Idea for Morde Rework
Because of the break between worlds games and a recent tonsillectomy, I've had nothing to do but to stay in bed (not playing league because everything just hurts too much). So with nothing to do I kind of thought of a way to rework one of my favorite champions: Mordekaiser. I began playing Mordekaiser 7 years ago when I first started and he has remained one of my favorite champions. Although through all the reworks and changes I feel like he lost any defining quality of play. Overall I like the base of his kit but he doesn't have any clear idea of how to fight and is just a wave clear monster that gets a cool ghost. My idea for him is he should be a tank heavy hitter like any bruiser that can sustain taking damage in teamfights in order to get a kill on a carry. He should feel kitable but still frightening if he gets a single kill on an enemy. So without further ado, Here is what my idea of a reworked morde would look like:
PASSIVE (Grave Reminder): Mordekaiser's autos apply a mark on enemy champions causing his abilities to consume a mark healing him and adding an extra effect. (Marks can only be applied once every 5s/3s/1s per champion at lvl 1/9/15)
Explanation: Morde's passive currently is lackluster. It just gives him an extra shield he must try to maintain but no clear way to do so. It doesn't give him many options than "keep doing damage" so he can survive. It's not fun to play against or gives him something to play around. This gives him sustain but also options in teamfights. The amount of time between marking a champion could obviously change (i.e. 5s-3s based on level). But the purpose is he should have to choose how he wants to use these marks and also gives the enemy a feeling that if they're marked that may be their death.
Q (Mace of Spades): Mordekaiser next three autos are increasingly empowered and strike 2 enemies with shrapnel around the main target, the last auto deals a large amount of damage and consumes the mark to stun the champion. The first two autos, as well as those struck with shrapnel are marked be marked.
Explanation: Morde's old Q used to be a single Q with some AOE. Personally I liked it and wasn't a fan of the new Q. However the ramping up of the current Q gives him some crazy damage but also must be played around. The reason for adding the aoe "shrapnel" is less for damage but applying his marks as that should define his character. As for adding CC into his kit 1) It is a single stun he can only use on a marked target 2) without any CC morde feels like a walking dumpster that just smacks you really hard.
W (Iron Veil): Mordekaiser shields himself with an AOE storm of metal that builds his shield to a cap for a portion of the damage dealt, decaying after the storm ends. If cast near marked targets the storm follows them dealing dot on an around the champion (double damage if they take damage from another storm).
Explanation: This should be Morde's survivability especially in team fights. The initial shield can be used strategically to block big damage abilities. However if he can mark enemies and pass on the storm he should have a sustainable shield and deal lots of AOE and DOT. I thought about having the storm just cause them to bleed or burn but by having the storm pass on and deal double damage will cause enemies to have to spread out unless they want to give Morde more sustain and damage.
E (Siphon of Destruction): Mordekaiser strikes in a cone that deals flat damage and heals for a portion of the damage dealt. If marked the siphon pulls the champion towards him (no over walls) dealing the same damage + % of current health consuming the mark and increasing the heal.
Explanation: I wanted Mordekaiser to have some sustain aside from his marks. In lane if he can land an auto before he e's then he gets a larger heal. And in teamfights if he needs a good heal instead of using his other abilities to consume marks he should try to get an E off on a lot of marked targets. I also wanted Morde to have a way to get an enemy without having to rely on rylais. This makes him choose between waiting for his third auto to stun a single champion or using his E to pull the whole team towards him and healing himself. He should be able to get some initial damage off and then with the rest of his kit strike them down with a Q.
R (Children of the Grave): Mordekaiser releases a cursed demon that attaches to the first enemy champion hit. Deals flat damage initially and slowly deals increased dot burn. If Mordekaiser marks the enemy struck Children of the Grave grants vision of the target, begins stealing a % of movement speed and refreshes the mark until it ends or until death. If they die under Children of the Grave the surrounding enemies are marked or remarked and Morde gains a burst of MS and breaks any CC.
Explanation: Morde's ult shoulld be close to a death omen if he can stick onto the champion Making it a skillshot gives a carry some safety from the front line. But if he can hit an enemy carry with it he should be able to try and run them down. And their death amongst friends should allow him to swing a teamfight in his favor. Though his identity of having a "ghost" is cool it doesn't fit with his character or his lore. I have also been debating that if he gets a kill while from it whether those around the target should be feared or if Morde should get a bonsu of CC break, is healing or a speed boost. Personally I think giving him more CC is a poor decision but rewarding Morde for a kill by allowing him some speed to catch slippery champions might be beneficial. But does that gives him too much freedom to run in and run out almost unharmed.
I'm not hoping for anything more than for people or a rioter to find interest in this. I think about champion design a lot and how a lot of my favorite champions who are either lackluster in character or gameplay can be improved. I think reworking Mordekaiser like this would give him a clear way to play in teamfights and choose how he wants to use his marks. Give him some CC but he really has to work for it. And give him clear ways of sustain: Consuming marks, W and E. He should be an easy kill for the enemy team if he can't mark them or is kited and should be a terror if he gets a kill from someone under children of the grave and in the midst of his Iron Veil. Everything could be tweaked (CC possibly removed and imo could be problematic) to make it playable around and fair. But I think he would come into his own (and have less bugs) with something like this.
Post Script thoughts:
A rework like this would allow Morde to fit into a roll as a mid, top an possibly jungle. This would keep him from the odd spot he's in now with the exp share and his w connecting to an ally and a dragon pet. Just make it easy and say he's supposed to be in a role that's not bot lane.
Also he's always been a mage which I like. However with the addition of some CC would he fit better as just a tank or an actual AP bruiser (like Galio and Vlad - kinda -).
I've also been debating if he should still use health as he has since he's been a part of LOL or whether he could potentially use mana. The way I see resources affecting him is mainly through itemization, damage and cooldowns. If he he uses health he should be weaker in the beginning playing around longer cooldowns and less damage. Using health as a resource would also work with his passive making it so he must consume a mark to get health back. Itemization could be Rylai's, Liandry's and some tank items or full ap focusing on one shotting a carry and then wrecking havoc on the team. It would also allow him to get to item spikes quicker. Certain items he would have to opt out of would be catalyst (which would gel with his kit nicely), iceborn gauntlet and archangels. But maybe resources wouldn't and shouldn't be a big deal. But it could change which matchups he felt he could opt into as a manaless melee mage champ.