I'm Bored, so I tried reworking Mordekaiser

Gentzer·1/8/2016, 11:44:00 AM·1 votes·316 views

I said I'd do this on one of Malicious Metal's threads a while back, and now I finally got around to it! Be aware that I am somewhat pulling numbers out of a hat.

Passive: Iron Man

Similar to live, although the changes across the rest of the kit would perhaps necessitate Mordekaiser gaining a bit less shield from his abilities.

Q: Mace of Spades Costs 1/1.25/1.5/1.75/2% max HP per hit Toggle

When toggled on, Mordekaiser's auto attacks cost a percent of Max HP to cause his basic attacks to deal bonus AOE magic damage equal to (0.2/0.25/0.3/0.35/0.4 AD) + (0.1/0.125/0.15/0.175/0.2 AP)

Thee idea here is that by maxing the cost a percentage, Mordekiaser has to balance whether keeping Mace of Spades on is worth it if the damage he's taking is too much, while also hopefully making Morde move to a more sustained pattern. I did consider changing the scaling to an AD/ bonus HP scaling, and have Morde essentially forgoe his old AP ways. Not sure if that's the path people would want.

W: Creeping Death 20/40/60/80/100 HP

Mordekaiser surrounds him and an ally champion or minion in a metal swarm, which increases resistances by 10%, and grants the two 50/60/70/80/90 Movement Speed towards each other. The swarm deals 25/35/45/55/65 (+0.1 AP) magic damage and can overlap. fields beyond the first deal 50% damage. Lasts for 4 seconds.

Hopefully this would encourage Morde to go tanky to make the most out of the resist increase, and it's largely a utlity spell here.

E: Siphon of Destruction 40/50/60/70/80 Health

Mordekaiser deals damage in a cone in front of him, dealing 60/110/160/210/260 (+0.3 AD) + (0.4AP) and gaining 25% of his max shield per champion hit.

Shifting some of his shield gaining into his E will hopefully mean his shield will be easier to break when E is on cooldown, hopefully easing the problem Morde has had before of being too strong because his shield is never down, or too weak because it breaks too easy.

R: Children of the Grave

Mordekiaser surrounds himself in the Black Mist for 8 seconds. During this time, any champion who dies, all or enemy, becomes a ghost, and heals Mordekiaser for 4/6/85 of his missing Health Ghosts will go to targets Mordekaiser is attacking, even in the target is out of his attack range, each ghost deals 20% AD per second, or 10% AP depending on which is largest. Multiple ghosts can attack at once, but each ghost lasts 5 seconds. In the case of multiple ghosts, the most powerful ghost deals full damage, and all others deal 50% damage. Ghosts can live beyond the ult duration.

The ghosts essentially act like a ranged placeable DoT, as I really liked how the current ult has your opponent withering under the effect, but disliked the burst portion. This will hopefully make gaining a little ghost army feel impactful, while still making Morde center of the battle, as Morde won't get a ton of ghosts during the duration on his own, his team has to help him burst people down in time. It also makes Kindred a counter to Morde, which is all lore-appropriate.

2 Comments

Khâmul1/8/2016, 12:36:24 PM1 votes

won't talk about numbers (it's not the most interesting thing). but i think the concept is nice (about the ultimate) but numbers have to be changed. the actual ultimate for Morde make you think about who you have to focus.if you're tanky and your team doesn't have assassins,put it on the tank so you won't die easily. or if the adc doesn't have QSS,put it on him. or maybe an apc if he can die easily so you'll be enhanced. but it's in the right direction :)

Gentzer1/8/2016, 3:17:57 PM1 votes

I didn't really consider the old ult in my ideas. While the powerful ghost you could get was cool, it was a bastard to balance in terms of it's own damage and keeping the ghost from snowballing fights too hard. My ult does reward Morde and his team for hitting the backline, as the ghosts resurrected from the enemy backline will be more potent than say, the ghost of the enemy Sion.

Also, my ult was intended to reduce feast-or-famine in Mordekaiser, a problem he faces currently. Note that as long as someone dies, Morde gets a ghost, so as long as Morde plays safe, his allies can do the killing to grant Morde ghosts to help him be relevant in fights even when behind, especially since if the enemy is fed, the ghost they produce will do extra damage due to more AD/AP. It also reduces Morde's snowballing, as if Morde is already fed, the ghosts will be less effective.