A Fan Rework for the Mordekaiser.

ChaosThief··1 votes·456 views

I'm by no means an expert on mordekaiser, and the numbers are of course rough. But I have though out a rework which ties less of his power into being build for damage and more into being build for tankiness.

Base stats: 554 + 50level health 22.4 + 4.5level armor The rest of the base stats remain unchanged

I don't really do base stats all that well. Meaningless numbers for the most part on their own. In addition, ranges are also something that cannot really be decided on paper for me. On to the kit:

Passive: Iron Man Mordekaiser shields himself for 12.5% of damage dealt by his abilities, doubled against enemy champions. This is capped out at 120 (+20 per level) +20% maximum. Iron Man's shield decays at a rate of 2.5% base health if he remains out of combat for 6 seconds. The shield's minimum is 20 (+10 per level) +5% maximum health.

A little bit of a power shift on the metal man. Stronger shield, stronger life.

Q: Mace of Spades Mordekaiser's next autoattack deals 20/40/60/80/100 (+60% bonus AD) (+40% AP)(+10% bonus health) magic damage to a single target. Every subsequent cast of Mace of spades will drop the next cast's damage by 25%, up to a 50% drop. If Mordekaiser kills a champion, the damage is reset to normal. Cooldown : 7/6.5/6/5.5/5 seconds, 10 second cooldown on stack drop off. Same health cost.

No more three hit wonder. As cool as it is, it has to go. Far too much power is tied into this, as well as this being highly telegraphed. Changing it entirely.

W: Revenant's sorrow Mordekaiser deals 40/70/100/130/160 (+75% AP) (7.5% bonus health) magic damage to targets around him over 5 seconds. 15/14/13/12/11 seconds cooldown, same health cost.

Back to his old W... sort of. It doesn't grant armor or magic resist, but it doesn't come with a self heal.

E: Siphon of Destruction Mordekaiser deals 35/60/85/105/130 (+60% total AD) (+50% AP) (+5% bonus health) magic damage to targets in a cone.

Mordekaiser heals for 25% of the damage dealt to champions. Cooldown: same, health cost is bumped up by 8 as you rank it up (24/38/52/66/80)

Still giving him a self heal, but shifting it into a distance ability. Health cost is increased to account for the possible heal.

R: Children of the Grave

Active: mordekaiser curses the target enemy champion, dealing them magic damage and healing for the damage done. He then applies the same effects to the target again over the next 10 seconds.

If mordekaiser's team scores a takedown on a cursed enem, he temporarily enslaves their soul as a controllable ghost with bonus stats. While the ghost is active, Mordekaiser gains 25% of the target's bonus health, which does not enhance the ghost's bonuses, and 30% of the target's AP.

Mordekaiser gains 50% of the enslaved champion's bonus movement speed for the next 5/7.5/10 seconds or when the ghost dies.

Scales: 12.5/15/17.5 (+2% per 100 AP) of the target's maximum health 1.3/1.5/1.8 (+0.2% per 100 AP) damage per second.

Ghost bonus AD: 10/25/50

REMEMBER NUMBERS ARE NOT FINAL. THE IDEA IS TO GET OFF THAT HIS ABILITIES' DAMAGE SCALES OFF HIS BONUS HEALTH.

What are your thoughts on this? Does it suit the master of metal (as we will all know him by) or is it just flat out wrong?

Please leave a comment below to describe your thoughts, whether disliked or liked.

11 Comments

Jotunheimr1 votes

No, no, and no. How can a Warlord be just a tank?

Mord is immobile, he NEEDS that damage. Also, his base stats are awful. They should be buffed.

I can agree his Armor and MR base stats should be slightly buffed tho.

ChaosThief1 votes

I was kind of hoping that the bonus health scalings would help with the damage aspect. What am I missing here?

One of the original ideas I had was to give his Q 20% bonus hp, rather than 10, and it was max hp at the time.

EDIT: wait, do you mean less tank and more "build damage, hit hard"?

I was trying to follow the philosophy that morde should build tanky since they classified him as a juggernaut, was that wrong?

Jotunheimr1 votes

{quoted}

I was kind of hoping that the bonus health scalings would help with the damage aspect. What am I missing here?

One of the original ideas I had was to give his Q 20% bonus hp, rather than 10, and it was max hp at the time.

EDIT: wait, do you mean less tank and more "build damage, hit hard"?

I was trying to follow the philosophy that morde should build tanky since they classified him as a juggernaut, was that wrong?

Yes, build damage, and hit ABILITIES hard(AP) because the more damage your abilities do, the stronger your shield is. It's Mordekiaser's thing. If Mordekiaser did not do a good deal of damage off the bat, he would have extremly poor shield generation.

With your proposal, yes, Mordekiaser will have a very powerful shield and abilities a s well as health late game, but not early.

ChaosThief1 votes

The problem lies there. He either has to have a weak early game, a weak late game, or be incredibly reliant on items. I opted towards having a weak early game, because he can't have a weak late game and item reliance creates a lot of problems. Aatrox is another champion reliant on items, and he isn't exactly... good.

Jotunheimr1 votes

{quoted}

The problem lies there. He either has to have a weak early game, a weak late game, or be incredibly reliant on items. I opted towards having a weak early game, because he can't have a weak late game and item reliance creates a lot of problems. Aatrox is another champion reliant on items, and he isn't exactly... good.

Yeah, cirrent Morde does seem veryitem reliant. I hate going AD Morde; the heals are awful like that. With how I've come to learn Mordekiaser, the heals are very important to time, as well as the shield on e.

Personally, I love the 3 hit concept, BUT if the damsge was lowered at all... It would be utter trash, and very unfun.

I agree with you 100% that Mordekiaser's late game must be amazing, and weakearly. Considering that he is now called a Juggernaut.. I feel that is appropriate.

%health+Ap thing= Yes, the damage is partial a percent of Mordekiaser's max health, but also AP can still boost the heal as it can now.

I was really tired when I wrote that reply, sorry xD.

Yeah, bonus damage on w from health seems amazing, and there is no need to have percent AP on it since AP already boosts it naturally xD my bad.

I had an idea for w not long ago:

What if Mordekiaser's solo w granted AoE DoT when below 25/30/35/40/45% health, and bonus damage is granted over time and upon deactivation based off of your max health?

Let explain my reasoning behind this w tweak:

#1: If the ability did DoT always in a solo lane, you will shove lane hard, pushing lane toward enemy tower always. This would be bad, because with Mordekiaser's base movespeed plus shoving lane, you WILL get ganked and die. Keeping the reactivate damage while buffing the damage done by your max health scaling idea makes it more viable, and make items like Black Cleaver acceptable on him as to not weaken your heal too much. If you keep the w the way it is now, dealing only reactivate, you can control lane better, BUT with my "damage over time comes out when below certain health" gives you the DoT in a pinch scenario.

#2: If you find yourself poked below the percent health marker on w and your jungler cannot gank your lane, you have something to use in a pinch situation. This could potentially save your ass, granting hues and gives you the damage over time we want without always shoving lane. You get the damage over time, BUT ONLY WHEN YOU REALLY NEED IT, ya know?

#3: The health scaling will promote building health to strengthen your shield, and again, have it to where not building an AP item will be okay( what if you need resistances? You can't always expect to build damage with Mord's slow attack speed)

#4: With the %health activation passive on the w, plus extra damage from how much max health you have, you can have DoT AoE on solo w for longer, and will scale nicely into late game.

#5: Always hue, never die, huehuehue

Jotunheimr1 votes

This may just be me, but what should be worked on most is the shield.

While health scaling DOES seem cool, it'll make him like Volibear.

Gameplay wise, Mordekiaser's "thing" is that he gains a shield nased off of damage done to enemies from abilities. Pretty sure it always gas been, although I did not play Mord pre-rework, and old Mordekiaser main would have to confirm that, and please correct me if I'm wrong.

It's rather unfortunate that his shield degenerates so rapidly, although in terms of health scaling, the shield DOES scale with max health currently.

I mean, I'm not bashing your ideas, and I don't think its bad, I'm thinking like this:

If most of Mordekiaser's old power was smooshed into the 3rd Q, than by taking it away, wouldn't it completly take away everything that Mord was? I mean, yes, he's very doffrent now.. But I have this feeling that the massive burst damage basically makes him who he is, plus the ghost on ult, and shield from his abilities.

I can understand why he has bad base stats aside from damage: He deals massive burst, and has heals.

Reminds me of building lots of lifesteal. You have much lifesteal, but are squishy if you are not always hitting something.

Overall, I like your ideas, BUT-

Morde should keep his heal on w and massive burst damage third Q.

If a heal AND shield was focused on E, you cannot time them seperatly, and have less sustain(cooldowns). I personally like them seperated, although health scaling on E does sound neat in terms of damage.

On another note, I can imagine Titanic Hydra and stacking health, one damage item, and perhaps a Nashor's Tooth, I can imagine that Mordrkiaser would be unstoppable God Tier late game, always. THAT WOULD BE HALARIOUS, NICE WORK.

It would be cool to fuse your ideas with this proposal with current Morde, and aspects of old Mordekiaser. Health scaling for damage seems nice, but the q burst and heal on w should be kept. What if scaled with health + % AP?

ChaosThief1 votes

Old mordekaiser's Q was more generic and similar to the one that I attempted to propose. The problem lies not in the three hit mechanic but how they executed it.

For example, you could make it every subsequent cast after the first does bonus damage and resets after the 3rd cast or a duration, but either way forcing him to autoattack three times is a bit... problematic.

Late game I expect mordekaiser to be a walking god, as a being that's basically a suit of armor doesn't seem like much else.

I'm confused as to what you mean by % AP and health. Do you mean the health steal part of his current W applies part of his bonus/max health into the damage? If so that could work.

So the agreement here is that mordekaiser cannot scale all of his damage with defenses, is that right?

Jotunheimr1 votes

Hmm... Thr more I think about this.. The more I think it's a good idea. But q SHOULD have some sort of epic burst damage... With this max health scaling, I suppose it could be lowered, grant magic pen...and do 50% max health, a portion of your AD, and double your max AP, huehue. Maybe not that exactly, but again, it would scale hard. Super hard.

Jotunheimr1 votes

But no matter what, Mord must have no natural cc, be very slow, and have massive damage. These things must stay. He should not be like Nasus, either; he needs some sort of power early, in one form of another.

That's why I go AP atm, to capitalize on the heals. The heals should also be kept bevause his base stats are so low.

ChaosThief1 votes

Those were things I considered while designing it. The Q could easily have a stun, the E could slow, the W could slow, etc etc, but I opted out of that because that just didn't fit in.

Jotunheimr1 votes

{quoted}

Those were things I considered while designing it. The Q could easily have a stun, the E could slow, the W could slow, etc etc, but I opted out of that because that just didn't fit in.

It's a good thing that those things where not added in there; Mordekiaser needs to have 0 natural cc. If he does, it gives reason to give a massive nerf to his power. Big no no.

More from Concepts & Creations

More by ChaosThief