@Riot, the time to talk about Metal is NOW

Malicious Metal··68 votes·3,182 views

The wound's still fresh and has to be treated in order for it to start healing or it will leave a really ugly scar, one of the wicked sort, phantom pain surging through it. We've been exposed to Mordekaiser's rework for about a month and it looks as if our suspicion was well founded; The new Mordekaiser fails to grasp the Character's identity as well as being really unfun to play against and is a pinnacle of unhealthy design, with to the enemy and the player alike.

So, I beseech thee to bless us with your attention and break the silence and barrier of distrust and disappointment that's slowly blocking out ANY form of civilized and especially beneficial discussion. I've experienced the new Morde first hand, on both ends of the spectrum, having gathered another 50 thousand mastery points with the Overlord, having seen the good, the bad and heck, the really UGLY.

From my experience he should not be allowed to exist in his current iteration without major tweaks to him as in the long run he'll be a real problem. Hovering around UP and OP, broken by design and completely falling short in terms of living up to the mantle of the Master of Metal.

Long story short, I'll be once again recapping what makes Morde the Master of Metal and share my thoughts on him, expecting you to do the same. Please, don't leave it like this, it will only get worse.

Visuals;

Hues Not what you think, no. It's his general color scheme. The current Splash art features an unique mix of cold metal-grey and reddish and blue hues, adding to the uniqueness of his character, differentiating himself from the other Shadow Isles champions with their spooky green/blue effects. It's really fitting for the Master of Metal, the cold grip of death and metal in form of blue/grey colors and the red representing him being a health based caster who inflicts pain on himself to empower himself to make his own wounds seem like a mild discomfort when compared to the destructive blows that await you. Sadly this wasn't transitioned to his rework, instead settling for a complete mess of Blue, green. purple, grey, red and so on. It's a clusterf*ck of colors and riot should focus on giving him his own style since the colors fir him and make him unique!

METAL Mordekaiser's the Master of Metal. PERIOD! His armor and weapon of choice aren't enough though. His grim manipulation of metal serves as a mean to turn the device of his own torment (His tomb-like armor serving as a real Iron Maiden) against his enemies. Empowering his destructive force with his own pain and utilizing his metal prison to viciously subdue the opposition. He should conjure metal shards to deflect enemy attacks, he should impale his enemies on metal spikes infused with his own pain and dominion over deathly magic. He should do as his bloody title suggests!

Stance His helmet's crown like horns are a dead giveaway. Morde knows he's the overlord, a General of the undead, the Master of Metal and should hold his head high, looking down on mere mortals as his broad-shouldered stance instills fear and submission in his enemies, adding to his character. He should feel as if he enjoys what he does, taking joy in the suffering he inflicts upon himself and his enemies, crushing them with precision, maiming them with metal, tormenting them and subduing their very soul. He IS conquest!

Core themes

Overlord Mordekaiser is The Overlord, League's version of Sauron! He's the unholy offspring of conquest and badassness. He's the evil force that pulls the strings in every fantasy story. He is evil and he loves it, he's not brutal, nor violent and especially not a savage brute but rather the calculating, malicious (HUE), malevolent Emperor of Murder!

Loner Morde may be affiliated with the Shadow Isles but he's supposed to be the very first undead, existing even before the shadow isles were wrought and maybe even being the very reason why the Isles are being held in a vicious Curse's grip. He has his own agenda, not letting anyone in on his plans. His Grim quest being his very own goal, using his allies to his own benefits like pawns in the game he plays.

Pain How delightfully PAINFUL. Mordekaiser not only revels in the pain and suffering he inflicts upon others but also his very own. It's his last connection to life and he uses it as his strongest weapon and as the lore put it. "Fear is confusion, pain is clarity!" He maims himself in order to inflict even greater destruction upon his unfortunate enemies as a mean to take his mind off the everlasting state of torment he finds himself in.

Metal As previously mentioned METAL should be the ironic dominion of the master of Metal. His prison and cause of his torment is also his greatest weapon. Metal is cold, like the grip of death, viciously sharp and strong. The perfect device of destruction and a conduit for Mordekaiser's unholy powers! He's the goddamn Master of Metal and should use it as his greatest weapon on his dread quest.

Gameplay patterns that he SHOULD have

Health management This was a problem with old Morde. with a hex tech revolver he was practically manaless, making laning against him a living hell. What Morde should do is empower his abilities to tremendous levels by maiming himself. Converting his lost health in a temporary shield with the heavy damage he'll deal. He should be the kind of juggernaut who juggles his durability by smartly building up a massive shield but sacrificing his own health. It may hurt him long term but he'd become unstoppable in the windows of power where he'd deal massive damage and sustain through whatever you throw his way with his shield only for him to be drained of his own life after these fights. No Pain no Gain/Drain, eh? Sustain could be incorporated for him to survive laning phase, maybe by sacrificing his shield to convert it into health but not being able to build up ANY shield for some time.

Durability Mordekaiser IS iron man and should be a really tough nut to crack by consistently dealing heavy damage and build up his shield, sacrificing his own wellbeing in order to build up his defensive resource. He should not only become tanky due to tank items but to an extend by building damage and try to keep his shield charged. His health would go down while his shield would grow.

Destruction Mordekaiser should deal TONS of damage in order to survive by skillfully converting his health into temporary shield with the help of earth-shattering blows and his unholy dominion over metal! He should be someone you'd rather keep away from, kiting him, peeling him off, playing around him because he'll obliterate anything foolish enough to stand in his way.

Mobility/CC He should have none. Yes! His greatest weakness should remain the same. He'll be a force to be reckoned with, durable as can be and deleting anything unlucky enough to be caught in his steel grip. His entire mean to escape ganks and survive team fights and skirmishes should him being able to tank through the enemy fire and deal enough damage to have them quivering in fear.

We don't need any more attempts to create other reworks as long as we don't exactly know what Morde's SUPPOSED to be. We need to flesh out his identity and character, we need to pin down his iconic aspects and expand on them. We have to work together, hand in hand, to set the stage for one of the greatest reworks we may ever get!

I may be too biased which makes your contribution even more crucial for us to truly gather enough information on the Master of Metal. This is the internet, people are bound to have different opinions and I'd love to hear them all. Especially RIOT's stance on what makes Mordekaiser who he is!

Have a nice evening; ~M.M

EDIT; Thank you for all the marvelous Ideas floating around in this thread. Just goes to show what creative people lurk around here on the boards. Truly heartwarming and the discussions we're having are really interesting, especially your own thoughts on the Master of Metal. Keep it up!

58 Comments

Malicious Metal14 votes

ᕙ〳 ರ ︿ ರೃ 〵ᕗ

Your magnificence and class are second to none my dear Sir.

A Superb Villain4 votes

I endeavor to distribute evil with aplomb and distinction where it is most appropriate, and if I am magnificent it is in service of the greater evil! By all that is malicious and unholy the Master of Metal deserves respite from the burden of Riot's experimentations!

Big Lincoln14 votes

balance-wise;

lower his early damage to keep him from being abusive but give his abilities high scaling with both levels AND items (his Q's high natural scaling, W's base+scaling, E is the only thing left behind here). he doesn't really carry the late game fantasy of being a juggernaut, considering his usefulness quickly tapers off if you don't stomp or let the enemy recover. Give his abilities all a reason that they could be maxed first (W for fastest clears and sustain, Q for pounding the shit out of people in duels, E for poke/defense and clearing waves.) and 340 movespeed

I hope Riot can tell us if they think his power curve needs to be retuned, because I would rather be a boss late game than what he is right now

Malicious Metal7 votes

Indeed! He should grow in power with every passing minute just like a real Overlord of Metal. He should be weak early and a god late. Heck, I managed to turn quite the few losing games around simply by becoming a raid boss late with the bruiser build I used to rock. He should be this immovable wall of death and destruction late game because the hyper carry fantasy just seems to match him so well.

Big Lincoln3 votes

we should also specify what we want from him scaling-wise

i.e what would AD builds offer versus AP's higher scaling, and what does AP offer when AD with Triforce offers far more consistent damage and can we balance both?

Malicious Metal4 votes

Well, currently if you build an ad heavy build you own mid and early game but fall off later on. Ap bruiser builds benefit heavily from his scalings and make him actually have more impactful abilities other than his Q. Because let's be honest, his ultimate scaling is really juicy.

There are options and there are pros and cons for each one, opening up his build paths. I tend to favor Ap though since we already got a plethora of ad juggernauts and Mordekaiser could spice things up by being a magic damage dealer in a world of Ad fighters.

Big Lincoln2 votes

my issue with AP builds is twofold right now; after the attack speed got gutted, it's a lot harder to get off your Q even with item 3116 because if you get slowed back, you're stuck at square 1

AP builds also have the issue of not having a lot of health+resist items to go with the offense, on top of needing a LOT more offense to outscale AD. If they ever went with the Abyssal rework this probably wouldn't be an issue, but AD Mordekaiser has a lot more health options that at least grant him extra offense - Sterak's, Hexdrinker and Dead Man's.

AP feels much more damaging when you finally get enough of it, but honestly feels incredibly squishy in comparison.

Malicious Metal1 votes

Well. I actually build semi-hybrid at the moment. :9 Rylais Tri force Zhonyas Sterak's/Spirit visage depending on the enemy team Rabaddons or a Guardian angel

Big Lincoln1 votes

huh.

I've been building something like item 3078 item 3072 item 3155 item 3053 item 3742 , with Hex and BT being optional items that I'll swap out for Randuin's or Visage if I need more defenses or health. I'd say I build thornmail, but lol i'm not building that item until they fix it.

Mostly my line of thinking is "I already do good damage, I need to focus on not dying" and having 3 shields is good at not dying

Alleo1 votes

I build item 3078 item 3053 item 3143 item 3083 item 3742 item 3047 I may throw in item 3102 instead of dead mans plate if they have AP but with this you pretty much don't die.

The one thing I wish would be different is that I wish you could have him bot with a support other than Blitzcrank or Nautilus or Thresh

Hawkefire11 votes

Sigh this is looking like it is going to be a Cassiopeia incident all over again.

I wish you morde mains luck, here is hoping that Riot listens.

SaltyToplaneGoat5 votes

They could have done so much more with his theme... Enslaving the souls of lane minions to shove lanes? Ghosts of other jungle monsters apart frpm dragon? A Q that could be like a mix of Yasuo's (strike multiple times) and Sions (Heay AoE strike). Right now it's just a massive waste of potential...

Malicious Metal4 votes

Exactly. He has SO much potential yet they seemingly rushed this bandaid-fix, which made matters even worse. I'd rather have them take their time and thoroughly explore his character before reworking him into League's very own Version of Sauron.

Pyrodinium1 votes

It was explicitly mentioned that this was tried. Apparently wasn't that hot.

Stars Shaper5 votes

Instead of giving him mobility/cc wouldn't it be thematically fitting having CC working "less good" on him? This would allow him to shift also from a burst oriented damage dealer to a continuous one. He should harvest more and more life from his enemies the more skills/spells he uses and not Flash-AA you down.

Malicious Metal3 votes

Innate tenacity could be a good addition to his kit since he doesn't have anything else to stick to people. maybe a W passive called "Heavy boots of lead" as a nod to Black Sabbath's Iron Man?

Stars Shaper3 votes

"Walk of the damned" sounds fitting too (don't know if it's a song title though xD)

The idea is to make wise use of mobility the counter to Mordekaiser rather than CC. Enemies then should consider if staying or fleeing is the best choice. I consider Morde hte ineluctable Death that might be slow but comes for you.

Shifting to a continuous use of abilities to put pressure on enemies might make him more balanceable and able to chose a tanky build path vs an offensive build path because: Do I want to reach high damage fast or do I want to last enough to reach my max potential?

I don't want to overload him so the double exp thing should be gone. I really am disappointed on how some champions (expecially the problematic ones) are reworked without any imput from the community of what Riot has to preserve and what feeling is the champion having.

Malicious Metal4 votes

Wow, that name actually seems way more fitting! :D And yeah, it may be a better idea to shift him more into a continuous damage dealer and someone who thrives in the midst of battle. Heck, I always toyed with the idea of making his old W a toggle ability, draining health but increasing his resistances and giving him sustained AoE damage to live due to his shield protecting his diminishing health.

Stars Shaper3 votes

I just realized that "March of the damned" might be even cooler xD

That diea isn't half bad, expecially if they remove the AoE explosion (And Morde can build Spell Vamp once again) or either add some heal over time but that seems hard to balance.

Malicious Metal2 votes

It could be balancable in a way; He could forfeit his shield in order to gain some of it back as health similar to Tahm's grey health BUT he won't be able to build up ANY shield for some time, giving him windows of weakness in which he can be harassed and exploited.

Pyrodinium2 votes

Regarding the resistance boost and toggle nature on his W:

What are your thoughts on potential murky optimization that would come when using the W as a defense against ranged attackers, in the form of: Is my W really giving me enough resistances to reduce the incoming damage, or the health cost is actually making me take more effective damage?

Are you concerned on the complexity on this change, as the resistance boost would feed into the shield's effectiveness, making Morde hard to balance?

How about the fact that this change would dramatically shorten Morde's range of influence?

Do you think the thematic win or more favorable best-case scenario is enough to compensate for the change in gameplay?

Do you think this change would make Morde more feast-or-famine, as it would erase one of his only fallback patterns?

Finally: Balancing Morde to work with such short range of influence, giving his lack of mobility and CC would require making him a powerhouse of damage and tankiness, a true Emperor of Murder. Do you think he would be able to work in this way without absolutely crushing enemy immobile melee champions that would lack his degree of raw destructive power, thus hard countering an entire class of champions?

Malicious Metal2 votes

Probably the best use of his W would be wading through the enemy front line, absorbing their hits and literally shredding them on his way to their valuable targets, which, once again should be what he thrives in; being the centre of the battlefield, The Murder Emperor coming to get you. It wouldn't be effective against range attacker though, which SHOULD be his weakness since he won't build up shield when not standing near enemy units and the health cost would just quicken his end. The resistances would be needed though in these kinds of scenarios where he'd be in the midst of slaughter, he'd have to keep up his shield or else he'll expose his constantly draining health, which would ultimately end in his demise.

The resistance boost would make it a strong ability, which would be balanced though since it's exchanging long-term health for a quick boost to his survivability. Heck, if it would be too strong there would always be the option to make it scaling health cost similar to Swain's ravenous flock.

Morde should be a close quarter combat threat, yes, it would shorten his effective range but that's what it should be. The days of him being a long range Nuker ended with the range nerf to his ultimate and In my opinion melee range is where he belongs.

We all know his current gameplay pattern and even his old one were problematic due to the lack of reasonable counterplay available to the enemy. He may undergo gameplay changes but at the core he'd still be the Master of Metal who relied on his shield and AoE to survive whatever they threw at him.

Yes, it would certainly look so, in fact I'd go as far as to change his other abilities too if I were to go through with this change as he'd have some other ways to play passively in lane if he gets behind. The sheer resistance buff he gets from it and the shield may help him out when getting ganked though, which could help him catch up farming his lane.

Yes, he would work due to the lack of CC and mobility. Other melees would simply have to play passively and play around him since he won't have the means to effectively initiate a fight and pin them down long enough for him to kill them. Besides, most melees have mobility and CC to stay away from Mordekaiser. I'm not saying he could not become a problem but hey, if we all pool our ideas we may just come up with a kit that offers enough avenues of counter play and power to make him truly excel in his role and identity and still be balanced and fair.

Ralanr4 votes

I'll be honest, I've found his ultimate to never make sense.

Why not give an ability that promotes his stance of overlord and destructive metal manipulation? An AoE ult.

Granted Trundle kinda does this. But he has Ego problems. Mordekaiser gives no fucks on whether you know he's a king or not. It won't change how he views you.

Malicious Metal4 votes

This whole living thing's highly over-rated anyways.

Ackelope4 votes

I gotta say, I may not be super interested in Morde currently myself, but I really appreciate how you're actually actively trying to make changes so consistently and often, rather than simply, what most people would do, complain. A lot of the ideas so far have also been super cool, upvotes to you, sir, and good luck in your quest!

Pyrodinium3 votes

How high would you rate "good waveclear" as part of Mordekaiser's identity?

Malicious Metal4 votes

Well, I think it's rather thematically fitting. Everybody knows the famous scene of Sauron completely annihilating the opposing forces with his devastating blows. Besides, being immobile should come with some perks like good AoE damage and clearing potential.

Heck, it would be really funny if they'd pay homage to that scene from LoTR and make Morde completely flail enemy minions, knocking them back and deal heavy damage XD

Pyrodinium3 votes

Some more questions: You already mentioned that the lack of mobility and CC are paramount to Morde's identity.

Given the degree of damage potential and durability you think he must have, what kinds of utility you believe Mordekaiser should have, aside from waveclear?

How do you feel about his W, in particularly regarding the heal and the magnetic speed boost? What positive aspects they have? Do you think they detract from his design in any way?

Do you think his Q is on point? If not, how could it be better?

Do you think Q working in towers would be an adequate substitute for removing his passive XP gain bonus?

Can you think in a unique ability that would fit Morde in a thematically perfect way?

Malicious Metal4 votes

As of now only having damage/durability and no utility makes for a pretty selfish kit, which in a way fits Mordekaiser's design by some extend, yet if he truly wants to see his allies as more than simply lackeys helping him get in range I'd suggest giving him either some kind of resistance shred; An Aura of Dread and Despair commonly found in Overlord kind of beings.

As for the healing part I'd rather not see him distribute heals to his allies. A self heal may be fitting for a health based caster but the current one just adds too much power in duo lanes while also meddling with his themes. Speaking of themes, I'm not too fond of the speed boost actually, but the magnetic aspect could be incorporated as him being the magnet pulling his allies coated in metal shards closer to him for a speed boost. I don't know, I just can't see Morde running at high speed, it's goofy and seems weird for a character clad in heavy armor. Heck, He'll probably just strut right in like Sauron did, looking down on the lesser beings as he reads his mace to smash them to bits.

His Q's actually really fitting in terms of consistent damage. The thing that irks me is just how much of his power budget it consumes, draining his other skills of efficiency. In my opinion it may be cool to have it be some kind of AoE Swing in front of him, dealing escalating damage but not scaling as absurdly as it does now. <- My opinion though, you're bound to have your own.

Yes! This one would be way healthier and not give him hidden power. Besides, a competent add/support duo can simply attack him while he tries to maim their tower.

As already mentioned I want his manipulation of metal to be one of his core aspects, which he currently lacks. A torrent of metal shards orbiting him as a toggle ability, draining health but continuously building up shield and damage his surroundings may be an interesting ability since it makes him think twice if he should focus on getting loads of shield and damage as a short-term advantage or rather hold unto his health. It would make him really interesting and add depth to him having to manage his resource. heck, the toggle could grant him resistances as well if we were to go crazy about it.

Cosnirak3 votes

I disagree with you massively on the game play parts. Especially your feelings about his current state.

Let the downvotes begin!

Malicious Metal5 votes

Why should you be faced with downvotes? Everyone's bound to have a different opinion and I'd like to know yours :)

Ralanr2 votes

Just for that I shall upvote him! For being courageous enough to share his opinion among those who disagree!

And one for you for showing an open mind!

Cosnirak1 votes

I think his current state is pretty good. It's still taking some time for people to adjust to it so it can be hard to judge though (mostly at lower elos, people still building gunblade first, ect.).

The gameplay you describe wanting him to have is basically exactly how he was pre rework, and is why he had the horrible issues that caused Riot to rework him in the first place. I feel that it might not be possible to make him the healthier duo lane "adc" that Riot wants right now and still have him be non crappy in a solo lane. The thing is, I'm 100% willing to sacrifice his solo lane viability to allow for new Morde, and I know you don't want that.


1st big problem with old Morde A champion with the traits you described is too feast or famine and too dependent on spell vamp/hp regen runes/hp pots in lane because there are gaps between minion waves. You can't do damage to yourself with all your abilities and only get a temporary shield to make up for it and have it matter without it mattering too much. He needs healing (like every other champ with HP costing abilities).

You'll get poked out if the hp cost matters and you'll just shove your opponent out of lane if they don't. Combined with a shield based on damage dealt he either dies to ganks with cc or wins 1v2 vs ganks without cc (as a solo laner, note again duo lane fixes his issues). This is also why his shield doesn't completely decay now, though alone it isn't enough. If his kit doesn't sustain him at all he will just go back to building spell vamp first (which being balanced around leads to the 2nd main problem). Going relic shield first plus healing off his W and potentially being healed by a support all rely on a duo lane and do a great job of solving the issue.


2nd big problem with old Morde Juggernauts work better as lane bullies than massively scaling late game monsters. If they scale well in the late game they become super annoying split pushers and either very feast or famine or simply unstoppable jerks no matter what you do. They're feast or famine when their survival mechanics scale with amount of damage dealt rather than simply hitting people (Darius' heal or Morde's E shield bonus). With the new E you can tune it directly and not have to nerf damage if he's too tanky because of it. If a champ gets an advantage early from a good gank or two AND they scale well they end up able to negate their own weaknesses through items and shear innate tankiness far too well and there's no stopping them (and we don't want more Vaynes).

The way to make them not a problem but not crappy is make them scale mostly with levels (base damage) so that they want to build tanky. But if they scale well with later levels they still get pretty feast or famine because they can split push forever and get like 3-4 levels ahead and you still can't stop them (fuck Tryndamere).


I feel like new Morde is a decent mix of slight lane bully and falling off a little later on but not so hard he doesn't matter. This makes you want to risk being aggressive in lane and punishes failing to do so but doesn't make it hopeless if it goes poorly. He scales well enough with everything to want a triforce. He requires enough tankiness from items due to his Q and W and doesn't scale THAT well with any flat damage items that you want the stuff like Sterak's Gage and Deadman's Plate. His survival scales with partly with damage dealt but that's largely mitigated by his low mobility and short range. And yet that doesn't make him useless because his W and items and team play let him get in range and then his E lets him survive long enough to get the hits in.

All put together it creates a very play vs counter play intense kit instead of the old kit but that doesn't scale so hard in either direction to be just feast or famine. It's honestly a beautiful and complex work of art.

Baron of Bread2 votes

In my opinion Mordekaiser has always had a really weird identity in lore. He is the Master of Metal, but his main role is that of the first undead. His identities just don't mesh well for me, but I have always had a good idea of his in-game identity (or at least what it should be).

Mordekaiser should be a walking zone of death, you should be dead if you let him near you. Minions should be no exception to this, he should be able to walk down a lane at nearly the same speed whether or not he is obliterating the minion waves on his way. If he ever gets into a fight the fight should be decided as he crushes those who do not flee before his wrath. If it is one enemy or many that he faces it makes no difference, their numbers can be easily turned on each other. He should walk calmly forward as his enemies try to chip his shield away with their pitiful attacks, as he waits for them to run out of places to go. He needs not hold them down, if they run it only prolongs their torment. There is no need to rush: their lives are short, his undeath is forever.

That right there is my idea of what Mordekaiser should be. You should not be able to fight him fairly, but he does not force you to fight. He shouldn't be able to explode people, he should let their pain last. While his enemies are melting before him he should be laughing off any uncoordinated attempts at putting him down. If you don't blow his shield up and him with it he deserves to destroy your team since he had to spend so much time walking at you before that. However, if you get through his shield then you deserve to be able to kill him.

In the end I don't care what his abilities are so long as he has good sustained AoE damage, strong sustain in fights from his shield, no cc or mobility and keeps his ability to enslave his enemies.

just a memory2 votes

Soviet Swain Approves Mordekaiser reassessment -RockJockey

KING OF MASKS2 votes

My continued condolences to all Morde mains; keep fighting the good fight.

ForeverLaxx2 votes

Quite a lot of words to say so little.

KingWanahakalugi1 votes

Watching you talk without Riot responding has been the highlight of my day since the last time you talked with CertainlyT. They can't ignore you forever!!!! (JK they make billions of dollars without you they could care less if you stopped playing) LOLOLOLOLOLOLOL item 3070 item 3070 more please.

Malicious Metal8 votes

Glad I brighten up your day with my futile wailing and hopeless cries of frustration. You must have a very fulfilling life if you consider my fruitless efforts the highlight of your day :)

KingWanahakalugi1 votes

Well, the endless crying of someone who obviously has nothing better to do with their life brings me a simple pleasure while I take my break at work. :)

Malicious Metal3 votes

Well, it's a great way to practice my english, not being a native speaker myself. Not to mention the great discussions to be had with likeminded people. And heck, what else am I supposed to do this late after a long day at my University?

KingWanahakalugi1 votes

What else could you do? Hmmm...good question. Well let's see, after a long day of my actual job, I work out, go find a pick-up game of basketball or football (American not soccer), cook dinner for my fiancee, and/or find a champion that I don't know much about and play them. That should give you a small list of things you can start doing. Give it a shot.

Pyrodinium2 votes

And after that he probably finds time to hone his urban survival and gorilla tactics skills.

A remarkable man, truly.

Stars Shaper1 votes

Now I'm sure that Mordekaiser will never be able to solo lane at all.

Lee Sin deals 3 time his damage with one skill putting you out of game before you can even hit level 6 Yi is just better than you, he is even more tanky baseline.

The only hope is that you end up against a demitanky toplaner then you have some chances to hold a lane.

Ralanr1 votes

Yes. Let's compare those two assassin based champs to a guy in massive metal armor with a giant mace.

Yes those seem like fair comparisons.

Also aren't those junglers mostly? I've seen Yi in top, but never Lee.

Stars Shaper2 votes

My intent wasn't to make a confrontation of kits/performance but just show that the only Way Morde can hold a lane is if there is another half tank half damage character against him because any other choice basically eats over his head.

Bijorn1 votes

Once again, have my upvote to bring attention to Riot and hopefully get some sort of response for our favorite Metalhead. Pentakill will rise again!

Eeyore1 votes

I feel Morde's real issue has always been the systematic removal of manaless, offensive CDR items. DFG was never replaced. He used to stack Spectral Wraith and Will of the Ancients. His brief period in the jungle with 20% CDR Magus. His downtime is why he feels weak compared to other juggernauts. Maybe if his Q cooldown started on activation it'd improve his up-time a little bit. If he's got a decent clone (especially dragon) - he's a monster, because they grant him persistent DPS. But in a slugfest - if he fails to burst he just doesn't have the CDR to duel, and investing in CDR costs him the damage he needed the CDR for.

Perhaps if his ultimate had a built in DFG (e.g. "Instantly drains X% of target's maximum health as magic damage and for the next 10 seconds causes them to take X% increased (magic/) damage, with Mordekaiser healing for the bonus damage dealt") - then it would improve his DPS as well as improving his weird new "I'm better with friends" theme Riot randomly gave him. Maybe Q could be a passive that's just every third attack against the same target? Or either as an active or a passive - his Q now keeps on ramping (for the duration if an active), either generally or ramping up on each enemy (you'd either have to substantially reduce the base damage or make the damage stack-up instead of multiply-up).

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