(Champion Rework) Mordekaiser, Lord of Malice

Meep Man··12 votes·1,846 views

GOALS

Current Issues:

  • Clunky, slightly buggy, half-ass kind of kit that kind of leaves a bad taste in your mouth
  • Underappreciated thematic potential
  • Passive either makes him overbearing or the squishiest melee in the game
  • Juggernaut rework forced him into an awkward play style that isn't really Mordekaiser (Morde should not rely on allies to kill his enemies, at least not more than any other Juggernaut)

Goals:

  • Capture that "Prime Evil/Dark Lord" thematic he has going
  • Give Mordekaiser the tools to be useful when behind and not overbearing when ahead
  • Focus him into a solo lane role
  • Retain his "Slow But Every Blow Is Powerful and Purposeful" feel to his kit

https://media.lolusercontent.com/api/embedly/1/image/resize?url=https%3A%2F%2Fpre00.deviantart.net%2F42a1%2Fth%2Fpre%2Fi%2F2017%2F214%2Fe%2Fb%2Fmordekaiser___the_iron_revenant_by_waza_art-dbilfr3.png&key=a45e967db0914c7fb472fd4381e6c85b&width=425


KIT Mordekaiser, Lord of Malice Health- 666 (+100 per level) Health Regen.- 9 (+0.6 per level) Armor- 33 (+3.75 per level) Magic Resist- 32.1 (+1.25 per level) Movement Speed- 325 Attack Damage- 60 (+5 per level) Attack Speed- 0.475 (+1% per level) Attack Range- 225 (Melee)

Passive- Symphony of Destruction Innate: Mordekaiser's basic attacks crush his enemies into submission, causing them to strike all enemies in front of Mordekaiser in a half-circle shape for (100% AD) physical damage and 12 (+4 per level) (+20% AP) magic damage. This attack can critically strike, causing both the physical damage and magic damage portion of the attack to deal 200% damage to enemies hit. Mordekaiser cannot gain bonus attack or movement speed from anything outside of leveling up or his own abilities. Any bonus attack or movement speed will instead increase his Armor and Magic Resist by the half the amount (flat will increase it by half the flat amount and percentage increases by half the percent amount).

Ability 1- Creeping Death Active: Mordekaiser causes his next three basic attacks within 6.5 seconds to deal 30/45/60/75/90 (+20/22.5/25/27.5/30% AD) (+35% AP) bonus magic damage to enemies hit and cause him to dash a very short distance in the direction of his swing. During this time, Mordekaiser gains 40% increased Attack Speed and is immune to Attack Speed Slows. For every enemy champion hit by each swing, Mordekaiser will gain a 25/35/45/55/65 (+6% bonus health) shield for up to 7.5 seconds, stacking up to 5 times. Whenever an enemy champion is killed within 3 seconds of being damaged by Mordekaiser during this time, the remaining duration of Creeping Death is reset and an additional attack is added to the number of enhanced swings left. Cannot move Mordekaiser over terrain. Cost: 20/30/40/50/60 Health Cool Down: 11/10/9/8/7 seconds Dash Range: 75

Ability 2- Hail to the King Active: Over the next 0.75 seconds, Mordekaiser stomps into the ground in order to force all nearby enemies to bend the knee with an explosion of necrotic energy, causing all nearby enemy units to take 60/90/120/150/180 (+60/70/80/90/100% AD) (+70% AP) magic damage, be Grounded, and be slowed by 20/25/30/35/40% for 3 seconds after the delay. For each enemy champion hit by the explosion, Mordekaiser is healed for 30/45/60/75/90 (+8% bonus health) health. Cost: 30/40/50/60/70 Health Cool Down: 12/11.5/11/10.5/10 seconds Range: 400

Ability 3- Black Metal Active: Mordekaiser swings his mace upwards in the target direction, dealing 50/75/100/125/150 (+60/70/80/90/100% AD) physical damage to enemies hit and knocking them briefly into the air for 0.5 seconds. From his mace, a wave of metal is sent in the target direction, dealing 45/75/105/135/165 (+65% AP) magic damage to enemies hit and briefly slowing them by 80% for 1 second. Cost: 25/40/55/70/85 Health Cool Down: 15/14/13/12/11 seconds Mace Swing Range: 250 Metal Wave Range: 750 Metal Wave Projectile Speed: 1250

Ultimate- Children of the Grave Active: After a brief delay, Mordekaiser sends a chain out in the target direction that latches onto the first enemy champion hit, dealing 20/25/30% (+3% per 100 AP) of their maximum health as magic damage, granting Mordekaiser a shield equal to 15/20/25% (+2% per 100 AP) of their maximum health for 10 seconds, and briefly stunning them for 0.5 seconds. For the next 10 seconds, Mordekaiser and the enemy champion hit by the chain are linked, causing Mordekaiser to be healed for 40/60/80 (+5% bonus health) health every time he damages the linked enemy champion with a basic attack or ability. If the linked enemy champion moves more than 1350 units away from Mordekaiser, the chain will snap and free them from Mordekaiser's grasp. If the chained enemy champion is killed while linked to Mordekaiser, the killed enemy's soul will be shackled to Mordekaiser, causing the enemy champion to fight for Mordekaiser's team for the next 30/40/50 seconds. Champion souls can be controlled by reactivating this ability. Cost: No Cost Cool Down: 155/125/95 seconds Range: 775 Projectile Speed: 1650


STUDYING NEW MORDE'S ITEMIZATION

Sustain Options

item 3074 Ravenous Hydra A new, incredibly powerful tool to Mordekaiser that allows him to deal absolutely devastating AoE damage without using a single ability. For those that don't know, this will not break his passive as Ravenous has a 0.01 or so second cool down on it's Passive, meaning the AoE Cleave effect will only proc on Morde's main target of his basic attack. Anyways, every hit with this equipped will not only heal Mordekaiser for an immense amount, but will actually encourage Mordekaiser to hit the target NEXT to whoever he is attacking to effectively deal up to 160% AD damage per attack. This seems weird, but I find it fitting for Mordekaiser as it goes back to that old tactic/saying in combat of, "The best way to defeat a man is not to cut him in half, but to cut his best friend in half beside him."

item 3146 Hextech Gunblade Of course this is still a viable option. It will effectively negate Mordekaiser's health costs and grealty increase the damage of his abilities due to their hybrid scaling. The active effect will also benefit Morde with the slow attaches.

item 3065 Spirit Visage Boosts all healing Morde receives, no further complications or explanation needed. Works great against short ranged APs in Top Lane to boost Morde's W healing.

Passive Stat Mutation Options

item 3742 Dead Man's Plate Gives Mordekaiser extra defenses for moving instead of extra movement speed. This will primarily help Mordekaiser survive the initial burst of a fight since these defenses will be lost once he basic attacks a target.

item 3153 Blade of the Ruined King While, yes, the on-hit effect abuse is pretty great with Morde's passive, the item also gives Mordekaiser a ton of extra defenses from the innate attack speed combined with the movement speed steal from the active, transforming this item from an ADC/On-Hit item into a solid Anti-Tank Bruiser Item.

item 3046 Phantom Dancer This is a real beauty of an item. When combined with Mordekaiser's passive, it becomes a super defensive item that not only allows Mordekaiser to critically strike with his passive basic attacks for immense damage, but provides him with immense amounts of bonus defenses when he is dueling especially.

item 3091 Wit's End This is a solid rush item for Mordekaiser against AP tops as well. Mordekaiser will shred enemy Magic Resist while boosting it with the item's Attack Speed. A nice way to get a great amount of Armor and Magic Resist.

item 3078 Trinity Force Just provides a lot of stats Morde likes while also making good use of his passive with the movement speed on-hit effect as well as all the stats provided.

Stick Options

item 3116 Rylai's Crystal Scepter A classic choice, this item isn't as good as before due to the way that slows stack now, but will still give him extra stick when using his Q, which is his most constantly used ability.

item 3152 Rocket Belt If for some reason you find you do not require the stats and effects provided by Gunblade, you can instead invest in Rocket Belt to give Mordekaiser a small dash that won't be negated by his passive.

item 3022 Frozen Mallet Mordekaiser's new passive allows him to apply this item in an area of effect, which is pretty scary to be honest. Constantly applying a permaslow means enemies will not want to stay near Mordekaiser once he gets going, forcing a retreat.

General Good Options

item 3053 Sterak's Gage Always a solid option as long as Morde remains a Juggernaut, Sterak's Gage provides Mordekaiser with more shielding and lots of extra base AD. It's a great stat item for our dark lord.

item 3748 Titanic Hydra Maybe for some reason you simply can't risk purchasing Ravenous Hydra due to build restrictions or a need for more health. That's ok as Mordekaiser can still purchase Titanic Hydra for the same effect, but slightly more defensive.

item 3143 Randuin's Omen Make sure the enemy ADC doesn't shred you too much with a nice Randuin's Omen. Provides a small amount of extra stick while also boosting Mordekaiser's defenses by a huge amount.

item 3102 Banshee's Veil Burst Mage have you down? Maybe a big crowd control spell really putting you down? Buy this and laugh at your enemy's as you shrug off their weak spells and destroy both their body and soul.

There are definitely more possibilities than I have here, but I just wanted to touch the surface and give an idea of what new Morde brings once he has some farm.


Thoughts? I tried to keep the cool parts of current Mordekaiser with him while attempting to remove his problems. I also encouraged him in a new and unique way to take on as many enemy champions as once similar to now with huge, hard hitting AoE basic attacks. I hope my rework does the character justice!

24 Comments

Sad Tyrant4 votes

Passive has too many restrictions, loses effectiveness when mobility is needed from ghost or Righteous Glory, and the shitty base attack speed already discourages building AS. why does it need the 100% damage, when you can just say "dealing x amount of damage"

40% attack speed ain't much for 0.425 attack speed, and his aa is so slow already that percentage slow wouldn't do shit. (also you left a bit of unholy crusade in there)

only problem i have with W is the wording, I mean stomp, that implies cast time.

I like the E

I also like the ult, gives it counter play, but I feel he needs to be a bit more rewarded for it, so maybe a heal as well, like over time as he is dealing damage to them, as if he was draining their lifeforce to sustain himself.

Meep Man2 votes

why does it need the 100% damage, when you can just say "dealing x amount of damage"

It deals the same damage to everyone hit, so 100% AD to all.

40% attack speed ain't much for 0.425 attack speed, and his aa is so slow already that percentage slow wouldn't do shit. (also you left a bit of unholy crusade in there)

This is more for extreme situations where a Malphite would effectively also silence Mordekaiser during this spell. The 40% increase is enough to make it 0.665, which is Base Level 1 Attack Speed for others (basically making his Q go at the same speed as live).

only problem i have with W is the wording, I mean stomp, that implies cast time.

It does have a 0.75 second delay. Didn't want it to be a channel since that would just be awkward and would probably make interrupting it feel more accidental than on purpose.

I also like the ult, gives it counter play, but I feel he needs to be a bit more rewarded for it, so maybe a heal as well, like over time as he is dealing damage to them, as if he was draining their lifeforce to sustain himself.

Considered it... considered. Many have spoke of the ultimate already, so it might need to be bumped up a little.

Passive has too many restrictions, loses effectiveness when mobility is needed from ghost or Righteous Glory, and the shitty base attack speed already discourages building AS.

This is more to discourage potential shenanigans as well as allow Mordekaiser to be the slowest champion in-game and have a ton of power budget put into Damage, Durability, and Crowd Control. The attack speed especially for shenanigans, as I don't want Mordekaiser to build an Attack Speed + Crit build and end up dealing 200% AD to everyone in front of him at quick speeds (a full attack speed set up without the restriction can easily get him to 1.5 Attack Speed without allied help, which is another concern if the attack speed is allowed to be modified). It also allows Mordekaiser to build items he wouldn't normally build before, but benefit from a solid half of the item, like BorK, Phantom Dancer, and Wit's End.

Sad Tyrant1 votes

It deals the same damage to everyone hit, so 100% AD to all.

I think it needs a little more clarity.

build an Attack Speed + Crit build and end up dealing 250% AD to everyone in front of him at quick speeds.

You can simply state the aoe doesn't crit, or only crits on the singular target. each works in prose (also ftfy)

his is more to discourage potential shenanigans

where's the fun in that. I get that you don't to him to murder everyone and their day because of bullshit outta control, but that's no reason to kick shenanigans in the guts. the AS thing does work thematically though, I'll give you that.

does have a 0.75 second delay. Didn't want it to be a channel since that would just be awkward and would probably make interrupting it feel more accidental than on purpose.

What I meant, was that after the delay he would stomp, therefore interrupting his movement. the wording just seems to mean it does that.

anyway, thank you for the explanations.

[slayer-pantheon-popcorn]

Meep Man1 votes

Ill work on the wording in the post and likely gove his R a small buff. Thinking about switching the shielding and healing on his R (get a shield to intitiate, healing as you take damage) and also increasing the base damage slightly.

I have no issue with him AoE critting, just not quickly doing so. I would have to decide whether to have him be able to gain crit or attack speed, and crit is more fitting.

Malicious Metal3 votes

No Metal references in his ability names? i rate this a numero uno out of ten.

Jokes aside, I actually think this is a really solid rework proposal. Especially his W seems like such a great ability as it's impactful, heavy and really fits with his Juggernaut playstyle.

Little nitpick though, Unholy Crusade's damage is a bit lackluster for a Juggernaut's main damage. I personally would change his Q a tad and tweak his passive but the rest looks good.

Meep Man1 votes

Noted. I will make changes when I am on a device that can edit posts without being a huge headache haha! Thanks for reading and the feedback! Means a lot from the numero uno Morde main on the boards. Also, I'm not huge on metal songs that would fit with these new abilities, but I certainly have been around the block with dark lord characters haha (I really enjoy playing Black Knight characters in D&D and other games).

Malicious Metal2 votes

Honestly, his W could just be named "Hail to the King" and you'd have a fitting name that's also a metal reference :)

Meep Man1 votes

Consider it done

Mordepool1 votes

Sweet art though

Meep Man2 votes

Saw it in one of MM's threads and thought, "That's a solid bit of art right there," so I used it here. Trying to find a citation on it.

Rito Jericho1 votes

While I would be lying if I said that I wasn't at all concerned about the massive amount of AoE that he has, I still love these ideas for Moredkaiser. I'm still trying to learn how to play the guy now anyway, so I won't be hit too hard if these changes go into effect.

Meep Man3 votes

Mordekaiser is the one kind of person I feel like should have so much AoE. If a champion has such low mobility, they will be incredibly easily swarmed by the enemy team. However, that would be a critical mistake here in a similar sense to swarming Illaoi, as Mordekaiser can more than easily handle a crowd.

I personally feel having old players say they would still feel at home with post-rework is a huge benefit, even if the old kit is incredibly bad. Having you say that makes me happy that that is the case.

Rito Jericho1 votes

Okay. I totally agree with your argument in favor of giving him so much AoE.

Seiketi1 votes

The king of metal, being one of my favorite champions to pick, when I feel like just messing around and pissing people off.. I fully support these changes. It's well thought out, nothing seems -too- op, and I think this could bring him back into the spotlight of being an actual solid pick.

Meep Man1 votes

I think he would even retain his current niche of "Anti-Assassin Juggernaut" with him still having shields, heals, and now also Grounded as crowd control if the Assassin dives on him. He would be a solid Top Lane and a fresh pick in Middle Lane as a counter against Assassins. Heck, while I have my doubts, might even show up in the Jungle.

Plus, whenever I look at these numbers and think, "Wow, that's huge!", I always have to remember I will be doing that at a fixed 325 movement speed with limited poke.

KennysDreamGirl1 votes

can he still take dragons with ulti? i know people will ask about that

Meep Man2 votes

Not in this iteration of it. I feel like that aspect of it complicated his current ultimate since it disabled it's use while you had a Dragon ghost. It also was a part of his old incentive to go Bottom Lane, which I didn't want to promote a ton since Duo Lane Morde has proven to be permaban worthy when in the meta, especially in Pro play. If enough people ask for it, I can definitely add it back, but still modified and likely pretty heavily modified at that.

KennysDreamGirl1 votes

makes perfect sense to me.. I don't really play morde so idc what happens to him really but if they make him more fun than he is now I'm always down o play new things

Skelenth1 votes

So he will stay at 325 MS over the entire game? I know he's supposed to be slow, but that's kinda harsh, isn't it. Or are boots excluded from his passive?

Meep Man1 votes

Most Morde players I have seen want Mordekaiser to be known as the slowest, yet most overpowering (not overpowered, difference) champion in the game. A giant suit of metal that slowly creeps onto the battlefield and slams both body and soul into the deepest depths of the Shadow Isles. I decided it was best to start at the extreme and increase it if requested.

Boots are not excluded, but will grant you a decent increase in Armor and Magic Resist (52.5 Armor/22.5 Magic Resist for Ninja Tabis, 22.5 Armor/47.5 Magic Resist for Mercury Treads, and 22.5 + 15% Armor/22.5 + 15% Magic Resist for Berserker Greaves) as compensation.

Friendly Ram1 votes

I like the new passive as a unique aa and the power it provides through it's second half but am wondering on the range of the aoe(half of current e range is what i'm thinking)

Q:Is the 75 dash calculated before or after he aa(is it a technical range increase or not) otherwise i like how it encourages all ins to max that shield. W: nice and imposing. E: really confuse if you want morde to be ad or ap with all the ratios all over the place. R:why are you changing this into a skillshot? i thought point and click your soul is mine is one of mordes mainstays.

Meep Man1 votes

Passive: The range is 225 in all directions 180 degrees in the direction Mordekaiser is swinging, with the primary/clicked on target being at the center of the swing. Basically, directly to the right of Morde all the way to directly to the left. It being a half-circle shape allows for smarter Mordekaiser players to try and position in the lane just right so that his passive doesn't auto-push the wave by hitting them at the tip of the range with no other minions in between Morde and the minion (or very directly beside the minion). Q: The way I would code it is Morde gains 75 increased AA range and he swings while dashing, hitting everyone 75 more units in the swung direction, changing the shape of the attack to be more of a half-oval/half-cylinder kind of shape instead of half-circle. E: Hybrid so most of his current items still work. R: This was mainly due to power budget needs and to make it so Mordekaiser has to work to get the most valuable ult target.

Mechakaiser1 votes

Wow, really impressive. I like the way he interacts with MS and AS now. You also gave him similar amounts of shielding, but requiring more skill to get them. I still dont like that his ult only works if he kills the target, I think it makes the skill too binary, but at least its a skillshot now.

Would you mind if I took some elements from the passive, and give him my own rework? Will post in it in the mordekaiser subreddit, and maybe in rhe boards. And of course give you the credit for that.

Also, have you considered giving him a Brittle? That thing makes him sinergice like crazy with vanguards, while not making him unbearable in 1vs1 scenarios, as he doesnt have CC for himself (knockups dont count). Maybe in the ult?

Meep Man1 votes

You can use it with credit of course.

Not sure where to fit Brittle though and if it would push him over his power budget. Plus, I think Ornn should have his own thing for at least a little while so that he can be picked for it. If Brittle would be added in, it would have to make sense.

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