My idea of Mordekaiser rework (in gameplay)

Sauronkaiser·4/19/2017, 8:52:36 PM·1 votes·399 views

So i was bored and decided to make by myself the Morde rework which should arrive in some moment in next season (theoricaly) I wrote a lot in W and R, but needed to explain it well. Also, english is NOT my mathern language, so be patient about mistakes :) lets go;: ------Passive: Iron man ** -Almost the same, the only one that not changes. -Morde´s abilities costs life, as always. -Morde obtains a temporal shield when dealing ANY type of magic damage, the shield decreases slowly after various seconds without dealing or receiving damage. -------Q, Mace of spades:** (the ace of spaaaades yeah..!) -Old Q and current Q are now combined. Now it provides both Burst and DPS, but using the first will prevent the second function for a time. -Passive:All Morde basic attacks deal aditional magic damage per hit. Every 3 hits, the third deals more damage. -Active: after activation, the next Morde basic attack deals a great burst of magic damage, and also does damage to all enemies around the objective. If the enemy is alone, the damage is the same, but the shield gain is superior. -Meanwhile the Q is in CD, the mace passive doesnt works And the basic attacks will not deal magic damage. ------W, Harversters of sorrow: -this ability now gives sustain, lifesteal, some CC and movility (the only one wich provides all this)), It can be used to fight or in an attempt to escape (though this is not well in large chases) Also can be used to support alies if launched on them. http://imgur.com/HR2NJRq -Now a skillshot ,much like Kled Q But easier to hit. -Can be launched in both enemies and allies, Gaining a different effect in each case. -Launches a metal garsp united to Morde with a chain with traps the first enemy got, Being valid every enemy unit, including minons and monsters ,If its launched to an ally (here only can be launched to champs);It cant fail or be intercepted and also is much faster. -IN AN ENEMY:the garsp Gets united to the first hitted enemy and drains his HP giving it to Morde as magic damage.both champs see themselves slowed if they try to escape from each other and are faster if goes to the other side., This buff/slow is bigger when faster they are from the other one if they get too separated, the chain breaks and the ability ends, making both of them a little more faster for an instant. -If the chain lasts until the effect ends in the end the enemy gets extra HP stolen and gets heavily slowed for an instant (like a gangplank barrel but for less time). if a minion or monster gets hit, the damage is bigger but gets less HP stolen. -RE-ACTIVATION AGAINST ENEMIES:If morde reactivates the ability, it stops in the instant and disapears,** rooting the enemy for a second and giving Morde a little MS buff for the same time**. Its necesary to wait at least une second to reactivate after hitting the enemy, but if the opponent is just near to Morde, you can reactivate it almost in the moment. -INTO ALLIES: Gets to the target ally, and except the lifesteal effect, its the same than enemies. -RE-ACTIVATION WITH ALLIES:produces a lifesteal effect like the current W of the champ,healing both champs and dealing magic damage.the lifesteal effect is less efficient but doesnt gets nerfed aganist minions. ------**E, Siphon of destruction **

http://imgur.com/tQ9V7E0

http://imgur.com/PhZT8AE

http://imgur.com/u7U4GTu

-The concept is very similar (before spamming it...) -My idea is making some tipe of "earthquakes" based in magic. -Now a spamming ability, less life cost, but can deal a lot of auto-damage to morde if abused. -launches a siphon like the current E, but dealing A lot less of damage and getting CDR per enemy hitted. -hitting and enemy (any unit) gets CDR, can be stacked till the CD is of 1 second. -Any time it gets launched in few seconds** the wave gets multiplicated, just like an "expanding fan", being able to stack it up to 3 times, being the third launch the one wich will repeat untill the battle ends. -If hits only a single enemy champ and the CD is over 1 second, Morde also gets a 15% aditional shield. ------R, children of the grave: Now you can actually get the drake into a pokeball and launch it when you need. the drake is different depending of the elemental type you just killedl**. new active effect on champs, the champ ghost stills the same. http://imgur.com/zsC1ioj ---R passive: dragonforce is still here but changes, killing the drake will not give you a ghost, but it will be "stored" in your R, so you can summon it when and where you want. -You can only have one drake stored in the R (obviously...) -The drake is different because of the elements. The R icon will remind you what you have killed last time. -De Fire:deals more damage, just for fights. -De water:its attacks have more range and a slow effect, just for chasing ppl or bully them from distance with the cc. -De rock: has more HP and armor, just for pushing turrets. -De wind:here i have 2 options; version 1:flies faster and makes allies go faster too, just for chasing or escaping (why should i escape when i have a drake..? this is as useless as the wind drake inself i think) verision 2 i preffer this one): delas more damage to jungle monsters and its pressence makes them lose armor and resistance, just for doing Baron. Ancient: Bigger, more damage and resistance, more range, aplicates the ancient fire pasive while attacking... universal uses. ---R ACTIVE: -Marks an enemy and deals in the instan a part of his max HP as magic damage, converting ALL the damage dealt into shield.The enemy gets marked for 15 secs, he doesnt recives any damage from the mark inself, but gets extra damage from all Morde attacksand also the W will be "magnetized" to himn making easier to hit it and having a little bit more range (still can be intercepted by other enemies). If the enemy dies being marked, he grants Morde his ghost, same mechanic as we always have seen, no changes.

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