Mordekaiser - Rework Concept

Stacona··4 votes·2,630 views
  • I liked when Mordekaiser was a simple, immobile powerful backline mage. So this concept is returning back to that form.

  • Something that has always bugged me about Mordekaiser is that he never felt like he uses a chained mace or his size is never properly recognized in game, you need to watch a cinematic music video to know that he is supposed to be MASSIVE! So I really want Mordekaiser to have something about him that feels of size and weight, maybe something as simple as heavy footsteps shake the ground around him and briefly stun enemies (also gives him very needed utility).

  • No more ghost dragon. Cool in theory, but too hard to balance and feels bad for the player when he does not get something he has no control over to whether he can use it or not. I do want to keep something resurrecting from the grave and perhaps ghost minions will be better here as their power is reduced by a lot, offers a way to siege and push down towers, and he can always have access to them - this is just a thought though.

  • His ultimate is too iconic.


Attack Range: 375 units [long melee - uses a chained mace, also his sheer size should feel like he has long reach innately] Movement: 340 units per second Attack Speed: 0.575 +3% per level Attack Damage: High


Iron Man (Passive):

Mordekaiser shields himself for 30% of the damage he deals for 2.5 seconds, stacking up to 30%(+5% per 100AP) of his maximum health. Small minions and small monsters only shield for 5% of the damage that he deals.

Mace of Spades (Q):

Cooldown: 6/5.25/4.5/3.75/3 seconds; Cost: 30/45/60/75/90 health; Range: 800 / 150 units

With an immense amount of force, Mordekaiser smashes down his mace at the target location, dealing 60/90/120/150/180(+60%bAD)(+60%AP) magic damage to struck enemies or 90/135/180/225/270(+90%bAD)(+90%AP) magic damage against an isolated target.

Harvester of Sorrow (W):

Cooldown: 12/11/10/9/8 seconds; Cost: 20/30/40/50/60 health; Range: 1400 / 300 units

1st Cast: Mordekaiser creates swirling shrapnel around the target ally and himself, one-third of the radius for small minions, for the next 5 seconds. Nearby enemies are dealt 20/30/40/50/60(+25%AP) magic damage per second, doubled to 40/60/80/100/120(+50%AP) magic damage per second if the two circles are connected.

Mordekaiser and the target move 20/25/30/35/40%(+5% per 100AP) faster towards each other.

2nd Cast: Mordekaiser can detonate the circles to deal 40/75/110/145/180(+80%AP) magic damage. If the circles were connected, then both targets heal for 50% of the damage dealt, 20% healing against minions and small monsters. Occurs automatically after 5 seconds.

Heavy Metal (E):

Cooldown: 16/15/14/13/12 seconds; Cost: 60/70/80/90/100 health; Radius: 500 / 800 units

Mordekaiser takes very giant and heavy steps for his next 3 steps, traveling the full per second movement with each step, but slowing himself down by 50%, shaking the ground, stopping and stunning nearby enemies around him for 0.5/0.6/0.7/0.8/0.9 second per step. Enemies much further away are stunned for 0.25 second with each step.

Children of the Grave (R):

Cooldown: 120/100/80 seconds; Range: 750 units

Passive: When Mordekaiser damages minions, if they die within 3 seconds, then they turn into Ghost Minions for 2/3/4(+2 per 100AP) seconds. Ghost Minions act like friendly minions, decaying in health over time, and dealing 15/20/25(+10%AP) bonus magic damage for their attacks.

Active: Mordekaiser curses the target enemy champion for 10 seconds, dealing 10/12.5/15%(+3% per 100AP) of its maximum health as magic damage immediately and a further 10/12.5/15%(+3% per 100AP) of its maximum health over 10 seconds.

If the champion dies while Cursed then it becomes a Ghost Champion for up to 45 seconds or until it is killed, copying its stats and dealing 20/45/70(+45%AP) bonus magic damage for its attacks.

(Hold down the ALT Key and right-click or recast Children of the Grave to control the Ghost Champion.)


UPDATE NOTES:

Other: Removed a changed Siphon of Destruction for a changed Harvester of Sorrow.


13 Comments

Mordepool3 votes

Rework Concept #248 Or is it #250. Shit i think its 250

Stacona1 votes

Needs a rework from his rework which made him a lot more niche and generic at the same time, he had a better identity initially before the big change. He did not some kind of rework, but it needed to be focused as him as a mage, and only very minour to where he used to be at - none of the ghost dragon bull shit.

ChaosReyn1 votes

You know why Zz'rot Portal is such a love/hate relationship in higher elo right? Ghost minion passive + Zz'rot = unmatched splitpushing power. Morde with ghost minions would literally never need to leave his island. The wave would be constantly on enemy towers, and due to his nature of keeping up his shield in a fight, he can probably 1v3 you while he keeps it there...if he ults your adc, he can probably 1v5 you while he does. Especially with gunblade and zhonyas for the additional stall and sustain.

I liked old Morde more than the rework as well, but that particular add-in is a bit too much.

Stacona1 votes

Very easy to balance if this scenario occurs.

Could be less base damages, less base duration on the ghost minions, and better AP ratios to compensate so that he is really punished for going a tank build rather than intended AP if a tank build proves to be problematic.

nasu0101 votes

OK how about this passive, gains a shield based o. A percentage of his mana that lasts until broken or manager us depleted, Q Mace of clubs, deals damage to units and shreds their armor for 3 seconds, your damage values can stay,

W heavy metal mord gains increased armor/health and immunity to tenancy for 3 secs and enemy champions within 200 units of him take damage either for being around him or when they hit him, but his his movement reduced by up to 60%. so he gets armor/health and reflect status at the cost of his mobility.

E syphon resonance, target area in a cone, dealing 40/80/120/160/200(+70%AP) magic damage slowing the targets by up to 40% for .3/.6/.9/1.2/1.5 seconds and healing himself for 100% of the damage dealt, 20% healing against minions and small monsters. Passive children of the grave, When Mordekaiser damages minions, if they die within 3 seconds, then they turn into Ghost Minions for 4/6/8(+1 per 100AP) seconds. Ghost Minions act like friendly minions, decaying in health over time, and dealing 15/20/25(+10%AP) bonus magic damage for their attacks. These ghost minions follow mord where ever he goes until their health is depleted.

R Curse oh the fallen. Active: Mordekaiser curses the target enemy champion for 10 seconds, dealing 10/12.5/15%(+3% per 100AP) of its maximum health as magic damage immediately and a further 10/12.5/15%(+3% per 100AP) of its maximum health over 10 seconds.

Passive If the champion dies while Cursed then it becomes a Ghost Champion for up to 45 seconds or until it is killed, copying its stats and dealing 20/45/70(+45%AP) bonus magic damage for its attacks.

(Hold down the ALT Key and right-click or recast Children of the Grave to control the Ghost Champion.)

Seems more in tune with a giant metal man now, the mace and his armor now make him more believeable and the e felt like it should have that zombie minion army since r controls a pet. Just my opinion though.

Stacona1 votes

Mordekaiser uses health costs though, not mana.

The reason why I went with a stun for the W is because it helps him deal damage, but also helps give him an escape tool and something he desperately needs. His passive is already a great tool for tanking, so he does not need a second tanking tool. Most mages usually have crowd control to help them deal damage, especially the immobile kind, but the crowd control doubles up and can be used for defensive means as well.

Q + E - be careful with overloading an ability, they do not need to do more than damage. E heals because of his health costs and makes a difference between landing a good E and a bad E.

FyreWall1 votes

{quoted}

W heavy metal mord gains increased armor/health and immunity to tenancy for 3 secs and enemy champions within 200 units of him take damage either for being around him or when they hit him, but his his movement reduced by up to 60%.

Rammus

Mr Voidling1 votes

The Q change makes no sense. His normal Q is fine, and Morde players love the reward for landing all 3 hits. He isn't Illaoi. It's also useful as an aa reset. I love his current W, and the minion healing/cs denying mechanic it offers, and it can also help allies survive. E change seems stupid, and is stupid. A possible 2.2s cd Caitlyn range 200+(70%AP) heal? That's stupid. If he hit 5 champs with this it would heal for 1000+(350%AP) - resistances, instantly. With 500 AP and 50% damage reduction that would be 1,375 heal every 2 seconds... Without gunblade factored in... I think the problem with his R right now is enemies surviving with 2-100 hp, so just adding in grievous wounds should fix it. That would be an AMAZING buff next patch. Even removing the dragon ghost, if we can RELIABLY get a champ ghost then that is fine(since drag is so far away anyways).

Only changes to Morde I think need to be made is making his W grant movespeed flat, not when moving toward an ally, and place a small root somewhere like his E. Still shutting him down with hard cc but letting him actually reach champions and hit them late-game. Also, remove the full exp from W? Pretty useless on him... THAT could even change into a root passive, like every 10 seconds his next ability roots targets for 0.4-1.25s(levels1-18). This would give him minor cc in his kit and a more reliable "gap closer"(completely countered with cc).

Stacona1 votes

E is exactly the same as what it is now, just has the healed move to it. Would you rather keep the magnets and heal of his W or keep his current E? The magnet metal shrapnel is more interesting, so I may remove E since it is not that interesting of an ability and offer a way to grant more team utility since the W can heal allies and still grant the movement speed.

Morde can just buy grievous wounds now.

The point to this is not to buff Morde, it is to make the right changes. Just buffing a champion is %%%%%%ed, it just adds to power creep and is a bad band-aid solution to a greater problem. Balance tweaking is different for numerical buffs and nerfs since there is no greater issues at hand, but Morde needs bigger changes and cannot be fixed with simple number changes.


Two majour problems with the Q mechanic now:

  1. It is a noob trap since it involves walking INTO HIM AT MELEE RANGE to get the shots off, and I want Morde to be an immobile mage, so it is just bad design and relies on the enemy being bad rather than you being good.

  2. It just feels terrible to play against because of how it works.

Mr Voidling1 votes

We already have immobile mages who do their job infinitely better than morde. See Xerath Veigar or Vel'Koz. Morde's current problem is kiting. Practically anybody can kite him. And saying you have to be in melee range is bad for an ability COMPLETELY dismisses Udyr as a champion.

Morde should probably end up closer to Sion. Morde is melee by default, but lacks stick potential in melee scenarios unlike all other melee champions. I think he should be viewed like Sauron form LotR, menacing dark lord caged in armor with a bad*** flail/mace in the frontlines. He shouldn't really be a poke champion, that doesn't fit his lore or theme.

Stacona1 votes

Udyr actually has a way to get at a target though, also he too needs some kind of rework.

Mr Voidling1 votes

Can't argue that. Skarner, Rek'Sai, Udyr, and Morde all need something done. I haven't seen a Skarner or Rek'Sai in summoner's rift in probably years.

Stacona1 votes

UPDATE NOTES (1):

Other: Removed a changed Siphon of Destruction for a changed Harvester of Sorrow.


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