My idea for a Mordekaiser rework
I tried to put lots of thoughts into this one, so here it goes:
Passive - Iron Man
- Stays the same.
Q – Mace of Spades Cost: 20 / 24 / 26 / 28 / 30 Cooldown: 12 / 10 / 8 / 6 / 4
When activated, for the next 5 seconds his next 3 autoattacks will deal bonus damage & nearby enemies. 1st & 2nd damage - 10 / 20 / 30 / 40 / 50 (+ 50 / 60 / 70 / 80 / 90% AD) (+ 40% AP) 3rd damage - 20 / 40 / 60 / 80 / 100 (+ 100 / 110 / 120 / 130 / 140% AD) (+ 80% AP) Splash damage – 60% of damage dealt to target. Monsters take 100% damage.
Notes:
- Cooldown starts after finishing his 3rd hit, or after the effect wears off after 5 seconds.
- Applies both on-hit & on-spell effects.
- Bonus effect on ulted target (see below)
Kit: It’s pretty much his AA being turned into having a Tiamat passive. And I was also thinking if Morde could be a diversed jungler if solo lanes aren’t a good cut for him in the future.
W – Harvester of Sorrow Cost: 20 / 30 / 40 / 50 / 60 Cooldown: 15 / 13 / 11 / 9 / 7
When casted on himself or his ally, he surrounds himself and targeted ally with flying metal shards around them, causing them to deal damage around them. After the effect ends, the shards will explode, dealing bonus damage. If Morde & his targeted ally ends the effect when touching each other, both gains a burst of 50% movement speed which decays over 2 seconds. Shard damage - 35 / 45 / 55 / 65 / 75 (+ 25% AP) Duration – 4 seconds at all ranks.
Notes:
- Applies on-spell effects.
- Damage does not stack when Morde & targeted ally comes close with each other.
- Targeted ally includes minions, pets & champions.
- Bonus effect on ulted target (see below)
Kit: As you can see here, his passive was completely removed for the sake of his ADC bot lane removal. Now, with simple explanation, both he & his targeted ally grabs an auto-Sunfire effect on each other. Additionally, both will gain some mobility when ending the effect, which helps when chasing or escaping together from an enemy.
E – Siphon of Destruction
Same style, but some damage tweaks:
- Damage changed to 30 / 60 / 90 / 120 / 150 (+ 50% AD)(+ bonus 70% AP) from 35 / 65 / 95 / 125 / 155 (+ 60% AD) (+ 60% AP)
but with some added kit:
- Bonus effect on ulted target (see below)
R – Children of the Graves
No cost Cooldown – 120 / 105 / 90 Passive: Mordekaiser's basic attacks and abilities curse the Dragon for 10 seconds. If killed, he claims the Dragon soul to fight beside him. Active: When casted on an enemy target, it deals damage on him, and his following basic abilities will have bonus effect if it hits his target:
Q - His next 3 AAs will now swing in a 45 degrees arc & gains a burst of 15% movement speed which decays over 2 in each swing. His target will receive 3% additional damage from each swing. W - Deals a burning effect on his target & his nearby teammates. E - Will slow enemies hit in an area by 40% for 1.5 seconds.
Ghost effects is exactly the same.
Notes:
- If his Q hits his ghosted target once, then the rest of his Q will gain the arc & movement speed effect, even if it doesn’t hit his target again.
- Ghost dragon & a ghosted pet details are the same as the old one.
I was thinking of making Morde to have some more substantial wave clearing with his Q more than using his E, whilst having an easier time with his W becoming the old "shield & damage" type of kit. But what's the big deal with this rework is his ult effect, where he gains tons of bonus effects on certain abilities he dashes out. Few points on why this part is needed when he ghosted a target:
- He can be intimidating & destructive during teamfights with his large mace swing.
- He can safely build more on pure damage instead of having to rush Rylais for teamfights.
- A lot more mobile, and easier to stick to targets.
So what you guys think of it?