[Champion Rework Concept] Mordekaiser - The Iron Revenant

http://apollo-pbe-uploads.s3.amazonaws.com/1441969097/Thank_You_For_Reading.jpg There has been a lot said about Mordekaiser, and I thought I'd throw something into the pot: a possible rework concept for the Iron Revenant. I believe Riot came very close when they remade Mordekaiser as a juggernaut, but some aspects of the design made Mordekaiser unhealthy to play. Lots of fiddling later, and Mordekaiser still isn't perfect, but I think that I have some ideas that can solidify Mordekaiser's identity and fix some aspects of his design that might be broken. A tall order perhaps, but... well take a look for yourself and tell me what you think. **Abridged Version** - Base Armor up to 30, scales less - Mace of Spades deals semi-avoidable AoE damage, scales harder with AD - Harvesters of Sorrow renamed to Rust in Peace, gives Mordekaiser tenacity and an AoE magic damage, an ally (and morde) movement speed and AoE, or makes an enemy take bonus magic damage from his other abilities while giving morde movement speed - Children of the Grave can enslave Rift Herald **Stats** > Health: 525 – 1766 > Attack Damage: 61 – 146 > Health Regeneration: 4.0 – 9.1 > Attack Speed: 0.601 (+0% – 37.4%) > Armor: ~~20.0 – 83.8~~ 30.0 - 89.5 > Magic Resist: 32.1 – 53.4 > Range: 200 (Melee) > Movement Speed: 325 **Explanation**: Mordekaiser's stats make a lot of sense for a juggernaut: slow and powerful, with low health regeneration because of his shield's mechanics. There's one thing that's out of place, however. Most champions start off with 30 Armor, and for such a slow champion with no crowd control, Mordekaiser's low armor is a detriment to his early laning. Instead of being pushed out of lane by the marksmen of bot lane and the bruisers of top lane, Mordekaiser should be able to better weather their harass and push through until mid game. The armor gain was lowered to give a similar armor value at level 18. **Passive - Iron Man** - http://vignette3.wikia.nocookie.net/leagueoflegends/images/6/67/Iron_Man.png/revision/latest?cb=20150812202309&format=webp Mordekaiser shields himself for 12.5% of the damage dealt by his abilities, doubled to 25% against enemy champions and capped at 25% maximum health. Siphon of Destruction also generates an additional「 3.75% maximum health 」per enemy champion hit. Iron Man's shield decays at a rate of 1.5% base health per second down to a minimum of 「 6.25% maximum health 」. **Explanation**: Mordekaiser's iconic ability was modified well to serve his juggernaut role. It needs no further changes. **Q - Mace of Spades** - http://vignette4.wikia.nocookie.net/leagueoflegends/images/1/18/Mace_of_Spades.png/revision/latest?cb=20150812202549&format=webp Mordekaiser's next three basic attacks will swing his mace with great force, striking all enemies in a small line (550 units) in front of Mordekaiser for bonus magic damage after a short (0.25s) delay. If this ability hits an enemy champion, subsequent swings will deal twice the bonus damage of the previous attack. Bonus Magic Damage: 5 / 10 / 15 / 20 / 25 (+40% Bonus AD) (+15%AP) Bonus Magic Damage (Second Swing): 10 / 20 / 30 / 40 / 50 (+80% Bonus AD)(+30%AP) Bonus Magic Damage (Third Swing): 20 / 40 / 60 / 80 / 100 (+160% Bonus AD)(+60%AP) Total Damage: 35/ 70 / 105 / 140 / 175 (+280% Bonus AD)(+105%AP) Health Cost: 20 / 23 / 26 / 29 / 32 Cooldown: 16/14/12/10/8 > Mace of Spades changes Mordekaiser's basic attack to a ground-targeted linear skillshot originating from mordekaiser and pointing towards his attack target. If enemies manage to move out of the way before the attack lands, they can avoid the damage, even if they were the primary target of the attack. > Mace of Spades' cooldown starts on activation, not on the third swing. > Mace of Spades resets Mordekaiser's basic attack timer. > Mace of Spades counts as an Area of Effect ability for {{item:3116}} {{item:3145}} > Mace of Spades applies on-hit effects only to the target of the attack. > Mace of Spades's damage does not trigger against structures. > Magic damage will be mitigated by magic shields. > {{item:3102}} Spell shields will block the damage. **Explanation**: Mordekaiser's Mace of Spades was taken in a new and interesting direction, however it had some issues. Being able to stack the attacks on minions led to players abusing the absurdly high damage by flashing in for the third Q, which is not what was intended. Mordekaiser is a juggernaut, which are meant to be really scary when they're in the thick of the fray. Making his Q an area of effect ability will improve his teamfighting, while giving his opponents room to outplay him. Mordekaiser is encouraged to hit as many people as possible, because hitting multiple people charges his shield faster. Of course, AoE damage on Mordekaiser's current Q numbers would be ridiculous, so I turned down the AP ratio and changed the AD ratio to a Bonus AD ratio, to solidify a choice for Mordekaiser: build AD for large AoE damage in teamfights, or build AP for strong single target assassainations. More on that later. **W - Rust in Peace** - http://www.mobafire.com/images/ability/mordekaiser-creeping-death.png **Self-Cast** Mordekaiser will surround himself with metal energies, dealing minor magic damage to enemies around him (250 Range) and enhancing his armor for 4 seconds, granting him Armor, Magic Resist and Tenacity. Bonus Armor/Magic Resist: 20 / 25 / 30 / 35 / 40 Bonus Tenacity: 15% / 17.5% / 20% / 22.5% / 25% Magic Damage per second: 8 / 12 / 16 / 20 / 24 (+10%AP) Total Magic Damage: 32 / 48 / 64 / 80 / 112 (+40%AP) **Ally Cast** Mordekaiser will surround his ally with metal energies, dealing minor magic damage to enemies around them and granting them Armor and Magic Resist for 4 seconds. Mordekaiser and the target ally will be Magnetized, and will gain 75 Movement Speed while moving towards each other. Bonus Armor/Magic Resist: 20 / 25 / 30 / 35 / 40 Magic Damage per second: 8 / 12 / 16 / 20 / 24 (+10%AP) Total Magic Damage: 32 / 48 / 64 / 80 / 112 (+40%AP) **Enemy Cast** Mordekaiser will encase his enemy in an Iron Maiden, marking them with Dance of Death for 4 seconds. Mordekaiser gains 75 Movement Speed while moving towards the targeted enemy, and if Mordekaiser damages the marked enemy with Mace of Spades or Siphon of Destruction, they will take bonus magic damage. Iron Maiden Magic Damage: 48 / 72 / 96 / 120 / 144 (+80%AP) Cooldown: 12 seconds at all ranks. Range: 900 **Explanation**: Mordekaiser's W was one of the most contentious changes. I believe the XP passive was a ham-fisted way of allowing him to be in a lane with a marksman. It gave him an unfair advantage for free, and even if the numbers were balanced enough for that not to be a problem, it's still a bad element of design that will probably cause problems later. I don't pretend to know more than riot, and this is just my assessment. Anyway, Mordekaiser's new W allows him to duo-lane or solo lane, and gives him meaningful options: He can get Tenacity to become more resistant to Crowd Control that would keep him at bay, or he can mark an enemy for death, perhaps used in conjunction with his iconic ultimate. The movement speed while moving together was a cool feature that I kept: it allows mordekaiser to have some chasing potential either through tenacity or through a speed boost towards the marked target, also it retains the teamwork aspect, granting an ally some movement speed and resists in a sticky situation. Also, marking an enemy with both his Ultimate and Rust in Peace will seal their fate, as long as you can stick to them and continuously damage them with your Q. The large AP ratio allows you to play as a potent damage-dealer, but you sacrifice AoE damage and tenacity to do so. **E - Siphon of Destruction** - http://vignette2.wikia.nocookie.net/leagueoflegends/images/4/41/Siphon_of_Destruction.png/revision/latest?cb=20150812202525&format=webp Mordekaiser deals magic damage to all enemies in a cone in the target direction. Magic Damage: 35 / 65 / 95 / 125 / 155 (+ 60% AD) (+ 60% AP) Health Cost: 24 / 36 / 48 / 60 / 72 Range: 675 Cooldown: 6 / 5.75 / 5.5 / 5.25 / 5 **Explanation**: Siphon of Destuction needs no complication: it's a general skill that fills Mordekaiser's shield, and can both work for an assassination playstyle or a teamfighting one. **R - Children of the Grave** - http://vignette2.wikia.nocookie.net/leagueoflegends/images/6/6c/Children_of_the_Grave.png/revision/latest?cb=20150812201747&format=webp **Passive - Dragon Force** Mordekaiser's basic attacks and abilities curse the dragon for 10 seconds. **Passive - Iron Fist** Mordekaiser's basic attacks and abilities curse the Rift Herald for 10 seconds. **Active** Mordekaiser curses a target enemy champion, dealing magic damage to them and healing for the damage done. He then applies the same effects to the target again over the next 10 seconds. Initial Magic Damage: 12.5 / 15 / 17.5% (+ 2% per 100 AP) of target's maximum health Magic Damage per second: 1.3 / 1.5 / 1.8% (+ 0.2% per 100 AP) of target's maximum health If Mordekaiser's team scores a takedown on a cursed enemy, he temporarily enslaves their soul as a controllable ghost with bonus stats. While the ghost is active, Mordekaiser gains 25% of target's bonus health, which does not enhance the ghost's bonuses, and 30% of target's AP. Enslaving the Dragon or Rift Herald disables Children of the Grave while it is active and kills any currently alive ghosts Mordekaiser controls. Cooldown: 120/105/90 Range: 650 Duration: 45/60/75 **Explanation**: Mordekaiser's ultimate has been a staple of his kit since his inception; its what makes his character interesting. Adding the ability to steal the Rift Herald is only a natural addition to it. I didn't put a large AP ratio on it because it is currently a very strong damage-over-time, especially with Deathfire Touch. It is a perfectly balanced and functional part of Mordekaiser's Kit. And there we have it. I think this rework highlights Mordekaiser's strengths without covering his weaknesses, and makes him overall more healthy both for a solo or a duo lane. It also gives him meaningful choices and build paths, between AD and AP, teamfighter or single-target focuser. Thanks for reading!
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