Old Mordekaiser Vs New Mordekaiser (Side by Side Comparison)
Lane Legend: Bold = New Morde | normal = Old Morde
Lanes:
Top Mid Jungle/Jungle Support/Support Caveman/Caveman
Base Stats (New Mordes) (Nerf) MS 340 >>> 325 (Biggest Nerf to a melee champion with not gapclosers, and no escapes. Twice as gankable as Old Morde. This is the reason numero 1 why solo Morde is dead.) (Nerf) HP 555 >>> 525 (ADC stats treatment to make him commit to close combat without escapes etc. All in or Die) (Buff) HP/lvl 73 >>> 80 (Otherwise he would be more shit) (Buff) AD/lvl 3.5 >>> 5 (Yeah well known AP champion now is given AD to be called ADC) (Nerf) AS/lvl 2.6 >>> 2.2 (His main source of damage relies on this, looks pretty smart right?) (Buff) HP5 3.3 >>> 4 (Again, to not be more shitty than enough) (Buff) HP5/lvl 0.3 >>> 0.55 (Buff) Range 125 >>> 200 (Like it matters, you still get kited by both ranged and melee and 200 is definitely irrelevant) (Buff) Armor/lvl 2.7 >>> 3.0 (Cause yeah, we need it so we aren't more shitty than usual.) (Nerf) Base AS 0.694 >>> 0.6 (You really think it is funny feeling heavy? Yeah, the mace is heavy) Attack Frame improved, but no longer scales as well with Attack Speed (Attack Frame should feel more consistent across game time)
Passive: (Nerf, your shield is now a non-factor in the early game. Might as well remove the passive completely from the game if you want it to be garbage.) 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%
Q: (A late game horrendously designed nuke and where his power shifted in order to force him close combat, good luck getting there, mate.) Now buffs Mordekaisers next 3 attacks. Each does 2x-3x the bonus damage of the last, increasing with spell rank (e.g., at rank 5 if the first hit deals 100 bonus damage, the third deals 900 bonus damage).
W: Reworked (Reason numero 2 why Morde is not unviable at solo lanes anymore due to being handicapped, old W was simply better) New passive: Mordekaiser receives full experience from any lane minion he kills (The single reason why he is dominating bot, broken design) New active -- Harvesters of Sorrow: Mordekaiser and target ally champion gain 75 MS while moving toward one another. (The MS speed is not new) When close to one another, both deal magic damage to nearby enemies over 4 seconds. Ability can be reactivated to instantly deal ~40% of the total DoT and heal Mordekaiser and his ally for the damage dealt (heal takes 3 units maximum; 33% heal to minions) (He has full exp and sustain now = Good luck balancing it.) Health cost removed.
E: (Nerfed, garbage now but from all the nerfs, this one is livable. Just because we aren't having a hard time already. Less range cause Morde now is full melee bruh.) Base damage reduced from 70/115/160/205/250 >>> 35/65/95/125/155 Now also scales with 0.6 total AD Cooldown from 6 >>>> 6/5.75/5.5/5.25/5 Now grants 15% of maximum shield on champion hits Range 650 >>> 675 No longer hits units that walk out of the spell's range Now indicates its area of effect on spell cast
R: (Ranged nerf cause they want Morde to be Close Combat yo, Champion Ghost base damage nerfed, Added an unnecessary dragon to make him more harder to balance.) Added: Passive -- Dragon Force: Dealing damage to the Dragon curses it. If Mordekaiser’s team kills a cursed target, Mordekaiser gets a ghost of that target. Ghost duration up from 30 >>>45/60/75 Planned: Ghost scaling cleaned up [This is not yet on PBE]
In other words:
Old Morde had/was/could
-Better mobility -Better rounded damage and still better to afflict it consistently. -More durable and tankier. -Better ranged to compensate his weaknesses. -Carry games more easily. -Play "ADC" such as the new one BUT better but yeah it would have been broken, not like the new version is balanced either. -Great at top and good at Mid. -Play any role he wanted. -Didn't have to rely on a babysitter in other to be functional.
The question, why would you want to use this piece of shit version over the old one, when the old one could do anything this one offers but a lot better?
Why would you call Juggernaut a champion that is forced to go melee without the tools to survive there? He seems more like an assassin than anything else. Blow them up before they blow you up first. Great job on this masterpiece rework. This is exactly what everyone wanted.