Mordekaiser Rework Concept
To be more in line with the warlord "Mr. Conquered half the planet Man" guy I thought it would be fitting to have him largely interact with terrain and jungle camps, but not necessarily making him a flat out jungler (although it would be recommended) and expand his current Shadow Isles aspect.
Visually: Starts out wispy and formless but gains armor plates as he gains items. Not like Kayle, gains no stats.
"Pre" Passive: Maps now have "Ambient" Creatures littered around the map. There already are but i think adding them in more set and permanent locations really adds a gameplay element for Mordekaiser and Ivern. I also think they should be in the game even without Mordekaiser present, just for fun and continuity. Ambient creatures affected by Mordekaiser and Ivern have a 2-4 min respawn timer.
Passive: Submit!
- Attacking enemy champions or epic monsters marks them, upon 5 stacks they become "Doomed" and will become a Ghost for Mordekaiser to control when defeated. Dragon Ghosts have free movement but Baron Ghosts will stay in the pit, attacking nearby enemies. Champion Ghosts have decaying health based on Mordekaisers level.
- Wiping out a Jungle camp marks the camp with the souls of the defeated monster, upon clearly the camp 3 times (your side) or 5 times (enemy side) the camp becomes submissive to you and your team. Attacking a submissive camp fears them for a short duration and camps will automatically attack enemies on sight, gaining bonus damage and resistances based on Mordekaisers level (against enemies).
Q: Punish! Active: Mordekaisers next 3 basic attacks deal bonus adaptive damage, with the third hit dealing double that. If Mordekaiser kills any enemy with Punish!, enemies in the surrounding area are stunned. Passive: Deal bonus damage to enemies affected by Mist!
W: Mist! Let out a wave of mist, corrupting enemies in its wake.
- "Ambient" Creatures become corrupted and turn into ghosts, applying varing effects in a radius around it that change every 10 seconds, only one effect can be active at a time. The mist field grows the longer the ghost is alive, and must be defeated before the field starts to recede before expiring. Mordekaiser can re-corrupt the creature after it has respawned). The ghost itself displays the effect it has above it as long as you have vision of it and also give off vision in a small radius around it. Enemies can attack the ghost the exact same way a Red/Pink ward works.
- Enemies hit by Mist! are tethered to Mordekaiser and are slowed based on their proximity to him. Tethered enemies take damage over time when attacked by Mordekaiser and take additional damage when on Mist! ground. Enemies affected by Mist! (Tethered or inside the mist field) have revealed locations to Mordekaiser only. (Similar to Reksai or how Akali looks when revealed through shroud).
E: Mine! Mordekaiser dashes in a target direction stopping on the first enemy struck, if the enemy dies, Mordekaiser rips out the soul of the target, healing him. If the enemy is shielded, take it for yourself and stun the enemy target. Mine! does increased damage against Minions and Monsters.
R: Warpath! Mordekaiser becomes bored and starts charging towards victory, laying behind a trail of Mist! for the duration of the Warpath!, gaining 10-20% CDR (even above the maximum cap) and gaining movement speed. Structures hit while on the warpath take extra damage over time and will explode more Mist! when destroyed. Enemies that are near a Mist infected tower are tethered to Mordekaiser if he is present. Warpath! mist behaves the same as Ghost Mist!, the effect will be indicated above Mordekaiser.
That Ivern thing i teased under "Pre" Passive: Ivern can charm ambient creatures to give his team vision of the area but goes away with 1 auto attack. (A larger area than Mordekaiser reveals)
I have reasoning and extra tid bits about all this, feel free to ask some questions/give feedback!