List of Mordekaiser Bugs

UltraInventor·12/14/2016, 10:05:57 PM·3 votes·1,463 views

Mordekaiser Q, Mace of Spades

Adding on-hit damage often removes items' on-hit passives. Mordekaiser Q ability, Mace of Spades, empowers his next three basic attacks to deal bonus magic damage. They only add magic damage to his next three basic attacks, so on-hit effects such as Titanic Hydra, Static-Shiv, Ravenous Hydra, Guinsoo's Rageblade, etc, should all continue, but it is glitchy. With Titanic Hydra for instance, the first hit with Q on only uses Titanic Hydra's passive, Cleave, most of the time. The second hit only uses Cleave half of the time, and the third hit rarely ever uses Cleave.

Mordekaiser R, Children of the Grave

10 second R ability might only last 5 seconds Mordekaiser's R ability, Children of the Grave, has a variety of issues, mostly after Mordekaiser has obtained a ghost. The first issue is that upon using the ability, it will continue to deal damage properly most of the time, however, sometimes after use, it will end early, at about 5 seconds of damage, rather than continuing for the full ten seconds.

R kills the enemy, but there might not be any ghost. Additionally, there are a few times, the R ability will activate, dealing the initial burst damage, and going on cooldown, but when the champion dies from it, there is no ghost. The R ability is still on cooldown, and the Mordekaiser will still get the kill he stole/ensured. When Children of the Grave kills the enemy upon it's activation, it sometimes does not give Mordekaiser the ghost.

For total control, Ghosts are surprisingly effective at rebelling from his control. The most disruptive bugs with Children of the Grave actually deals directly with the ghosts he captures. I understand that they are resistant to being controlled, but it really gets ridiculous how they are so stubborn and easily side-tracked! I love to play Mordekaiser, despite his many glitches, but it gets aggravating when the ghost I put a lot of effort into taking just refuses to do what I tell it to do! After obtaining the ghost, there are two ways to control it. First, holding the ALT button and right clicking, to move and/or attack. Second, pressing R again, and right clicking where you want it to go; with quick-cast on you just press R and the ghost will automatically be commanded to go where the mouse is (this makes it so much easier). When Mordekaiser commands the ghost, (most problematic with the dragon's ghost), it will often ignore the command. Holding down the ALT button more often succeeds with getting through to the ghost than using R with quick-cast on though.

Mordekaiser's outdated ghosts do not acknowledge any semi-new things. Also, while holding down the ALT button, you can target turrets, inhibitors, and the nexus, but you cannot do so by clicking R, with quick-cast or without. Additionally, Mordekaiser's ghosts do not even acknowledge the existence of many things that have been created, particularly with the various game modes. The Ghosts cannot attack wards, plants, and Zz'rot portals in the Summoner's Rift. They also cannot attack minions with the Banner of Command active used on it, Malzahar's Voidlings, and Zyra's plants. Then, in the various game modes, the Ghosts cannot attack (Legend of the Poro King) the Poro King, (Nexus Siege) Shield Totem, Port Pad, Vanguard Banner, or Siege Ballista. This is just a compilation of the things that I remember Mordekaiser's ghosts being unable to attack.

Ghosts have bad ADD (Attention Deficit Disorder) Even with the ghosts being unable to attack so many things, they get easily distracted. They will be attacking a champion, and the champion will move just outside the range of another basic attack with minions around, so the ghost will automatically start attacking the minions. Or, the ghost (this happens most with the dragon's ghost) will be attacking the turret, and an enemy minion wave will come into range, and the ghost will automatically start attacking the minions when no extra commands were given, and the turret still remains. Also, the ghost tends to get distracted when the player gives a command to Mordekaiser shortly after giving a command to the ghost. For instance, my team just slayed the dragon, so I have the dragon's ghost, and now the enemy team is trying to attack us from both sides. I send my ghost to attack on one side, while I go address the other side. The dragon's ghost will start attacking the champion I told it to, but as I use an active (such as Yomuu's Ghostblade), activate Q, Mace of Spades, or land a basic attack on the enemy, (even on occasion with a simple movement command to Mordekaiser) the ghost will automatically stop attacking the enemy champion and slowly make its way towards me to help me out. However, I commanded it to attack a particular champion with my other 2 or 3 allies just past the dragon pit it came from, while I am fighting just past the other side of it. I commanded it that way so that there could be pressure on BOTH sides: my champion on one front, while the dragon is on the other, so when the dragon moves away from its side, that side losses the pressure I wanted it to have. On multiple occasions, this results in the deaths of the allies my dragon was supposed to be with.

Ghosts lack Mordekaiser's vigor while chasing and fighting. Sometimes, the enemy runs away, and I send my ghost one way as I work on cutting them off in a different way, but the ghosts have different plans. While running through the jungle this problem really calls attention to its self. If the ghost loses sight of its target in any way or is hard cc'd for a few moments, it will run to the location that it last saw it, and then just sit there, whether or not it sees its target again. For example, the Fiora ghost Mordekaiser captured is chasing after the mostly dead Amumu. Fiora ghost is right behind the Amumu when Amumu walks into the unwarded tri-bush next to bot lane. The Fiora ghost will walk into the bush, and then stop moving, even though Amumu is clearly visible the moment Fiora ghost went into the bush. OR, Again, the Fiora ghost is chasing the mostly dead Amumu, Mordekaiser goes a different direction than his ghost to cut Amumu off, so Amumu uses Q, Bandage Toss, on Fiora ghost, and starts running in the direction he came from. The moment Bandage Toss hits Fiora ghost, Fiora ghost is stunned for a moment, and then just stands still, in the exact same spot Amumu had stunned her. If Fiora Ghost (and I am just using Fiora as an example, this applies to all of the ghosts, though dragon ghosts cannot be stunned, it will still just stand there as if it had been) is chasing after the Syndra and Amumu grabs onto her with Bandage Toss, Fiora ghost will just stand there after the stun has worn off, and will need an additional command to continue chasing. If the ghost receives a stunning ability in the middle of a fight, either it will automatically continue fighting a few seconds later, or, it will need another command, after the stun has worn off and while Mordekaiser is not stunned, to make it start attacking again.

3 Comments

Mordepool12/14/2016, 10:25:45 PM1 votes

Morde has over 120+ bugs documented and dropped into the lap of Riot MeMeMe. Who said he would start to fix them. Haven't seen him since