Mordekaiser: A Re-rework Concept

Drakalops·12/25/2019, 8:12:11 PM·4 votes·2,211 views

Mordekaiser’s current design can barely even be considered bad, it’s closer to unfinished. It’s uninspired, unhealthy and overall unliked by anyone and everyone who has ever played against him.

Mordekaiser is a hulking, power hungry warlord who bends the souls of the afterlife to his will and destroys anything and everything in his path. The current iteration of Modekaiser isn’t too far off from this identity, but it is in dire need of an overhaul. As such, here‘s my well thought out change list to hopefully fix his toxicity and provide more gameplay and depth to the champion. I’d love to see what others think about these changes, so please tell me if there’s anything that should be changed/adjusted.

NEW passive - Indestructible:

  • Mordekaiser stores 20% damage dealt as a potential shield, decaying rapidly upon leaving combat for 4 seconds. When the bar is full, he gains this value as a shield for 5 seconds.
  • Cooldown: 120 - 20 seconds
  • Shield value: 200 - 600

Q:

  • Cast Time: Increased to 1 second from .5 seconds
  • Range: Increased to 950 from 625
  • Width: Increased to 320 from 160
  • Damage: Changed to 60 / 90 / 120 / 150 / 180 (+80% ap) from 75 / 95 / 115 / 135 / 155 (+60% ap)
  • No longer deals 40% increased damage to single targets
  • NEW: Enemies within the first 300 meters of the ability take 70 / 100 / 130 / 160 / 190 (+100% ap) magic damage and are stunned for 1 second
  • Proper hitbox is now displayed while hovering over the ability and while using it.

NEW W - Darkness Rise:

  • Cooldown: 18 / 17 / 16 / 15 / 14 seconds
  • NEW PASSIVE: Mordekaiser deals 10 / 20 / 30 / 40 / 50 (+20% ap) bonus magic damage on basic attacks
  • Mordekaiser surrounds himself in a storm of spectral metal, dealing 6 / 12 / 18 / 24 / 30 (+40% ap)(+2 / 3 / 4 / 5 / 6% target’s max hp) per second for 6 seconds. The radius of the ability doubles over the duration.
  • Radius: 300 - 600

E:

  • No longer grants passive armor penetration
  • NEW: Enemies who are pulled will have their magic resistance lowered by 5 / 10 / 15 / 20 / 25% for 3 seconds

R:

  • No longer steals stats from the target
  • NEW: Mordekaiser now gains 15% of his bonus health and ap as additional health and ap while in the death realm.
  • NEW: Upon killing a target in the death realm, Mordekaiser consumes their soul, gaining a specter that resembles the initial target. This clone will deal 10 / 20 / 30 (+20% ap) per basic attack (doubled if the clone is melee) and will have the same health pool as they did when they were killed.
  • NEW: Upon using your W, the soul will recieve a smaller version of your W. Mordekaiser and the clone gain 3 / 6 / 9% movement speed when moving towards one another while his W is active. Radius: 250 Damage: 10 / 15 / 20 (+20% ap)(+2 / 4 / 6% target’s max hp) per second

17 Comments

Nyarlathοtep12/25/2019, 10:27:19 PM4 votes

Oke WTF IS THIS SHIT?

NEW passive - Indestructible:

  • Mordekaiser stores 20% damage dealt as a potential shield, decaying rapidly upon leaving combat for 4 seconds. When the bar is full, he gains this value as a shield for 5 seconds.
  • Cooldown: 120 - 20 seconds
  • Shield value: 200 - 600

120 second to use your passive? Seriously? Even late game 20 second is long time. All juggernauts by late game are a constant threat. Their sustain tools (or mitigation tools) are on low cd (excluding garen but he comes with bonus resistances and mundo because of his passive). Funnily enough if you lower the cd you HAVE to reduce the value. Also, no scaling makes (usually) a champ weak late game. Because by late game whereas other shits scale with stats, this doesnt.

Cast Time: Increased to 1 second from .5 seconds

  • Range: Increased to 950 from 625
  • Width: Increased to 320 from 160
  • Damage: Changed to 60 / 90 / 120 / 150 / 180 (+80% ap) from 75 / 95 / 115 / 135 / 155 (+60% ap)
  • No longer deals 40% increased damage to single targets
  • NEW: Enemies within the first 300 meters of the ability take 70 / 100 / 130 / 160 / 190 (+100% ap) magic damage and are stunned for 1 second
  • Proper hitbox is now displayed while hovering over the ability and while using it.

Why would you increase cast time if you are going to increase range and width? And why does his q reward him for going full ap? Juggernauts are supposed to be durable douches. However this promotes full ap. ALso considering the cd on his q, the 1 sec stun is fucking broken. And frankly it doesnt mend with a juggernaut.

Cooldown: 18 / 17 / 16 / 15 / 14 seconds

  • NEW PASSIVE: Mordekaiser deals 10 / 20 / 30 / 40 / 50 (+20% ap) bonus magic damage on basic attacks
  • Mordekaiser surrounds himself in a storm of spectral metal, dealing 6 / 12 / 18 / 24 / 30 (+40% ap)(+2 / 3 / 4 / 5 / 6% target’s max hp) per second for 6 seconds. The radius of the ability doubles over the duration.
  • Radius: 300 - 600

Again, the cd is way too high for a juggernaut. Darius will be running around hopefully with his passive activated, endangering everyone. Garen endangers everyone just because of how much dmg his e deals. Mundo endangers a single target with strong hybrid dmg (his q has low cd and deals high dmg and his e has again low cd and high dmg). Illaoi can command her tentacles to spank her targets while also having the vessel to deal extra dmg. Her ulti also makes her almost impossible to fight her while also making it easier for to spank you. Nasus is the same. Except you can 1v5 him. Urgot comes with a strong shield with good duration albeit a bit high cost. This offset by the fact that his passive deals high % max hp dmg and by late game it has no cd. That much dmg means more sustain. Voli is on his way to get a rework. And lastly trundle, he has his ulti to steal shit tons of resistances and hp and his w to endure a fight. Every single one of them are a constant threat. While morde is locked behind some big ass cds. Which btw he cant even invest to cdr without going heavy tank OR full ap.

  • No longer steals stats from the target
  • NEW: Mordekaiser now gains 15% of his bonus health and ap as additional health and ap while in the death realm.
  • NEW: Upon killing a target in the death realm, Mordekaiser consumes their soul, gaining a specter that resembles the initial target. This clone will deal 10 / 20 / 30 (+20% ap) per basic attack (doubled if the clone is melee) and will have the same health pool as they did when they were killed.
  • NEW: Upon using your W, the soul will recieve a smaller version of your W. Mordekaiser and the clone gain 3 / 6 / 9% movement speed when moving towards one another while his W is active. Radius: 250 Damage: 10 / 15 / 20 (+20% ap)(+2 / 4 / 6% target’s max hp) per second

The removal of stolen stats for bonus hp and ap as additional hp and ap are not gonna lie. Shitty. I highly doubt he will be able to kill anyone there. However the reward there is certainly much better than the live one. Although pets (excluding heimers) tend to be shitty.

Aerons12/25/2019, 8:36:25 PM3 votes

I like idea of this but his q cooldown way to low for it be 950 range be perma stun for 1 sec anything in meele range.

ModAcademy Kayn12/25/2019, 11:27:39 PM2 votes

The only change I really like is that of E's. I dislike all the other changes because:

Passive: If Mordekaiser can't get onto his target, he'll effectively have no defense at all. While you can argue that is purposeful, because juggernauts are meant to be kited, that doesn't mean they shouldn't have any defense at all. It's why Morde gains shield power via taking damage as well, because he still needs a defense tool.

Q: One of the original appeals of Mordekaiser, which ironically is part of the reason his Jugg rework failed, is that people don't want him having hard CC or mobility. You'll notice that outside of Skarner and Garen, most juggernauts only have displacements or high conditional mobility (Shyvana's and Setts ult). If you're going to give him a stun, he shouldn't get increased range or increased size of hitbox, even if it's only better when nearby, because of the amount of harass he'll now be able to perform in lane.

W: Morde does not need %percent HP Damage. This will only make him far more disposed to killing tanks, who are already more vulnerable to your kits proposed stun due to their lack of speed/mobility. Morde should win against Tanks via over time sustain and DPS, not tank shreding mechanics when he's already far more predisposed to killing squishies.

R: This is the point where this is far less about trying to 'complete the rework', and is far more concerned with just bringing back old Mordekaiser. He's gone, and he's gone for a reason.

Mordekaiser does not need a rework. He simply needs a few more ways to play against him, which is why out of all your changes, I far prefer the E change. It gives a far better downtime in vulnerability if he misses his pull, just as Illaoi when she misses her soul pull. The thing about juggernauts is that they need reliable high damage when upclose, because upclose is their speciality, with their weaknesses often being about being kited. Your proposed Kit, if anything, overloads the character with more utility, better tank shredding, and lack of access to his own defense tools, which are needed the most when you can't reach a target/can't yet reach a target.

KICK OUT AT 212/25/2019, 9:21:12 PM2 votes

Runes and a lack of real AP bruiser items are the cause of his current state. Conqueror just breaks him. Remove keystones, and balance problems like this are fixed.

The only change I'd give to his kit is making his passive proc give resistances instead of movespeed. That would better define his strengths and weaknesses.

DartExplosion1012/25/2019, 9:15:44 PM2 votes

wouldnt it make more sense for the outer part of his q to do more damage and stun? since he's hitting with the head of the mace instead of the handle? similar to darius?

Vectros12/29/2019, 7:44:53 AM1 votes

This is a terrible idea. You're removing his late game viability, unless he gets a ghost-which gives him the problem of old Morde-not doing crap unless he kills a target. Current Morde can be a threat before this, and gets a bit of a boost if he kills a target.

You give him high CD's and more CC like a tank, which he isn't supposed to be.

Removing Magic Pen to make it on hit only? Not sure I agree. Again, he's supposed to be able to shred tanks since he's a bruiser, making it so conditional would make that job...difficult to say the least. I'd say just lower the numbers, instead of locking it behind a high CD skill shot/pull.

HideSide12/25/2019, 10:27:48 PM1 votes

I agree only to:

  • Cast Time: Increased to 1 second from .5 seconds
  • NEW: Enemies who are pulled will have their magic resistance lowered by 5 / 10 / 15 / 20 / 25% for 3 seconds
  • No longer steals stats from the target
  • NEW: Mordekaiser now gains 15% of his bonus health and ap as additional health and ap while in the death realm.
  • NEW: Upon killing a target in the death realm, Mordekaiser consumes their soul, gaining a specter that resembles the initial target.

Everything else is just crap from old Morde ( not because its from old morde, but because its better how it is now... ) and I personally would move 50% of strength of his passive to his Q and mainly into his W, so he can prolong fights more, but not so OP in already prolonged fights and should be punished for missing his Q more.

thefatlazycat12/25/2019, 11:34:54 PM1 votes

My personal preference as an Ex-Mordekaiser Main:

Passive: Iron Man Indestructible: Mordekaiser stores (20/25/30/35 at levels 1/6/11/16)% of magic damage dealt as a potential shield, decaying rapidly upon leaving combat for 4 seconds. When the bar is full, he gains this value as a shield for 5 seconds, during which time the passive bar cannot be filled. Shield capacity: 15% of maximum health Mace Of Spades: Mordekaiser deals (35% AP) bonus magic damage on-hit.

Q: Obliterate -40% bonus damage on single target damage is removed. +AP ratio increased to 65% from 60% +The mace has a sweet spot right at its head, on-hit effects are applied to enemies hit by the sweet spot. (Alternatively it just deals 35% AP bonus damage)

W: Darkness Rise Mordekaiser surrounds himself in a storm of spectral metal, dealing 3/9/15/21/27 (+30% ap)(+1/2.25/3.5/4.75%/6 of Mordekaiser's Bonus Health) per second for 6 seconds. (Not necessary but also a possible balancing direction: Mordekaiser's movement speed is reduced by 15% while Darkness Rise is active, Darkness Rise can also be cancelled by recasting it early.) Radius: 400 Cooldown: 14/12.5/11/9.5/8 seconds

E: Death's Grasp

  • No longer grants passive armor penetration
  • Enemies who are pulled will have their magic resistance lowered by 5/10/15/20/25% for 3 seconds

R: Realm Of Death Stat steal reduced to 2/4/6% of core stats. If the target enemy champion dies Mordekaiser adds their stats to Midna Rachnun, the enemy champion still recovers their stats. Midna Rachnun: Mordekaiser stores stolen core stats passively. When a specific core stat of a champion is added to Midna Rachnun it will be compared to Mordekaiser's existing bonus from that stat (starting at 0), if the new bonus stat exceeds to previous bonus to that stat then it will be added in place of it. Core stats are Attack Damage, Ability Power, Armour, Magic Resistance, and Maximum Health.

Added note: Mordekaiser's 'Realm Of Death' look can be toggled via Ctrl+5.