My Mordekaiser Rework idea

Kadexe·4/20/2018, 10:07:36 PM·2 votes·1,498 views

Innate - Iron Man

Tank steroid.

Passive: After every spellcast, Mordekaiser shields himself for X% of his maximum health + Y% of his AP for 1.5 seconds. Shields stack, with a cap based on his level.

It's simple, but spacing spellcasts to make optimal use of this passive will hopefully be an interesting way for Mordekaiser players to master the champion. It'll also give him the durability he needs in extended fights.

Q - Mace of Spades

Core damage spell. Melee attacks.

Passive: Basic attacks deal bonus magic damage to the target and enemies around it, scaling with AP.

Active: Mordekaiser swings his mace in front of him, dealing magic damage, and applying on-hit effects. 2 second cooldown. Consecutive hits against the same target deal 25% increased damage, capping at 75%.

The active damage is dealt in a 200-diameter circle, its center 200 units in the target direction. Damage scales with Total AD and AP. The passive damage has a radius of 50 around the target. A target must be struck less than 7 seconds after the last strike to count as a "consecutive" hit.

W - Harvester of Sorrow

Dedicated defensive spell.

Active: Mordekaiser channels the spirits of the dead for up to 1.5 seconds, reinforcing his armor with ghostly energy. For the next 3 seconds, Mordekaiser has X% damage reduction (how much depends on how long W was channeled), and he is surrounded by a mist that deals magic damage every second. ~15 second cooldown.

While he is protected by Harvester of Sorrow, Mordekaiser has increased tenacity and is immune to knockups and other displacement effects.

Mordekaiser can walk while channeling. If the channel is interrupted, he gets the minimum amount of damage reduction. Mist reaches 350 units in all directions.

E - Seek and Destroy

Ranged damage + CC, also setup for ultimate.

Active: Mordekaiser casts 2 ghosts that intersect at a target location, dealing magic damage and cursing enemy champions struck for 3 seconds. Cursed enemy champions lose a % of their magic resist, and are slowed if they walk away from Mordekaiser. ~12 second cooldown.

Maximum range of this spell is around 900 units. Targets take more damage if they're hit by both ghosts.

R - Master of Puppets

Damage + CC one enemy champion, and then create a pet.

Master of Puppets can only be cast on enemy champions that are cursed.

Active: A ghostly chain forms between Mordekaiser and the target champion. For up to 4 seconds, the target is cursed and takes magic damage per second. The spell can be cast a second time to pull the target ~400 units towards Mordekaiser.

At the end of the spell's duration (or if the champion dies), the champion has their soul pulled out, dealing more damage to them and creating a puppet.

A puppet is a ghost with stats based on the champion it was pulled from. For 30-ish seconds, the ghost follows and obeys Mordekaiser. Its attacks deal magic damage and apply Mordekaiser's spell effects.

Cast range is 750. Chain breaks if the target walks 1300 units away from Mordekaiser. The second cast does not break the chain. The puppet does not have the champions' passives or other abilities, because that's one of the principle reasons why Mordekaiser has so many bugs right now.


Desired help/feedback

  • How do you feel about this kit thematically? I've mostly abandoned the "metal magic" spells of his old kit and focused on his "armored ghost master" theme.

  • Any ideas for improving the Q? On paper, it's a good enough spell for dealing sustained damage and proccing Iron Man, but I'm worried it might not be interesting enough.

  • A typical problem of juggernauts is that they feel overwhelming to play against if you are melee, but don't even register as a threat to ranged champions (particularly when supports are involved). Mordekaiser was a really bad offender. Does this kit look like it would have that problem?

  • I thought about adding another effect to W that happens when the spell ends, but I think the spell is already kind of complex as it is.

  • Is giving Mordekaiser mana costs out of the question? I think putting mana costs on his spells would be a good trade for more range and damage, and he'd be able to use more items like Lich Bane or Runic Echoes without worrying about wasting the mana. Keeping him manaless seems like more trouble than it's worth.

  • Are people attached to the Ghost Dragon? I feel like that's a big feature of the current Mordekaiser, but I cut it out of this rework just to focus on the "enslaving enemy champions" fantasy.

  • Does the second cast of Master of Puppets (that's the name of a Metallica song, btw) sound cool, or unnecessary?

3 Comments

Mordepool4/20/2018, 10:24:20 PM1 votes

Rework concept # 144

NotaRobot10064/21/2018, 1:50:43 AM1 votes

I love the names.

FyreWall4/21/2018, 5:45:21 AM1 votes

That's actually kind of cool, I like seek and destroy, but it's pretty similar to the visuals from galio.