Sunday, May 20, 2012

Miosan's Mordekaiser

ChangeLog:

6/21/11: Updated builds for new items from recent patches.

5/6/11: Finished most of the content

5/5/11: Started filling in content

5/5/11: Section headers are inplace, content for each will come as my free time opens up.

Why I Play Morde

(Skip this if you don't care, it's just a little insight into me). I see Morde as a character who just doesn't give a f*** about anything. He's a very forgiving character, strong fighter, amazing pusher, good harasser, and just my play style. I think what I love about him most is that he is a melee caster, not a ranged caster like some of the others are. I love seeing him beat down the other character with his mace or hitting someone with a charged Q. I also love getting a DPS ghost and micro managing it when pusher or team fighting ^.^ . He's a character I strongly recommend for new players and encourage for seasoned players.

What Morde Is

Morde is an anti-carry. What does this mean? It means that if he gets a good ult on their melee/ranged carry, things are about to get nasty. Morde's primary target should be the enemy ranged carry (Ashe, MF, Cait, Trist, Corki, Sivir, Ez, Kog, Twitch). His secondary target should be the enemies melee carry (Yi, Tryn, Jax, Xin, WW, Noct, Panth). By targeting these champs, he'll be doing the most damage with their ghost. As Morde, you want to target the physical dealing champions with your ult, as all you can do with the pet is autoattack and generally speaking that pet will wreck.

So when should you pick Morde? When playing solo que, normal games, he's a good choice if your team needs someone tanky who can dish out tons of aoe damage. When playing with friends on normal games, he's good if he fits the team comp (he's a tanky melee caster [magic damage]). When playing ranked, whether solo, duo, or ranked, he's a viable pick if 1) you're team benefits from him and 2) the enemy team has a squishy melee/ranged carry. I don't personally like him against a tanky/melee team or a pure caster team as getting a ghost that does a lot of autoattack damage is difficult or nonexistent (as with a caster team).

Pros of Morde

- Good AoE damage

- Makes teamfights x+1 vs x-1

- Anti-carry

- Pusher/Farmer

- Forgiving

- Tough

Cons of Morde

- No CC

- NOT A TANK

- Squishy early game

- Low AP ratios

- Easily countered

- Easily gankable w/o summoner escape spells

- Slow attack animation (make last hitting a bit hard)

- Melee caster (yeah, you're gonna be in the thick of it)

My Runes

Dmg

Reds: Magic Pen (Greater Mark of Insight) => 8.5 magic pen.

Yellows: HP per level (Greater Seal of Vitality) or HP5 per level (Greater Seal of Regeneration), I prefer the former => 175 at 18 or 20 HP5 at 18.

Blues: AP (Greater Glyph of Potency) => 10 AP.

Quints:

2 HP Quints (Greater Quintessence of Fortitude) => 52 HP

1 Magic Pen Quint (Greater Quintessence of Insight) => 1.89 Magic Pen

CDR

Reds: Magic Pen (Greater Mark of Insight) => 8.5 magic pen.

Yellows: HP per level (Greater Seal of Vitality) or HP5 per level (Greater Seal of Regeneration), I prefer the former => 175 at 18 or 20 HP5 at 18.

Blues: Flat CDR (Greater Glyph of Focus) => 5.89% CDR

Quints:

2 HP Quints (Greater Quintessence of Fortitude) => 52 HP

1 Magic Pen Quint (Greater Quintessence of Insight) => 1.89 Magic Pen

OR

1 HP Quint (Greater Quintessence of Fortitude) => 26 HP

2 Magic Pen Quints (Greater Quintessence of Insight) => 3.78 Magic Pen

Masteries

Yeah, three different mastery trees, each one goes with certain builds and runes. I'll explain which go with what and the reasoning behind the choice

Set One: 9/0/21

This mastery tree is meant to go with the AP/Tank build or the AP build and either the CDR runes or the DMG runes.

Offense:

Archmage's Savvy: 3

You're spells are based off AP, so taking the three here will help you increase the amount you get, ever so slightly :D

Cripple or Deadliness (Cripple only if you're running exhaust instead of ignite): 1

If you're running Exhaust, then grab Cripple, it's a huge payoff. The increased duration and stat reduction is noticable. If you're not running Exhaust, then go ahead and put one in Deadliness, being able to crit every now and then is good too.

Sorcery: 4

The lower you're cooldowns -> the more you can spam your spells -> the more damage you do -> the more shield you get -> the longer you survive -> repeat. Pretty clear cut.

Archaic Knowledge: 1

You do magic damage, and your AP ratios aren't that good (horrible actually). Magic pen lets you hurt more for less.

Defense:

None

Utility:

Good hands: 3

The less time you're dead the better.

Perserverance: 3

Increased health regen lets you be able to survive longer in the lane, thus being able to farm longer and be more aggresive.

Haste (if running ghost): 1

If you're running ghost, this is a must. A regular ghost compared to one with this buff isn't quite as useful.

Awareness: 4

Morde is one of those characters who thrives if he is overleveled. Getting to six slightly faster can make or break your performance.

Greed: 1

What else is there? Might as well.

Utility Master: 2

Should you steal the buffs from the enemy team or get your own, you want to make sure that it lasts as long as possible.

Quickness: 3

A fast Morde is a scary Morde. The speed boost will allow you to catch up for that last hit or get away to the security of the tower.

Blink of an Eye (if running Flash): 1

If you're running Flash instead of Ghost, then you want to be able to use it as much as possible, both for those moments when you want to be aggressive or escape from trouble.

Intelligence: 3

More cooldown = more spell spam = more damage.

Presence of the Master: 1

Cooldown on your summoner spells is great. Waiting less time for that ignite or flash or ghost to come back for you to use can make or break a fight.

Set Two: 9/21/0

This tree is meant to go with the AP/Tank build or the Tank Build and can go with either Dmg Runes or CDR Runes.

Offense:

Archmage's Savvy: 3

You're spells are based off AP, so taking the three here will help you increase the amount you get, ever so slightly :D

Cripple or Deadliness (Cripple only if you're running exhaust instead of ignite): 1

If you're running Exhaust, then grab Cripple, it's a huge payoff. The increased duration and stat reduction is noticable, especially if your team focuses that same individual. If you're not running Exhaust, then go ahead and put one in Deadliness, being able to crit every now and then is good too.

Sorcery: 4

The lower you're cooldowns -> the more you can spam your spells -> the more damage you do -> the more shield you get -> the longer you survive -> repeat. Pretty clear cut.

Archaic Knowledge: 1

You do magic damage, and your AP ratios aren't that good (horrible actually). Magic pen lets you hurt more for less.

 

Defense:

Resistance: 3

The increased MR lets you be able to take a few hits early game and may even save your life late game.

Hardiness: 3

Just like Resistance, the increased Armor lets you be able to take a few hits early game and may even save your life late game.

Evasion: 4

Strength of Spirit isn't useful for you at all, since you have 0 mana, and some dodge chance is better than no dodge chance.

Nimbleness: 1

Good proc for that moment when you're running away and you managed to dodge and need that small speed boost.

Harden Skin: 2

I don't see a use for Defensive Mastery, I believe it's a useless mastery to be honest. Blocking 1.5 damage is good.

Veteran's Scars: 4

More health is good. You're skills cost health and more health means you can use more skills and survive more hits.

Ardor: 3

A 4% increase to your AP? Without getting any items? I like.

Tenacity: 1

A 4% decrease in all damage. Probably the best final point in a tree, next to Presence of the Master

Utility:

None

Set Three: 21/0/9

This build is going to go with our AD build and should go with our DMG runes, but it could also go with our CDR runes.

Offense:

Deadliness: 3

The way this build is going to go, we want more crit chance than AP increase.

Cripple (if running exhaust): 1

While I do say if running Exhaust, I highly recommend it for this build as you'll be up in people's faces and raping their face with your mace.

Archaic Knowledge: 1 (2 if not running exhaust)

The only other useful low rank point that we'll use.

Sorcery: 4

You'll still do damage while your spells and you really want that Q on a low cooldown.

Alacrity: 4

Since we're going AD, we want attack speed so that we can hit more often.

Archaic Knowledge: 1

Your Q and other spells still do magic damage, even if you build AD.

Brute Force: 3

More damage is good. Nuff said.

Lethality: 3

Increased damage from crit? Definitely a good item.

Havoc: 1

5% increase do damage, both physical and magical. You'll be doing both with this build.

Defense:

None

Utility:

Good Hands: 3

Should you die, you want to be sure you respawn as fast as possible.

Haste: 1

We'll be running ghost with this build and so that increased speed and duration will make sure we get that last hit off for the kills.

Awareness: 4

An experience advantage is great on Morde, as you'll find it easier to take on enemies early and mid game.

Utility Master: 1

You want to make sure that red buff you get lasts that little bit longer.

My Builds

Yeah, five builds. In my months of playing Morde I found that there are various ways to build him, each one with it's own perks and downfalls. The five builds listed below are the ones that I use regularly or used before with really positive results. Check em out, try em out, and pick one that you feel is right. Remember, there is no one way to build a champion.

*Note*: Be sure to buy wards and pots when possible as they truly make a difference.

*Note*: Picking your starting item hugely depends on whether or not you're planning to be aggressive, defensive, if you think they are going to be aggressive/defensive, and what lane you think you'll be up against.

Build One: AP Tank

Starting: Doran's Shield/Tome with Pot/Regrowth with Pot/Bead with 4 Pots and Ward

Items to Rush: Rylai's, Merc Treads or Sorc Boots

Items to Build: FoN or Randuin's, the one you didn't get from the previous, Sunfire, Abyssal Scepter

Items to Switch: Sunfire for Thornmail, Abyssal for Hextech, Abyssal for Hourglass, Abyssal for Will of the Ancients

Build Two: Tank

Starting: Doran's Shield/ Regrowth with Pot/ Bead with 4 pots and Ward

Items to Rush: Sunfire or Warmongs, Merc Treads, FoN

Items to Build: Thornmail (if enemy AD heavy), Hourglass (if nukers are brining you down), Sunfire (if you got Warmongs), Aegis, Banshees

Items to Replace: Sunfire for Thornmail, Banshees for Abyssal

Build Three: Straight AP

Starting: Tome with Pot/Bead with 4 Pots and Ward

Items to Rush: Mejai's, Rylai's, Hextech, Sorc Boots

Items to Build: Deathcap, Lichbane

Items to Replace: Mejai's for Deathfire or another Deathcap , Hextech for Will of the Ancients (I recommend having some Spell Vamp)

Build Four: Hybrid (AD&AP - AP Heavy)

Starting: Bead with 4 Pots and Ward

Items to Rush: Rylais, Sorc boots

Items to Build: Hextech, Rageblade, Stark's, 2nd Hextech

Items to Replace: Stark's for 3rd Hextech or Nashor's, 2nd Hextech for Lich Bane or Deathcap

Build Five: AD

Starting: Scepter/Bead with 4 Pots and Ward

Items to Rush: Black Cleaver, Sorc Boots or Boots of Swiftness

Items to Build: IE, Hextech, Phantom Dancers, Last Whisper

Items to Replace: Sorc Boots for Second Phantom

Laning

Skill Orders

There is no one skill order, no matter what anyway says. Yes, there are emphasis  skills, which you want to level up first, but you should really level up your skills situationally. Here are the rules that I go by.

Against 2 Melee: R>Q>W>E or if they're tanky R>E>W>Q

Against Melee/Range: R>E>W>Q

Against 2 Ranged: R>W>E>Q

Against 1 Ranged: R>E>Q>W

By adjusting how I level, I can better adjust how much damage I do and how well I survive and farm. Against ranged I know that I'll be having a hard time getting close, so I level up my W so that I can cast it on a melee minion and sit back while it grants me Exp and Gold. Level E second for the pokes and last hits. Against two melee, I'll be able to get close so I level up my Q first if they're squishy melees like Yi or Akali. However, if one of them is tanky in any way, I need more persistent damage so I level up my E for pokes, and my W for AoE damage while I melee them.

Solo 2v1

Mord is a great 2v1. He's able to outlevel his enemies and get a solo farm, which he benefits greatly from. Focus your spells on last hitting the minions and getting that farm. If you're being cock blocked (denied experience and gold), pop your W on the second melee minion. This will give you exp and, if you've been leveling your W at all, gold. Ask your jungle for a gank asap, especially if the enemy duo has a ranged at all, because you won't be defending that tower for long. Be wary of them allowing you to push - don't take the bait! Just pop you're W on that second melee minion and be patient, eventually you'll kill them.

Try and not to back, and if you really need to, call for your jungle to cover the tower for your before hand, because two people can do some major damage to a tower.

Solo 1v1

If you know that you are soloing before the match starts, then you know that your starting items are going to be Bead with 4 Pots and a Ward. You'll level up the Bead to Warden's your first time back and also get boots. The goal of solo 1v1 for you as Morde is to outfarm the enemy. Focus your E for last hits, and finish the wave off with Q if need be. Try and make sure to hit your enemy with your spells when you target the minions. If he's a melee, charge your Q, either hit him or hit the closest minion to him (the echo should bounce to him) and then follow up with E. If you pop your W before this combo you'll scare him away, so save the W for when he charges at you or when you've pushed to turret and in which case you pop it on that tank minion or one of the melees so that they do AoE damage to the enemy minions.

Pop the ward at around 4:30 or 5 mins, especially if you're pushing a bit too well. You want to try and not push so much for risk of a gank (sometimes a ward just isn't enough), but sometimes you just can't help it, in which case you have to push smart and quick.

As far as your Pots are concerned, pop one when you get below 75% health. Your skills cost health, and in increasing amounts as you level up, so you want to stay as full as possible. You have 4 Pots, and HP5, so you should be able to stay in lane for a long as time.

Shop when you've kill the enemy champ or when you've pushed a whole wave to their tower. Buy an item that'll be key to one of your Rushed Items and boots. If you don't have enough for boots and something else, then you shouldn't back. Try and farm some more and back later. Sometimes, you'll be paired up with someone who doesn't want to leave their lane though, in which case you need to say put too, not necessarily because they'll push back, but because they'll be helping you farm by staying in lane longer.

Mid

Same goal as 1v1, you want to outfarm their mid. Killing their mid is icing on the cake, but if you know you can kill him before he can kill you, go for it. I usually whittle away at their health with E as I last hit the wave and if they're in range for it, Q a minion and have the echo hit them.

Watch the map for Mias, don't just rely on the chat. Morde has no escape options except for his summoner spell ghost or flash and it'd be a waste if you have to use the spell defensively.

Ideally you want to try and not push, and just fight it out smack in the middle of the lane. However, if you are able to hurt them well enough that they have to back, then push the wave to their tower and then check your teammates lanes. Is the enemy low health? Do they need/want my help? Can I help? If the answer was yes to any of them, then go to that lane. Try and have your teammates have the enemy champs commit on them, so that they don't notice you ghosting or flashing behind them. Aim for easy kill but don't tower dive at this level (I find tower diving with Mord is okay at level 6/7 with full shield or level 10 with no shield, but you should always have some shield >.<). If you got the kill great, if not, it doesn't matter. While you may have wanted to get a kill for yourself or your teammates, giving them breathing room is also just as good. Back and shop, then return mid and repeat the process.

2v2

Is your laning partner a support? Is he a tank? Is he an offtank? Is he DPS? Ideally, you don't want to lane with anyone except for support characters, but sometimes it's unavoidable (-.-* ). Try and get as many last hits as you can, but if you notice a huge gap in your last hits with theirs, then back off and let them get some - It's important for both laning partners to get minions as everyone needs gold. Coordinate any attack with your partner before you act!

I usually just focus on whittling their health back with my E and once they get low enough then I coordinate with my support to finish em off. Then it's just a matter of pushing our own lane and helping mid out.

If you find yourself being pushed however, it's fine as you can easily defend the tower. Hold out, and ask for help from mid or your jungle.

Fighting

Solo

Sometimes, you'll find yourself fighting 1v2, or 1v3, or even 1v4 (you shouldn't be alone 1v5 :D). Now whether they came to you or you came to them, there's a certain procedure to maximize your life. Pop W on yourself the second you're in melee range of someone (popping it earlier means you're missing out on damage and it's the longest cooldown of your spells disregarding your ult). Pop E on as many people and minions as possible before the fight, during the fight, and after the fight - you want shield which absorbs damage. Charge your Q and either aim for the main DPS or hit the guy who's on you. If the DPS is low at all, pop ignite, your Ult, and E->Q combo on her to try and get that pet. Now if you managed to get that pet, remember to use it! Aim for the one doing most damage to you or send it to get that last hit off on that caster who is about to get away. The goal of you soloing their team is to survive as much as you can, kill as many as you can, and stall while your teammates come to help you (or in some cases clean up after you).

Teamfighting

Aim for their ranged carry or melee carry. By killing this individual, you'll get a pet who will wreck their team and probably get you and your team 2 or 3 more kills (I've gotten plenty of Quarda kills because of the pet). If they don't have a physical dps, then you shouldn't have been playing Morde >.< . However, if you had no idea, then you should be aiming for their ranged/fed champ. The range is useful cause the pet will be able to get that last hit off easier than you would and the fed champ is someone useful to take down.

Characters Who Will Annoy/Trouble You

Anivia:

Once she hits six, she'll be able to get a solid combo off on you and it'll hurt. Try and stay out of her ult AoE and dodge her Q, but you might need some help after six to take her down, let alone actually kill her.

Annie:

You need to be wary of her. Her passive makes is so that she can easily combo a stun onto you. Watch out when she has that white swirl around her, she's got a stun waiting for ya. She's easier to deal with before level 4, and especially before level 6, so try and kill her before then. Otherwise, you'd have to wait for her to slip up.

Ashe:

The constant slow is a huge annoyance. She'll be able to kite you real well if it's a 1 on 1. Hide behind minions to avoid her Volley, then try and follow up with E and then Q. You'll whittle her down and eventually be able to kill her.

Cait:

My worst nightmare T.T . I have so much trouble with Cait when I play Morde. Her autoattack range is ridiculous. She'll poke you down if she has any kind of attack speed. I try and deal with her before level 3, but sometimes I'm not that lucky and have to play defensively and ask for help.

Cassiopeia:

Low cooldown and low mana cost, pretty much spam galore from this character. Just avoid getting poisoned and you'll be fine.

Kassadin:

You really want to kill him before 6, because after 6 he'll be able to flash away before you can get that last hit off.

LeBlanc:

She's got a burst combo at level three, and it only gets stronger once she hits 6. Be sure to always maintain a decent amount of shield and make sure to poke her down.

Malzahar:

Don't stand in the pool! But yeah, try and avoid the silence before level 6 and once he hits 6, don't take him on alone, ask for help because he could prob kill you 1 on 1 if he gets his ult off.

Nidaliee:

Her heal is really the only issue as you won't be able to whittle her down like other characters. Try and wait until after she already popped her heal before you move on her. And avoid spears!

Teemo:

His poison is the real issue, that and his Move Quick. You need to be aggressive early and take him down. He's squishy and no natural lifesteal or regeneration so you'll be able to poke him down and then burst him.

Tryndamere:

He's only an issue late game, because he's a late game carry. Thornmail is a must against him and you'll need health and possible more armor. Ideally, have some support show up halfway through the fight and help ya, because if she's there from the start he'll just three shot her and then deal with you.

Twisted Fate:

His stun is really the only issue as he can keep you in check before you can get to him. Try and get him after he pops a card on a minion as it'll be on CD which means you can get to him.

Vlad:

Pretty much you can't kill him after level 8 or 9. His Q is on such a low CD that he'll just get back whatever health he lost faster than you can dish it. So how to beat? Kill him before then and have your teammates help you afterward.

Conclusion

Morde's my favorite character to play and I play him decently well. He's a lot of fun for me and he's a good asset to the team if he can be used. A good character to main, definitely a character to know how to play.