(Rework concept) Mordekaiser the iron revenant
I know what you are thinking "not one of these again", yes I know I know, I have seen around 40 Mordekaiser rework ideas too. Some very good and some.... interesting let's say.
But give me a chance here alright if it is horrible just say it straight to my face I'm rather thick skinned.
So reworking Mordekaiser. First what are his actual problems? Why does he need a rework?
- His general playstyle is very feast and famine. Which means he is very scary when ahead and literally the definition of useless when behind. Adding some cc to his kit or making him able to create chaos/distraction would be enough to lessen this effect so he can be useful outside of "tons of damage".
- His playstyle is wonky. What I mean is the best way to play Mordekaiser is to build straight damage, which isn't a bad thing at all but you have to ask yourself "is this really Mordekaiser?“ Is Mordekaiser a pseudo ranged glascannon burst mage? Or a bulky undead front liner with a big ass maze ready unleash his tyranny.
- He is way too reliant on his and the enemy team. If your team has no engage and the enemy has a peeling tank well you basically can't do anything in team fights. If your tank doesn't engage properly you can't do anything either. So adding some way to get in a fight outside of flash might be a good idea.
- What role exactly is this guy? His W passive and R dragon says bot but he can't be played bot unless there is a Blitzcrank or Nauti support with him. Going into a solo lane is suboptimal since you are wasting your W passive and dragon power budget. I like that Riot tries to make role diversity but this isn't the right approach.
- 200+ Bugs.... yeah..... and the Pizza/Dorito feet!
What should be the goal with the rework?
- I have played some Mordekaiser (around 70 games or so) and the thing I have liked the most is the feeling of getting that 3rd Q off on a squishy. The "heaviness" of this spell is so satisfying and fits his character extraordinary well IMO. So heavy / high impact spells on longer cooldowns than usual. Not only does this allow for the opponent to see clear frames of power and vulnerability (a healthy back and forth in laning phase) but also rewards skilled players for using their abilities at the right time.
- He is a Necromancer / Death knight that controls an army of the best fighters in whole Runeterran history. Outside of his existing ultimate and the dragon thing I don’t see this army. Changing the ultimate so it is actually a real army would not only look badass but also fit with his lore better.
- Making him a pure solo laner. From what I have heard Mordekaiser mains didn’t really like this whole ADC thing Mordekaiser was forced into.
- I always thought that his passive is a relatively unique way to survive in fights and would like to keep it that way. Rewarding aggressive playstyles, fitting to Mordekaiser.
- Keeping the ability that he gets rewarded for taking down epic monsters (Harold/Dragon/Baron). I’m sorry but I don’t want to throw that flying mystic badass dragon away. Way too cool.
- Making him more of a Juggernaut. Now if people still want to go full glascannon they still can. I want to keep the high ratios in his kit but going some tanky items will be needed since his spells won’t be instant anymore.
- Still letting him be a hybrid champion. He is one of the few champions still able to go hybrid and it would truly be a bummer to throw that away.
- Making him more of a late game oriented champion. I just thought that he would need some time to build an army so theoretically he should be more of a late game champion.
These are the points I want to address/keep with the rework so Mordekaiser still feels like Mordekaiser. Without further ado, here are the abilities:
Passive: Ironman
Mordekaiser shields himself for 10/25/40% of the damage dealt by his abilities, halved to against enemy minions and capped at 20/30/40% maximum health.
After leaving combat, Iron Man's shield decays at a rate of 1.5% base health per second down to a minimum of 5/10/15% maximum health.
Note: Pretty much unchanged outside of the numbers (Weaker early, stronger late game) and that abilities costs now can hit the shield instead of directly his health pool.
Q: Mace of Spades
Cost: 20/25/30/35/40 Damage Cooldown: 12/10/8/6/4 seconds
Mordekaiser's next three basic attacks deal bonus 10/15/20/25/30 (+20/40/60/80/100% AD) (+ 60% AP) magic damage. The third hit is the damage of the previous two combined. This spell resets the auto attack timer
Note: Also pretty much the same, just number changes. “Dude are you even going to change anything?” yeah yeah the next 3 spells are reworked.
W: Living armor
Cost 1: 30/40/50/60/70 Damage Cost 2: 60/65/70/75/80 Damage Cooldown 1: 16/14/12/8/6 seconds Cooldown 2: 25/22/19/16/13 seconds Cast radius: 700 Damage radius: 250
1: Mordekaiser may target an ally to give them a 60/80/100/120/140 (+60% AP) shield or target himself to double the active Ironman shield (before the damage cost). If the shield gets destroyed within 5 seconds after the cast it will explode and deal 30/50/70/90/110 (+50/60/70/80/90% AD) (+60% AP) magic damage around the unit.
2: Mordekaiser can select a champion and create a shield that blocks 50% of projectile damage and lasts for 4 seconds (90° cone). The shield will always face towards the selected champion and Mordekaiser gains 10/15/20/25/30% movement speed for 2 seconds if the shield gets hit.
Note: This ability is basically 2 abilities with 2 different costs and cooldowns. I imagined that the icon on the UI would be split in half and the cooldown was more of a bar than the circle thing.
E: Unstoppable Pursuit
Cost: 20/30/40/50/60 Damage Cooldown: 18/16/14/12/10 Cast radius: 800 Damage radius: 250
Mordekaiser charges forward and slams his maze into the ground dealing 20/40/60/80/100 (+100/110/120/130/140% bonus AD) (+60% AP) physical damage and slowing enemies hit for 20/30/40/50/60% for 2.5 seconds. Mordekaiser charges for 0.25 - 1 seconds depending on how far he casts this spell and becomes immune to cc while doing so.
R: Children of the Grave
Cost: Nothing Cooldown: 180/150/120 seconds Damage radius: 450
Passive: Mordekaiser collects souls upon killing large minions and monsters, champions and epic monsters. He can collect a maximum of 2/4/6 souls. Collecting a soul at maximum capacity will make it so if the soul is a higher rarity than a soul already stored then it will swap the soul with the least value one. The souls collected are portrayed underneath his health bar. Only one Epic soul can be stored at a time.
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Weary soul (Large minions and monsters): Blue
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300/600/900 (+ 20% maximum HP) HP
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40/80/120 of each resistance
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50/100/150 (+30% AD) AD
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100% movement speed
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Legendary soul (Champions): Orange
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500/1000/1500 (+40% maximum HP) HP
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100/150/200 (+20% (MR + Armor)) of each resistance
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100/170/240 (+60% AD) AD
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120% movement speed
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Slow enemies on hit for 20% for 1 second
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Epic soul (Harold/Baron/Dragon): Purple
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1000/2500/4000 (+100% maximum HP) HP
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100/200/300 (+50% (MR + Armor)) of each resistance
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150/250/350 (+100% AD) AD
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100% movement speed
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Deals 200% damage to towers
Active: Mordekaiser slams his maze with both hands into the ground dealing 100/200/300 (+60/120/180% AD) (+90% AP) magic damage, slowing enemies hit for 20/40/60% for 3 seconds and summoning his collected souls. Souls prioritize champions then towers then monsters and minions and last for 20 seconds. Mordekaiser gains 20% movement speed when a soul is near him. All souls will be consumed and he will need to re-collect them after casting Children of the Grave.
Note: If there is nothing to kill, the liches start pushing down a lane like normal minions.
Playstyle
Mordekaiser is now a guy that wants to get in a fight and stay there as long as possible with his ult up (In a sense like Illaoi) and unleash terror upon the battlefield. He no longer is made of glass (well you still can be), follows up engages so perfectly like no other Juggernaut and keeps his groundthanks to his passive troughout the entire fight. His ability to engage a fight is no longer entirely team reliant because of the long range the E has and has some way to get to single targets outside of his E. If he choses not to fight then splitpushing with his ult is quite dangerous for the enemy team (especially if he has obtained an Epic soul).
The End
I thank you very much for reading through all of it and I would greatly appreciate any (if possible please constructive) critisism or feedback!
If you enjoyed this rework you might want to check out my champion concepts! (Yes I like to russel my own jimmies but who doesn't like to do that, like come on)
Champion concept (Battlemage): Mug'gri the hopes End Champion concept (Juggernaut): Beauty de Morknaut
Edit 1: Balance changes:
- Passive nerfed: -5% less damage to shield ratio on all ranks
- Q nerfed: -5% AD scaling off all ranks and -10% AP scaling on all ranks
- E nerfed: -10% AP scaling on all ranks
- R nerfed: +20 seconds cooldown on all ranks