[MORDE REWORK] The Master of Puppets is Viable Once Again

HydroTyrant··2 votes·670 views

|Base Stats| . Health:_ 530 (+75)_ Health Regen:_ 3 (+0.4)_ Attack Damage:_ 63 (+5.6)_ Attack Speed: 0.569 (+1.83) Attack Range: 225 Armor: 25 (+4) Magic Resist:_ 31.5 (+1.3)_ Movement Speed: 315 . |Abilities| . . . Passive: Children of the Grave - . Mordekaiser collects souls from fallen enemies. Killing a minion grants one soul, killing a champion grants 20 souls (max 100 souls). One soul gives you 3 HP. At 100 souls you can activate your passive to consume these souls for a permanent 50 AP. . . Q Ability: Mace of Spades/Maces High - Cost: 30/33/36/39/42 - Cooldown: 10/9/8/7/6 seconds . Activate to deal 15/30/45/60/75(+150% AD)(+100% AP) Physical Area of Effect damage in front of Mordekaiser, slowing enemies hit and enabling the use of Maces High. Activate to deal 30/60/90/120/150(+200% AD)(+150% AP) Physical Area of Effect damage in a straight line, enemies hit by the end of the line are dealt 50% bonus Physical Damage and are stunned for 1 second. . . W Ability: Tornado of Souls - Cost: 10/20/30/40/50 - Cooldown: 21/18/15/12/9 seconds . Activate to pull nearby enemies toward Mordekaiser, Stealing 20/40/60/80/100(+50% AP)(+10% Targets Max Health) Health as Magic Damage. . . E Ability: Siphon of Destruction - Cost: 30/40/50/60/70 - Cooldown: 12/10/8/6/4 seconds . Passive: Mordekaiser marks his targets for 3 seconds when he damages them, causing his next ability used to grant him a shield absorbing 30/45/60/75/90(+10% Your Max Health) Damage for 3 seconds. (6 Second Cooldown) . Active: Mordekaiser channels for 2 seconds, dealing 50/75/100/125/150(+100% AP) Magic Area of Effect damage in a cone. Mordekaiser can release it early to deal reduced damage in a smaller cone based on how long it was charged. . . R Ability: One/Master of Puppets - Cost: 50/75/100 - Cooldown: 200/150/100 seconds . Mordekaiser grows in size, channeling for 3 seconds targeting an area. At the end of the channel he teleports to the center of the target location. Everyone in this area cannot see outside it and are slowed by 20%/35%/50%, excluding Mordekaiser. All units that die in this area increase its size. Activating it enables the use of Master of Puppets. Activate to mark an enemy champion for 3/6/9 seconds, causing them to become his slave when they die for 15/30/45 seconds.

15 Comments

HydroTyrant2 votes

*Disclaimer

This is fanmade content, not the actual rework that will be coming to Morde soon. As Riot has not started on the rework yet or even announced when it will be, I decided to put out my own ideas on what he should become so they may take them into consideration once they start on the long overdue project.

Please tell me what you think of it below.

TheHappyReaperz1 votes

This feels like a bad idea. A Morde with infinitely scaling AP? As well as hard CC? I like the shield part of his kit becoming an actual ability, but the overall kit seems very strong, and the passive seems like it would just result in Morde building full tank, but still dealing tons of damage.

HydroTyrant1 votes

Keep in mind that it is every 100 minions and/or a mixture of champion kills before he gets that AP, meaning he will scale into a late game monster similar to Nasus and Gangplank (and kinda Sion). As with the hard cc, the Q hard cc will be difficult to land, but rewarding when you do. It also synergizes with his ult well, because all of them are slowed making it easier to hit. Also the extremely long CD on the W will make it much less oppressive, even though they would not be pulled to the center. They would be pulled towards Morde, but not all the way to him. And as for the kit being strong, the numbers are my numbers and I have no clue what is balanced... thx for the feedback though.

Kaeblen1 votes

Tell me what you think of Mine. Mine is much closer to classic Morde. it limits his burst potential and early-game shield potential, but otherwise includes most everything Morde has done or currently does with his kit.


##Passive: Iron Man Phalanx of Souls: 10% of all damage Mordekaiser deals with basic attacks, and 25% of the damage he deals with Q and E is converted into a temporary Shield. (shield generation is 50% effective vs minions)

The Maximum value for this Shield is equal to: 30+ 20*level {[50 - 310]} + plus one for every minion/monster killed, or 3 for large minions/monsters. plus 10 for every Champion kill, or 5 for an assist. plus 10 for every Epic monster kill/assist.

The Shield decays at a rate of 3% per second out of combat. . ##Q: Mace of Spades: Mordekaiser, steps forward three times, striking the area in front of him with his mace each time, dealing 15/25/35/45/55 (+75%AD)(+10%AP)damage in a small AOE each time. While Striking forward, Mordekaiser is immune to slows and snares. He cannot be commanded to change direction, or perform other actions until the 3rd strike is completed.

. ##W: Creeping Death: Mordekaiser surrounds a target ally (champion, minion, or self) with a swirling field of shrapnel for 5 seconds.

Enemies Nearby to the effected target take 18/26/34/42/50 (+10% Morde's Armor)(+10% AP) damage per second. The effected Ally gains a stacking shield equal to 30% of the total damage dealt.

. ##E:Siphon of Destruction: Mordekaiser channels for 0-2 seconds. While channeling, Mordekaiser cannot attack or cast, and is slowed by 30%. At the end of his channel, dealing 25/55/85/115/145 (+2.5% Morde's Max health) (+ 20-60% AP) Magic Damage in a cone shaped AOE. The longer Mordekaiser channels, the greater the range of the cone, and the higher his AP ratio on damage.

If Siphon of Destruction strikes a Champion, Mordekaiser gains +15% movement speed for X seconds, where X is the amount of time he channeled for.

. ##R:Children of the Grave: Mordekaiser Curses a target Champion, Large Monster or Epic Monster, dealing 15/20/25% of the target's Max Health (225/350/475 vs monsters) initially, and 0.6% of their current health per 0.5 second for the next 10 seconds (min 10/15/20 damage per tick).

A slain Enemy champion will be raised as a Ghost. The Ghost has the Target's level, and base stats, but none of their items.

A slain Dragon, or Large Monster will be raised as a Ghost. This Ghost has 35 % of its base stats, +50% of Mordekaiser's bonus Health and attack damage.

Mordekaisers Ghosts are treated for all purposes as MINIONS. Not as Champions. They receive 70% of Mordekaiser's AP, Armor, and Magic Resist. They receive 20% of his AP as bonus magic damage on-hit hit on their basic attacks. They also receive +30/60/90 movement speed. Gold generated from Ghost-kills is granted to Mordekaiser.

The Cooldown on this Ability scales up or down, based on the target it was used on. 45 seconds for monsters. 60 seconds for champions, 90 seconds for dragons. The cooldown begins after the Ghost has died.

HydroTyrant1 votes

I like the idea for the Q, but I feel like the passive is where most of the problems stem from when playing Morde. It makes him unkillable when ahead, but when behind he is useless because of his lack of cc and because you rely on dealing damage to sustain.

Kaeblen1 votes

[zombie-nunu-tears] You're right, of course. The common mentality, thinking about Morde is that his shield is a "problem". The thing about it though, is that not only is it the most iconic part of his kit (yes, more than R), but other champions already have the same benefit (or very very similar benefits), but are still considered healthy. Kayn Raast Passive... released so recently... (health ~= shield) item 3072 on just about anyone. NasusMorgana (older, not perfect analog) Jax passive is in effect, and most deadly at same times one expects Morde's to be. Morde's passive is slightly more visible though. item 3812 lifesteal in general, actually. many people have claimed that this kind of sustain is OK as part of a champion kit, but not on items. i agree with that, to a point, but that doesn't seem to effect Riot much.

The bottom line is that we should either declare that they are ALL unhealthy, and remove them. OR claim that those others are OK and admit that Morde is no more broken than them, because of the shield.

(not a lot of people enjoy hearing this argument.)




I digress. What was your opinion on W?

HydroTyrant1 votes

I like it better then his current one, which kinda forces him into a duo lane to get the best benefit. If they do rework him his w had better be a circle ability though...

Mordepool1 votes

There's used to be a few days between Morde Rework threads. I'm getting overloaded trying to weight and theory craft them all

HydroTyrant1 votes

I noticed that to... after I posted it, that there was one a few hours before it lol. Hopefully because of this Riot reworks him sooner then later in the rotation.

KnightOfEloHell1 votes

I feel Morde would be worse off with this. Slower, cc, and a tunnel vision Q like Leoric?

How about this mini rework with his current kit:

Passive is now gaining ghosts from killing an enemy champion or dragon. Same ghost stats as live ult.

Q gives 5% MS for 2 seconds for each landed.

W exp and MS passive removed. Now deals double damage on overlapping circles on allied champ casts. Passive is now abilities granting sheild from damage dealt.

E gives 20% sheild and has higher ad ratio. If used when no sheild is up, heal for 100% damage dealt.

R: Deals large DoT AoE, heal 100% damage dealt, gain +20% MS and 60AD for 12 seconds. While ult is active, your sheilds cannot be used.

HydroTyrant1 votes

I still feel like he needs something to give him a higher skill cap then just press all your abilities and attack the champion until they are dead... And don't forget his visuals_ need_ an update.

On a side note I feel like the ult is too similar to vlads and that if his ghosties become a passive then he needs a more interesting ult, what do you think of mine? (probably overpowered with the tp, but the range would be like ryze/fiddle ult)

KnightOfEloHell1 votes

Remember that one plays Mord to SACRIFICE CC FOR GREAT POWER.

By giving him cc, his damage WILL be nerfed, and being a melee carry that can sheild from damage dealt is cool.

My ult isn't the best; I figured since he is mostly melee I'll just give him Stat boosts at the sacrifice of his shield (think Olaf ult, sacrificing resistances for power).

My ult is too Stat checky, and yours doesn't give enough time for ghosts. Also, I don't like the teleport mechanic. Sure, a gap closer would be nice, but you need to know how to play Morde with the fact that he is immobile.

My original version of my ult granted AoE DoT, increased hp regen, AD, MS, and more range on Q. I know, too OP.

But Morde is supposed to be OP. You get to play an OP champ at the cost of Mobility and hp. You have sustain to make up for it

HydroTyrant1 votes

I think you are missing the point of a rework. The way I want him to be reworked is a slow and powerful juggernaut that can lock down his enemies, still prone to kiting. As he is right now with nothing but damage is not viable nor healthy for the game hence him needing a rework. Maybe if the TP is OP then it could be removed, but I also enjoy the idea of a high skill cap Morde.

KnightOfEloHell1 votes

I can admit Morde is pretty cancerous, as a Morde main.

But that damage is SO satisfying.. and so is his passive shield and his AMAZING sustain. Than that ult, omfg. Even if you get behind, if you play with your fed ghost right, you snowball back into relevance.

I personally love Morde's kit. The only thing I don't like is his MS, BUT, I've taken to playing other champs recently, and I'm just bad, so. Ho-hum. Bronze lyfe. I'm the worst of the worst

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