[CONCEPT] Mordekaiser's Rework
As a follow-up to my yesterday post, about what I hope to see in Mordekaiser's future rework, I decided to go ahead and also make this – a concept idea for his future kit. (I know these have been done to death, but let me have a shot at this) Keep in mind that the numbers, etc. are probably pretty ridiculus, but I tried making them at least somewhat reasonable (That being said, I was never much into balance, so I don't know just how reasonable these are). I also tried to implement most of the points mentioned in the last post. (No names for abilities yet, since song names from my playlist didn't fit too much...)
In this kit, I tried to make Mordekaiser be a battle-mage, who can dish out quite nice AoE damage and survive in a teamfight for extended periods of time. Base stats HP: 563 - 2005 HP regen: 7.5 - 19 Range: 175 AD: 60 - 124 AS: 0.601 (+ 0 – 50.2%) Armor: 34 – 93.5 MR: 32.1 – 53.4 MS: 345
Passive:
Mordekaiser gains damage reduction over-time, up to (10% - 30% based on level). This bonus depletes when he enters combat over 5 seconds.
Damage dealt and taken generates stacks – 100 - 200dmg (Based on Level)/1 stack. For each stack Mordekaiser deals 2% more damage, up to 20%.
Q: Cooldown: 14 / 13 / 12 / 11 / 10 Mordekaiser performs three powerful spins with his enchanted mace, dealing Magic Damage. Each of these spins gains more damage and applies a different effect. 1st – 10/20/30/40/50 (+60% AD) (+40% AP), slows enemies hit by 20% for 2.25 seconds. Full rotation: 1 second. 2nd – 15/30/45/60/75 (+75% AD) (+55% AP), grounds enemies hit for 1.25 seconds. Full rotation: 0.75 second. 3rd – 20/40/60/80/100 (+90% AD) (+70% AP), knocks up enemies hit. Full rotation: 0.5 second. Hard CCs stop the ability and put it on cooldown.
W: Toggle ability: 50/60/70/80/90 health per second. Cooldown: 11 / 10.5 / 10 / 9.5 / 9 When toggled starts draining Mordekaiser's health rapidly, as he surrounds himself with Black Mist and gains the ability to generate shield.
AoE Magic damage per second: 10/20/30/40/50 (+ 10% AP)
Damage to Shield conversion: 10%/15%/20%/25%/30% damage dealt, halved against minions. Shield Capacity: 10%/15%/20%/25%/30% of his max health. Shield decay: after 3 seconds it starts dropping at a rate of 1.5% max health
**E: ** Cooldown: 9 / 8 / 7/ 6 / 5 Mordekaiser enchants Nightfall and swings it in an arch in front of him, creating a field of Black Mist, that saps HP from enemy champions and heals Mordekaiser for % of the damage dealt. Arch swing magic damage: 20/40/60/80/100 (+ 90% AD) (+ 20% AP) Field magic damage: 20/40/60/100 (+70% AP) over 2 seconds. (10%/20%/30%/40%/50% heal)
R: Cooldown: 120 / 105 / 90 Passive: Mordekaiser can harvest souls of dead champions. These souls grand him a boost in power, equal to (15%/20%/25%) of their Health, AP, AD and 10% of their Armor and Magic resist for 20/25/30 seconds. Mordekaiser may use one soul at a time.
Active: Mordekaiser may instead raise a champion's soul granding him a ghost. (Ghosts are preset from the revived champion's primary role) These ghosts can be controlled with alt+right-clicking. Recasting R will prompt them to use an ability. They last 30/40/50 seconds.
Ghost types
Marksman Ghost: Ranged attacks, 80/110/140 (+20% Mordekaiser's AD) (+20% Mordekaiser's AP) magic damage.
HP: 600/900/1200 Armor: 20/25/30 MR: 20/25/30 Attack Speed: 1/1.25/1.5
Recast: Ghost fires a blast at a target location, dealing 90/110/130 (+15% Mordekaiser's AP) (+15% Mordekaiser's AD) magic damage to all enemies in it's way.
Mage Ghost: Ranged attacks, 50/60/70 (+10% Mordekaiser's AP)
HP: 600/900/1200 Armor: 20/25/30 MR: 20/25/30 Attack Speed: 0.7/0.9/1.1
Recast: Ghost uses a set of abilities, bursting targeted champion with 150/250/350 (+50% Mordekaiser's AP) magic damage.
Tank Ghost: Melee attacks, 50/70/90 (+10% Mordekaiser's AD) (+10% Mordekaiser's AP)
HP: 900/1400/1900 Armor: 50/100/150 MR: 50/100/150 Attack Speed 0.7/0.8/0.9
Recast: Ghost targets one champion and strikes, knocking the enemy up and dealing 70/90/110 (+10% Mordekaiser's AP) (+10% Mordekaiser's AD) magic damage.
Assassin ghost: Melee attacks, 70/100/130 (+15% Mordekaiser's AP) (15% Mordekaiser's AD) magic damage.
HP: 600/900/1200 Armor: 20/25/30 MR: 20/25/30 Attack Speed: 0.8/1/1.2
Recast: Ghost jumps to a target location, hitting first enemy hit with 150/250/350 (+20% Mordekaiser's AD)(+20% Mordekaisers' AP) magic damage.
Bruiser Ghost: Melee attacks, 60/80/100 (+12% Mordekaiser's AD) (+12% Mordekaiser's AP) magic damage.
HP: 800/1150/1500 Armor: 45/75/105 MR: 45/75/105 Attack Speed 0.8/0.9/1
Recast: Ghost strikes in an AoE area around him, dealing 90/110/130 (+15% Mordekaiser's AP) (+15% Mordekaiser's AD) magic damage.
Support Ghost: Doesn't attack. Heals Mordekaiser for 50/100/150 (+ 10% Mordekaiser's AP) every 4/3/2 seconds.
HP: 500/700/900 Armor: 20/25/30 MR: 20/25/30
Recast: Ghost heals target ally for 100/150/200 (+20% Mordekaiser's AP)
Now: What I aim for with these abilities...
Q: This has been going through my mind for a long time... I tried to make something similar to his current Q, that a lot of people have come to love, but still put my own spin on it... The ability is supposed to both get stronger AND harder to escape with each strike. The first rotation is supposed to be slow – it's possible to just walk out of it, but it applies a slow if the enemy indeed gets hit. It's now harder to escape the second spin, so many enemies will be forced to use some sort of mobility spell in order to get out... However if they don't, then the second strike comes in – it grounds them, so they no longer can use any of these. Now, both slowed and grounded enemies are nearly sure to be stricken by the third swing... And this one is meant to be devastating.
This ability is probably where the most numerical issues lie. (Aside from the passive) The damage is probably far too big, considering it's an AoE now... The important thing here is not the damage, but the concept of the ability itself.
I know that there are a lot of spin abilities in the game, but heck... Maybe both Noxian and the Demacian spinning techniques came from Mordekaiser? :P
W: Ever since I started playing Mordekaiser, I felt like his passive is gonna go away one day. I tried thinking of many ways to preserve it. This was one of them. His shield is now hidden behind a costly ability, that should only be used in certain situations. The ability is pretty powerful, but has to be activated wisely. I feel like it will be easier to balance around, when it's gated somehow.
E: This ability's use is pretty similar to current E, with the diffrence that it now heals a bit, to give him at least some sustain during a fight, since his heal from W and R went away. It's pretty spamable and deals nice damage, especially if you manage to hit the enemy with both hits.
R: I mentioned something like what I did with the ability in the previously mentioned post about Mordekaiser's rework. He now has preset ghosts, instead of individual ones, in order to:
1 . Get rid of weird interactions that occur with some champions, as well as make the ghosts more predictable. It always annoyed me how you could never tell, which abilities were going to work on a ghost and which did not (ex. Vayne's W applies, but Teemo's E does not.)
2 . To allow the ghosts for something more than just auto-attack. Nothing like the recast abilities could've existed, if the ghost were still of individual champions.
And yes. It's not enemy champions. It's all champions. If your ally falls, you can revive him or drain his statistics like you would with an enemy. It's so that you have some way to overturn a teamfight, even if one of your teammates falls. Also it's to compansate the loss of your damaging active.
One important thing is: Which one of the preset ghosts will be risen, depends on how the dead champion works, more than what his stated role is. For example – rising Leona won't give you support ghost, but rather a tank ghost.
As for the way to tell these roles apart, in order to know what ghost you will receive – When dying, champions should leave behind a soul and on (or above) said soul, should be an icon telling you what ghost you're going to get.
Final note: His abilities usually have some AD scalings, that seem to be high. The thing with those is that they aren't actually that high. For example, currently Mordekaiser's third Q does 280% worth of AD (100% from basic auto attack damage, 180% from skill scaling), yet nobody builds him AD. The scalings are there so you can build some AD-centered items without feeling bad about it, as well as to compensate for you not auto-attacking enemies during abilities, especially if you indeed bought some AD in items.
In conclusion... This kit isn't crazy. I didn't want it to be. The abilities aren't groundbreaking – they don't have to be. As I said in my previous post: I want this kit to be simple with little outplay potential, but rather about knowing your champion and what you can handle. I imagine not killing yourself with W will be the toughest thing to manage in the kit I proposed. So yeah... Some CC, easier balancing, hopefully similar feel.
That's it for this post. Let me know how you feel about the abilities, what you don't agree with, etc.