How i would like a Mordekaiser rework to be
Previous: Erase all
base code and make it again with current standards. This should erase every bug created with the stupidly bad done 2015 rework.
Base stats: not as high as other juggers but better than old ones cause of the changes in the mechanics.
---Passive: basically the same, maybe some balance changes in early.
---Q: the same. Has a new effect with other ability, explained later.
---W: the same but 2 changes:
-It can be casted alone with normal effect again like original morde
-Heal is different: Now
heals the same quantity of damage the ability deals with the second cast and not a flat number + %AP. Example:with 100 AP reactivation deals 220 damage (190 + 30), but enemy´s MR makes him lose only 100 hp, so thats the heal that
gets.
---E: the same but aditional effect and synergie:
-When a enemy is hitted, he gets marked for 2,5 secs. All type of entities (except structures) can be affected and theres no limit for enemies marked in a single E.
-Mark usage: If a marked enemy receives the hit of the Third-charged Q, all marked enemies gets a % of its damage. The % replicated damage depends of E level, for example 20% at level 1, 70% level 5. The principal objetive of the Q receives the normal damage.
---R: launches a ghostly pincers wich drains %hp of the objetive, similar to old R but more a close-drain effect than a poison. If the enemy goes too far, it gets cancelled (some cd refunded for seconds left when canceled, similar to Garen´s E), lasts a max of 6 seconds and if the objetive dies in any way during the effect, its ghost comes to
, and also
heals for a % of the killed enemy´s max hp. Appart of this, the ghost has the same effects as always had this mechanic.
---Dragonforce: The same but now each drake has a different effect depending type of the drake killed;
-Infernal: the same as always
-Water: creates a little crater of water in impacts wich slows enemies, like iceborngauntlet.
-Mountain more tanky and bonus attack aganist towers, but less attack speed
-Wind: shots 3 mini-rounds in each attack, more dps than others but more squishy.
-Ancestral: the same as we have now; like infernal but bigger, more hp,damage and range and applies the drake passive in each hit.
Also, each type of drake has a different form (like when they were alive) and has a different colour in each
skin.