Mordekaiser 5.4 Shield Gen Old vs New (No inflated values)

ExiledTyrant·2/15/2015, 10:08:33 PM·7 votes·1,251 views

Getting the facts straight on shield generation: Live Morde:

  1. 35% of damage done from abilities after resistances is granted as shield
  2. only 50% effective vs minions
  3. Shield decays by 3% of maximum shield a second (19 shield a second at level 18 630 shield)

New 5.4 Morde:

  1. Morde now gains shield from his abilities in the form of % max health
  2. only 30% effective vs minions
  3. Shield does not decay until 5 seconds out of combat then you lose 3% of maximum shield per second.
  4. shield % is doubled on Isolated Q hits.

Let’s start with some easy numbers and realistic value for Old Mordes shield generation

300 AP morde at level 18 attacking a target with 20% Magic Resistance , 2k health and 0 resist minions

Original values before reductions on abilities: Q: 320, ISO Q: 528, W: 140 , E: 430, R: 46

Q 256 AOE : 90 shield per target hit 56 shield per minion

Q 423 Isolated : 148 shield 92 shield on minion hit

W 112 : 39 shield per target hit each second 24 shield per minion each second

E 344: 120 per target hit 75 per minion hit

R 46% : 23% initial hit = 368 : 129 shield : 2.3 over per second for 10 seconds = 14 shield per second negated by 19 shield decay per second. Total shield 129. Shield generated per ADC ghost is basically 100 per attack all other ghost usually yield 50 or so per attack.


550 AP Morde at level 18 attacking a target with 20% Magic Resistance, 2k health and 0 resist minions

Original values before reductions on abilities: Q: 420, ISO Q: 693, W: 190, E: 580, R: 56

Q 336 AOE : 118 shield per target hit 73 shield per minion

Q 554 Isolated : 194 shield 121 shield on minion hit

W 152 : 53 shield per target hit each second 33 shield per minion each second

E 464 : 162 per target hit 101 shield per minion hit

R 56% : 28% initial hit = 448 : 157 shield : 2.8 over per second for 10 seconds = 16 shield per second negated by 19 shield decay per second. Total shield 157. Shield generated per ADC ghost is basically 100 per attack. All other ghost usually yield 50 or so per attack.


300 AP morde at level 18 attacking a target with 50% Magic Resistance, 2k health and 0 resist minions

Original values before reductions on abilities: Q: 320, ISO Q: 528, W: 140 , E: 430, R: 46

Q 160 AOE : 56 shield per target hit 56 shield per minion

Q 264 Isolated : 92 shield 92 shield on minion hit

W 70 : 24 shield per target hit each second 24 shield per minion each second

E 215: 75 shield per target hit 75 per minion hit

R 46% : 23% initial hit = 230 : 80 shield : 2.3 over per second for 10 seconds = 8 shield per second negated by 19 shield decay per second. Total shield 80. Shield generated per ADC ghost is basically 50 per attack. All other ghost usually yield 25 or so per attack.


550 AP morde at level 18 attacking a target with 50% Magic Resistance 2k health and 0 resist minions

Original values before reductions on abilities: Q: 420, ISO Q: 693, W: 190, E: 580, R: 56

Q 210 AOE : 73 shield per target hit 73 shield per minion

Q 346 Isolated : 121 shield 121 shield on minion hit

W 95 : 33 shield per target hit each second 33 shield per minion each second

E 290 : 101 shield per target hit 101 per minion hit

R 56% : 28% initial hit = 280 : 98 shield : 2.8 over per second for 10 seconds = 10 shield per second negated by 19 shield decay per second. Total shield 98. Shield generated per ADC ghost is basically 50 per attack. All other ghost usually yield 25 or so per attack


New Morde at 3000 HP Q Aoe : 4% max health, Q ISO 8% max health, W : 1% max health x 2, E: 4% max health, R: 2% max health per second for 10 seconds.

Q AOE: 120 shield per target hit 36 shield per minion hit

Q isolated: 240 shield 72 shield on minion hit

W: 30 shield per target alone and 60 shield per target when cast on ally each second

9 alone and 18 with ally shield per minion hit each second

E : 120 shield 36 shield per minion hit

R: 60 shield per second for 10 seconds totaling 600 shield


New Morde at 3500 HP Q Aoe : 4% max health, Q ISO 8% max health, W : 1% max health x 2, E: 4% max health, R: 2% max health per second for 10 seconds.

Q AOE: 140 shield per target hit 42 shield per minion hit

Q isolated: 280 shield 84 shield on minion hit

W: 35 shield per target alone and 70 shield per target when cast on ally each second

   10 alone and 21 with shield per minion hit each second

E : 140 shield 42 shield per minion hit

R: 70 shield per second for 10 seconds totaling 700 shield


Conclusions: As can be seen the only real outlier between the spectrums of 300- 550 ap old Morde and 3000-3500 hp new Morde shield gen are his E and his R. The old E is only slightly better than the new E for shield gen when AP is very high and resistances are very low. The new isolated Q shield gen and W shield gen far outperform the old. His new AOE Q also outscales old Morde aoe Q.

His ultimate shielding has a lot of variables that can skew the results. As hp gets higher and resistances get lower old Morde’s ultimate will overtake the new ultimate in shield gen through ghost attacks. In extreme scenarios this will be about 4 attacks worth, but in most cases it looks like you would need 7-10 ghost attacks to land before the new shield gen is outpaced. If the ghost isn’t an ADC it would just be double the number of attacks.

Shield gen against minions will be weaker overall.

Overall I believe the changes to be a buff. They make him good at generating shield while behind or ahead, they scale on a healthier stat, and more variables have been taken away from the old kit to allow more consistent shielding. The disabling of shield decay is also a pretty big deal.

If anything needed to be tweaked it would be between his E, R, and minion shield generation.

13 Comments

SoberToaster2/15/2015, 10:27:15 PM4 votes

K now they need to disattach his cone like it used to be. any real mord player who was into dat poke game knew this nerf ruined him.

Anomander2/15/2015, 11:01:46 PM1 votes

You can put w on a ally and still gain the effect for yourself where as in the past is was only on who you targeted. While you do have this mentioned you don't mention that it is per second. As it adds shield whenever it hits. as it last's 6 seconds this can be huge with 2k health against 1 target solo it is actually 120 shield over 6 seconds or if used on ally and only one target that is 240 so if your hitting 3 champions that is 360 over 6 seconds solo or 720 if you have a ally.

The reason I go with three champions getting hit is in a team fight 3 is reasonable while 5 is extremely unlikely.

Talamare2/15/2015, 11:06:40 PM1 votes

OMG YES Detach that stupid cone

It makes it so difficult to use when he isn't using it when and where I want it

qetzel2/15/2015, 11:15:56 PM1 votes

Why did you choose 300AP at level 18? That skews the results at that point against new Mordekaiser, as shield gain is higher (I would expect more AP on Morde at level 18).

Otherwise, an interesting post. Thank you for the calculations.

Hinagiku332/16/2015, 2:31:15 AM1 votes

Everyone knows that Morde will be tankier now. That isn't the issue at all.

The issue is that a Morde that is building health/tank items for better shield is a Morde that is not build damage items. Morde could be completely unkillable and it wouldn't matter because:

  1. The enemy team has no reason to focus him instead of just going around him and hitting his squishy backline

  2. Morde has no way to force to enemy to focus him

  3. Morde has no mobility to avoid kiting and no way to stick to his targets

  4. If I wanted someone crazy tanky and didn't care about mobility; why would I ever want to pick Morde while, say, Sion exists and gets CC?

The issue is literally that Riot didn't fix any of Morde's issues and he will likely deal less damage - and therefore be less useful - since he can't stack AP to both deal more damage and generate more shield.