Mordekaiser - Rework Concept
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I liked when Mordekaiser was a simple, immobile powerful backline mage. So this concept is returning back to that form.
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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).
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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.
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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.