Mordekaiser; the Metal Mage Concept
I have no idea of what to call this because I am going to revert Mordekaiser to how he used to be because he had the coolest theme going on ever with the metal mage concept, and then I am going to make the right changes based on how he used to be. Expect a hyper melee mage with a strong metal theme, but I will try to tone back his lane bullying to balance out his hyper scaling. That whole "juggernaut" thing is being wiped completely (also is now a complete joke to be honest) and will just be a damage dealing metal mage, a back line threat.
Basic Attack Range: 175 units Movement: 335 units per second
Iron Man (Passive): Mordekaiser's abilities grant himself a shield based on 30% of the damage dealt, 10% of the damage dealt against minions, up to a maximum of (+25%base health)(+100%AP) shield.
After not damaging an enemy with an ability within 1.5 seconds, the shield begins to decay at a rate of 1.5% of his maximum health each second.
Additionally, spell vamp and similar effects are applied in full on all of Mordekaiser's abilities.
Chained Mace (Q): Cooldown: 7/6/5/4/3 seconds; Cost: 60/70/80/90/100 Health; Range: 825 units / 300 units Mordekaiser throws a chained mace to the target location to deal 60/90/120/150/180(+50%AP)(+60%Bonus AD) magic damage to struck enemies.
If an enemy is isolated this deals 90/135/180/225/270(+75%AP)(+90%bonus AD) magic damage instead.
Creeping Death (W): Cooldown: 16/14/12/10/8 seconds; Cost: 40/45/50/55/60 Health; Range: 1000 units / 250 units Mordekaiser shields himself or an ally champion and himself for the next 4 seconds causing swirling metal to orbit them granting them 10/15/20/25/30 bonus armor and magic resistance and dealing 40/60/80/100/120(+25%AP) magic damage per second to nearby enemies around them, damage cannot overlap.
Siphon of Destruction (E): Cooldown: 6/5.5/5/4.5/4 seconds; Cost: 60/75/90/105/120 Health; Range: 675 units Mordekaiser siphons the target area of life with metal dealing 60/90/120/150/180(+65%AP) magic damage to struck enemies and doubling the effectiveness of any spell vamp and similar effects Mordekaiser may have. Every enemy champion struck by this fills Iron Man's shield by 20%.
Children of the Grave (R): Cooldown: 120/105/90 seconds; Cost: 100 Health; Range: 700 units Passive: Whenever Mordekaiser executes an enemy minion it becomes a ghost minion acting like a friendly minion for the next 6/9/12 seconds. Ghost minions grant 3 gold if an enemy champion executes them.
Active: Mordekaiser curses an enemy champion for the next 10 seconds causing it to take 10%(+1% per 50AP) of the target's maximum health as magic damage initially and a further 15/20/25%(+1% per 33AP) of the target's maximum health as magic damage over the duration.
If the champion dies while under the cursed effect it becomes a ghost copy of itself for the next 45/60/75 seconds allowing Mordekaiser to control it by either recasting Children of the Grave or Alt + Right Clicking.