[Rework] Mordekaiser, The Iron Revenant

KrakenMaster86·8/7/2017, 3:02:41 AM·11 votes·838 views

I am a designer by trade, but not much of a numbers guy, so no numbers were included in the creation of this rework.

I looked through his lore section as well as read much of what the community thinks in terms of a Morde rework, and these are the thoughts/concepts/musings I had while reading. I hope you enjoy it, and I hope I at least caught some of the essence that Morde evokes in his lore.

Enjoy, and thank you for reading

. . . Mordekaiser, The Iron Revenant

Passive - Din of the Damned

As Mordekaiser fights, the souls of his undead servants come to his side in the form of a Black Mist. The souls form a circle around Mordekaiser and enemies standing in the circle are slowed. The slow increases the longer Mordekaiser remains in combat. When Mordekaiser leaves combat, the torrent of souls begins to slowly subside. _ "The Black Mist roiled around him, and it was possible now for the defenders to see other forms within it - hateful, shadowy specters that hungered for living souls." _ . . .

Q - Nightfall

Target an area near Mordekaiser. After a brief delay, Mordekaiser slams down on the location with his mace Nightfall, dealing massive damage in an area. (minions killed with this ability are knocked away by the force of the blow). If Nightfall strikes a created piece of terrain, the terrain will shatter.

"The runes exploded, Mordekaiser’s dark sorcery overcoming the petty protective spells of his enemies. The gate smashed inwards, ripped off its hinges." . . .

W - March of the Dark Lord

Mordekaiser consumes his passive, gaining a shield and slow resistance. (Each is larger depending on the number of stacks of his passive consumed, number of enemy champions in the area and level of this ability.) After the duration, Mordekaiser's passive begins ticking up as normal.

"Arrows sliced through the night. Several struck Mordekaiser, ricocheting from his armor. One sank into the gap between his helm and gorget, but his inexorable approach did not slow." . . .

E - Necromantic Mastery

Mordekiaser launches a blast of necromantic energy out a short distance. All enemies hit take magic damage and are crippled for a short duration. If an enemy that is crippled takes damage, the crippled is consumed, and they are grounded for a short duration.

Mordekaiser pointed, and a cone of malignant unlife burst towards the knight. . . .

R - Child of the Grave

You curse target champion, or dragon, dealing damage over time and applying your passive to the target regardless of their distance from Mordekaiser.

Passive - Recently killed enemy champions and dragons slain by your team leave corpses behind for a short duration. Clicking on the corpse, and after a very short channel, Mordekaiser enslaves the spirit of the fallen champion or dragon. This spirit will be a melee ghost, ranged ghost, or dragon ghost, depending on the corpse raised. The death of a cursed target will instantly spawn a ghost of the appropriate type. This portion of the ability has its own cooldown and you cannot have more than one ghost enslaved at a time. (Ranged ghosts have ranged auto attacks and deal more damage than melee ghosts. Melee ghosts's auto attacks apply a small slow. Dragon Ghosts have a ranged attack, the most HP, and deal additional damage to structures.)

"Mordekaiser knelt and placed a hand upon the dead knight’s chest. When the armored giant rose, he drew forth the shade of the dead warrior."

10 Comments

TimeSprinkler8/7/2017, 4:26:06 AM5 votes

I don't do lore when it comes to analyzing champions and their abilities, so my comments below are not taking any of that into account.

How does a champion become crippled outside of Nercomatic Mastery? If this ability is the only way to trigger crippled, then its CD needs to be short enough to and the slow needs to be long enough for it to trigger the ability again. I think looking at adding cripple to another ability could be interesting.

As for grounded effects, generally they work best as zones rather than debuffs. I suggest changing the ability to create a grounded zone around the player once crippled is triggered. This could allow for some interesting zone control.

I think Nightfall is interesting. Destroying player made terrain, while niche, is still an unexplored area. But is this ability as fun or satisfying as smashing someone with the third strike of his current mace of spades, I am unsure.

Overall between the change to the passive and W, I am not sure you fixed enough of Mordekaiser's problems to be competitively viable, but you did give him great sticking power. Functionally though, your W - March of the Darklord ( slow resist and shield) serves a similar purpose as his current W, (a speed boost and heal), albeit the scaling based of nearby champions would be quite a bit better for immediate survivability.

If making him competitively viable was not your goal, because not every champion needs to be, he should at least be more interesting to play. His most satisfying or unique skills, were his R - Children of the Grave and his Q - Mace of Spades, while his play pattern of being an unstoppable juggernaut barreling toward the enemy is another major component to his identity. You kept his R - Children of the Grave mostly intact, your change to his Q - Mace of Spades, while interesting, probably isn't as fun to use when it is not destroying terrain, and you removed the main component that made him able to be that juggernaut in his previous passive. The changes to his W and E are not significant enough to make him more interesting to play in my opinion.

So ultimately, I think this version of Mordekaiser could be slightly better than the current, I don't see him being as fun to play or good enough to be picked competitively.

I apologize if this comes off as harsh. These are just my personal thoughts on the changes.

KnightOfEloHell8/7/2017, 5:11:50 AM1 votes

Eek. The thing I dislike the most is the removal of Morde's passive.

Here's my take, tho its only a mini rework on his current kit:

Q is the same, but each Q lane grants 5% movespeed for 3 seconds, yes it stacks up to 15%.

W has exp and allied MS removed, and double overlap damage returned, but only when cast on an ally champion. W now has a 3 toggle system, still doing the same DoT but now with more versatility: -first activation gives bonus armor and Magic resist. -second toggle swaps the defensive steroids for bonus AD and AP -deactivate toggle steals health just as now, but now grants 25% movement speed that decays over 3 seconds.

E is the same but with higher AD ratios so that it can acually hurt.

R is the same.

Mordekiaser in his current incarnation has a great kit. If we just shift around the utility in w to my 3 way system, and give Q a Movespeed passive, than there is no reason Morde will be a bad champ or even out of meta.

It would be cool playing that Morde because you would really feel like a true juggernaut. The MS passives gives you windows if power to trade and stick, yet there is still counterplay, like his low base hp, bad base MS, bad base AS, low resistances, you know

KrakenMaster868/7/2017, 5:54:12 AM1 votes

I do think the kit is neat as it currently is, but some things I would like to change.

I would like to see E changed in a way to supplement his melee carry play style. What to change it to, I don't know.

I would also like Q to feel more engaging to use. Don't get me wrong, landing the 3rd Q makes you feel like a rockstar, but other than that, I can take it or leave it.

Caytheles8/7/2017, 7:22:16 AM1 votes

Malicious Metal is running abit late but he will be here soon, I Garen tee it

KrakenMaster868/7/2017, 8:11:06 PM1 votes

New champ shatters created terrain! RIP me!