Morde's HP/5 is ridiculously low for a health-based caster

Malicious Metal··54 votes·2,856 views

Every time I cast one of my abilities I feel like I'm hurting myself more than the enemies. I know that having low HP/5 is a great way to balance lane bullies and champions that generally have a lot of innate tankiness. But Morde's shield early game is not only kinda weak, no, it also makes him literally poke himself to sustain it. Let's compare some other hp/5's with Morde's non-existent health regen. Zac: 7.92 +0.55/level Vlad: 7.005+ 0.6/level Mundo: 7.76+0.75/level Aatrox: 6.95 + 0.5/level Riven(Note that life steal is miles better than spell vamp in terms of sustain): 3.34 +0.5/level

Mordhue: 3.37+0.55/level Before the dreaded patch 5.4, that should have (dare i say it) "compensated" champions that relied on DFG, his base hp regen was a fitting 8.37 for a health based caster without innate sustain or mobility to keep himself alive.

I see myself buying an additional 1-3 health potions even after I've completed my Revolver (which, I'd nowadays use to kill myself), which was never the case before patch 5.4. I do know that to keep his lane bully-ness in check there had to be changes but completely gutting his hp/5 was a kick in the balls (of steel). Lowering his health costs on his q and w, both of which were never spammed in lane, and not his primary landing tool, his siphon, did absolutely nothing for him. Even Vlad, a similar champion to the master of metal, has more sustain, a way to make himself untargetable and is generally tankier than Morde, has more hp/5 as well as a free heal in his transfusion.

His old hp/5 was indeed pretty high but it didn't have to get nerfed this heavily since he really needed the high regen so that he could use his spells frequently. (To completely regenerate the lost health of one siphon one needs to wait 30 seconds. WTF)

/rant over

item 3070 Mordekaiser item 3070 (i don't even need mana >_>)

56 Comments

LifeCyclesTWA23 votes

They nerfed his regen because they drastically reduced the cost of his abilities. Trust me, it was a buff. Losing 5 regen every 5 seconds is nothing compared to how much less health you would be losing spamming your spells, which you should be doing. I always start either doran's shield + health pot or cloth armor + 5, I normally wind up buying a total of about 10 a game depending on the lane with no regen runes.

If you continue to have trouble, buy health regen runes, they are amazing on him.

Malicious Metal3 votes

{quoted}

They nerfed his regen because they drastically reduced the cost of his abilities. Trust me, it was a buff. Losing 5 regen every 5 seconds is nothing compared to how much less health you would be losing spamming your spells, which you should be doing. I always start either doran's shield + health pot or cloth armor + 5, I normally wind up buying a total of about 10 a game depending on the lane with no regen runes.

If you continue to have trouble, buy health regen runes, they are amazing on him.

Drastically lowering is an overstatement. They lowered them for about 5-12 on his mace of spades and creeping death, both of which shouldn't even be spammed during landing phase. Teamfights are way better nowadays with the improved w but his laning phase facing off against heavy poke does feel like torture. And I personally start cloth 5 or boots 4 ever since they removed the old spirit of the spectral wraith, which built out of a life regen amulet :S

LifeCyclesTWA3 votes

The higher you rank up your Q and W, the more they reduced it, but even at rank 1 they save you a total of 11 health. And yeah I spam all my spells constantly, after I quick clear my waves I go on taking wraiths/wolves camps. So it was a plus for me.

LifeCyclesTWA2 votes

Also, one thing that sucks about his low base regen is how shitty life regen amulets are now on him since they are % based on your base regen. That is why I like flat hp regen on him so much.

Rinky Dinky4 votes

A good morde will be spamming all 3 all game

Rew7111 votes

Still, Zac really needs his W to cost like 2% rather than 4% since it is to be cast multiple times.

True, it does mean more spamming, but it will not change who he is by a great scale.

He will only deal about 8/10/12/14/16% of enemies health for 4% of his health.

This is not the damage an ultimate can give (Evelynn's dealing 15/20/25%) and if I were to go to 4 times of continued use, it would only deal 16/20/24/28/32% of their health for 8% of his health. That being said, he also will be taking damage while in close range.

Zouave3 votes

{quoted}

They nerfed his regen because they drastically reduced the cost of his abilities. Trust me, it was a buff. Losing 5 regen every 5 seconds is nothing compared to how much less health you would be losing spamming your spells, which you should be doing. I always start either doran's shield + health pot or cloth armor + 5, I normally wind up buying a total of about 10 a game depending on the lane with no regen runes.

If you continue to have trouble, buy health regen runes, they are amazing on him.

? what ?

Mace of Spades Cost decreased to 20/25/30/35/40 health from 25/32/39/46/53 health.

Creeping Death Cost decreased to 20/25/30/35/40 health from 26/32/38/44/50 health. Damage reduced to 20/32/44/56/68 (15% ability power) magic damage per second from 24/38/52/66/80 (20% ability power) magic damage per second.

so basically you lose 5hp/5 but spell cost in rank3, 8hp less. erm, i don't call it a buff sorry. and damage got nerfed -.- (well it's a buff lategame in teamfight because you can shield 2 people), but for the laning phase, morde got gutted, and it's litterally impossible to play him now.

Kingsgrave2 votes

{quoted}

? what ?

Mace of Spades Cost decreased to 20/25/30/35/40 health from 25/32/39/46/53 health.

Creeping Death Cost decreased to 20/25/30/35/40 health from 26/32/38/44/50 health. Damage reduced to 20/32/44/56/68 (15% ability power) magic damage per second from 24/38/52/66/80 (20% ability power) magic damage per second.

so basically you lose 5hp/5 but spell cost in rank3, 8hp less. erm, i don't call it a buff sorry. and damage got nerfed -.- (well it's a buff lategame in teamfight because you can shield 2 people), but for the laning phase, morde got gutted, and it's litterally impossible to play him now.

With how fast and often you usually cast your abilities, 8 less health cost is pretty drastic.

Raid Boss Morde2 votes

Not sure what you're saying, no one spams his Q and W in lane... it's his E. Even if you wanted to spam his W, you COULDNT. It has a pretty high CD, so this health cost reduction didn't help at all. They could at least reduce his E's 72 health cost to something like 52. That would be extremely helpful.

LifeCyclesTWA1 votes

I use Q and W as soon as they are off CD. Shield boosts movement speed and if enemy laner doesn't run the hell away when I put it on a minion I am charging full speed at him with my 60 ms boost and smacking him with E Q. If he does run away, I'm farming like a boss, maxing my passive shield, and I'm gonna smack him under his turret with my E. Harass. Harass. Harass.

Raid Boss Morde1 votes

You shouldn't be using W when it's off CD though, you should save it for when the enemy engages (only if they're melee), or sometimes save it if you need to get away. That's from my personal experience! You normally don't want to use it to push too hard.

LifeCyclesTWA1 votes

True, I change the way I play based on who my jungler is, I typically play that way when I am with a farm jungler such as Yi or Nocturne or anyone building Devourer. Typically though, I try to match up with gank-heavy junglers that let me grab their wraiths and wolves between waves. So after I hit around level 6 I clear my wave asap, clear wraiths, clear wave, clear wolves, clear wave --> roam or lane until wraiths respawn, then rinse and repeat until lane phase is over. The level advantage is awesome from getting camps in addition to waves and because of revolver and regen runes the sustain is real.

LifeCyclesTWA5 votes

K, you clearly do not play Mordekaiser. I assure you he is not gutted and you just need to learn how to play.

First off, if you played Mordekaiser, you would understand that his Q and his W stay at rank 1 until level 8. If you are still have health issues at level 8, wtf have you been doing? You would also know you cast your a spells a lot to keep his shield up. To spam your shit, you saved 5 health rank 1 just from Mace of Spades, 7 health rank 2, 9 rank 3, etc...

In the laning phase, that "nerf" to his damage was hardly a nerf. If you played Mord, you would know that you rank up your Creeping Death last. In the laning phase the skill will be rank 1, which means this nerf you are talking about was 4 damage and 5% AP a second. However, you gained a fuckload of mobility you didn't have before and will be able to land your E and Q more often on the enemy.

The damage from Creeping Death also, while I know it can't hit the same target, it can hit more targets, so in that sense it was actually a pretty large buff to his shield.

Laraso1 votes

A lot of Mordekaisers in higher elos max their W first. FYI.

LifeCyclesTWA1 votes

It is situational dependant on the matchup. Some matchups, you can bully hardcore. Other, the added resistance when you go in to farm really helps. In the end, his E costs the same but he saves more than enough HP to make up for it from his Q and W spam.

Baron of Bread2 votes

However, you gained a fuckload of mobility you didn't have before and will be able to land your E and Q more often on the enemy.

WHAT!? 60 ms towards one ally is not a lot of mobility, and it does not affect your ability to hit your Q and E in lane. Yes, the Creeping Death change wasn't a nerf, but it wasn't a helpful change in lane.

To spam your shit, you saved 5 health rank 1 just from Mace of Spades, 7 health rank 2, 9 rank 3, etc...

Only the first rank matters here (if we assume maxing E first as you said). You will have a Revolver before you get more than one rank in Q, and at that point the health cost doesn't matter all that much.

LifeCyclesTWA3 votes

Sorry, I lost you at "60 ms towards one ally is not a lot of mobility" Thats as much ms as boots of swiftness man.

That ability alone allows you to run up on enemies trying to cs and punish them hard. Most Mords have no prob landing their E on enemy laners, but the ms boost allows you to catch people with your Q as well real easily.

And yes, you are using 5 less health per Q, and 6 less per W. That is 11 less used health. Awesome. Spam that shit and get health regen runes to make up for lost base regen. GG. AP quints are overrated on Mord, his Q only has a .4 ap ratio and his E only .6. Run regen quints and dominate your lane.

Baron of Bread1 votes

Yes, it has a lot of MS on it (but only towards one ally). No, it doesn't help you in lane much. Why is that? Because every ability you have is AoE, so you never have to actually be near an enemy to hit them. Why would I walk up to them to hit them with my Q when I can do it while they can't hit me back?

Spamming your lowered cost abilities can make up for the lost health regen (you can see the math here )). However, that isn't always the best choice. It is often a good choice not to spam to keep your health up or not push the wave ridiculously fast. You also lose the ability to spam constantly because there is not a constant stream of minions, they come in groups. As Morde, you blow up groups of minions very quickly. If you blow up the wave in 2 Q's and an E you spend more health than old Morde did who only needed one E and one Q (E hits more enemies and does more damage).

So yes, if you want to constantly spam (which is sometimes good and not always possible) the changes are generally a buff.

More on the W.

It provides strong situational mobility. Since you can only use it to move towards an ally it isn't that useful in lane. You can throw it on the farthest minion in range and cover that distance faster, but gapclosers often have similar ranges to Creeping Death. You are a little better at getting away if you can keep a minion in a good place, but not much better than previoulsy. You can walk up to someone faster, but how often do you really want to be next to your enemy (in lane, out of lane then yeah you want to be next to them) when all of your abilities can wallop them from a range?

So when I said it wasn't a lot of mobility, what I meant was that it wasn't a lot of mobility. It's there, but it isn't that useful in lane.

LifeCyclesTWA1 votes

Spamming abilities maximizes your passive though. The more damage you deal, the more damage you prevent. That is why I spam, I try to keep my passive maxed out at all times. With regen runes and ability spam, what is poke? In my opinion, poke can be Mord's worst enemy in the laning phase due to the fact he is so large, he is a big target. So I try to cover up this weakness as much as possible. Especially with popular laners like Talon, Zed, TF, etc... and everyone and their mother getting a skillshot in this game, the Health Regen runes are 100% necessary IN ADDITION to upkeeping his passive in my opinion.

The only reason why you shouldn't be maximizing your passive in my opinion is when you are not trying to push your lane. Me, my play style changes depending on my junglers. If I am playing with a jungler who is very gank heavy (which is what I try go for) I'll make sure its cool for me to take his wraiths and wolves between waves. Mordekaiser's ability to clear jungler creeps without taking damage very quickly is amazing and has always been one of his key traits. I start grabbing jungle camps around level 6. If I am playing with a jungler like Master Yi, hell no I won't be pushing my lane like a boss/spamming abilities because he is a farm jungler (so chances are no wraiths or wolves for me) with terribad ganks who I see build Devourer stacks quite often. I want to push hardcore to draw attention to myself, that way my bottom lane can lane safely, I normally don't have trouble in 1v2s, depending on enemy jungler, once I start farming wolves and wraiths in addition to waves because I outlevel everyone in the game at that point. I also enjoy having my jungler camp bottom lane. If I am confident that I can 1v2 enemy jungler and mid at same time at any point I'll change my rotation to clear wave >> clear enemy wraiths >> clear wave >> clear enemy wolves >> clear wave >> clear my wraiths >> etc... Its just a huge farmfest where I am constantly applying pressure on mid lane while my jungler camps bottom or top lane. Ofcourse I show up for dragons and other objectives when they are in play.

We seem to have different playstyles though, which I respect.

On the W, I agree with the points you made, the boost... although pretty significant imo... is nullified vs a champion with gap closers and very situational due to the fact it isn't instant... like Jax Leap. As someone who plays Mordespammer though, that move speed boost definitely helps me run in and out of turret range while I E them under their turrets. Like you said though, that is situational as I obviously cannot just turret dive my enemy laner all the time lol.

The range, just in case you didn't know, is actually slightly above the range of the best gap closers (his shield has 750 range, Jax has the longest non-ultimate gap closer in the game iirc, and its range is 700. Xin Zhao, for example, has 600 range on his... which is about the typical range for most, not including ultimates. Useful late game, not so much lane phase, I agree.)

Baron of Bread1 votes

Yeah, different play styles got treated differently by the changes.

Also, Corki has 800 range (Valkyrie), Kha'Zix has a 900 range gap closer (evolved wings), and Zac has a whopping 1550 range one (Elastic Slingshot). So the best gap closers out class the range of Creeping Death by quite a bit.

Raid Boss Morde1 votes

They only lowered the health costs by a small amount on Q, which isn't normally spammed in lane, and W, which can't be spammed because of its high CD. If anything, they should've lowered his E health cost. 72 health at max level is insane when you look at his hp/5, and that's all he spammed. Honestly, before the hp/5 nerf, I could spam my E without having to worry as much, but now I gotta stock up on many potions, and I'be even resorting to spending 9000 IP on spellvamp quints, which haven't seven seemed to help.

They went overboard on the hp regeneration nerf. They didn't have to lower it by 70%. Also, I do play Mordekaiser all the time, he's my main, so I'm not just complaining to complain. Check out my matches if you need to.

LifeCyclesTWA1 votes

Health Regen runes, while weaker late game, are leagues ahead of Spell Vamp runes early game. His spells don't benefit a ton from spell vamp early in the laning phase, with little AP, low spell ranks, and the fact that all of his damage is AoE thus not as effective with Spell Vamp... you're not getting much health back until get more AP to back it up. Thats why some people say "I'm just fine once I get Hextech Revolver!" and other people say, "Dude I can't trade until I get WotA", runes.

2 health regen quints bring him back to slightly above how he used to be. 3 health regen quints are great. Then a mixture of scaling health and health regen seals. Then either mr, scaling mr, or scaling AP based on the matchup. Magic penetration reds. I don't build armor runes because vs AD you can always start cloth armor + 5 health pots, vs AP you have to build either Boots + 4 pots or Doran's Shield + 1 pot, either way no MR.

He doesn't actually scale very well off of AP, only having a combined 1.0 AP damage ratio between his 2 main damage sources (Q and E). Thats why I feel health regen quints for his early game are MUCH more important on him then some AP.

LifeCyclesTWA7 votes

You also leave out the fact that Mordekaiser has the best passive in the whole game. Its gives him a shield which protects him from all sources of damage based on the damage he does. Its amazing. If he had even average health regen he would be OP and even more of a bully in lane

terkmc5 votes

But you gotta consider that his early shield sucks nut, its low value and he cant fill it easily, and cost alot of health at that level. He has negative sustain, and a revolver only breaks even with the cost, only until a Wota that he starts healing from it. Yes, late game that passive turns him into fucking Sauron but early game with his hp/regen, laning phase is too rough for an immobile cc-less bruiser

Rinky Dinky5 votes

The early shield will be what wins you a fight.

I small shield that blocks small amounts of early game damage? Sounds like balance to me.

terkmc2 votes

Its not even small, its miniscule considering his spell dont even do that much early on, filling only a small % of an already small shield at the cost of your own hp, that get broken by one attack + a bit of agro, not even counting decay. it's after a good amount of level that Iron Man really start kicking in and you win all duel ever, but early on the shield is not gonna help you much

Rinky Dinky4 votes

90 damage is an entire spell negated, and if you are using your spells right. you will block more than 90 damage in a fight.

I think negating 100+ damage is pretty strong. It only gets better the more damage and levels you get

terkmc1 votes

I just mathed it out, to get 90 shield at lvl 1 you would have to hit the enemy champion and 5+ minion in a single Siphon, and if your enemy position in a way for you to hit your siphon like that from lvl 1 you won the lane no matter who you used. More realistic scenario you hit the champion + 2/3 minion (im giving 3 backline caster to be generous), you get a 61 shield, blocking 1 auto in a generous scenario, not counting minion agro. Early duel, you cast E, block one attack from the enemy if hes dumb enough to slugfest with you inside his own creepwave. If he doesnt, you get a miniscule shield (24) It is only latter when his spell deals good damage and his max shield is increased do you win duels left, right and center. Early the shield doesnt help P/S not counting innate magic resist, just pure number here

Rinky Dinky1 votes

Implying you would be all inning at level one in the first place.

You really arent using your incredibly small brain.

It seems you also forgot runes and masteries exist. And items.

You also seem to have forgotten what armor and magic resist is.

smh

terkmc1 votes

First off name-calling is incredibly unprofessional and childish Second of all runes and masteries and armor and magic resist also applies to your opponent, so mathing something out based on the number in the kit is the way to not over complicate things Third, alright, ill give you the benefit of doubt, in an ideal scenario, at lvl 2 you get a 120 shield (still hitting 3 minions here), blocking 2 auto. at lvl 3 you get 131 shield + 10 shield/sec (W) and some armor. This is all in an hypothetical ideal situation where you fight enemy inside their own creep, you hit enemy + 3 minion, and they also stay and fight you right when your shield is at the strongest and you have W buff, instead of letting the decay sets in since early game Morde cant keep his shield to maximum potential very well and W have a long cd, short range and low duration. You used 64 hp to potentially (in an ideal scenario where people hit your shield instead of letting it decay) block 2 aa worth of damage, and shoved your lane up, and to hit them with the Q+3 minion meaning you auto-ed them and now draws minion agro

Rinky Dinky1 votes

Which will win you a trade against most all champions.

CubedJustice1 votes

Best passive? Gnar laughs at you. His passive is his whole kit.

Raid Boss Morde1 votes

Poppy's passive is miles ahead of Mordekaiser's though, especially when you take their kits into consideration.

LifeCyclesTWA1 votes

Well.. they are both known for their ability to 1v5 teams. Poppy's is awesome, although in the end, both are the best in the game at absorbing mass amounts of damage. Mordekaiser's is better imo vs teams without a load of CC, Poppy's is better vs CC because it works either way. Poppy's raw mitigation is awesome, but Mordekaiser ability to deny damage completely late game is second to none.

Its just awesome how damn well Mord's works. You can be in the brink of death, then destroy someone who jumps in on you even if they are max health. The fact that his shield reduces ANY AND ALL DAMAGE is insane Poppy's is situational, arguably better in a teamfight given the situation.

Raid Boss Morde1 votes

The only issue with Mordekaiser's is that he becomes as squishy as ANY other mage when he gets hard CC'ed. He will be blown up right away from a Silence, Knock up, Stun, ect. Poppy will still be reducing damage if she gets CC'ed. Mordekaiser's is great mid - late game, but still sucks early.

I can see both of their weaknesses and strengths, but I just can't see how Mordekaiser's surpasses Poppy, especially when there are so many things to make Morde's passive useless. Same goes to Poppy though... True damage, and any DoT.

LifeCyclesTWA1 votes

I agree to a degree. Thing is his core items, with the exception of WotA, all build up his resistances. I always grab WotA, Hourglass, and Abysmal Scepter. Then Spirit Visage and Thornmail, order depends on enemy-team comp. He has a solid amount of AP and is tanky as hell. High resists + his shield + his passive + his spell vamp from WotA is brutal. The enemy has to burn through so many more thousands of health in order to kill you once you get going.

I use cleanse with Mordekaiser instead of ignite in competitive play to remedy that. I feel like ignite/liandrys are wasted on him because everyone in ranked knows how to counter Mordekaiser's ultimate: Buy QSS. If someone uses QSS, your ignite, liandry's, and ult are wasted. Cleanse helps negate his weakness in major teamfights.

I also use his ultimate as an execute because of that, similar to Garen. You cannot QSS my ult if it does the killing blow. With 350 AP you are dealing 24% of their max hp in damage and returning it back to you. You can either ult their ADC if they are dying, or if you are dying ult their tank. Ult their tank = instant full health and max shield basically, and if they don't use QSS you get a fat-ass amount of health regen based on their max health... which is awesome because all tanks use Cinderhulk these days.

Kalarepa1 votes

I'd say, Katarina has the best passive in whole game.

Rinky Dinky3 votes

I don't really have problems with the regen.

I 100% dont after revolver, and I spam...

Laraso3 votes

I play Mordekaiser all the time and honestly I don't really have any problems with his base health regeneration. He lost 5 HP per 5, but honestly that's hardly anything. Reverting it would let him cast like one extra E per minute.

LifeCyclesTWA1 votes

Thank you. I am convinced everyone else commenting is a retard. "omg we never play mord but ya he got nerft 2 hard"

AFK Push2 votes

Not to mention that all of the champions mentioned, besides riven have another form of built in sustain like Zac's Blobs, Aatrox's W, Vlad's Q etc.

Auryiel2 votes

Just increase his scaling health regen to something like 0.85-0.9

It's still low early, but late it would be decent. I see no reason to keep it weak ALL GAME LONG

FantasySniper1 votes

His shield+creeping death is plenty of protection, and the health costs on his abilities are actually pretty low.

Baron of Bread1 votes

Let'd do a bit of math, shall we? Q cd: 8 seconds Q cost change: 5 hp W cd: 20 seconds W cost change: 6 hp E unchanged so doesn't factor in Morde hp/5 change: -5 hp

Assume we use Q and W on cooldown and we are level 3. Over one minute, our total health change relative to the old Morde is: (5 hp/8 sec + 6 hp/20 sec - 5 hp/5 sec) *60 sec = -4.5 hp

Oh look, a net loss. It would be made up for if I maxed Q or W first though, right? Maybe, let's do more math.

Let's go with maxing Q first with the new Morde and maxing E first on old Morde. Looking at level 8 health costs. New Morde: Old Morde: Q: 40 hp/4 sec 25 hp/8 sec W: 20 hp/20 sec 26 hp/20 sec E: 24 hp/6 sec 72 hp/6 sec Over one minute: (Old - New) - 60 = ((25/8+26/20+72/6) - (40/4+20/20+24/6))*60 - 60 = 25.5 hp

W first: New Morde: Old Morde: Q: 20 hp/8 sec 25 hp/8 sec W: 40 hp/12 sec 26 hp/20 sec E: 24 hp/6 sec 72 hp/6 sec Over one minute: (Old - New) - 60 = ((25/8+26/20+72/6) - (20/8+40/12+24/6))*60 - 60 = 335.5 hp

Alright, so at we have more hp on the new Morde at level 8 if we max Q or W first than on old Morde maxing E first. When exactly do we start having more health per minute? You can figure out the math so I will just show the results. It is level 4 for maxing W (by 92 hp) or Q first (by 51 hp, this actually gets closer to the old Morde spam health cost as it ranks up).

Ok, if you assume old Morde and new Morde constantly spam abilities then new Morde has more hp per minute.

However, that was not and is not the case. All of that above math is hypothetical and can't be taken at face value. So why go through it all?

Because some of those numbers are big enough that they shouldn't be ignored. 51 hp at level 4 is pretty big, and that is when Q has a 7 second cooldown. 92 hp is really large, and that number grows every level. With numbers that big it should be hard to think that the changes were detrimental to Mordekaiser if you were willing to change your play to fit those changes.

TLDR: If we are looking at the changes only with regards to hp loss, then we should consider them a buff if we are willing to change our play.

junglerboy161 votes

I do know that to keep his lane bully-ness in check there had to be changes but completely gutting his hp/5 was a kick in the balls (of steel).

R.I.P. Morde's cod-piece

On a more serious note, yes his health regen was absolutely fine, but they nerfed it unnecessarily, just like they nerfed Tristana's passive, just like they nerfed Veigar's R, just like they nerfed a lot of things they shouldn't

I really would like them to give him his HP5 back, you have my upvote!

Kouga1 votes

While I can't claim it would "fix" him completely, Morde's biggest setback compared to other "Health Casters" is that he has no innate way of regaining health. Vlad has his Q-Heal and E-Healing Amp, Zac has his bloblet system, etc. These other Champs that tend to do well have an independent way of innately managing their health without just stacking pots. Morde requires pots as a way of sustaining his lane, until he can buy Spellvamp. The problem is that Spell vamp is a horrible, under supported mechanic in the game.

Morde needs some way to manage his health, and that would put so much more control back to the player. Could be something like, "If he generates Shield greater than its capacity, he regains it in health" or it could just be a simple "gains X health per target hit" on one of his abilities. Some way to regain health.

Platinum rain641 votes

the thing that upsets me is this was fixed on the pbe, we had the changes that were going to take him into being a tank rather than an AP caster, riot was super gung-ho that this was the direction they were going to take him in and everything was set up on the pbe

then we got half of the changes that were in the works and the other half just disappeared

Gypsyleeboy1 votes

Morde is still scary to play against. Tanky with power

SEKAI1 votes

Morde: "Once upon a time, I hue'ed"

The end.

Miku Lv991 votes

HP/5 runes exist. Try getting some and then he's a good bit better. I'd recommend the scaling HP/5 yellows as they will give you a lot of HP/5 even in like mid game.

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