Mordekaiser; A Gameplay Update

Stacona··2 votes·477 views

This idea is more a revert to the old Mordekaiser, but with the proper changes that he should have gotten. Because old Mordekaiser was balance-able and only needed small adjustments to be in a good, healthy spot for the game and viable; because he had a very unique role already. The current Mordekaiser is just straight up broken and impossible to balance, Riot really did not think ahead even a week in advanced about these changes, let alone long term; so this is why I am doing this post.


Basic Attack Range: 200 units Movement: 330 units per second


Iron Man (Passive): Mordekaiser shields himself whenever he deals damage to an enemy with his abilities by 12.5% of the damage dealt, increases to 25% of the damage dealt against enemy champions, up to a maximum of 25% of his maximum health.

Store up 20% of Iron Man's shield per enemy champion struck by Siphon of Destruction.

Iron Man's shield decays at a rate of 1.5% of Mordekaiser's base health per second.

Mace of Spades (Q): Cooldown: 7/6/5/4/3 seconds; Cost: 30/40/50/60/70 Health; Range: 850 units Mordekaiser tosses a chained mace to the target location to deal 60/75/90/105/120(+40%bonus AD)(+30%AP) magic damage to every enemy struck, deals double damage of 120/150/180/210/240(+80%Bonus AD)(+60%AP) magic damage to an isolated enemy.

Metallic Death (W): Cooldown: 14/13/12/11/10 seconds; Cost: 40/45/50/55/60 Health; Range: 1000 units; AoE; 250 units Mordekaiser creates swirling shrapnel around an ally unit and himself for the next 6 seconds to cause them to move 75 units per second faster when moving towards each other and deal 40/50/60/70/80(+25%AP) magic damage per second to nearby enemies, this damage can overlap when both areas are damaging the same enemy.

When Mordekaiser and an ally champion with the effect are close to each other then the shrapnel slows struck enemies by 40/45/50/55/60%.

Siphon of Destruction (E): Cooldown: 6/5.25/4.5/3.75/3 seconds; Cost: 60/70/80/90/100 Health; Range: 675 units; Cone: 60 degrees Mordekaiser siphons the life out of struck enemies in a cone in the target direction to deal 60/90/120/150/180(+50%AP) magic damage to every enemy struck.

Every enemy champion struck by Siphon of Destruction will heal Mordekaiser for 30/35/40/45/50(+10%AP) health.

Children of the Grave (R): Cooldown: 120/105/90 seconds; Range: 750 units; Tether: 1200 units Passive: Whenever Mordekaiser executes a minion they become a ghost minion for the next 6/8/10 seconds acting like your own team's minions. If the enemy champion kills a ghost minion then they are granted 5 gold.

Active: Mordekaiser curses an enemy champion for the next 10 seconds to deal 25/30/35%(+1% per 25AP) magic damage and heal Mordekaiser for the damage dealt, half of the damage is done instantly while the other half is done over the duration.

If the cursed enemy champion dies, then Mordekaiser gains a controllable ghost being a copy of the enemy champion for the next 45/60/75 seconds, he can control the ghost with Alt + Right Click, the ghost gains 10/25/50 bonus attack damage and grant Mordekaiser 25% of the target's bonus health and 30% of the target's ability power.


Yes, bye bye Ghost Dragon! As cool as it is, it make games just well, stupid, and it also can never be balanced; it is far too overpowered for the game and makes tower indefensible. So with the ghost minions for my ideas it will offer Mordekaiser as an excellent siege metal mage with his wave clear and having the ghost minions to tank tower shots for a short time, without it being overpowered and unable to defend your towers. So this idea should allow Mordekaiser the ability to be a really good siege mage despite being melee, and to try to fix eternal shoving in waves I increased his health costs, mainly for minion slaying, that way for all his wave clear there is at least a trade off with hurting himself meaningfully to the point that you cannot just simply negate it with a spell vamp item or two.

Also I focused on Mordekaiser's scaling, fitting him into a wave clearing, sieging, hyper mage with plenty of ghosts that he uses for his bidding; with trying to have him weaker and less of a lane bully in the early game, mainly through higher health costs in the early game. The main problem with Mordekaiser (which was never fixed) is that he is very oppressive in the early to mid game WHILE still scaling extremely well; due to the nature of his design (unless we remove his ultimate) Mordekaiser will always be a late game scaling champion, so for him to be in a good spot for the game we need to have him be weaker in the early game and less oppressive, but still allow him to scale extremely well.

2 Comments

Mordepool1 votes

I like it. My idea for his Q was he could throw it and it becomes impassable Terrain for 4second or can press to end early. But when he doesn't have his Mace his MS goes way up

Stacona1 votes

I thought about CC too - but ultimately Mordekaiser should be a slow moving high damage melee mage with little to no crowd control tools - I still focused with W being more about teamwork orientated

But you should see that this is a lot more balanced and emphasizes Mordekaiser's old strength better than the current Mordekaiser; all values can be number tweaked on a patch to patch basis easily which is where you want champions to be at-- and all I did was made his old Q into a skill shot and did small changes-- the champion that needed drastic changes (and still does) is Garen and not Morde

Only reason why Mordekaiser currently gets played is because he is broken, but my ideas is something I actually want to play and I think are fun to play as while hopefully not be frustrating or oppressive when against it


I don't think he should get a bunch of movement speed - i am fine with the W magnet concept, but nothing more than that

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