Mordekaiser,the Master of Metal is a custom champion rework.
Press ability details for comparision beetween current Mordekaiser and reworked Mordekaiser.
35% of damage dealt by Mordekaiser abilities and attacks is converted into a temporary absorption shield.Maximum shield strength is 60+(20 × level)(+80% AP).The shield decays by 3% per second.
Current vs Rework
-Is 100% effective against minions and monsters,current is 50%.
-Reworked one works with autoattacks unlike current Mordekaiser's.
With 500 AP,grants 190 higher shield than current passive,requires 262.5 AP to break even with current one,until then its a nerf.
Current passive feels a bit overwhelming at lvl 1(120 shield) and doesnt scale well into lategame(630),when AD and AP carries destroy Mordekaiser's shield with 1 spell/2 attacks.As Mordekaiser has no gapcloser,his only reliable(no flash) defence is his shield and as such it'd better be stronger than weaker.
Mace of Spades
COST: 26/37/48/59/70 Health
Active: Mordekaiser enhances his next attack.His mace strikes the target with such force that it temporarily shatters,dealing damage to nearby enemies.This ability can critically strike,causing it to deal 50% more damage.
If there are no enemies in 200 radius around the target,the mace does not shatter and this ability deals 40% more damage and stuns.
485.3 multitarget dmg(up to 4 targets)(800.745 singletarget dmg)
It always seemed strange to me that a physical strike deals magical damage yet has stronger AD scaling than AP.I decided that the damage should be physical as Mordekaiser's magic only augments the strike.
Current version of this ability feels irrational-if the force "echoes",why does it travel beetwen targets,and why does it deal more damage when there's a single target.Changing it so it shatters when there's more than 1 target is logical,and the fact that it deals full damage vs single target as it doesnt shatter is,aswell.
COST: 26/37/48/59/70 Health
Passive: Mordekaiser is permanently surrounded by a cloud of metal shards, increasing his armor and magic resistance and dealing physical damage to enemies within 250 range.
On ally cast:
Mordekaiser attaches the cloud to a nearby ally,granting him its passive for 6 seconds or until he dies.When the cloud is attached,Mordekaiser loses the passive benefit.
On enemy cast:
Mordekaiser commands his shard cloud to disperse and fly onto target enemy champion from all directions.The metal shards will deal physical damage over time and apply grevious wounds to target champion and all other enemies they pass through.The cloud of metal will take time to reform and Mordekaiser will lose his passive benefit for a while.
Passive armor and magic resist bonus:
10 / 15 / 20 / 25 / 30
Passive physical damage to nearby enemies per half a second:
Compensating for the lack of range skill due to Siphon of Destruction removal,gives him a reliable talon-ult style aoe that also gives him healing reduction,overall fits him as he's a metal manipulator.
Master of Metal
Aura: Mordekaiser manipulates armor of nearby units,causing it to either reinforce or weaken depending on their affiliation.This aura has 500 range.
Bonus armor to nearby allies:
10 / 15 / 20 / 25 / 30(+ 1 per 10 bonus armor)(+1 per 30 AP)
Armor reduction on nearby enemies:
5 / 8 / 11 / 14 / 17(+ 1 per 20 bonus armor)(+1 per 60 AP)
Current vs Rework:
with 500 AP,200 armor(118 bonus armor) it is:
58.5 bonus armor to allies,-31 armor to enemies (in 500 range)(passive).
His previous E didnt match his appearance at all...and for a full plate covered character to have no significant passive armor boost?Also,with old E removal he needs lane-pushing buff and here it is.Also,greatly benefits his allies late game.
Children of the Grave
COST: NO COST
COOLDOWN: 120/105/90 seconds
Active: Mordekaiser curses target enemy champion,causing instant magic damage depending on his maximum health and applying bonus true damage dependant on their missing health over 10 seconds.All damage dealt by this ability will heal Mordekaiser for an amount equal to damage done.
If the target dies while under the effect of the curse, their soul is enslaved as a controllable ghost and will follow Mordekaiser for 30 seconds. The Ghost cannot use any active skills or items and deals magic damage with its basic attacks.
The Ghost's stats are:
HEALTH: The enslaved champion's total health plus 15% of Mordekaiser's total health.
ATTACK DAMAGE: The enslaved champion's base AD at Lv. 1 plus its bonus AD from items and 75% of Mordekaiser's total AD.
ABILITY POWER: The enslaved champion's AP plus 75% of Mordekaiser's AP.
MOVEMENT SPEED: The enslaved champion's base movement speed plus the bonus from
During this time, Mordekaiser gains 20% of the enslaved champion's total AP and AD. This bonus does not affect the ghost's stats.
Initial magic damage:10 / 15 / 20% of target's maximum health
True damage per second:2 / 3 / 4% of target's missing health
True damage over 10 seconds:20 / 30 / 40% of target's missing health
Ghost leash range:1125
Current vs Rework:
with 500 AP and 100 enemy MR it is:
Superior if enemy is under 90.5% hp before casting
Superior if enemy is above 90.5% hp before casting
This is reworked Mordekaiser's only magical damage ability that functions nearly identical to previous one,except it deals true damage based on %missing health after initial DFG style magic damage.As this ability is unique and defines Mordekaiser along with his passive i feel no need to change it sygnifically.