Mordred's anger inside Camelot lead to him further developing his vast techniques. Each ability provides a stat that stays until Mordred uses another ability, he maintains the past buff for 5 seconds but both buffs are weakened by 75% until the 5 seconds are over, the benefits from ability 4 does not apply to these rules. The MS from Ability 4 is kept until the Ult runs out. If against King Arthur the Cleave on Knights Diminish will become a cripple only for KA.( Max range 2 sec

CD:12 sec

Damage:75/125/175/225/275(50% of your Physical Power)


(A good way to visualize this ability is to look at the animation of Tsukuyomi's ranged auto on his 3)

Ability 2: Knights Diminish

Mordred dashes forward damaging enemies in his path. At the end of the dash he pulls out his sword Clarent to do an additional cleave attack at the end. The ability CD is lowered depending on the amount of gods hit by the cleave. If canceled early you forgo the cleave.

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Cleave Damage: 70/110/150/190/230(50% of your Physical Power)

Dash Range:40

Cone range 30

Cost:70 mana

(Imagine Hachi's dash without the stun and the end of the attack being a cone)

Ability 3: Vitality

Mordred thrust Clarent into the ground embedding it's energy and heat into a area in front of him knocking up enemies in the area. The energy travels the ground until it emerges at the location set. the ability does additional damage based on 50% your highest protection.

CD:14 sec

Knock up strength: 350 (Tyr blue fearless height )

Damage:70/115/160/205/250(30% of your Physical Power)

Radius:40 way to visualize the move without Issei being there lol and less animation time)

Ability 4: Camelot's Demise

Mordred absorbs the energy of Clarent to empower himself. Enemies around him during the start up will take burn damage every second for 5 seconds, the burn damage will deal additional damage based on 10% of your highest protection. During this time percent damage will be added to his abilities.

CD:90 sec

Duration:7 sec

Max Hp Damage:3%/4%/5%6%/7%

Burn Damage radius:25


Ok from trying to make this kit I really wanted to go away from a jungle type of warrior even though you can still possibly jungle him it just won't be as effective as his solo from the benefits he has and low scaling (except on the 2). With Mordred's passive I wanted his abilities to play a big portion in actually getting the passive to work, but with the benefits provided most people would just use his 1 and 2 for power and mitigations to be a monster in fights so weakening the passive if the buffs are stacking would bring it more in line such as with Hel not having the max benefits of the light and dark passive when stance switching. Plus I wanted to see everyone reaction to the KA portion of the passive I added even though it's a joke lmao. With the 1 I wanted to make a ability that has good range but not have very oppressive damage since the range is far, also with the added benefit of a root that can vary depending on the targets range, so if your close to the target the root will be very short while if your far away you get a very long root duration. With his ability 2 I wanted it to be one of his main ways to get off damage as seen from the CD and damage, but with the ability I wanted it to be rewarding to hit multiple gods so you can get the CD reduction. Then with the 3 I wanted the damage to be ok since it's a pretty big ability but with the low scaling and decent base damage the benefit of the ability wouldn't be as high in jungle compared to if your solo. Also with the 3 I wanted the ability to benefit his solo more then jungle as seen from the damage increase from building protections, plus from solo laners not building as much damage and pen items it'll hurt squishes more then it would a tank so it allows him to be able to kill a squishy easier then tanks. Next with the ult the vision I had is to let Mordred be able to deal good damage in the duration he has the buff, with the burn damage you can react to it better compared to initial damage since it's a DoT so you can lifesteal in this time period to avoid dying to it, but alongside the ult I wanted him to feel rewarded for building as a solo from the damage increase from the protections as well. Plus I wanted to add HP damage instead of true damage since it's always hard to balance true damage(Tsuki and KA). But from the max HP damage he'll be able to dish out loads of damage in the time frame but with the 7 second duration he won't be able to get multiple uses of his abilities even with max CD except his 2 so if you want to get more value out of the ult you have to use his 2 to its max potential. To add to the design of Mordred I wanted to add Clarent which was the sword he used, some articles depicted Clarent to be a magical sword which used fire so I tried to have this shown in his abilities.

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I forgot to mention that this is my second time with making this concept so compared to the first time I posted this it is a lot more in line from damage numbers, CC, and etc. Overall if you all find this concept to be cool and can prove to be a good design in the game that'll be awesome. Also please comment what you all think about the concept such as if you think it's bad or what you would change about it.