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A new Mordekaiser build?

Creator: Raveus March 21, 2011 11:40pm
Raveus
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I've strung together a newish mordekaiser build which can be seen here

http://www.mobafire.com/league-of-legends/build/mordekaiser-by-raveus-31835

now i have a few questions that you fellow LoL'ers could alleviate.

1. Being in it's current state, would dodge seals still be beneficial for it?
2. Is there a better final item than Guardian, I know that this is subject to circumstance because of heavy ad / ap teams needing additional items such as thornmail / banshees

--

To clear up questions, yes this build really does use a Trinity, and yes it works flawlessly. Especially with the gains from lifesteal / spell vamp from hextech. lifestealakaiser = OP

anyways, feedback is awesome and I'd appreciate it, Thanks!

~Rave
Slizer002
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2 things - first to answer your questions.

1. No dodge seals are no longer beneficial, especially with the current metagame.
2. Final item being GA in that build wouldn't be bad - however I have some other criticism for your build.

---


Now for the criticism:

1. Using Triforce over LB when you get Hextech Gunblade is beyond my understanding as you would deal more damage with LB and it is cheaper than Triforce. I can see you will be lacking the chance for a slow, but you should much rather get that from something else.. Which leads me to...

2. You have absolutely no reliable CC, Slow or anything to keep your opponents from running in that build - That is a very crucial thing to have on morde as he have no CC himself without items. Ever considered swapping out Sunfire Cape for Randuins Omen? The active ability on that item can REALLY help making the enemies unable to escape.

3. Very lacking on the guide department, but I guess this is mainly just a build?

4. Quints should NEVER be pr/lvl health. ALWAYS FLAT HEALTH! Do the math yourself they are just that much better throughout the game.

5. If you are gonna use Triforce for more damage on (Q) Then why on earth aren't you skilling (Q) as your 2nd priority? o0

The guide as a guide could use some improvement overall as it is very thin and lacking in most regards. The build however I could see working pretty okay, just remember that you will die like a piece of **** if your opponents keep you CCed for even a few seconds - due to your very low amount of defensive stats.

PS: You are very welcome to check out my guide (click the signature) for reference to some of the parts in which your guide is lacking. Mine is nowhere near finished or perfect but it's a lot more detailed than yours ;)



If someone can't stay alive in lane for 6:30 seconds on their own then they got problems.
Raveus
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Thanks for the response slizer. In response.

1) Lichbane is just ap damage, and i dont have enough AP to make it worthwhile imho.
2) I understand this issue, Having no cc does end up being annoying but with the slow from phate and the help of oyur teammates then ultimately you should succeed.
3) Just a build at the moment..
4) Agreed
5) The reason i do not skill Q as a second priority is because you need W to be able to push your lane out by tossing it on a minion and gaining shields to harass, also Q does not become beneficial in this build until after you have aquired a minimum of a Sheen, which is after your sorce boots, sunfire and force of nature.
Slizer002
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LB gives you 80 AP itself, that and your hextech gives more AP damage than Triforce would give you.

Just to let you know ;)



If someone can't stay alive in lane for 6:30 seconds on their own then they got problems.
Raveus
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I understand that, but LB does not give you a slow or increased movespeed. I just feel that it does not outweigh the TF, yes the TF is more expensive, but what it grants is perfect for hextech. Mace of spades massive damage after Trinity = more lifesteal/spell vamp from hextech. It's a balance i've found.
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Dodge seals are only beneficial if you skill down the Defensive tree and get Evasion and Nimbleness.
This can give you nice speed-boosts and raise your dodge chance enough to be worth while.


Guardian Angel is an all round good final item as it offers Magic Resist too, AND a revive.
If you're playing it safe, the psychological implication of the revive can make you darn well unkillable even if they try their hardest.

If you don't feel it's good, just make a list of other optional 6th items like I have for one guide of mine.
Nothing says you have to lock in 6 items.
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