Please provide drastic changes to the Mordekaiser rework, or don't go through with it.

Big Lincoln··87 votes·5,473 views

On a thematic and gameplay level, I personally feel like this is one of the worst reworks Riot's ever done. I'll put that out there right now; the only change I vaguely enjoy is the change to his passive. I'll start with the gameplay changes and how I feel about each of them.


Passive: Shield decay per second now 2% of base hp (up from 3% max shield) Shield no longer decays below 25% Max shield from per level to 25% of max HP Shield generation is now 25% of damage dealt, from 35%

This is good. I can build somewhat tanky and I'm rewarded for it with a stronger shield instead of "I can die a few seconds later." The lack of complete decay means I can keep some shield charged while roaming or lets me charge it up faster after entering my lane or a teamfight. Good change.


Mace of Spades (Q) Costs: 20/23/26/29/32 Health 10/8.5/7/6.5/5 sec Cooldown Mordekaiser's next 3 hits are empowered. The first deals 3/6/9/12/15 (~+.23 total AD) (+.2 AP) bonus magic damage. Each extra strike deals 2/2.25/2.5/2.75/3 times the bonus damage of the last, up to X (+X total AD) (+X AP). [Max damage is 4 to 9 times the first hit damage based on rank. For example: rank 1 is (Attack 1 = x. Attack 2 = 2x, Attack 3 = 4x). rank 5 is (Attack 1 = X. Attack 2 = 3X. Attack 3= 9X)]

I don't like this. Mordekaiser's meant to be an AoE damage pump; why is this single target? A good chunk of his waveclear is in this ability and his E, and both are worse off (even if Q's single target damage is improved.) Outside of that, it's just flat-out... less interesting. It went from "Mordekaiser swings his mace so hard that his power echoes out, dealing damage to other targets nearby" to "Mordekaiser will hit one person harder." And I could even live with this change if you didn't also reduce both his base AS and his AS/level ON TOP OF reducing his movespeed to 325, making him pathetically easy to kite.


Harvesters of Sorrow (W) No Cost 12/11/10/9/8 sec Cooldown Passive: Even with allies present, Mordekaiser gains full experience toward leveling up from minions he kills. Experience Earned: X. Active: Target an ally champion: Both gain 75 movement speed toward one another. When they touch, both deal 140/180/220/260/280 (+.6 AP) magic damage over 4 seconds. Reactivate to both instantly steal 50/70/90/110/130 (+.3 AP) health from nearby enemies (33% heal on minions, max 3 unites; deals magic damage).

This is probably the single worst thing about this rework. The passive is nothing but invisible power, something that Riot has said they hate, but is something to be expected when CertainlyT is behind the helm. Not being able to even use this ability without an ally nearby? That's unforgivable. Let alone that the damage is down, unless you can and you no longer get bonus resistances while it's up, so this spell is almost entirely worse.

Don't change his current W. It's perfect how it is.


Siphon of Destruction (E) Costs 24/36/48/60/72 Health 6/5.75/5.5/5.25/5 sec Cooldown Mordekaiser deals 35/65/95/125/155 (+.6 total AD) (+.6 AP) magic damage in a cone.
For each Champion hit, he gains 15% maximum shield.

Okay.. what am I supposed to be building? This does absolutely nothing to alleviate the alleged "identity crisis" that Riot likes to imagine Mordekaiser suffers from. I don't want to build AD on Mordekaiser, and you even made a fuss about it that MORDEKAISER IS NOT AN AD CHAMPION when he stopped getting AD from his ghosts. But now I'm supposed to be building AD?

The 15% max shield gain for every champion hit is a welcome change, but not one I feel necessary. It feels really 'tacked on' because they know that an AD Mord won't be able to itemize for getting past MR-heavy builds and I consider that a sign that this probably won't work for the best.


No Cost 120/105/90 Sec Cooldown Passive - Dragon Force: Damaging the Dragon will Curse it for 10 Seconds. Active: Curse target Champion and steal 20/25/30 (+.04)% of their maximum health (half initially, half over 10 seconds; deals magic damage). Curse Effect: When killed by Mordekaiser's team, the Cursed unit's soul will follow Mordekaiser for 45/60/75 seconds. Mordekaiser gains 30% of their ability power and 25% of their bonus health. The ghost gains 10/25/50 attack damage and 15% of Mordekaiser's maximum health.
The ghost can be controlled by hitting the alt key and using the right mouse button ot by reactivating this ability.

What's the point of the dragon ghost? When would I even want it? If I so much as touch the dragon before it dies and then there's a teamfight, I'm basically locked out of my ability to drop my ult on a carry until it's either timed out or dead. Is this just a shiny new toy to distract people from the rampant identity-trashing on the rest of his kit?

The base damage is down, which makes it harder to deal with tanks and burst down carries, which further encourages me to build AD like they want to force me to, which makes it harder to itemize for because now I can't fit magic pen into my build without being suboptimal. On top of that, one of the biggest issues people had with his current ult is that it locked up too much of his power budget. So you responded to that concern by putting more of his power into it?


This rework doesn't accomplish anything. His counterplay is still only "stay out of his range" and he's still absurdly powerful when you do make that mistake. Except now, he's got confused build paths and an arbitrary relegation to one lane. Where he used be a viable pick and counterpick both top and mid, he is now FORCED to sit in bottom lane or play with only 4/5 of his kit. Why would I even want to pick him now? If I wanted a generic AD bruiser, I'd pick any of the plethora of them that already exist, take them top lane, and actually have the means to put my damage on enemies.


Now, let's talk about thematic. No, Mordekaiser does not make sense as an AD champion, nor a tank. No, he is not comparable to Sion in any sense of the word besides that Mordekaiser is larger than the average person and they both have big weapons. And big pauldrons.

Sion is a warrior who uses brute strength and nothing but his raw physical might to hack through armies. This is heavily emphasized in his rework and it works because it makes sense. Mordekaiser is not that. Mordekaiser is a magic-user almost entirely who generally only swings his mace to deal heavy damage when he's magically enhanced it. Mordekaiser devastates his enemies with a siphon of destruction and then steals their soul to do his bidding. He has no business dealing with pure physical strength; that's not his purpose and it makes no sense considering he's probably a hollow suit of armor with a soul trapped inside it. That would probably further emphasize that his power comes from sheer magic skill and practiced necromancy. At BEST, he's a battle-mage. He feeds off of the suffering of others through magic, and his physical damage has nothing to do with his shield generation.

Being covered in armor doesn't automatically mean he should be focusing on physical power (and it's ridiculous from a gameplay perspective since he can't optimize for the damage he's dealing when building AD.), especially when most of his lore and his entire kit highlights how devastating his magical abilities can be.


Please rethink this rework. I hope this is subject to extreme change, because all this does is force him into wanting every stat as soon as possible. If this work leaves him in any playable state at all, he'll likely be even more feast or famine than he is at the moment. His base stats are overall worse, though the HP5 buff is a welcome one, and I don't see how at all he's going to thrive in a bot lane environment when his ranged damage is worse, discouraging trades, and he needs duels that extend long enough for him to get multiple Q hits off. This really shouldn't be happening.. ever, bot lane. Every viable support has at least a slow heavy enough to let the ADC get away, if not a hard CC that can stop Mordekaiser in his tracks while his Q's timer runs out. He's even more vulnerable to ganks since the lane is longer than mid, and despite having a support with him, his movespeed is on the same miserable tier as Anivia's. I don't want to lose one of my favorite mid laners, and I refuse to take him bot and acknowledge what CertainlyT wants to do with his kit.


After having some time to review the changes and cool down, I think Riot can make parts of this rework... work. My suggestions, if any Rioter happens to be reading (and my apologies if this post was too rude, but I'm passionate for my metal man):

  • Revert W's ally-dependence. Possibly find a way to include the self-heal, but I want a full revert otherwise. This was a good skill.

  • Give him 340 MS back. Even considering 325 base MS on a champion like him is ridiculous, ESPECIALLY with the goals you have in mind.

  • Give him back his AS and AS/level. AP Mord will need it to thrive unless you want to force him to buy to use it properly. I'll live with a revert to his AD and AD/level

  • I'd really like to have his E back to its old base at max level. If not that, then some sort of medium to accommodate for the new AD ratio; like, 225 or 200.

  • I guess the dragon ghost is cool. It's a little too niche for my tastes, but you could expand on this; it's a nice idea. Maybe give him the ability to Curse other jungle monsters for different benefits, but have him be required to kill the large creeps himself, and only if his ult is off cooldown.

61 Comments

Ultîma10 votes

Mordekaiser should be on the Sion-level rework list tbh. His art and his skills are incredibly outdated - and his character identity should be considered under massive revision. They wan't him to be a soul-stealing wall-of-death? Then let him act like one. Gutting his numbers, and tacking on a cool dragon passive simply isn`t enough.

Big Lincoln7 votes

I think his skills are great. They do exactly what they're intended to - nothing added on, and they are very fair given what he pays for them, not to mention they look very nice with the new visuals. Just.. you know, revert this awful rework and give me the same visuals and I'm good to go.

Personally, I want only a Karthus level update; a strong visual upgrade to help him look better in game, and nothing more. The new VFX are really nice, but I'm pretty sure they nerfed E's range; I've been missing it a lot more at max-range on the PBE than I do on live. This new hybrid scaling encouraging some weird AD, Trinity-building offtank is a horrible way to take him. We have enough of those bland designs and most of them have more power in their kits without nearly as much sacrifice as Mordekaiser gives. Let him be the AP melee-nuker we've come to know and love, with a touch of sustained damage on the side.

ArkenStorm1 votes

i always build him ap sustained damage right now. item 3065 item 3158 item 3152 item 3151 item 3116 item 3157

Big Lincoln1 votes

I build him for a sort-of mix.

My thinking is that Mordekaiser gives up SO MUCH for his ability to be a damage pump and a wall. They should encourage that sort of thing. He's the only champion who gives all manner of CC and mobility up for damage and durability. Let him have that.

Now, granted, they did buff his potential damage, but for some reason nerfed his movespeed (terrible decision, needs a revert immediately) and the fact that Q is nearly impossible to get all 3 hits off as an AP. I think item 3116 can help mitigate that, though.

I like to build item 3001 item 3020 / item 3158 item 3116 and two luxury items, anything from item 3157 item 3089 item 3285 item 3100 or item 3135 if I'm fighting a lot of MR

Another issue is that now his AP build is FORCED to grab some MS item, which makes him squishier than AD Mord since item 3078 offers a little bit of health.

ArkenStorm1 votes

i'm thinking for his new build to remove liandrys, wota, and zhonyas, replace with gunblade, rageblade, and triforce. although i don't like triforce very much on him.

Big Lincoln1 votes

That could probably work.

I don't like Triforce on him either, but I honestly think Sheen is going to be very strong on him now. Even stronger than before since he can proc it at least twice in his triple-Q combo.

ArkenStorm1 votes

as far as I know, it only procs on the first instance, unless you can cast it 3 times before it goes on CD. I was under the impression it works like Xin's Q, you activate it once for the next the AA's to be empowered, only proccing sheen once.

Big Lincoln1 votes

What I mean is doing something like Q (first proc), then another auto, then you E so you activate Sheen again, making your third hit proc it a second time.

It's actually pretty bursty on both AD and AP, which is why I think there might be more merit to this rework than I initially thought. Granted, I'm still opposed to some of it, but I'm willing to work with Riot.

ArkenStorm1 votes

oh i gotcha. also i was thinking about dead man's plate. that would actually be a pretty darn good item on him, i think. idk what I would take out though. maybe not take triforce and get that instead? idk tho. but it would certainly make him tankier, and I think if his w was changed to be castable in some way(i just made a post about it) it would make his solo lane potential great. or even don't bother with trinity EVER, and then that would give him armor and mr, b=plus lots of health, plus the MS and damage passive on it.

Big Lincoln1 votes

Dead Man's Plate would definitely be good on him. It's honestly extremely potent for any slow melee because it solves their issues with roaming and Mord's general lack of CC.

I don't know if I'd take out Trinity. It's AD Mord's favorite item, I think, just for the value of what he gets out of it. BUT, I would definitely replace it if you want to focus on being really hard to kill.

ArkenStorm1 votes

I know, it's a hard decision. what with the passive ms plus the rage passive, trinity is pretty darn good even with the useless mana. which is why i think if you were opting for more of a carry style you go with trinity, more of a tanky style sustained damage bruiser you go with DMP. also helps your passive

Big Lincoln1 votes

Another thing to consider for damagey AD off-builds is the new Titanic Hydra item.

It solves his worsened wave-clear and it's actually very strong on tankier builds. The only downside is that your damage suffers since you'll have no room for magic penetration.

Though, I wonder if hybrid pen reds will become his best option. Now that his main damage is tied to his Q, it might prove to be pretty helpful.

ArkenStorm2 votes

oh that's a good point. :P not as much cdr would be available though. a few possible builds i'm thinking of: cdr-oriented: item 3146/item 3152(either could work i guess) item 3065 item 3158 item 3124 item 3116 item 3078 Tankier-oriented: item 3065 item 3146 item 3742 item 3116 item 1315 (or other boots, maybe alacrity bonus?) and titanic hydra Off-tank: item 3065 item 3146 item 3116 item 3742 item 3078 item 1315 (again, other boots/alacrity)

Big Lincoln2 votes

Those are pretty nice, I hadn't actually considered that he might ending being mostly hybrid bruiser.

I bet something like, say.. item 3078 item 3146 item 3116 would make for a strong damage build, with things like item 3742 item 3065 item 3075 for defensive buys, and a whole host of boots to choose from.

And there's always good AP items to dip into as well, item 3100 item 3285 for damage and MS, item 3115 for hitting off your Q faster ( item 3091 might also be usable ), and any magic pen items are all strong too.

ArkenStorm1 votes

exactly. lich bane for more ap oriented, take it over triforce. Maybe build diversity has opened up a lot now

WiegrafOfValor1 votes

I know what to build, and the only issue with new Mord it's his W..

item 1321 item 3083 item 3116 item 3742 item 3151 item 3001

ArkenStorm1 votes

yup. that w not being solo-able

Matezoide7 votes

I can explain why you are missing E.

You see, you know the Darius bug where he pulls people that flashed? Mordekaiser's E has the same bug: If he casts the spell and the target leaves the range, it will still hit.

This bug fix is another of the several undocumented changes on Mord's rework.

Big Lincoln1 votes

Alright, thanks.

Though, I really can't help but feel like his range is shorter than the indicator is suggesting. It might only be the bug fix, but I still think it's gotten a mild range nerf without an indicator update.

Raid Boss Morde1 votes

Is ult range nerf though... such BS.

Matezoide1 votes

It is possible. I actually made a thread about this on the PBE since i feel it is too much of a big issue to get ignored and CertanlyT has been paying attention to separate threads about Mord.

Ariel the Cruel2 votes

You see, you know the Darius bug where he pulls people that flashed?

That's not technically a bug. It's a clarity issue in general. All/Most skills have 3 parts: identify target(s), show animation, apply effect(s); often in that order. Voliball, Singed, and Darius pulls all identify targets before their animation plays which is why this can been seen on all of them. Singed and Voliball have very short animations. Darius, on the other hand, has a very long animation (for a skill that's not supposed to be delayed). As a result, it's more common for Darius to grab people that didn't appear in range during the animation than it is for the other two.

If you want to see a really messed up example of skill clarity, try to spell shield master Yi's alpha strike. Spell shields act on the "apply" step, But Alpha Strike has 2 "apply" steps. The first is before the animation begins which determines who he will dash to, the second is after he becomes targetable which applies damage. Spell shield will only react to the first proc though. Meaning his full order is: Target -> proc dash -> remove from play -> show animation -> return to play -> apply damage. This means it is literally impossible to spell shield Alpha strike intentionally. And even if you did manage to shield it (bad Yi), you wouldn't even know why your shield popped.

Disclaimer: I'm obviously not a programmer. I can't tell you what the spaghetti code actually looks like. This information is based on personal experience and testing.

Matezoide2 votes

Correct me if i am wrong, but didnt Riot directly state it is a bug?

I would agree with your post otherwise, and it makes sense, but from what i recall, they straight up said it is bugged.

Ariel the Cruel1 votes

I don't recall them ever labeling it a bug. I could be wrong. But if it is a bug, it's a very common one. There are a lot of skills that seem to follow this dynamic.

Big Lincoln3 votes

Unrelated to the main complaint, but I figure a little spitballing wouldn't hurt either since it's probably inevitable that he'll be reworked.

What if Mordekaiser's Q and W were fused to one ability, something similar to Sejuani's W? I'm a little hesitant about removing the current W's speed boost and ally-cast, but at the same time, it's more reliably a selfish ability anyway.

Giving it a powerful enhanced auto attack to gate the use of his DoT immediately (although it's not really a problem) would let Riot reasonably pull some power from his ult, and free up his move-set for another skill so he can feel a little more balanced out. It could also give him a very brief movement speed bonus; not any burst, but a noticeable increase as metal flies out from his armor to circle around him instead, letting him move faster.

If his armor and MR bonus is going to be removed, I think something like this would be a much better compensation for it, although with two abilities in one, I'm not all too sure what else could be put in if we're strictly adhering to no CC whatsoever (I personally think a silence would be fitting for him in a thematic sense; additionally, a tether that only prevents you from moving outside of a certain range of Mordekaiser would work as well).

Varnoc4 votes

Spring-boarding off your idea, what if Q and E were tied together? I've been pushing for a charge-up version of E for awhile now, similar to Xerath's Arcanopulse, that gains in length as you charge it. Press and hold to charge, then swing your mace in the direction you're facing when you release the charge. If you hit an enemy with the swing, the damage occurs in the area around them, but if no target is hit, mordekaiser hits the ground instead, sending a shockwave in the targeted direction. Or vice-versa. Would give people some counterplay in lane to his poke by keeping minions between yourself and Mordekaiser to keep the AOE away from you. Could be intresting.

Matezoide4 votes

Now i want to see Mordekaiser spinning his Mace over his head like Jax.

I hate you now because i know it will never happen </3

EndlessSorcerer3 votes

Honestly, I would be perfectly happy if Mordekaiser received the passive and E from the rework and a few adjusted numbers. I enjoy playing Mordekaiser as an AP bruiser (with magic pen) and this help me do so.

Not a fan of the new Q, W, or ultimate passive though.

item 3020 item 3145 item 3068 item 3001 item 3075 item 3151

Big Lincoln1 votes

His new Q is strong for an AD build because he has the attack speed to make it work really quickly for burst damage.

It's alright if you get Rylai's for AP Mord, but I think it'll turn out to be deceptively powerful with Lich Bane.

IMO his E is pretty useless now, but it's a good way to set up a really strong combo. With Lich and Rylai (just for the slow), you could do Q for the first empowered auto+slow, then auto, then E now that Spellblade's off cooldown and hit them with the last Q for some good damage -- I think it goes up to 200% AP at max rank?

New W is honestly one of the worst ideas I've ever seen. This is by far my biggest issue. Needs a total rework, with.. maybe some sort of the healing power put into it. Sacrifice the damage for his heal with a recast.

I think his passive is great and this is a good way to gate his early game, but they should have offered him stronger late game as well.

Rew7112 votes

I know that at least one champion (cough cough) he made works in bot, Yasuo, but that was because he had a ranged cast, and good MS. (Not to mention the critical strike bonus.)

I'd honestly love it if his Q could bounce of minions and enemies like MF's Q can do. Take it from his original Q and just do this to it:

Mordekaiser hits an enemy dealing 10/30/60/100/150 (+100% AD) (+40% AP) additional damage and then travels in a row to the next enemy in 500 proximity dealing 20/50/90/140/200 (+50% AD) (40% AP) total damage to those it hits (up to 3 max). If a enemy is alone (and it has not hit its max) it then deals 50% extra damage.

This way, Mordekaiser can get in good farm and with good range.

For his W, it should had worked like this....

Passive: Mordekaiser gains 10/15/20/25/30 armor and magic resist when active.

Active: Mordekaiser summons a legion of metal to surround him for up to 4 seconds. During which, enemies near Mordekaiser get dealt 20/30/40/50/60 (+10% AP) each second. If Mordekaiser activates the ability a second time, he heals himself by 80/90/100/110/120 (+20% AP) health. (This ability can be cast on a ally to deal 50% more damage.)

His E should just be reverted...

His R can stay as is with the change.

That's what I'd want anyway.

Count Zubat2 votes

You don't know if you should build him AD or AP? Simple answer: build him hybrid. Before anybody starts downvoting me, hear me out: I am not extremely happy about that rework, but, I know Riot will push that rework on live servers anyways, so I just decided to try and adapt to upcoming changes. My method: I'm gonna build both AD and AP. The damage will be nearly as high as before, I don't need to really build penetrations, because it is hard to build resistances against hybrids and I will be melting towers with ease :p I just hope Riot won't leave Morde's W completely unfunctional in solo laning, that would really piss me of completely.

Big Lincoln2 votes

I don't really see the benefit to that, either.

Even with hybrid scaling, only your auto attacks will be doing any physical damage. Everything else is magic damage, and if you've built AD or hybrid, then you've either got no magic pen to make it hurt through defenses or you're dangerously squishy despite Riot wanting you to be in the front lines.

And now that they're encouraging you to also be building tanky on TOP of the damage that you need in order to be relevant thanks to his new passive scaling, they've given Mordekaiser even more stats that he's heavily dependent on having in order to succeed, stats like Attack Speed that he didn't need before now and stats like AD that muddy up his build paths and make it more confusing.

Hybrid builds just don't work that well unless you're Kayle, who can build literally anything as long as she has attack speed thanks to her passive dual shred, or you're Jax, who actually benefits from double-dipping since it benefits his ult. Mordekaiser needs every sort of offensive stat except crit now in order to deal relevant damage, either through burst or sustained, and he now needs health in order to make his shield scale at all, on top of still needing resistances to make his shield truly powerful. They needed to respond to this by giving him more optimal choices between damage or defense at any given time instead of making him snowball hard if he's ahead and gets more damage, or drop completely off the face of the Earth if behind and opting for defense.

Don't get me wrong; a hybrid Mordekaiser would be a mid-game god, but I just don't think he can keep up with the other hybrid builds tried on other champions. I'd rather them have at least encouraged, say, item 3100 if he wants to focus on powerful Q damage. AD builds just feel... wrong.

sorry for the big post, tldr Mordekaiser needs too many stats at the same time and they made this problem worse

Count Zubat1 votes

[{quoted}](name=Solomon Money,realm=NA,application-id=3ErqAdtq,discussion-id=FHaPYfIy,comment-id=00020000,timestamp=2015-08-06T22:42:28.137+0000)

I don't really see the benefit to that, either.

Even with hybrid scaling, only your auto attacks will be doing any physical damage. Everything else is magic damage, and if you've built AD or hybrid, then you've either got no magic pen to make it hurt through defenses or you're dangerously squishy despite Riot wanting you to be in the front lines.

And now that they're encouraging you to also be building tanky on TOP of the damage that you need in order to be relevant thanks to his new passive scaling, they've given Mordekaiser even more stats that he's heavily dependent on having in order to succeed, stats like Attack Speed that he didn't need before now and stats like AD that muddy up his build paths and make it more confusing.

Hybrid builds just don't work that well unless you're Kayle, who can build literally anything as long as she has attack speed thanks to her passive dual shred, or you're Jax, who actually benefits from double-dipping since it benefits his ult. Mordekaiser needs every sort of offensive stat except crit now in order to deal relevant damage, either through burst or sustained, and he now needs health in order to make his shield scale at all, on top of still needing resistances to make his shield truly powerful. They needed to respond to this by giving him more optimal choices between damage or defense at any given time instead of making him snowball hard if he's ahead and gets more damage, or drop completely off the face of the Earth if behind and opting for defense.

Don't get me wrong; a hybrid Mordekaiser would be a mid-game god, but I just don't think he can keep up with the other hybrid builds tried on other champions. I'd rather them have at least encouraged, say, item 3100 if he wants to focus on powerful Q damage. AD builds just feel... wrong.

sorry for the big post, tldr Mordekaiser needs too many stats at the same time and they made this problem worse

It depends what do you want to build him. I personally would build him Gunblade, Rylai, Trinity, Zhonya and Malmortius. Every item in this build gives more than just damage. You say Morde needs health for passive scaling? Rylai and Trinity are giving health. Morde needs sustain? Here goes Gunblade. Morde needs resistances for his shield to persist longer? Malmortius and Zhonya are just perfect. Additionally, we get some CC from Gunblade and Rylais, ms buff, attack speed and sheen from Trinity, Zhonya active and nice anti-mage shield from Malmortius.

TigerMama Gemgem1 votes

I already build him hybrid against some laners simply because his base attack speed is the highest in the game alongside 3 others. Not to mention it gives you more movespeed options than just building super squish. Pretty sure current hybrid morde is still better than oncoming brid morde...

ArkenStorm1 votes

I'm with you. I think hybrid is the way to go with this a few possible builds i'm thinking of: cdr-oriented: item 3146/item 3152(either could work i guess) item 3065 item 3158 item 3124 item 3116 item 3078 Tankier-oriented: item 3065 item 3146 item 3742 item 3116 item 1315 (or other boots, maybe alacrity bonus?) and titanic hydra Off-tank: item 3065 item 3146 item 3116 item 3742 item 3078 item 1315 (again, other boots/alacrity)

jmaishere1 votes

[{quoted}](name=Lord of Iwul,realm=EUNE,application-id=3ErqAdtq,discussion-id=FHaPYfIy,comment-id=0002,timestamp=2015-08-06T22:30:32.189+0000)

You don't know if you should build him AD or AP? Simple answer: build him hybrid. Before anybody starts downvoting me, hear me out: I am not extremely happy about that rework, but, I know Riot will push that rework on live servers anyways, so I just decided to try and adapt to upcoming changes. My method: I'm gonna build both AD and AP. The damage will be nearly as high as before, I don't need to really build penetrations, because it is hard to build resistances against hybrids and I will be melting towers with ease :p I just hope Riot won't leave Morde's W completely unfunctional in solo laning, that would really piss me of completely.

except it's been proven time after time that hybrid builds don't really work which is why jax tends to build more ap than ad

El Seibzehn1 votes

All of this talk is completely useless though. Riot is responding to this the EXACT same way that they did to Veigar. EVERY Veigar main was up in arms about the changes and it didn't matter. Riot is clearly not going to listen to how unhappy his mains are that they are changing his identity as a tanky spit push king who does massive aoe to a mostly single target damage tank who cannot push lanes very well.

Big Lincoln2 votes

I am/was a huge fan of Veigar before his rework and I was gifted Final Boss the day before his changes showed up on the PBE.

I want to be more vocal about Mordekaiser, especially because I think this one can actually be salvaged.

Noctius281 votes

They already said way back when his identity IS a big bulking suit of heavy armor with a massive melee weapon and that the magic abilities did not fit him, that he should be a tanky ad

not sure how these changes help with that but you are wrong when you say his identity is a mage, anyone that looks at him will never EVER think mage

Big Lincoln1 votes

But he's not. He's a mage.

Casting magic (this is all of his skills) makes him a mage.

Noctius281 votes

[{quoted}](name=Solomon Money,realm=NA,application-id=3ErqAdtq,discussion-id=FHaPYfIy,comment-id=000a0000,timestamp=2015-08-07T13:32:40.581+0000)

But he's not. He's a mage.

Casting magic (this is all of his skills) makes him a mage.

Correction his abilities are of a mage but they said they think that is wrong and want to change him to be tanky ad and personally I agree since his looks have nothing to do with a mage

He needs a Sion level rework to be decent in theme

and then they can make a necromancer character with his old abilites, maybe like an old Forest witch, that is the kind of character that would have the kind of spells he has now

Big Lincoln2 votes

His abilities and his lore state that he's a mage. His mace is a tool for enhancing his damage. With magic.

No, he doesn't need a Sion level rework to make him another lumbering undead lug. Play Sion if you want someone who bashes everything with physical damage.

His theme is fine. He's a necromancer's soul bound to armor, using a mace as an instrument for his magic. His armor is just a shell. Being armored does not mean that you can't be a spell slinger.

I'm not sure why people are so intent on ruining the neat things about Mordekaiser and making him a shittier version of Sion. Because it's not going to work. Ever.

Juggernaut N1 votes

I've tried him on the pbe. He's incredibly strong now bot lane and if you get the dragon you're basically zoning the enemy for a minute. He can also clear jungle relatively fast thanks to his new q and his shield makes it so you dont even to buy pots for sustain. Also i thought he would have bad ganks but if you have red buff or chilling smite they're fuked since your w makes your ally also speed up (and his damage from his q is insane)

Silents4291 votes

I have actually played him on PBE and it was awesome, and a lot of other players can attest to this.

Currently they can't make him any worse anyway, so just wait and try him out before demanding anything.

Big Lincoln1 votes

so have i

he feels terrible bot lane, and he feels terrible mid and top because I'm locked out of an ability in solo lanes

W is a deal breaker, it needs to be reverted for me to accept this rework, i can live with most of the rest of this. besides the 325 movespeed, that needs changed too

Silents4291 votes

They will go for what they think is best, and so far they have mixed results like every change they make.

NightOfLight1 votes

I think his e needs a higher ratio like 80% and his w should be castable on minions but lower its potential if done so its not completly useless.

laststanding61 votes

All i can say is agreed.

NicknameMy1 votes

And now he is terrible broken because of flamers like you that made them buff him.

Big Lincoln1 votes

you got me

it was all my doing

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