116 that not only immobile mages buy would be rendered useless against him.

List of immobile mages: Taliyah Viktor Xerath Heimerdinger Cassiopeia Velkoz

and that's just some. I think it's a cool concept though but to be able to nullify on-hit slows unless it's an ultimate like Olaf would be a bit oppressive.

But I dunno, I still like the idea and I still think it could work.

Metallikaiser1 votes

I mean those are matchups he has trouble with anyways because of their ability to apply long range poke. I agree that it will make Morde uniquely good for dodging combos that often rely on landing a slow first, but he is short ranged with no gap closer, and they all still have hard cc that they can use to self peel.

MuffledGarbage1 votes

Passive: The speedup for AD and no slowdown is an amazing mechanic, but I think it'd make sense to put it on Mordekaiser's ultimate as a secondary passive. This gives him a weaker earlygame and would solidify a level 6 powerspike

I think the heal either needs a buff, should be based off of Max health, or should have a higher AP scaling. Other than that it's great

Q: The initial swing of the move I like; the triple range basic attack + damage boost on the other hand, I dislike simply because of the implications that it would bring. Morde would be able to kite other melee champs and the range doesn't have a really good advantage against ranged characters

Either keeping it entirely intact as it is and lowering the cooldown, or changing it to be like an initial swing and then a skillshot before lastly being a super-powerful, long-ranged basic attack(each one that's hit would unlock the next step in the chain of moves)

W: perfect but make the MR+Armor shred out of a % so he's good against all types of targets

E: Go with the second one but make it that Ghostly Wails in a circular AOE that slows enemies

R: Add something that brings the creatures some more value other than "escort service" because without an added mechanic(Tibbers has enrage, Daisy has 3 hit passive, Maiden-of-the-mist has max%health damage with yorick) it's a flat move that doesn't have depth besides to effectively say "now I win"

Almighty Prismo1 votes

I think removing movement speed and slow is a bit too severe of a gameplay change because it invalidates a very large chunk of itemization. Movement speed items are built to work with that movement speed, and would fall flat without it. Think of item 3742 : it's passive would be pretty useless if it's wearer could never get above 400 movement speed (unless you get item 3117 ).

Jhin has a similar passive with attack speed, but attack speed isn't nearly as influential or widespread as movements speed. Attack speed items are already pretty scarce, so Jhin doesn't have a problem with itemization. Even the items that do have attack speed use it more as an auxiliary stat: the entire item's purpose isn't dependent on the attack speed.

Movement speed, on the other hand, affects pretty much everything. Chasing, ganking, counterganking, engaging, fleeing, returning to lane. I'd argue its one of the most influential stats in the game, especially early to mid game. Not to mention there are a crap-ton of slows in the game, and rendering him completely immune to all slows (even with an AD/AP debuff) is a bit too far I think.

Metallikaiser1 votes

I mean rendering him immune to all slows is powerful, no one denied that, I dont think there is anything inherently wrong with that, it makes him a little harder to kite then the current sad state.

I mean Morde doesnt really buy movement speed items as it stands despite how much he theoretically would benefit from them, so im not really sure this would be much of an issue, but even then, getting more damage at the cost of not being to gain gap closing fits Mordekaiser pretty well.

Galius Julius 1 votes

nasus would be a busted counterpick

Metallikaiser1 votes

Not really, Nasus relies on that slow to actually be able to catch people when he needs to the most, not many people are shorter ranged and more easily kited then Morde, but a Nasus with no slow would be one, in return for losing that slow he gains a Tryndamere w against an AP opponent.

Vyuprax1 votes

yes. Yes. YEs. YES! I honestly really like this! +1

Metallikaiser1 votes

MM, you are killing me here, you are why I got into play Morde so long ago, and I really like the previous posts you have made on Morde, but I just cant get myself to like this gameplay rework.

The passive is great, its just perfect, the boots of lead is an amazing passive that I really like on a gameplay note, a creative note, and a thematic one. The second passive seems on the face of it a solid idea that I like somewhat reminding me of Annie passive in how it works, but I am concerned that it seeming to only work on champions seems to negatively affect his sustain too harshly and gives him less breathing room in ranged matchups.

The new Mace of Spades isn't bad. I have long suggested an aoe swing that landing then gives you empowered autos. The similarity to Darius Q with the mace head mechanic doesn't feel great to me, but it also doesn't bother me. While I also liked giving Morde some more Range Jax style, your suggested range is actually just absurd. I also very much so like the idea of him using suffering as empowerment and having the damage scale with later hits rather then a flat increase for all three autos. I previously suggested making bonus damage scale off of the damage done with a prior aoe hit, to punish for missing the aoe, and reward you for hitting a bunch of enemies with it before you get a nuclear auto.

The new W is great, lacking the heal obviously feels weird, but its fine, I like the defense steroid and aoe damage around you, but I'm much less a fan of the recast, I don't think the slow is needed and it seems like a very boring way to actually sell the CC less identity down river, the MR shred is nice though. I feel like acting as if that MR shred gives him new utility superior to the healing of teammates that he would no longer do is a farce though. I liked being able to heal allies without being a dedicated support healer, I will miss that, though I'm not too attached to it.

The E is just garbage mate, I don't mean to be rude, but it doesn't get anything out of me. I don't really associate Morde with long range poke or with javelins and don't want another javelin thrower when we already have Nidalee/Pantheon/Kalista. Not to mention I feel this slot needs to be something which just shows off magical prowess rather then another weapon. But in terms of how it works, I don't really like having this catch spell, how can you balance Morde being a monster at close range that you dont want to approach while also giving him a ranged poke catch tool? It just doesnt fit, it feels thematically forced, and unsynergetic, the one with a physical wall especially feels way too similar to Yorrick wall.

The new Ult. Hmmm. Well I like having an army, I like Nazgul clone Wraiths to attack my enemy. But honestly the ghost was the thing I liked the least about his current ult, I like DOTs personally and I felt that a strong long single target dot applied that whole "you are doomed" thematic, and gave you powerful dueling potential like Trundle, as well as an ability to help tie down a high priority target with a long rylies slow and assured damage. I also like the dragon, sue me. I think having a dragon pet is awesome, gives you the ability to just walk into a lane and say "Hello!" Gave you an opportunity for a turret, gave you the team utility of a powerful pushing tool especially when well coordinated, and puts a certain amount of unique priority on dragon as an objective which I find interesting. Thus I feel this ult focuses on the parts of the last one that I didn't like while getting rid of what I did.

TheAceInShades1 votes

I think the boots are a great idea, but i'd make it have a cap on base AD reduction because Nasus has a 99% slow and making morde go to 1 ad seems like a bad idea. As well maybe reduce all allied speed boosts by a heavy amount. Unless Morde has INSANE tankiness to let him walk into a fight he will not be able to get away with this.

HailFire Dragon1 votes

as long as morde can still summon a ghost dragon in some way im fine with whatever riot does. but your idea seems awesome especially the unique passive and ultimate.

EDIT: now that i think about i. t fuck it! riot should give in to the glory of DragonForce and allow morde to truly fight with Fire and Flames by making his ultimate actually summon his own personal pet undead dragon with its own name, stats and abilities AND RIDE IT. change his abilities to do different things according to whether he is on the dragon or not and viola! change his niche into a team fighting juggernaut General/king that greatest strength is marching foreward on his tanky dragon with his team beside him.

muted team chat1 votes

I cant understand how you put this much effort in to something that Riot is going to completely ignore.

More from Gameplay

More by Malicious Metal