What makes Solo lane Mordekaiser so lackluster?
Greetings to yet another Mordekaiser thread, yeah we all know the drill by now. Today's topic's going to be the various reasons why Mordekaiser's Solo laning's being one of the weakest for any champion right now (Sitting at a whopping 44% win rate top and a 39% mid) It seems rather odd compared to his duo lane where he seems to be really oppressive and boasts a 56% win rate currently, making one wonder if it's the champion's fault or simply matchup dependent.
Abilities
Iron Man What once was his means to compensate his health cost and horrendous base stats is only a shadow of its former glory, which seems rather odd it being his iconic ability. It's understandable that it was nerfed though since in conjunction with his E harass Mordekaiser won every melee match by default. It used to be his most valuable dueling tool and helped him escape getting ganked by the enemy jungler by tanking both enemies and retreating to his tower.
Nowadays it fills up too slowly and decays rapidly making it sub-par compared to his older stats. Its power used to be justified with Mordekaiser having low base stats, which was a decent trade off but the current passive doesn't make up for having really low base health (1770ish), Armor (20) and movement speed (325)
>>Mordekaiser's passive used to make his laning bearable but the current iteration lacks the "UMF" to truly carry him through his weakest point. An increased Champion rate (30-40ish) and reduced minion rate (10%) should do the trick as well as chipping off some of the decay rate since it makes him want to spam even More, making him lose health and push, resulting in getting ganked and die miserably,
Mace of Spades What's utterly devastating for ANY squishy is somewhat bearable for a fighter/tank top lane but still serves as Mordekaiser's dueling tool, making him deadly when up close but needing him to pull off three consecutive attacks. It's the least problematic ability for his Solo lane and in the tanky top lane milieu it's even "fairer" than in the home of ADC's.
Harvester of Sorrow Old Mordekaiser used to being able to cast it on minions in order to poke his opponent, escape ganks by putting it on backline creeps and even farm in high-pressure lanes and unfavorable matchups. It gave him Armor and MR to balance out his weaker stats as well as feeding right into the shield with the resistances and the consistent AoE damage. The new Harvester's got a Heal, which is nice but lacks any defensive steroid in order to not make Morde utterly get crushed once he tries to go in for CS. But the biggest issue is its damage being locked in a Solo environment, making him lack Wave clear, means to fill his shield and the durability to escape ganks.
>>Morde does need his AoE damage back (Thankfully RiotRepertoir already shared his thoughts on the matter). A nice little addition would be to cast it on ANY ally, including minions and maybe even add some resistances back but nerf the heal a bit<<
Siphon of destruction The ability remains pretty much the same but with greatly reduced damage early in the game, making his wave clear a tad weaker, which isn't that bad of an idea, seeing that he doesn't like getting ganked. What irks me is it having a 72 health cost while his Q only got 32 at max rank. It used to be justified by it having 250 base damage and one minion wave being hit by it meant filling his shield to the brim but the current cost's a bit too high.
>>Lowering the cost of this spell might help his weak laning since he practically pokes himself and deals more damage to himself than the enemy in some cases. The damage was lowered so I see no harm done in it costing a bit less health<<
Children of the Grave Pretty much the same, not much to talk about besides it being countered by ONE health pot at rank one.
Early game, Mordekaiser's Bane THIS. Yes this is where the problem lies. His duo lane manages to rid him off all his early disadvantages and even makes him excel at this part of the game, getting an early lead and stomping the opposition. SoloKaiser? Not so much. He lacks ways to play safe during the laning phase as well as means to safely farm from range. His former strategy to survive getting ganked isn't viable anymore due to his weaker shield gain and lack of Movement speed. 325 Movement speed, no cc, co mobility Melee who pushes by nature just screams GANK ME! With crappy base stats, low resistances, high health costs and abysmal low MS Mordekaiser struggles through this part of the game and this is where he should be helped since his Mid game's great once he gets going and with the right build he becomes a true RaidBoss late game.
>>Tweaking some of Mordekaiser's early issues in the Solo Lanes should help him out ENORMOUSLY. He doesn't need more damage, he doesn't need more gimmicky additions. All he needs are some minor tweaks in order to help him out on his own rather than make him go back to being an utterly annoying lane bully. He needs a bit more utility in form of shield gain/MS and an unlocked W to survive unfavorable matchups and not get even more behind when trying to go in for some CS<<
To round things off here are some of my suggested changes;
Base stats; MS: 325-330/335 (Rather not overdo it though)
Iron Man; -Shield decay changed to 4% of maximum shield strength rather than 2% of base health -Drain rate against champions 30-35% (Tricky one) with a 10% effect against minions
Harvester of Sorrow; -Now deals the damage even when the shrouds don't touch -Castable on ANY ally -Movement speed boost changed to 50 from 75 -Added 10/20/30/40 MR/Armor at levels 1/6/11/16
Siphon of destruction; -Health cost: 24/29/34/39/44
This should help his Solo lane while not directly influencing his duo lane since it's more of a shift (Base MS buff and nerf to W active MS) as well as giving him a fallback pattern in tough matchups while not making him the bane of top lane like patch 5.17 Darius^^
~M.M
etc., then I think it only fair for Morde to be sacrificed to make something completely new.
and
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