Should Mordekaiser be "enticed" to build more AP?

Malicious Metal··31 votes·2,612 views

I've lost count of how many times I've been flamed for not rushing a Tri-force on Mordekaiser but rather chose to get an early Rylais and THEN a Tri only to build somewhat like an AP BR(uiser) with a Sterak's for good measure. As of now the dominant Morde build consists of mostly AD and pure tank items, completely relying on your Q and on ending the game before late game since his win rate takes a steep drop after the 20th minute. >>AD Triforce/Steraks build fall off a cliff later on and completely rely on ONE spell making Morde a one trick pony<<

Ap on the other hand makes Morde scale really well into the late game with his ultimate dealing about 65% of the target's maximum health as well as healing him for the same amount not to mention the increased damage from his W/E and the W heal in particular.

>>Mordekaiser was always known to be a tanky mage or AP bruiser but the rework made him be more of a one-trick pony AD bruiser rather than sticking to his Identity as a late game threat and Deathcap tipper<<

What are the Pros?: -Godly damage -Not only a one hit (three hit?) wonder by making his other abilities do damage as well -Survivability gets boosted due to the increased shield gain from E/W <- More like Olde Morde -Ultimate as a powerful finisher able to nuke the enemy MVP and turning the tides of battle (-Stays true to his Identity)

What are the Cons?: -Not as tanky early on -Q damage scales better with AD -Weaker early game than Ad Mord -Build path's expensive

Now then, what could be done to make Mordekaiser more unique and make him stay true to his identity as THE AP Juggernaut and to make AP builds pack a bit more of a punch; -Give him his W, PERIOD, It allows him to stack his shield with a decent amount of AP as well as giving him his wave clear back -Maybe raise the scaling on his E a bit 60%->70-80ish -Increase his shield gain to 30% of the damage dealt (You may even nerf the shield gen vs minions to a third instead of half to compensate)

Heck, if you want to nerf the current Morde play style and the broken power curve AD Morde's got due to his Q you may nerf the Q ad ratio a bit.

Don't get me wrong, I love diversity and the rework's got so much untapped potential to both differentiate Morde more from the other Juggernauts and stay true to his Identity. All it needs are some small tweaks. And let's be honest here, people WILL always complain about Mordekaiser, especially the current Monstrosity known as AD Morde with his nuclear missile Q.

~M.M

40 Comments

Raid Boss Morde6 votes

Building AP isn't as good as before, because his passive only generates 25% shield now, instead of 35%. This makes it tougher to go full AP. Also, like you said, his Q scales a lot better with AD now... and his base AD is so high, that Trinity is ideal.

You now have to build tankier because of the shield generation nerf, and due to that, you must build less AP.

That's at least how I see it.

They should nerf the Q AD ratio, and give him his AoE on W for himself... kind of like what you said.

Malicious Metal7 votes

Or maybe even boss the shield generation up to 30%? The shield and ultimate where his most redeeming qualities and were so iconic to the champion. Whatever happened to "Always shield, never die?" Hue :'(

Raid Boss Morde4 votes

That's what I was wondering... yeah, they did increase the TOTAL amount of shield you can have, but what's the point if they nerfed the shield generation? You normally can't get your 700+ shield to max anymore.

They really should just buff the generation up to 30%.

Malicious Metal6 votes

Counterproductive much? The shield gen wasn't a problem in team fighting and skirmishes/duels but rather during his laning phase where he'd build up an endless shield on the enemy minions, making for pretty unhealthy gameplay. Giving him back the 30% shield gain but only making it generate a third of the damage dealt against minions would make him less of a lane bully and still buff his iconic ability in a reasonable manner

Baron of Bread2 votes

What if they made shield generation scale with level? That might have been a better fix than what they have now.

Raid Boss Morde2 votes

I was thinking of this too, but it might lack clarity for the people playing against him. Just seems kind of weird that he would be gaining more shield with level AND damage that he builds.

KoKoboto1 votes

[{quoted}](name=Raid Boss Morde,realm=NA,application-id=3ErqAdtq,discussion-id=INEXtAbJ,comment-id=0000,timestamp=2015-09-20T18:24:30.531+0000)

Building AP isn't as good as before, because his passive only generates 25% shield now, instead of 35%. This makes it tougher to go full AP. Also, like you said, his Q scales a lot better with AD now... and his base AD is so high, that Trinity is ideal.

You know have to tankier because of the shield generation nerf, and due to that, you must build less AP.

That's at least how I see it.

They should nerf the Q AD ratio, and give him his AoE on W for himself... kind of like what you said.

I think one thing your forgeting is that his E replenishes 15% of his maximum shield on every champion hit

Raid Boss Morde3 votes

Yeah, but its damage is pretty minuscule now that we can't build as much AP. All it's for is defense now, which is REALLY weird, because his E used to be his main damaging skill, not his Q.

Jacknife1 votes

[{quoted}](name=Raid Boss Morde,realm=NA,application-id=3ErqAdtq,discussion-id=INEXtAbJ,comment-id=000000010000,timestamp=2015-09-21T02:56:12.271+0000)

Yeah, but its damage is pretty minuscule now that we can't build as much AP. All it's for is defense now, which is REALLY weird, because his E used to be his main damaging skill, not his Q.

His E is really sad now. I mean I understand why they butchered it, it's free uncounterable poke, but that just brings up the question of why this skill wasn't looked at and changed more if it's so bad to play against?

Raid Boss Morde1 votes

What sucks, is that they lowered the range, but also made it so you can dash out of it. I've noticed that I can't land the skill on enemies nearly as much as I could before the rework :(

gasmask8665 votes

upvote for ap BR(ruiser) joke

Malicious Metal4 votes

Huehuehuehuehue >XD Glad somebody noticed it

gasmask8661 votes

the more i read it the more i appreciate the jokes (three hit wonder)

Burnt Iron King2 votes

Love it how you put entice in "..." As in "enticing" Mordekaiser to go bot XD

Jotunheimr2 votes

For balancing Morde as an immobile damage dealer:

idea for polishing his current kit:

Q: FEAR THE MACE: slightly reduce 3rd hit damage, but allow half of the total 3rd q damage done to 2 closest surrounding units. When enemies are near, it prioritizes enemy champions before minons. Possibly up health cost a bit.

W: MISERY LOVES COMPANY: Allow self cast do deal AoE damage when activated (buff w self cast), keep the extra armor, speed and current heal. Take away exp passive. When cast on an ally, w does HALF the damage compared to self cast, but when overlapping with an ally, does double and a half damage (so slightly more than self cast) of the reduced damage done from the ally cast. Drains ALL units in AoE of w instead of 2. Or at least go back to 3.

E: AFFLICTION, FOREVER: More damage, LESS shield to compensate. range and health cost.

R: HUEHUEHUE: Slightly buff the over time damage so it's not completly negated by a potion early.

Passive: IRON DOESN'T MELT AT ROOM TEMPATURE: No shield degeneration.

Opinions?

Mordepool1 votes

{quoted}

For balancing Morde as an immobile damage dealer:

idea for polishing his current kit:

Q: FEAR THE MACE: slightly reduce 3rd hit damage, but allow half of the total 3rd q damage done to 2 closest surrounding units. When enemies are near, it prioritizes enemy champions before minons. Possibly up health cost a bit.

W: MISERY LOVES COMPANY: Allow self cast do deal AoE damage when activated (buff w self cast), keep the extra armor, speed and current heal. Take away exp passive. When cast on an ally, w does HALF the damage compared to self cast, but when overlapping with an ally, does double and a half damage (so slightly more than self cast) of the reduced damage done from the ally cast. Drains all units in AoE of w.

E: AFFLICTION, FOREVER: More damage, LESS shield to compensate, hits all units in the E, not 2. Keep current range and health cost.

R: HUEHUEHUE: Slightly buff the over time damage so it's not completly negated by a potion early.

Passive: IRON DOESN'T MELT AT ROOM TEMPATURE: No shield degeneration.

Opinions?

Would be too op the time for sweeping changes on Morde is over ( until full in-depth rework lotr sauron combat scene on 10hour loop in background to inspire greatness) that's why we are talking about minor changes to current gawd awful kit

Edit: also your inaccurate information about siphon of destruction E. Would make most people ignore your post. Research before you post if you want to be taken seriously

Jotunheimr1 votes

{quoted}

Would be too op the time for sweeping changes on Morde is over ( until full in-depth rework lotr sauron combat scene on 10hour loop in background to inspire greatness) that's why we are talking about minor changes to current gawd awful kit

Edit: also your inaccurate information about siphon of destruction E. Would make most people ignore your post. Research before you post if you want to be taken seriously

Yeah that was meant for w.

Mordepool2 votes

{quoted}

Yeah that was meant for w.

Oh yeah I know. It just some people on here will pick any little thing apart. Just trying to be constructive no malice involved

Jacknife1 votes

{quoted}

For balancing Morde as an immobile damage dealer:

idea for polishing his current kit:

Q: FEAR THE MACE: slightly reduce 3rd hit damage, but allow half of the total 3rd q damage done to 2 closest surrounding units. When enemies are near, it prioritizes enemy champions before minons. Possibly up health cost a bit.

W: MISERY LOVES COMPANY: Allow self cast do deal AoE damage when activated (buff w self cast), keep the extra armor, speed and current heal. Take away exp passive. When cast on an ally, w does HALF the damage compared to self cast, but when overlapping with an ally, does double and a half damage (so slightly more than self cast) of the reduced damage done from the ally cast. Drains ALL units in AoE of w instead of 2. Or at least go back to 3.

E: AFFLICTION, FOREVER: More damage, LESS shield to compensate. range and health cost.

R: HUEHUEHUE: Slightly buff the over time damage so it's not completly negated by a potion early.

Passive: IRON DOESN'T MELT AT ROOM TEMPATURE: No shield degeneration.

Opinions?

I like most of what you're proposing, but it still leaves some problems intact. Here's what I've wanted to change on Morde:

Passive: change around, but slight net raise in health costs. Shield generation doesn't fall off and becomes a heal at full (similar to tryndamere, but with abilities and automatic). Full health = ability to get full shield. Full spam = always shield never die, hue.

W : Passive that gives small AOE damage around Morde. Active put on self and one ally, buffs damage, and steals armor/mr/ms from all enemies hit (reduced by X amount per enemy after 1) passive lost while on cd.

E : Rains shards of metal over an area, dealing a 15% slow, but slow and damage increase over time while in the area.

R : Dragon Force gone, un-cleansable, and make it so damage from enemy champions is increased by 5/10/15% while debuffed.

Jotunheimr1 votes

I like your ideas.

Throwing another out there for: W: Upon deactivating w, Mordekaiser charges a sphere of dark and magnetic energy, and reactivation damage does scaling bonus magic damage reletive to how soon you deactivated w.

E: that is perfect right there. What a beautiful E. It fits Mordekaiser's personality because he is the master of metal!! :D The slow would be nice, but if Morde gets cc, that may give an excuse to nerf the damage to parts of his kit.. I like playing Morde thinking it's about given' a good ol' fashioned boppin' to the dome, without having cc naturaly in your kit. It seperates Morde from other champions: Mordekaiser trades speed and crowd conrol for pure offense. To balance this, you have a shield generated from your abilities, so if used correctly, and at proper times, can maintain enough shield to sustain yourself while your slow ass strives to deal as much possible damage to keep yourself alive and shielded as long as possible. With boots and another item you have enough speed to get where you need on most other champions by than. So no cc seems ok. It's interesting and a fun challenge, for me anyways, as a Morde player.

R: The uncleansable should be, as this is an ultimate, and for Mordekaiser the meaning of his Ultimate should INDEED be ultimate, his curse shall surpass none. Although dragon force is useful if your team is losing badly yet still defendinding, Cursed Dragon can be used to push a turret down some, or come help in an overwhelming teamfight. I have found that I can also use dragon as an extra shield of sorts, sending him to occupy the enemy while I ran to the turret and took out took minions on the way with a quick e, healed up with w and safely made it to the team after dealing some damage to the enemy with a flash q to the adc to intiate. Mordekaiser, when properly applied with his new Dragonforce, (which is so cool, total metal band refefence) can be an ace in the whole for catching up to the enemy team. Honestly, most of my enemies grab dragon very early to keep me from getting it, so I only may get 1 or 2 all game in ranked que. (I'm only Silver V atm). Dragonforce is nice, and fun. Even going against a sudden dragon appearing in lane, I still find it halariously cool. The way I see it, getting dragon'd in lane from an enemy Mordekaiser gives me a reason to backdoor the enemy, or perhaps take red buff quickly and initiate a team fight, as a guerrilia warfare bruiser.

As dragonforce Mordekaiser, a surprise split push while dragon distracts the enemy as well as assistinv my team with very slow, but constant, extra damage to help out the team. Basically, Dragon is the ace in the hole, if you can catch it before they do. Thanks Dragon, you are totaly Metal.

Passive: YES THE PERFECT PASSIVE FOR MOREDEKAISER

Jacknife1 votes

{quoted}

I like your ideas.

Throwing another out there for: W: Upon deactivating w, Mordekaiser charges a sphere of dark and magnetic energy, and reactivation damage does scaling bonus magic damage reletive to how soon you deactivated w.

E: that is perfect right there. What a beautiful E. It fits Mordekaiser's personality because he is the master of metal!! :D The slow would be nice, but if Morde gets cc, that may give an excuse to nerf the damage. I like playing Morde thinking it's about given' a good ol' fashioned boppin' to the dome, without having cc naturaly in your kit. It seperates Morde from other champions: Mordekaiser trades speed and crowd conrol for pure offense. To balance this, you have a shield generated from your abilities, so if used correctly, and at proper times, can maintain enough shield to sustain yourself while your slow ass strives to deal as much possible damage to keep yourself alive and shielded as long as possible. With boots and another item you have enough speed to get where you need on most other champions by than.

R: The uncleanable should be, as this is an ultimate, and on Mordekaiser the meaning of his Ultimate should indeed be ultimate, and his curse shall surpass none. Although dragon force is useful if your team is losing badly yet defending well, the dragon can be used to push a turret down some, or come help in an overwhelming teamfight. I have found that a can also use dragon as an extra shield of sorts, sending him to occupy the enemy while I ran to the turret and took out took minions on the way with a quick e, healed up with w and safely made it to the team after dealing some damage to the enemy with a flash q to the adc to intiate. Mordekaiser, when properly applied with his new Dragonforce, (which is so cool, total metal band refefence) can be an ace in the whole for catching up to the enemy team. Honestly, most of my enemies grab dragon very early to keep me from getting it, so I only may get 1 or 2 all game in ranked que. (I'm only Silver V atm). Dragonforce is nice, and fun. Even going against a sudden dragon appearing in lane, I still find it halarious. The way I see it, getting dragon'd gives me a reason to backdoor the enemy, or perhaps a surprise split push while dragon distracts them and help out the team. Thanks Dragon, you are totaly Metal.

Passive: YES THE PERFECT PASSIVE FOR MOREDEKAISER

Thanks for the criticism, first off, glad you're not blatantly shooting me down at first glance. I'm having a hard time understanding your W move, is it supposed to be a toggle effect? Other than that there are a few reasons I made the abilities the way they are.

Passive: The idea is to give him a heal with counterplay. Poke him or all in him hard enough, he won't get shield and will only hurt himself more and more. Don't bother to touch him/touch him enough and he'll be like vlad who'll sustain through anything you throw.

W: This is to encourage 2 things. To get in the middle of a fight and to offer late game scaling without buying penetration items. If it's pure damage it won't be effective enough without items to back it up (part of the reason current morde falls off later on).

E: Current E is one of the bigger reasons Morde is hard to balance, there's little counterplay to it. If you're in range and cant become untargetable, its going to damage you, no excuses. It needs to be completely revamped into something new. What I proposed will add counterplay in the form of an ability that can be relatively ignored unless you stand still. The best way to get maximum effect from this is to have initiation or quick follow up from another player (see Riot, SUBTLE HINTS FOR TEAMWORK INSTEAD OF BLATANT HANDCUFFING!) While I understand the reasons you want him to lack CC or mobility, this is a giant creative handicap...

Designer A: Dude, check it out! I thought of an ability that, when mixed in with his other moves, solves all of this champions problems!

Designer B: Ok cool, let me see! reads through whoa whoa whoa! There's CC in here! you know how our playerbase feels about crowd control being on this guy! change it.

Designer A: Well, without the CC the ability kind of doesn't work...

Designer B: Then scrap it, if we added it in it'll cause an uproar. MOAR DEMAGEZ!!!!!

l:T

R: I agree that Dragon Force really fits Morde and is really powerful. Sadly though, its situational, and a bit gimmicky. If the ability was too good, they'd have to either nerf that aspect of his kit to be horrible (and there'd be no point to it if it was) or nerf the entirety of his kit so all his power was wrapped up in that one aspect, which is even worse. Balance-wise, it's horrible for him.

I hope I made some valid points. If you think I'm off on anything feel free to say. :)

Jotunheimr1 votes

The w is toggle effect is for a greater heal from reactivation damage. Basically, you choose between immediate over time damage, or greater burst damage with a heal. The more you charged up, the better your heal. This can be used in a tight spot to heal up when close to lethal health. That way you can play around with when to use your heal, and how strong it is. Choose for yourself, more damage over time or a stalled, but much bigger heal?

Good point about dragonForce. It is potentialy bad for balance because its so siuational. I'm on par with that. I could sacrifice dragon ghost for a first person Morde buff to his immediate kit.

Although they do need to buff the shield first. What ever happendd to always shield, lol

Kaeblen2 votes

I honestly think that Morde's current Q (3 hits, each dealing more damage) is the worst designed and implemented ability in the entire league. It might work on a ranged champion... but on Morde, it's mostly an identity crisis, and is also at the heart of his shielding issues...

Ultîma2 votes

I was a little put off by it at first as well, but then you have to remember that prior to his rework Mordkaiser suffered from an identity crisis - he was a massively armored, mace-wielding mage who seldom ever used his mace to actually kill people. Also he was a waveclearing god and stole people's soul. Thematically it was just kind of all over the place, and I think this rework gave Mordekaiser a better feel as an absolute terror in a close-quarter fight. I feel that limiting Mordekaiser to being an AP character, as opposed to someone who can use both stats efficiently for different reasons, can be a bit of a narrow point of view. Mordekaiser also has an in-game niche after his rework, as opposed to a few favorable matchups - Mordekaiser can finally perform against more characters than ever before with a decent team around him - this accomplishment shouldn't be so quickly dismissed.

Jacknife1 votes

{quoted}

I was a little put off by it at first as well, but then you have to remember that prior to his rework Mordkaiser suffered from an identity crisis - he was a massively armored, mace-wielding mage who seldom ever used his mace to actually kill people. Also he was a waveclearing god and stole people's soul. Thematically it was just kind of all over the place, and I think this rework gave Mordekaiser a better feel as an absolute terror in a close-quarter fight. I feel that limiting Mordekaiser to being an AP character, as opposed to someone who can use both stats efficiently for different reasons, can be a bit of a narrow point of view. Mordekaiser also has an in-game niche after his rework, as opposed to a few favorable matchups - Mordekaiser can finally perform against more characters than ever before with a decent team around him - this accomplishment shouldn't be so quickly dismissed.

I suppose what you say is true, but they've turned him into a 1 trick pony with his rework, relying on Q to do any damage. W does next to nothing by himself but small damage and a decent heal. E feels like a waste to put points in, as it has horrible scaling, and the shield generation is the same at all levels, so its been turned into a 1 point wonder. R scales kinda well, but since the damage is less than before, and with the lack of AP and certain items to bolster it, its only used for the ghost effect. His damage over the course of a game is a plateau, super high to a point, then does a nose dive to horribleness.

ltmetal2 votes

My preferred build...

Off the fountain: item 3302 item 2003 item 3340

Base Items: item 3097 item 3044 item 3047 item 3116

Typical 6 item build: item 3116 item 3047 item 3078 item 3143 item 3065 item 3135

I've tried the AD build with Tri Force rush and hated it every time. It makes me cringe when I see a second AD item before Rylai's. Conversely, I've also tried the flat AP build with Gunblade and Deathcap ala pre-rework, and never even gotten it off the ground.

I play tanks so much I tend to build all champs with more durability then recommended, which to an extent made me happy to see that Mordekaiser was being reworked to be more like a tank. As much as I wish his identity was better executed in the rework (master of pain and suffering? Better give him an ally heal!), latching onto the tanky hybrid bruiser build has at least given me a decent amount of satisfaction.

Stay strong brethren! You can't kill the METAL.

TTUPhoenix1 votes

I've been playing Morde only in top since the rework; I haven't seen anyone else in the games I'm in do so. I've been doing pretty well, even getting to be good against some counters (esp. Garen, ugh), but I suspect that has to do with the fact that I'm a silver scrub and people will stand still and trade with me in melee.

My build is this: item 1330 item 3146 item 3116 item 3078 item 3742 item 3065 I have a slightly unusual build path, though. I start with D-Shield and a pot, then put my first 1200 towards item 3145, getting item 1001 as soon as I can. After that, I immediately start on Rylai's, finishing my Ionian during or after Rylai's, whenever is convenient. I then go for TriForce if I'm ahead, or one of my defensive items if behind (whichever is appropriate to the greatest threat on the enemy team). Gunblade is usually my 5th or 6th item, depending on how much I need both of my resistance items.

I usually start E, unless I'm against Garen or someone else where I need to be able to trade at lvl 1, in which case I start Q. I max Q first against melees and E first against ranged enemies. I've started taking W at level 3, but I used to not take it at all until lvl 13. In either case, I max it last.

Bijorn2 votes

I would like to build more AP on Mord for sure. But as RBM (Raid Boss Mord) stated, with how he scales now you need AD and tank to survive (the amount of attention we get now from jungle ganks and mid roaming down to bot lane is quite a bit now as nobody likes playing against us hue). I always build a Rylais but that is almost the only AP I build on him. Every once in a while I manage to get an hourglass, but that is one of my last items as I tend to go towards tank items instead.

Malicious Metal2 votes

{quoted}

I would like to build more AP on Mord for sure. But as RBM (Raid Boss Mord) stated, with how he scales now you need AD and tank to survive (the amount of attention we get now from jungle ganks and mid roaming down to bot lane is quite a bit now as nobody likes playing against us hue). I always build a Rylais but that is almost the only AP I build on him. Every once in a while I manage to get an hourglass, but that is one of my last items as I tend to go towards tank items instead.

I know, I know. But what the bloody hell happened to what made Morde unique? Heck, if Darius out-Mordes the Huekaiser something's wrong. Old Morde could survive by constantly generating shield when playing smart but now he's way squishier and a tad too gimmicky :7

Jotunheimr1 votes

I posted a board with this, but noone said anything about it. :/ Please give feedback and upvote if you like

DragonShea1 votes

{quoted}

I posted a board with this, but noone said anything about it. :/ Please give feedback and upvote if you like

good idea.

rG Thundrag1 votes

Make his ap ratios(other than q) more favorable, make the w heal proc ratio higher this won't break morde's duo laning as you often don't get huge amounts of ap and the ability is often maxed making a ratio increase negligible there but for top lane AP mordekaiser players they do exist since w selfcast now would help them out a lot.

Maximum Morde1 votes

There is nothing wrong with building AP on him. Because of Deathcap, the amount of damage you can get on Q from AP items is actually pretty compareable to what you can get from AD items since there is far less AD per slot. In addition, the AP scales your W and R while AD doesn't, and E scales equally with AP/AD. You also have better synergy items if you need penetration since your damage is mostly magic. So yeah... there is no reason you can't go AP bruiser if you want.

Alleo1 votes

I've just been building triforce and then building straight tank with steraks, randuins, deadmans(or banshies depending on the enemy team) and warmogs. For boots I normally end up going with ninja tabi since I'm normally bot morde. I've had better games with that build than sacrificing health and tankyness for damage.

eXtt1 votes

morde needs buffs lol kappa

Demonsolder211 votes

LOL MORD BUFFS ARE YOU FOR REAL LOLOLOL!!!

Selegun1 votes

I'm tempted to say item 3116 isn't a preferable item on Morde. Dont get me wrong, it is nice but the slow just never feels good enough for my taste.

Haven't had time to try this build yet but im going to try item 3053 item 3151 item 3078 item 3083 item 3026 with maybe item 1330

Good luck finding the right build! Kinda feels like a gold rush for playing Morde XP

The Loveless1 votes

I've dealt the same amount of Q damage when I went AP bruiser. I don't think it matters much whether you're AD or AP focused, but you definitely don't need to be pure dps and can get about 2 or 3 heavy tank items.

Do you really only play Morde?

bahamutkaiser1 votes

His shield gen isn't the only thing down, his armor and magic resist were stripped from his W, his defense is several fold down from before, he has some shield and more health recovery, as well as more damage, he has to be built with defense and mobility that way he lives and catches targets.

Triforce has % move speed and conditional flat move speed, it covers so many needs that is dumb not to use it, and it's one of the best catch all damage improvements on a bruiser who will buy mostly defense beyond that.

What Mordekaiser lacks most is marksmen changing over to top or middle lane so they aren't completely excluded from team comp...

Jacknife1 votes

I might get shit for this, but I actually like that there's some AD building in him now. I always thought it was off that his abilities did so much, yet his giant fucking mace only had windows of power instead of hurting all the time because IT'S A GIANT FUCKING MACE (morning star technically). I don't believe you should get talked down to for building certain items first over others, its not their job to choose what you build anyways, but I think some hybrid scaling should be there. However, it should be switched around some on his abilities so the one's that should be meaningful and scale are done so with numbers put into both sides, and the ones that are meant for utility are buffed from the AP.

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