Skip to content

Mordekaiser: the rework that failed, and the lack of follow-up

Levitos··25 votes·2,110 views

Edit: On a very helpful suggestion I've decided to add a Tl:DR since the post itself is pretty long. If your interested on a more expounded version feel free to read on.

Morde doesn't have sustain to beat his healthcosts, and no recourse to solve this besides Gunblade. Gunblade is 3400 gold and doesn't give sustain until completely built.

Morde has a 325 movement speed despite Graves having a dash, Lux and Vel'koz having sniper long range CC abilities, and having no mobility or cc on his own kit to speak of.

Morde's base damage is too low to build tank, so he has to build bruiser or be worthless.

Morde's attack speed is so low that he can't proc his q in a reasonable time period, especially give his low MS.

Take dragon and w xp passive away to at least give him back some Base Movespeed, health cost reductions, attack speed, and his old W functionality.

Hello, I'm here today to air some grievances and share some insights on my favorite champion: Mordekaiser. I understand others may have differing opinions, feel free to voice them so long as they're not idiotic statements of 'git gud lul scrublord'.

Starting off a negative note, I think we can all agree that Mordekaiser's rework was a complete failure. Every single part of his kit has been changed to alter it into a less oppressive gameplay state, and his ability to succeed in the botlane is so statistically negligible, that not even champion data gathering tools have information on it being done. That said, I understand you have a hell of a pipeline to work through before you even thinking about touching Morde again. To that end I'd like to humbly ask for a few concessions to make him into a much more favorable champion to play as until such a time as proper handling of him can be made.

To preface this I obviously have to state that I don't think the follow-up on Morde's rework was adequate. In most cases, it was all but nonexistant. There was a time immediately following the rework in which Morde's presence was so oppressive that he was given nerfs across the entirety of his abilities. With the sweeping changes to marksman, Morde simply isn't even remotely competitive in that class of champions. Graves damage output is better in both burst and sustained damage, yet has a 340 movement speed and a dash. In fact, all other 325 movement speed champions have a form of innate cc, slow, or other gapecloser/escape tool at their disposal. I don't think it's necessary for Mordekaiser to be tied down to a 325 base movement speed. It's perhaps one of the single most infuriating things about the current Mordekaiser, and a large part of what makes him much less fun to play.

But I'm getting ahead of myself. I understand that data metrics and champion analysis might show that Mordekaiser isn't doing "that" badly. That people have adapted to his new playstyles and found solace in the ability to take him top, or mid, or even jungle and do okay with him. His efficacy isn't necessarily the focal point of this however. Morde has a smorgasbord of quality of life issues or outright contradictions in his kit that just leaves him very very unsatisfying in a number of ways. He's perhaps the single biggest example of feast or famine gameplay in league of legends. A Mordekaiser that's behind has almost nothing he can do to bridge the gap due to his slow movement, innately self-harming abilities, ridiculously low attack speed, and lackluster base damage.

And those are the main focuses of this post. His movement speed is atrociously low. 325 base movement speed puts him below Graves, as I said earlier, who has a dash. It puts him behind both Vel'Koz and Lux, who arguably SHOULD have 325 base movement speed considering their long ranged multi-targeting slows and cc. In essence it puts him in the worst possible situation where his biggest damage output is his Q, but he can't proc it because he physically cannot keep pace with any other champion long enough to proc it. His base attack speed is SO SLOW that you literally stutter step into the person you are attempting to hit as you wait for the attack to finally be ready. Both of those things would be fine if they were the sorts of things you could simply itemize to fix, however Morde has more pressing problems in his buildpath. The death of spellvamp left him in a REALLY awkward spot. A few of my compatriots seem to think his sustain is "Fantastic!" with just his w, but having experienced the more damaging end of his build, pre-rework mordekaiser, and reworked Morde with spellvamp I can't say that the problem is negligible. It's not an issue of sustain as much as it is an issue of not being able to lane due to your abilities costing far too much of your health. Even then it'd be fine if you could just build HP regen and tank out, however you base damages are so low, and none of your abilities are impactful enough to warrant that being a good idea. All of Morde's abilities are just pure damage. They're not useful in the role of a tank, so going bruiser is your only option. So right from the start morde's faced with 3 different very difficult problems to solve. He can try to solve his health costs, but he'll either be so squishy he can't survive a gank, or so slow he can't leave. He can try to solve his movement speed problems, but he'll be running himself dry with the costs of his abilities, or he'll deal no damage anyways. He can solve his attackspeed, but he'll be unable to stick to anyone in order to do anything with it since he can't keep pace without summoner spells up.

I know that the attack speed and movement speed paradigms were given to Morde to make it more attractive for him to be a botlaner. Can we call it a day and give up on that idea? No one wants to play him bot. Even when he was brokenly powerful no one really wanted him bot, we just wanted solo lane Morde.

Riot, I'm begging you.

I'll give you back the dragon and the xp share passive on my w. I'll even give back the second cast heal on my w. Just give Morde back some movement speed. Give him back his old w functionality so he can utilize some of the newer items more effectively. Give him back some base attack speed so he can finish his damn q's some time before next preseason. Give him some better way of soaking his health costs, because right now Gunblade is a 3400 gold solution to a problem that happens a long long time before that, and it doesn't give you what you need until you finish the entire item.

I'm not asking for a 355 movement speed, .69 base attack speed, infinite W duration, health costless champion with innate spellvamp; but I honestly think getting rid of his dragon and xp passives is enough of a power budget lift to get him some if not all of the things I've mentioned.

29 Comments

Mafia LeBlanc3 votes

I'll be honest, I skimmed a few main points. Please be more concise - no one is going to read a wall of text like that.

But, yes, I think Morde should just be reverted, he's probably the biggest rework failure that Riot's ever done, and I feel bad for anyone who mained him and are left with super nerfed garbage that is nothing like his original playstyle.

I thought he had clear counterplay pre-rework, and I main LB, one of Morde's favorite opponents. He lacked any mobility or CC, and had windows of opportunity between his spell rotation to punch through his shield.

I think he would be a lot healther now, with nerfed rylai's and hextech revolver, to just have his kit reverted. He was a niche champion with a balanced winrate. I don't know why they think it's ok to just up and completely mess up a champion, admit the rework failed, but then refuse to revert it.

I feel you on that, believe me.

NodirjonSattarov2 votes

Riot failed with Kog'Maw and didn't hesitate to revert him despite his low play rate. I'm not sure why they don't do anything for Morde especially since majority of the community agrees that he NEEDS to be changed.

It's unfortunate that champions are left like this and disregarded due to low play rates. (ie; Urgot, Morde, Kog'Maw, Aatrox)

Metallmeister3 votes

[deleted]

NodirjonSattarov1 votes

http://www.leagueofgraphs.com/champions/stats/kogmaw

http://www.leagueofgraphs.com/champions/stats/caitlyn

http://www.leagueofgraphs.com/champions/stats/vayne

http://www.leagueofgraphs.com/champions/stats/lucian

If you're saying the most played ADC at 12.5% then sure, but that's not the case. At the same time as Kog'Maw peaked in play rate, Lucian had a 40% play rate.

Metallmeister2 votes

[deleted]

NodirjonSattarov1 votes

From November 2015 until August 2016 was his pre-revert state. Look at the graphs and tell me that "he was one of the most played adc with a lulu/nami support.".

Metallmeister1 votes

[deleted]

NodirjonSattarov1 votes

You're providing misleading, subjective information. I come to have a decent board conversation but anytime I even say "Kog'Maw" someone has to say something.

Metallmeister1 votes

[deleted]

NodirjonSattarov2 votes

You want to talk about Kog'Maw? Fine, let's talk.

Reverted Kog got attack speed passive on Q, the rest stayed the same. W's main power source was removed but range was increased early on. E and R remained the same. Since Kog doesn't build rage blade anymore, everyone decided to return to the old build. Triforce was different back then. Zeal was used instead of Stringer. Critical chance, MS all good on Kog because it would help him a bit more when building infinity edge. The problem with Stringer (on kog) is that he doesn't need CDR as an ADC. On top of that, if you have lots of CDR that means you'll be using lots of abilities. The problem is that Kog's abilities (though kind of strong) are extremely mana costly. Q costs 40 mana on an 8 second cooldown. W is 40 mana on a 9 second cooldown. E is 80 mana on a 12 second cooldown. R and repetitive uses of R are 50 mana while cooldown is simply the cast time (infinite as long as you have infinite mana). Now that the cost and cooldowns have been established, Kog Maw's mana pool is greater compared to most ADCs BUT with the cost of each spells in which you have to weave auto attacks in between to trade or in team fights is so little that its laughable.

Suppose you get ganked at level 6, you have sheen, and all your cooldowns are up. Kog'Maw has 730 mana at this point. In order to kite back/trade you "weave" your abilities and autos together to reflect damage. Q, AA, W, AA, E, AA, R, AA, R, AA. That's more than 1/3 of your mana gone. This doesn't even include whether you landed all your skillshots. Furthermore, the laughable portion of this is that all your abilities (except R) scale terribly with only AP. As an ADC you can't build mana/ap items so you're left with your ult to reliably trade. The ratios for max rank ult (doubled) are 300 + 130% bonus AD and 50% AP. Because you've built only AD items (Triforce, Runaans, BoRK, IE, LDR) your ult will scale well. Since Q,W,E don't scale with AD, we can assume you'll primarily use R to attempt to trade. Level 18 Kog'Maw with sheen has 1258 mana. In extended team fights you can only ult 6 (1100 mana) times to efficiently keep yourself from going OOM. You'll be doing mega damage with the sheen only if you're landing the very difficult skillshot. Even then its not a reliable way to trade with anyone.

Immobile. Current meta consist of fast paced games in which everyone builds mobility or cancerous anti-mobility to out play their opponent. Already immobile, this puts Kog'Maw and his team mates in a very bad spot. At 325 base MS he stands next to other ADC but what makes Kog stand out is that he is the worst ADC botlane because of his kit compared to others. For example, Ashe is another ADC that is very immobile but has abilities that help her survive (slows on autos and R), same with Varus, Jinx, and Cait. On the other hand, other ADCs have gap close such as Lucian and Corki that can be used either defensively or offensively. Kog'Maw has no self peel besides E which at max rank is a 52% slow every 12 seconds which people can easily side step or get out of. So if Kog'Maw gets jumped on and the support cannot protect him, he is 100% dead.

Metallmeister2 votes

[deleted]

NodirjonSattarov1 votes

I'm not going to waste my time with trolls. You clearly don't know what you're talking about.

Dominick Destine1 votes

{quoted}

You are being a straw man

lol

Levitos1 votes

Wonderful advise. I might still be too verbose but hopefully it'll help make the discussion easier to get into.

I have to agree with you honestly. I wish we COULD do a full revert but I know it's almost entirely impossible. Even then there are aspects i'd like to keep from new morde (mostly QoL changes like his shield having scaling... but not much else honestly).

Metallmeister3 votes

[deleted]

Dominick Destine3 votes

{quoted}

Believe me, getting Riot to help out a low play rate champ is hard.

Not sure why you got downvoted.

Remember that one week that Lee was being played slightly less and Riot immediately buffed him? I do. Epic fail Riot.

Mordepool3 votes

So many indirect Nerfs to Mordekaiser over the last few months.

Variks the Loyal2 votes

I don't think movement speed is the answer for Mordekaiser, simply because he's meant to be a Juggernaut.

He just needs another rework, and not one that tries to hamfist him into bot. If they find a way to make him naturally work bot, like Ziggs does currently, then great. I'd love for Morde bot on an all Pentakill team. But they can't force it with things like the xp passive.

His Creeping Death is sorta nonsensical, too. He's a cruel, heartless undead warlord, so a support-ish or cooperative spell doesn't belong in his kit. It also goes against the idea of him being a Juggernaut; they should be fairly selfish without much team-based utility. If they changed it to be a self-only spell, or one like it used to be, and also buffed it, that would be good.

Levitos1 votes

I agree completely to tell the truth. I think he DOES need some movement speed at the very least, but I know damn well that they're not going to rework him anytime soon. I'd rather at least have a playable Mordekaiser in the interim.

As for the creeping death I agree somewhat. I liked his old w where it was a cloud of damage. The new one needing proximity to another unit is what's both annoying and worthless about the ability. His old w actually did a solid amount of damage and gave him armor/mr to help him utilize the ability effectively. The new on is an ability tax to give him the xp passive.

Over Innsmouth1 votes

I don't think movement speed is the answer for Mordekaiser, simply because he's meant to be a Juggernaut.

Darius gets to have 345 movement speed, a massive slow, a hook + slow, and basically permanent bonus movespeed once he gets Phage but Mordekaiser gets nothing?

Dominick Destine2 votes

Mord's W is garbage.

Bringing back Creeping Death would be a massive help.

Admiralhaddi2 votes

item 3116 Rylais nerf made him even more useless. Can't catch opponent or ADC without ghost summoner 6 . I hope they won't neft youmuu's ghostblade now, if you know what i'm saying.[zombie-nunu-tears]

ModAcademy Kayn1 votes

I mean, he did get Follow-up, hence why he's somewhat viable in a Solo-lane (though I'll let Malicious be the judge of that)

Levitos1 votes

He had a very lackluster follow-up that was to give him back things he lost. He can solo lane, yes, but even before his w changes to allow minion targetting he could solo lane. Doesn't mean that the follow-up was adequate, or even existent considering he was balanced for the botlane and around the botlane, and when the marksman update came he was completely ignored. When the spellvamp changes hit, again he was ignored. He's in a really low playability right now due to some very easy numerical fixes. Even if the argument could be made that he'd be toxic, we still have Darius in a state that's been almost untouched since his re-release.

Rozair1 votes

The same could be said to malz

Levitos1 votes

Care to elaborate? Malz got a lot more out of his rework than he lost IMO. They nerfed his passive quite a bit since his rework, but then again a banshee's veil that has a low enough cd to proc in the middle of a fight if you hang back long enough is a bit nuts.

Toru Itai1 votes

you mean Sion right?

#StillMad

(no, i didn't read anything but the title before posting)

Levitos1 votes

Admittedly I think Sion's issue is that tanks kind of suck atm. Low agency champs with an item pool that keeps getting nerfed to give relevance to right-click champs feel bad.

Toru Itai1 votes

My problem with rework sion is that he's a tank now :| instead of, Bruiser/AP burst/Atmas+adc build draintank.

More from Gameplay

More by Levitos