The rework Mordekaiser deserves...

QuantumToast·8/15/2018, 8:06:20 PM·1 votes·977 views

Hey Folks!

I think we can all agree that our fellow Mordekaiser is HEAVILY in need of another rework. The things bothering me the most are for example:

  • is a meme since years because of his pizza feet
  • his other visuals. I mean he has a full metal armor, but his walking animation reminds me of a child chasing a butterfly. On top of that, he only has 2 types of casting animations: One for his Q hits, and one for his W, E and R (he literally just raises his hand)
  • almost more bugs than all other champions together (curently over 200 I guess)
  • silly base stats: highest base AD in the game, but less base armor than a wind fairy in underwear. As a Juggernaut. In metal armor. Makes sense.
  • the combination of worst base speed in the game, bad defense stats, almost no range AND no CC in a high mobility meta (forces him to buy Rylais in every game too)

Mordekaisers base model should be larger since he is a giant powerful being (like in the Pentakill music video). Instead of his current model, he should be similiar built and walk like Sion IMO since he carries a heavy armor and an even larger weapon.

His base stats should be adjusted a little bit. Maybe by reducing the base AD a bit and increasing HP and ESPECIALLY armor. Since Morde stays immobile with my concept and plays like a Juggernaut, he needs better defenses. As a compensation, he remains slower than other champions


(Passive) Children of the Graves Mordekaisers weapon Nightfall curses enemy champions for 6 seconds upon crushing down on them (triggers with Q active and R active), causing him to steal 60-264 HP (at level 1-18) + 10% of their max HP over the duration. Damage and duration or halved before level 6.

If a cursed enemy dies within a big radius around Mordekaiser, he can click the corpse (if its close to him ofc) to start a 2 second channel, enslaving the dead enemies soul. Mordekaisers enslaved victims are bound to ghostly chains and will follow him around as ghosts from their original champions. These ghosts can not attack by themselves, but provide Mordekaiser with 15% of their bonus HP and 10% of their AP and Bonus AD as he drains them even further.

Cooldown: not sure, probably scaling down with levels Ghost duration: 30-80 seconds (based on level)

Being able to enslave enemies souls was always a main aspect of Mordekaisers kit, even though these ghosts are the main reason why is so bugged. I thought making these ghosts not attack by themselves would prevent these bugs. They could be coded like Yoricks ghouls, without them walking down the lane when minions are close. Putting this skill on the passive gave me room to replace his ultimate for something more interesting ehich fits Mordekaiser extremely well IMO.


(Q) Nightfall (name changes appreciated) Cost: none Cooldown: 10 / 8,5 / 7 / 5,5 / 4 seconds

Passive: Mordekaisers spiked weapon causes his AAs to deal 5/7,5/10/12,5/15 (+30% AD) (+30% AP) bonus magic damage. Every next AA on any unit charges his weapon, adding one stack which increases this bonus by 33,3%, up to 3 stacks. Stacks last for 2 seconds, refresh with AAs and fall off one by one. At 3 stacks Mordekaiser can use Crushing Blow.

Crushing Blow: Mordekaisers next autoattack is enhanced and gains 100 bonus range, dealing 15/22,5/30/37,5/45 (+90%AD) (+90%AP) bonus magic damage and grounding the target for 1 second (optional). Upon landing, Crushing Blow briefly slows the enemy (like Trundle Q).

Some bugs occur due to the fact that Mordekaiser can use abilities while other abilities are still active, like his current Q and W. This can lead to bugs like a Q instance dealing no damage after reactivating W. Since this is his signature move, I tried to keep the spirit of ramping up the damage with autoattacks with a final massive hit. Adding a little bit of cc to a hit with a Morgenstern sounds reasonable to me and helps Mordekaiser a bit to keep enemies close to him.


(W) Shrapnel Storm (name changes appreciated) Cost: 10% of current HP Cooldown: 18 / 17 / 16 / 15 / 14 seconds Radius: 300

After a brief delay, Mordekaiser channels for 0,75 seconds to summon a ring of sharp metal shrapnels flying at extremely high speed around Mordekaiser, making enemies unable to attack or move for the duration and dealing magic damage equal to 10/12,5/15/17,5/20% (+3% per 100 AP) of enemies max HP as damage over the duration.

Mordekaiser ramps up a shield during his channel while damaging enemy champions which shields him for 50/75/100/125/150 (+10% max HP) which decays over 3 seconds and at the same time restores HP equal to the decaying amount of shield points plus 30% of his AP.

Hitting multiple enemy champions with this ability doesnt increase the shield value, but increase the follwoing healing by 33% per additional champion. Shield points removed from enemy champions do not restore any HP.

Since also Mordekaisers W contains a lot of bugs (mostly caused by the reactivation during other abilities), I tried to give him an interesting twist while still keeping the metal storm in his kit. This storm helps to lock enemies in their positions for a brief duration which can be extremely useful against hypermobile champions like yasuo, zed, irelia, etc. Ofc I kept his heal for the sustain which still rewards you for hitting multiple enemies.

For a better understanding of the ability:

Mordekaiser will get into a pose where he rests his hands on his weapon (like garen ult or Dianas pull) which takes a very short time so enemies can see it coming if they pay attention.


(E) Defensive Swipe Cost: 5% of current HP Cooldown: 20/17/14/11/8 seconds

Mordekaiser does a defensive swipe with his weapon (looks like a golf swing) which causes a small shockwave in a cone infront of him, dealing 140/170/200/230/260 (+60% bAD) (+30% AP) magic damage.

Enemies directly infront of Mordekaiser take physical damage instead and knocks them 300 units away from him.

Optional: Deals bonus damage to dashing enemies and interrupts these dashes.

This ability allows Mordekaiser to play around with his W a little by pushing engaging enemies away from him in the danger zone of his W. Since his W is delayed this isnt a combo which will guaranteedly work out. I kept the shockwave concept of his old E to have at least a bit range and to poke a bit from time to time.


(R) Glenn‘s Nightmare (name changes not appreciated) Cost: 25% of current hp Cooldown: 120 / 100 / 80 seconds

Mordekaiser starts draining dark energy with his weapon (looks like the crystal of the nexus draws energy right before it explodes) over the course of 2 seconds. During this time, Mordekaiser becomes unstoppable, and quickly accelerates, but cant change his direction upon cast. After this duration Mordekaiser slams down his weapon with great force, dealing 300/350/400 (+80% AD) (+80% AP) magic damage to enemies directly in a short 90 degree cone infront of him and sending out a shockwave with travels the same distance again, dealing 50% of the damage and briefly knocking up enemies (like new Aatrox Q).

All enemies hit by this ability become cursed (Children of the Grave applies).

Optional: Smash deals increased damage based on Q stacks.

Do you remember Mordekaisers smash in the Music Video for Pentakill where he smashes an entire house just with one slam? When i saw it I knew that I just HAVE to cinlude it into Mordekaisers kit. If it lands it has devastating impact, but is rather clunky since it is not that easy to hit.


Thats it! I am not certain about the damage values and the numbers yet, suggestions appreciated. Leave a comment and tell me what you think!

2 Comments

Mordepool8/15/2018, 8:28:04 PM1 votes

Is this the same thread?