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Mord masteries

Creator: dadde January 2, 2012 12:57am
dadde
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would a 9/9/11 mastery build be decent for a mid, mord? ive seen both 21/0/9 and 9/0/21 and both builds seem to say how the spell vamp and magic pen are great but would the 9 points into defence benifit him just as equally or are the other 2 mastery builds better? thanks in advance!
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Haven't played Morde in a long time, but the Utility tree seems to offer very, very little for him since the mastery changes. 3% Spellvamp is pretty much nothing and you'll probably be building an early Hextech Revolver anyway.

I'd go 9/21/0 but 21/9/0 might work well too.
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21/9/0

Only way to go really....
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Temzilla
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I play 9/21/0, but i also play very passively.

I use 13/13 resist 15 ap 9 magic pen page with 9/21/0


If I'm feeling fast and fun, i use 21/9/0, go with my AP/lvl blues, flat AP quints, Mpen reds, armor seals page, and start amp tome + health pot.

But that's not recommended, and most times it's just dumb.
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TheJohn
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Go 9/21, the new defense masteries are great for him
rawrcat
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utility tree is pretty much garbage. the defense tree is now the utility tree before the masteries patch, and the offence tree has been majorly boosted, especially for ap casters.

i would go with 21/9/0 due to the tons of AP that morde can easily spam constantly, while the 9 in defence give him that HP boost which is great for 9 points.

If you choose 9/21/0 you get up to the 10% magic pen mastery and increase basically your cooldowns, movement, and some defence. Imo, it doesnt quite make up for the AP boost and especially Executioner which is so dumb strong.
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If you want him to play him full offensively go 21/0/9 as that is the typical mastery setup for a AD/AP carry!

If you still want to do full damage but you need some defense too go for 21/9/0. Especially useful if you need the extra HP/Armor/MR early game!

If you still want to be tanky go 9/21/0 so you get the 10% MP from the Offense tree, but get all the tanky stuff from the Defense tree!

Nuff said!
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I have found him best played with 9/21/0. I have worked around with this a lot, I mean an aweful lot. The 9 offensive give you the CDR and MPen you need to deal extra damage for your shield. The 21 defensive will do everything necessary to diminish shield damage, allowing you to fight longer, tank if need be, or throw down if they are dumb enough not to CC your brains out.

After building the early Hextech and boots, I find it best to start working on defensive items depending on who you are laning against or who seems to be the biggest threat. Against a well balanced team, I will usually end up with Sorc Shoes, Will otA, Thornmail, Force oN. He has enough damage to quickly build up the shield and heal any damage done over it. His defensive stats are also calculated before the damage hits the shield, making it hard enough to get through it.

Unless against an entire team of stuns, I can fight 1v5 for almost 15 seconds before being threatened with death, possibly turning the fight around if I manage to get the main AD Carry as my pet. That 15 seconds is usually more than enough enough time for your allies to get there and help you.

By the way, I usually have Exhaust and Ignite as summoner's. More damage output, less damage taken.
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