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Mordekaiser Rework

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1 Growth 18 1 Growth 18
Health 555 - 2143 Attack damage 58 - 117
Health regen.  3.4 – 12.7  Attack speed  0.679 (+0% – 22.1%)
Mana (+0) Armor 24.9 - 84.4
Mana regen.   (+0) Magic resist. 32.1 - 53.4
Attack range 150 Mov. speed N/A

Mordekaiser, The Master of Metal is a champion in League of Legends.

Mordekaiser es numero uno. Huehuehuehuehuehuehue. No, but seriously, Mordekaiser has been at the bottom of the barrel for a while now due to his outdated kit. With a complete lack of cc, there's very little reason to pick him in the current meta. So, he'd be a suitable target for an extensive kit rework. The main goal here is to fix his flaws, namely, no crowd control, and a toxic kit that makes him difficult to shut down in lane. So, let's get to it.

==Abilities==
Iron Man

 Mordekaiser converts 17.5% of the damage dealt from his abilities (35% against champions) into a temporary shield, capping at 「 90 + (30 × Mordekaiser's level) 」 and decaying by 3% per second. If Morde's shield is depleted, he is unable to regenerate it for 3 seconds.

  • Morde can't build his shield back up for a few seconds should he lose it completely. This makes it easier to force him out of lane without directly nerfing his ability to keep it sustained.


 Mace of Spades
COST: 20 / 25 / 30 / 35 / 40 Health
  • Finally, Mordekaiser has crowd control, yay. I realize aside from the additional stun, this is more or less a variation of Vi's Excessive Force, but this gives Morde the crowd control he needs without sacrificing his wave clear.
COOLDOWN: 12 / 11 / 10 / 9 / 8 seconds

Active: Mordekaiser's next basic attack hits the enemy with so much force that they take additional magic damage and are stunned briefly. In addition, a shockwave rings out behind the initial target, dealing magic damage to enemies in a cone.

  • Initial Target Magic Damage: 80 / 110 / 140 / 170 / 200 (+40% AP) (+100% Bonus AD)  
  • Stun Duration: .75 / 1 / 1.25 / 1.5 / 1.75 seconds 
  • Shockwave Magic Damage: 90 / 130 / 170 / 210 / 240 (+50% AP) 

Creeping Death
COST: 20 / 25 / 30 / 35 / 40 Health
  • The damage and resistances are up, but Mordekaiser can no longer cast it on allies.
COOLDOWN: 20 / 18 / 16 / 14 / 12 seconds

Active: Mordekaiser surrounds himself in a shield of metal shards for 6 seconds, increasing his resistances while dealing magic damage to nearby enemies.

  • Bonus Armor and Magic Resist: 15 / 20 / 25 / 30 / 35
  • Magic Damage per second: 32 / 44 / 56 / 68 / 80 (+20% AP) 
  • Maximum Magic Damage: 150 / 192 / 264 / 336 / 480 (+120% AP)

Siphon of Destruction
COST: 24 / 36 / 48 / 60 / 72 Health
  • Since Mace of Spades now provides the same effect Siphon of Destruction did, a new ability was in order. With this, Mordekaiser has additional crowd control along with reliable wave clear and area of effect damage.
COOLDOWN: 10 seconds

Active: Mordekaiser swings his mace in a circle around him, dealing magic damage and slowing enemies hit for 1.5 seconds. Enemies in the outer circle are struck by the maceball, taking more damage and a greater slow

  • Magic Damage: 80 / 120 / 160 / 200 / 240 (+60% AP) 
  • Slow: 15% / 20% / 25% / 30% / 35%
  • Maceball Magic Damage: 96 / 144 / 192 / 240 / 288  
  • Maceball Slow: 18% / 24% / 30% / 36% / 42% (+72% AP) 


Children of the Grave
COST: No Cost
  • Mordekaiser no longer heals off the damage dealt to the affected target, and instead amplifies damage dealt to them, making them easier to kill.
COOLDOWN: 150 / 120 / 90 seconds

Active: Mordekaiser deals magic damage to the target enemy champion and curses them for 10 seconds, dealing additional magic damage overtime while amplifying damage dealt to them from all sources. If the target dies during the duration, their soul is enslaved and Mordekaiser gains a controllable ghost for 30 seconds that can be manually controlled by re-activating the ability. While Mordekaiser has the ghost, he gains 25% of the enslaved champion's bonus health as well as 30% of their Ability Power.

  • Initial Magic Damage: 12% / 14.5% / 17% (+2% per 100 AP) of target's maximum health 
  • Magic Damage per second: 1.2% / 1.45% / 1.7% (+.2% per 100 AP) of target's maximum health 
  • Total Magic Damage: 24% / 29% / 34% (+.4% AP) of target's maximum health 
  • Damage Amplification: 10% / 15% / 20%


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