[Champion Concept]Mordekaiser, The Iron Revenant

Dicerson·12/20/2015, 6:10:47 PM·3 votes·838 views

Hey guys! I just had a few ideas for a theoretical morde kit, and wanted to put them out there just in case it helps someone think of something and to see what people think!

Note: I am bad at certain aspects of balancing, so instead of damage values, I will be using descriptive adjectives. However I will use numbers for things like cooldowns, durations, and ranges (as I have a better grasp of what is and isn't balanced in those areas)


Passive- Iron Man: The sickness, death, and suffering of his enemies is what sustains Mordekaiser. His abilities all cost health, however 25% of the damage they deal provides him with a shield (halved against minions). The shield can be no larger than 25% of his maximum health, but no smaller than 7.5%(25% of 25%) of his max hp. The shield will decay by 25% per second if Mordekaiser hasn't dealt damage to a champion for 4 seconds. Shield gain is halved against minions.

This is through and through THE Mordekaiser unique identifier. Its essentially what it is now. Morde also seems to just love the number 25.


Q- Mace of Spades: Mordekaiser floods his malice into his next strike. It will deal High Damage to first target Mordekaiser hits with his auto attacks. If the target dies, Mordekaiser automatically gains another attack.

Cooldown- 15/13/11/9/7 seconds (Only begins once the ability is no longer in effect)

Cost- 12/24/36/48/60 HP

A huge change from what it is now, though not exactly what it was before. It still gives him a good deal of damage in a straight up engagement, but is very useful for farming and last hitting, forcing Mordekaiser to choose between easier last hits and a trade.


W- Harvesters of Sorrow: Mordekaiser surrounds himself and one target ally champion or minion with a cloud of ethereal metal shards for 4 seconds. These shards will drain the life of nearby enemies, dealing a low amount of damage per second. (AoE 100 units past target model, fields do not stack). If the two targets fields touch. they gain 50 units of radius until they are no longer touching (extra radius counts for contact). While active, Mordekaiser's maximum shield is increased to 50% of his maximum HP.

Cooldown- 12/11/10/9/8

Cost- 15/30/45/60/75 HP

A new take on Mordekaiser's old W. I think riot was trying to find a way to make old W still give Morde some form of tankiness or damage resistance in the form of sustain instead of straight MR/armor. I think this does the job quite nicely. He still needs to be active in the fight to gain shield, and while his W is on he'll be much harder to kill, which is what I believe Riot had intended for the ability.


E- Siphon of Destruction: All before Mordekaiser's sight exists to fuel his existence and reign. In a 675 unit range 45 degree cone, all enemy units will be dealt moderate-high damage. Champions hit will gives Mordekaiser 15% of his shield automatically.

Cooldown- 5 seconds

Cost- 20/40/60/80/100 HP

This is Mordekaiser's simplest ability, one that I felt was pretty straightforward and not needing of much change. I think that the only difference would be higher damage and higher health cost. Make it more rewarding, but also more taxing if he over uses it.


Pre-Note: This is going to be what most people will probably disagree with me on. But I have been playing morde as one of my favorite champions for a very long time, not nearly as long or as dedicated as many morde mains, but I definitely count among them. So please bear with me.

R- Child_ren_ of the Grave: Mordekaiser unleashes the full power of his dark will and dominion. For 30 seconds, all units in a large target area (500 unit radius) will revive after they die, but allied to Mordekaiser and/or under his control. Monsters will follow him around like pets (similar to malz voidling), minions will continue down their lane, and champions will move towards and autoattack whoever Mordekaiser is targeting (but can be manually commanded elsewhere by reactivating the ultimate). Once the ultimate ends, the ghosts will remain for a further 15 seconds. If Mordekaiser dies before the ghosts do, all the ghosts die.

Cooldown- 140/130/120 seconds

Cost- 5/10/15% of his Max HP

Hugely powerful ability with potential to be a game ender. If Morde uses it wisely, he can easily create a huge army of ghost monsters and minions and shove down lanes. But if he is not smart about it, the enemy team will be able to easily deny him any ghosts at all. It does have a rather hefty health cost, so you gotta be careful with it's activation. Afterall, this is the kind of thing you pop at the beginning of a teamfight, not as a last resort!


So, what do we have with this? First lets start by stating what Morde is.

Mordekaiser is a Juggernaut, he is slow, he is hard to kill, and he has insanely high damage if he can get close to you. Mordekaiser specifically is a Juggernaut focused on pushing and objective control. With this kit, he would easily be one of the best lane pushers in the game. His biggest strengths lies in his AoE damage and sustain. However, his biggest weakness is essentially anything that can outmaneuver or outrange him. Things like caitlyn, fiora, lee, etc. He is not totally defenseless against these champions, he can use his ult to force them to engage him at closer ranges or allow him to build a ghost army.

11 Comments

Dicerson12/21/2015, 5:14:44 PM2 votes

Thanks Khamul for the relevant feedback.

Others, please refrain from posting unless you have something constructive to say.

FloRaider4212/20/2015, 7:51:34 PM1 votes

Rammus OK

Khâmul12/20/2015, 9:33:30 PM1 votes

Some ideas are good,but numbers needs to be changed yeah,no for the ultimate.Mordekaiser isn't holding long when he is STEALING hp from a tank, so removing 30% of his hp.... the only way to make it work is to have rengar or talon so you can get an instant ghost (adc's the best) to start to gain hp with its sustained damages. Plus, with the Q spell,it's going to be a tool to flash+Q, to place your burst

thepay312/20/2015, 6:13:47 PM1 votes

ok

ModEchoing12/22/2015, 5:14:00 PM1 votes

This doesn't actually change any of the real pain points about playing against Mordekaiser. His shield still exists, his E is still point-and-click nuke, and he is utterly worthless when he falls behind and utterly crushing when he gets ahead.

I love the whole ghost army with the new R, except since it does no damage and you didn't really compensate for that elsewhere in the kit, Mordekaiser's 1v1 capability has taken a rather significant hit. The rework proposed doesn't change as much as it needs to, and would probably hurt Morde more than help him.

Dicerson12/22/2015, 11:40:56 PM1 votes

Yeah, just trying to throw ideas out XD

Probably shouldn't use me for any balance things :P

But really, i think morde should receive a complete and total rework, like changing nearly every ability.

ABoldGoose12/21/2015, 2:35:50 AM1 votes

CRAP