Mordekaiser | |
---|---|
General Information | |
Title | The Iron Revenant |
Real Name | Sahn-Uzal |
Pronouns | He/Him |
Release Date | February 24, 2010 |
Cost | 1350 585 |
Attribute | Fighter |
Statistics | |
HP | 645 (+ 104) |
HPR | 5 (+ 0.75) |
MS | 335 |
AD | 61 (+ 4) |
AS | 0.625 (+ 1%) |
RNG | 175 |
AR | 37 (+ 4.2) |
MR | 32 (+ 2.05) |
Developer Info | |
DDragon Key | Mordekaiser |
Integer Key | 82 |
External Links | |
Universe | universe.leagueoflegends.com |
Game Info Wiki | leagueoflegends.fandom.com |
Mordekaiser is a champion in League of Legends.
Lore[]
- For outdated and now non-canon lore entries, click here.
- Biography
- Story
Twice slain and thrice born, Mordekaiser is a brutal warlord from a foregone epoch, who uses his necromantic sorcery to bind souls into an eternity of servitude. Few now remain who remember his earlier conquests, or know the true extent of his powers—but there are some ancient souls that do, and they fear the day when he may return to claim dominion over both the living and the dead.
In a previous epoch, the fierce warlord Sahn-Uzal rampaged across the northern wildlands. Driven by dark faith, he crushed every tribe and settlement in his path, forging an empire in blood and death. As his mortal life neared its end, he took great satisfaction in knowing he had doubtless earned a seat at the gods’ table, in the glorious Hall of Bones, for all eternity. Yet, when he died, he found no halls or glory awaiting him. Instead, Sahn-Uzal stood in an empty, gray wasteland, shrouded by ethereal fog and plagued by discordant whispers. Occasionally, other lost souls drifted nearby—little more than ghostly shapes, wandering their own personal oblivion. Anger consumed Sahn-Uzal. Had his faith been false? Or was his domination of the world simply not enough to grant him the immortality he craved? Surely this emptiness could not be all there was… yet there seemed no end to it. He watched as the lesser spirits slowly faded into the fog, unmade and lost to time. But Sahn-Uzal refused to fade. His will, tempered by rage and torment, held him together. Over time, the unknowable, disembodied whispering in that place crystalized into words he could almost comprehend—this, he learned, was Ochnun, a profane tongue unspoken by any among the living. Slowly, a deceitful plan began to form in what was left of Sahn-Uzal’s mind. He began to whisper temptations across the veil between realms, promising his indomitable strength to any who dared listen. And, sure enough, the day came when a coven of sorcerers resolved to bring Sahn-Uzal back from the dead. Lacking any flesh or bone, he spurred them to make him stronger than any mortal, binding his spirit-form in dark metal plates wrought in the likeness of his old armor. So he rose, a hulking revenant of iron and hate. These power-hungry sorcerers had hoped to use him as a weapon in their trivial wars. Instead, he slew them where they stood, their weapons and magic useless against him. In desperation, they screamed out his name to bind him—but to no avail, for Sahn-Uzal was no more. With an ethereal rumble, he spoke his spirit-name in Ochnun: Mordekaiser. Thus began his second conquest of the mortal realm. As before, his ambitions were great, only now empowered by necromantic sorceries he could never have previously imagined. From the fearful, dissipating souls of the sorcerers, Mordekaiser forged a weapon fit for an emperor of death—his brutal mace, Nightfall—and seized control of the army they had raised. To his foes, it seemed he cared only for massacre and destruction. Entire generations perished under his relentless campaigns. However, there was far more to Mordekaiser’s plan. He raised the Immortal Bastion at the center of his empire; while most assumed it was merely a seat of power, some came to know the secrets it held. Mordekaiser hungered for all the forbidden knowledge of spirits and death, and a true understanding of the realm… or realms… beyond. Such tyranny could only bring him enemies. The Iron Revenant was defeated, surprisingly, by an alliance of the Noxii tribes, and betrayal from within his own inner circle. This hidden cabal managed to sever the anchors of his soul from his armor, and sealed the empty iron shell away in a secret place. And so, Mordekaiser was cast out of the material realm. However, unbeknownst to anyone, he had planned for this—indeed, it was a pivotal part of his design. Domination and deceit had carried him far, but he knew that a destiny far grander than the Hall of Bones awaited him. There, in the once empty wasteland, all those who had died under his latest reign were waiting. Perverted by dark sorcery, their spirits would never fade. The strongest became his devout, eternal army, bound to his will… but even the weak were given purpose. From the subtle matter of their souls, Mordekaiser would forge a new empire. They would be the building blocks and mortar of his Afterworld. Centuries have passed on Runeterra, and another empire has arisen around the Immortal Bastion. Mordekaiser’s name is still whispered in fear and awe by those who study the old histories, and remembered unkindly by the few ancient souls who knew him. For them, the greatest terror would be for Mordekaiser to find his own way to return permanently. It is something they pray will not come to pass, for they know of no way to stop him. | |
"Destiny. Domination. Deceit." |
THE FINAL REIGN
A raised fist. A surge of necromantic power. Before him, the final spire of the final tower takes form, inky smoke coalescing into black iron. Mordekaiser gazes upon his domain with dark pride. Mitna Rachnun, his Afterworld, is complete. Once, he stood in this very place, a mortal soul faced with the emptiness of oblivion. Now, a kingdom stretches before him, forged through his works. He strides down the path toward his fortress, reveling in the satisfaction of his work. Each stone underfoot, his doing. The battlements and ramparts, all shaped from cruel magic and iron will. Where there was nothing, Mordekaiser forged his own reality—a realm where all souls will soon dwell in eternity, never to fade. Sahn-Uzal blinked and looked around. Uncertain, his mind blank. I am dead. The thought flitted by, a whisper on the wind. As the truth of it sank in, for just a moment, a fleeting sadness flooded his heart. Then laughter welled up, a rumble from his gut that washed over his entire body, overflowed from his chest, and poured out in a rumbling cascade. Good. Sahn-Uzal scanned the distance for the grand gateway of souls that would lead to the famed Hall of Bones. Searched for the attendants who would carry him triumphant into the eternal. Savored his growing excitement to meet the great conquerors who came before him. Yet there was nothing but fog, as far as he could see. Sahn-Uzal took a step forward—then looked down, surprised. Fine sand—a coarse grit—shifted underfoot. In the distance, discordant voices rustled, too quiet to make out the words. This makes no sense. He struck out across the wasteland, determined to find the truth. Time passed, untold. Confusion melted into disbelief. Disbelief kindled anger. Anger flared into fury. Nothing. There is nothing. The dessicated sands extended endlessly. The relentless voices whispered on, a maddening itch in the back of his mind. The fog never abated, an eternal haze that hovered, a shroud over all. Had the priests lied? Or were they false prophets, prattling fools proclaiming hollow superstitions? Or had the ancestors made a grotesque error of judgement, and not welcomed him into the great halls? These questions gnawed at him, at first. But they did not matter. Sahn-Uzal realized that now. Nothing mattered but the present, pressing truth—there was nothing here. A vast emptiness, devoid of reward. Devoid of promise. As this truth percolated through him, the shadow of despair stalked Sahn-Uzal, hungry to consume him. But he was Sahn-Uzal. Conqueror of the wildlands. Master of the tribes. He had built an empire where there was none. In life, he had overcome all odds and conquered despair through will and ambition. Death would be no different. If death does not hold the kingdoms I was promised… I will forge them myself. Mordekaiser walks beneath the inner portcullis, fashioned after that of the Immortal Bastion, his mortal seat of power. He walks through the entryway and into the great hall. Before him, his throne looms. All around, in constant cacophony, the endless wailing of souls rises and falls, an unholy chorus of anguish. Yet Mordekaiser does not hear them—or rather, hears them as one might hear the clang of metal in a war camp, or the sound of boots on gravel during a forced march—common sounds, unnoteworthy in their banality. After all, the worthy souls stand at attention along the hall, and none of them dare speak. All is as it should be. Mordekaiser steps toward his throne. The arcane tome floated above the pedestal, serene and untouched. A strange contrast to all of the blood spilled around it. The last surviving mage raised a feeble hand, blood trickling from his brow. Small licks of fire danced between his fingers—a final spell, one last, desperate attempt. Mordekaiser spoke, bemused. “Such magics would consume you, mortal. And your precious book as well.” The mage spat his words. “I don’t matter. Nothing matters but stopping you from obtaining it.” A gout of fire, burning blue with heat, burst from the mage’s hands. It engulfed the Iron Revenant towering above him. Scorching energy raced up the arms of the mage, the backlash of the spell splitting his own flesh. Still, the mage pressed on, teeth cracking as he gritted them defiantly. Mordekaiser stepped forward, a spirit encased in a suit of dark iron armor, shielding the tome from the flames. In his hands, Nightfall, his infamous mace, pulsed an ephemeral green. The heat from the fire cracked the stone and melted the flesh of the other, already dead mages. But Mordekaiser stood stoic against the onslaught. Finally spent, his body broken, the mage collapsed to his knees, his ragged breath resolving in a whispered prayer for his power to be enough. If Mordekaiser still had a body of flesh, he would have smiled. “Lacking in conviction.” The mage stifled a sob as Mordekaiser approached. He squinted up at the specter and spoke through a throat dry and cracked. “You will not find what you seek! A brutish monster could never understand the secrets of the Tome of Spirits and—” A swing of the mace. A satisfying crash. Another surge of blood joined the sticky pools coagulating in the room. Another broken mage—the thirteenth—fell still on the floor. Mordekaiser laughed. “You mistake brutality for ignorance.” He gazed around the room at the corpses and whispered a verse in the unspoken tongue of the dead. Freed from flesh You are all mineHe tapped Nightfall on the ground. It glowed brighter, almost seemed to breathe—as thirteen points of light rose from the broken bodies, then sank into the earth. Mordekaiser turned his attention back to the book, still floating in its place, ahum with spirit magic. Another piece of knowledge for his plans. Another treasure in his conquest. He stepped forward to collect his prize. The throne looms before him. Its back of sheer iron pillars extends upward and tapers to vicious points. Ochnun script, angular and sharp, runs around the throne’s dais. The everpresent whispering is almost a roar here, incessant and desperate. Mordekaiser rests a hand on the armrest, taking pride in his work. This piece subsumed more souls in its creation than any other single part in his fortress. The wails emanating from it are music to him. With a thought, Mordekaiser calls Nightfall to his hands. With a swing, he obliterates the throne. A squall of a hundred souls echoes in the great hall as they are released from the throne, dissipating into oblivion. Mordekaiser watches them vanish with grim satisfaction. Thrones are for mortals encumbered by flesh and human exhaustion. He… is now far more. He steps atop the twisted iron and looks back across his great hall. His generals, souls that were worthy to die at his own hand when he last walked the physical realm, stand at attention. None so much as flinch in response. None will move without his direct command. Now, his kingdom is truly ready. Mordekaiser strides out of the great hall, toward the heart of his fortress, the centerpiece of his power and his machinations. Toward the relic that ties Mitna Rachnun to the mortal realm. Toward the place that gives the secret heart of the Immortal Bastion its true purpose. In his first life, he thought himself a great conqueror, befitting the eternal halls of his faith. How small, how petty, how mortal his ambitions were then! But where others accepted death as the end, he used it forge the beginning of his true conquest. And now… he can hear and understand every whisper of this realm with stark clarity. Now, the magic of death itself courses through him. Now, he holds the arcane secrets gathered over a second lifetime, wrested from the hidden and unknown places of the world. Few other beings can claim the mastery of spirit, death, and mortal magics that he holds. He will wield them to shape all realms to his iron will. The time has come to return to the world of the living. All the souls of Runeterra await. Mordekaiser raises Nightfall in one hand. And so, his final reign begins. |
Abilities[]
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Patch History[]
Jungle Champion Changes
Patch 11.7
Q isolated enemy damage increased.
Despite our buffs to him in 11.3, Morde is still on the weaker side, namely in his upfront damage and sustain. Giving him more power to obliterate his foes.
Q - Obliterate
Patch 11.3
E cooldown decreased.
Morde isn't grasping the new season well, so we're giving him more grasp. We're hoping this along with other system changes (Riftmaker giving more health, AD bruiser items getting nerfed) will help him navigate this strange new world.
E - Death's Grasp
Patch 10.25
Q isolated enemy damage increased.
Morde became a little worse for wear after losing his Liandry's + Rylai's combo, but was at the very least propped up by Riftmaker's in 10.23. With Riftmaker nerfed in 10.24, we are looking to give some power back to Morde himself so he's not so reliant on a specific item or item combo.
Q - Obliterate
R - Realm of Death
Patch 10.9
R - Realm of Death
Patch 10.8
R - Realm of Death
Patch 10.6
R - Realm of Death
Last patch's round of jungle champ pool changes went well—lots of players in the target skill range have been finding success trying the new picks out, without those picks also crushing the competition at higher parts of the ladder. Morde and Darius were the underperformers of the pack so we're giving them a bit more help. We're also adding Poppy to the mix: She's actually already a decently strong jungler in the hands of some players, so she just needs a slight bump.
DaRKNESS RISE MaX DaMaGE TO MONSTERS : | [25-110 (lv 1-18)] | |
⇒ | 28-164 (lv 1-18) |
HaMMER SHOCK MaX HEaLTH DaMaGE CaP VS NON-CHaMPS : | [40/60/80/100/120] | |
⇒ | 50/80/110/140/170 |
One trend we've seen over the years is that new and low-MMR players pick jungle at a much lower rate than other positions—even when it's stronger than those other positions. For 10.4, we're approaching this problem by giving some popular champs at these skill levels better tools to jungle with, especially also because jungle has an arguably smaller champion pool than other positions. While players here will still have to contend with the learning curve of jungle as a position, they won't have to learn to play a new champion as well. All the changes below are to ability effectiveness against monsters to avoid accidental impacts to lane strength. As a caveat, we're investigating other solutions to help out jungle and the satisfaction of playing the role in the future too, so look forward to seeing more from us outside of these changes.
DARKNESS RISE MAXIMUM DAMAGE TO MONSTERS : | [15-100 (levels 1-18)] | |
⇒ | 25-120 (levels 1-18) |
Patch 10.1
Passive duration decreased; movement speed now flat.
For a juggernaut, Mordekaiser is too hard to get away from and kite. That coupled with his synergy with Rylai's makes it difficult to escape from him.
Passive - Darkness Rise
MOVEMENT SPEED : | [3/6/9% (levels 1/6/11)] | |
⇒ | 3% (levels 1-18) |
Patch 9.19
W shield from damage dealt increased. Spectators can now see champions in the Death Realm as spirits.
Lightly buffing Mordekaiser in a way that might be most felt in pro games.
W - Indestructible
R - Realm of Death
Patch 9.14
Passive base damage decreased. E magic penetration decreased late.
Even after 9.12's hotfixes, Mordekaiser is too strong. We're following up with some additional adjustments, pulling some power out of his damage amplification in the mid-game and his passive damage overall.
Passive - Darkness Rise
BASE DAMAGE : | [8-25] | |
⇒ | 5-15 |
E - Death's Grasp
MAGIC PENETRATION : | [5/10/15/20/25%] | |
⇒ | 5/7.5/10/12.5/15% |
We're trimming a lot of Mordekaiser's general strength and pulling back on the power his passive gives him in most matchups.
DARKNESS RISE DAMAGE : | [10-35.5 (1-6.1% of target's maximum health)] | |
⇒ | 8-25 (1-5% of target's maximum health) |
DARKNESS RISE MOVEMENT SPEED : | [5-10% at levels 1-6] | |
⇒ | 3/6/9% at levels 1/6/11 |
The Iron Revenant The unstoppable juggernaut is back from the afterworld and ready to conquer the land of the living in patch 9.12!
High-res versions of Mordekaiser's updated splash arts are available on League Displays!v6.16
Cleaned up Mordekaiser’s Ghost AI.
R - Children of the Grave
v6.13
W no longer ignores Mordekaiser’s target selection on Howling Abyss.
Sorry, Mordekaiser.
W - Harvesters of Sorrow
R - Children of the Grave
v6.1
Shield takes longer to decay. W is not castable on minions. R gives Mordekaiser's attack damage, and does more damage over time.
Following up our changes in 5.23, these are similarly focused on cementing Mordekaiser's pattern as a slow but terrifying Juggernaut (capital J). Weakening ability power builds in favor of more hybrid ones is the name of the game, favoring sustained threat over time instead of '1-shot comboing your soul into pieces.' Reverting some of his shield decay and W's ally-target functionality, Mordekaiser should find himself able to pick fights while solo or duo to keep on shredding.
Passive - Iron Man
W - Harvesters of Sorrow
R - Children of the Grave
v5.23
Q damage's paradigm changed. W damage up. E grants more shield regen. R's Dragon now scales with rank.
Oh Mordekaiser. Perhaps one of the more contentious champions in League, we're taking another pass at him to make his combat pattern more aligned with a Juggernaut and a less spiky, snowbally experience overall.
We've talked about it before, but here's the recap: as a Juggernaut, you trade mobility for high sustained damage, becoming a walking battering ram. If you (or your team) figure out how to get you into position, you'll wreck faces. Fail to do that and you'll flail around without accomplishing much. For the most part, Mordekaiser actually holds up - it's the 'sustained damage' bit that isn't as smooth as we'd like it to be, leading to those flash Q one-shots that don't leave much to the imagination.
Another part of these changes is making Mordekaiser someone we can support long-term, which is where the dragon and E changes come in. He doesn't seem to be running rampant in preseason, but doing these changes now can help push Morde to a healthier spot, where he becomes a strategic pick for specific purposes, rather than a 100% pick/ban at some world tournament (sorry about that).
General
Q - Mace of Spades
First hit increase, second hit the same, third reduced. Essentially x3/x3/x6 instead of x1/x3/x9
W - Harvesters of Sorrow
E - Siphon of Destruction
R - Children of the Grave
v5.21
Mordekaiser's experience share on killing units is halved.
This one's pretty simple. The experience sharing mechanic's been vital for Mordekaiser's success in a duo lane but the amount's clearly off - turning what was intended to help him survive against his ranged oppressors into something that only serves to further snowball Mordekaisers that get ahead. We're pulling back to strike a balance, seeing if we can maintain Mordekaiser as a viable pick without becoming the mandatory dragonlord he is at present.
General
W - Harvesters of Sorrow
R - Children of the Grave
v5.18
Base stats down early game. W can now be self-cast, has a health cost, but the damage no longer overlaps with his ally. Healing is increased vs. champions, but worse vs. minions.
Perhaps the most notorious of the Juggernauts, Mordekaiser’s problems heading into 5.18 are twofold - as a duo laner, Mord’s sustain and waveclear give even his toughest opponents little-to-no window to punish his lack of range. On the flipside, solo-lane Mordekaiser’s lack of sustain makes him underperform when under pressure, folding to common lane freezes or jungler intervention.
The changes below are aimed at bringing this disparity closer together for Mordekaisers of all flavors. Attacking the effectiveness of Harvesters’ zone play means duo lane Mord’s healing less, dealing less damage, and generating less shield for those early lane-trades and all-ins that slant heavily in his favor. Letting Morde self-cast the skill should give him some more punch back in solo lane, but, for this patch, we’re more focused on seeing how it all plays out before assessing our next move.
General
W - Harvesters of Sorrow
Afraid of divers and assassins? Is your team stacked to the brim with physical damage? Have a penchant for going all-in with your support? Look no further - Mordekaiser’s one of our oldest champions, yet in that time he’s never firmly latched onto a particular role or position that fits him best. He’s just sort of always there, whacking dudes with his mace and stealing their souls. We think that part’s pretty cool, so we’re cranking his damage potential to the skies while optimizing him as the farming half in a duo-lane. We’ll give you a sec to re-read that last bit.
While still serviceable in a solo lane, Mordekaiser’s potential is truly unlocked when he has a buddy to smack folks around with. This doesn’t mean you’ll be building like a traditional marksman would (though feel free to follow your dreams, we’re not here to judge) - thanks to his experience bonus killing minions and Mace of Spades’ earth-shattering damage output, Mord has to worry far less about itemizing traditionally; opting to think less of the item system as ‘which of these give me the most damage’ and instead ‘If i’m guaranteed to wreck anyone i get close to, what items help me get the speed and stickiness to reach them?’
Mordekaiser’s update may not be for everyone, but his ability to shake up a game is undeniable. Toss in the fact that he can now steal the Dragon’s soul as a sieging tool, and bottom-lane Mord sounds more like A Real Thing and less like a Siv HD video. We’ll let y’all feel out how he plays in a duo lane, but don’t be afraid if you never want to go back to traditional lanes again.
P.S. Try double Relic Shield with your support grabbing one too. It’s pretty spicy.
General
Losing a lot of base stats in favor of scaling. Attack Range increased.
Passive - Iron Man
Iron Man's shield can no longer decay below a certain point, and it now scales with maximum Health.
Q - Mace of Spades
Reworked. Mordekaiser’s next three hits are empowered. Each deals 2-3x the last by spell rank, up to a billion damage.
W - Harvesters of Sorrow
Mordekaiser and Target allied champion gain 75 Movement Speed while moving toward one another. When close to one another, both deal magic damage to nearby enemies over 4 seconds. Mordekaiser no longer splits experience for any lane minions he kills.
E - Siphon of Destruction
Deals much less damage and scales with total Attack Damage in addition to Ability Power. Now grants a bunch of shield on champion hits.
R - Children of the Grave
Mordekaiser can steal the Dragon's soul. That's not a typo.
v5.8
W doesn't stop your movement to cast and auto-targets the nearest ally when self-cast.
- "The last time we visited the Master of Metal, we changed Creeping Death to be all about bringing people together (so you could crush your opponents and command their souls). We're adding some improvements this patch to benefit Mordekaiser and all of his murder-buddies when engaging in their favorite pastime."
- W - Creeping Death
- CAN'T STOP THE ROCK : Mordekaiser can now move while casting Creeping Death (previously would be instant when cast on self, but stopped a quarter second to cast on allies)
- MISERY LOVES COMPANY : Now automatically targets the nearest Allied champion if self-cast
v5.4
Mordekaiser's health costs are down for Q and W. Q gives Morde a range bonus for the empowered hit. W got the Blood Boil treatment, where it buffs both Mordekaiser and his buddy he casts it on. Also, Morde and his buffed buddy get bonus movement speed when moving toward each other. Mordekaiser's ghost gives him bonus health and ability power, rather than attack damage and ability power. Ghosts also get a flat attack damage bonus, as opposed to a portion of Mordekaiser's bonus stats.
- It's no secret we've long considered Mordekaiser a thematically confused champion out the gate. Visually speaking, this guy's a walking, talking suit of armor with a giant mace. If that doesn't say scrappy fighter, we're not entirely sure what does. That said, Morde's found far more success in the present game as a bursty AP mage, picking up an early Deathfire Grasp to blow up and, subsequently, convert enemy marksmen into their team's worst nightmare.
- So what's all this mean? Well, as customer numero uno for DFG (he actually might have been second with Veigar leading the way, but we're not ones to get in the way of a good reference) we didn't want to just take away Mordekaiser's core build without any form of compensation (although as we mentioned in the patch 5.2 foreword, the results have been a little off of expectation). We also wanted to take this opportunity to try tying Mordekaiser and his thematic identity a little closer together (scrappy tank man!), but when we finally arrived at that world, we realized it wasn't a very exciting one.
- And here we are now.
- These changes aren't going to solve Morde's identity crisis in the present, but we did find a few ways to clean up his ghostly interactions so he can get the most out of his exploitative ways. Additionally, we really liked the new Creeping Death 'magnet' mechanic we were testing out with fighter Mordekaiser, so we figured we could give some extra utility love when he's hunting high priority targets with a dive buddy. So, once again: not a holistic solution but one we felt was better at preserving Mordekaiser's unique identity.
- General
- BASE HEALTH REGENERATION :
8.37⇒ 3.37
- BASE HEALTH REGENERATION :
- Q - Mace of Spades
- [NEW] YOU'RE GONNA NEED A BIGGER MACE : Mace of Spades now grants Mordekaiser +75 range for the attack
- COST :
25/32/39/46/53 health⇒ 20/25/30/35/40 health
- W - Creeping Death
- [NEW] CREEPING BUDDIES : Mordekaiser now also gains the effects of Creeping Death if he casts it on an ally
- [NEW] MAGNETIC BUDDIES : Mordekaiser and any ally with Creeping Death gain +60 bonus movement speed when running toward each other
- WE'RE NOT CRAZY : Enemies will not take double damage from Creeping Death if they're beside both Mordekaiser and his Creeping Death'd buddy. Just in case you thought that and got scared.
- COST :
26/32/38/44/50 health⇒ 20/25/30/35/40 health - DAMAGE :
24/38/52/66/80 (0.2 ability power) magic damage per second⇒ 20/32/44/56/68 (0.15 ability power) magic damage per second
- R - Children of the Grave
- AD MORDEKAISER ISN'T A THING : Enslaved champions grant Mordekaiser
+20% of their attack damage and ability power⇒ +25% of their bonus health and +30% of their ability power - [REMOVED] THIS HAD SOME WEIRD IMPLICATIONS : Enslaved champions no longer gain 75% of Mordekaiser's ability power
- WHAT DID WE JUST SAY ABOUT AD MORDEKAISER : Enslaved champions gain
75% of Mordekaiser's total attack damage⇒ 25/50/100 attack damage as a bonus
- AD MORDEKAISER ISN'T A THING : Enslaved champions grant Mordekaiser
v5.3
Mass Texture Rebalance (Part 7)
- "We're continuing our comprehensive pass at the game's older character textures. As with previous installments, our goal is to improve parity with newer releases and make sure everybody looks at home on the newly-updated Rift. "
- Fiddlesticks
- Base, Bandito, Fiddle Me Timbers, Pumpkinhead, Spectral, Surprise Party, Union Jack
- Kennen
- Base, Arctic Ops, Deadly, Karate, Kennen M.D., Swamp Master
- Mordekaiser
- Infernal, Lord
- Veigar
- Base, Baron Von Veigar, Curling, Greybeard, Leprechaun, Superb Villain, White Mage
- Iron Man
- Now displays shield amount in segments, similar to health segments
- Recommend items updated
- Base Movement Speed increased by 25.
- Splash art updated
- Fixed - Mace of Spades now damages wards properly
- Increased the size of his model
- Updated art assets
- Children of the Grave's initial damage now correctly draws turret aggro
- Children of the Grave
- Reactivating while the Ghost is active now allows you to control your pet, similar to Alt+Right Clicking
- You will also see a self-only targeting particle when using this ability, depicting what command your pet is following
- Fixed a bug where Mordekaiser could cause minions to attack themselves.
- Iron Man (Passive) shield amount increased to 35% from 30%
- Siphon of Destruction damage increased to 70 / 115 / 160 / 205 / 250 from 65 / 105 / 145 / 185 / 225
- Creeping Death now properly gives assists
- Iron Man
- Shield regeneration adjusted to 30% at all levels from 25 / 27.5 / 30%
- Shield regeneration is now half effective versus minions
- Mace of Spades bonus damage reduced to 65% from 75%
- Siphon of Destruction no longer adds additional shield for each unit hit
- Fixed a bug where Mace of Spades was providing the diminished spell vamp effect even if used against a single target
- Fixed a bug where Children of the Grave would fail to clone targets if they were nontargetable when they died (Sanguine Pool, Alpha Strike, etc)
- Fixed a bug where Children of the Grave could clone a clone
- Iron Man's shield generation is no longer reduced if the damage done is shielded
- Fixed a bug where Children of the Grave could steal enemy passive abilities permanently
- Fixed a bug where Mordekaiser's per-level health, armor, attack speed, damage, and magic resist were lower than intended
- Mace of Spades ability power ratio increased to 0.4 from 0.2
- Fixed a bug with Iron Man where the tooltip said it had 5% decay but was actually 3%
- Shield generation increased to 25 / 27.5 / 30% from 20 / 25 / 30%
- Shield decay reduced to 3% from 5%
- Mace of Spades now resets the attack timer when used
- Iron Man
- Shield generation reduced to 20 / 25 / 30% from 30% at all levels
- Shield decay increased to 5% from 3%
- Mace of Spades
- Mace of Spades
- Base damage increased to 80 / 110 / 140 / 170 / 200 from 20 / 40 / 60 / 80 / 100
- Now scales off of only bonus damage rather than all damage
- Now deals 75% bonus damage if Mace of Spades only hits 1 target
- Health cost reduced to 20 / 25 / 30 / 35 / 40 from 30 / 35 / 40 / 45 / 50
- The main target of Mace of Spades now generates shield for Mordekaiser
- Creeping Death
- Base damage increased to 24 / 38 / 52 / 66 / 80 from 16 / 32 / 48 / 64 / 80
- Ability power ratio increased to 0.2 from 0.15
- Increased missile travel speed when casting Creeping Death on an ally
- Siphon of Destruction
- Damage reduced to 65 / 105 / 145 / 185 / 225 from 85 / 110 / 155 / 200 / 245
- Ability power ratio increased to 0.6 from 0.4
- Base shield generation reduced to 1 / 2 / 3 / 4 / 5 from 6 / 9 / 12 / 15 / 18
- Children of the Grave
- Now steals 24 / 29 / 34% of the target's maximum health over the duration up form 24 / 28 / 32%
- Now deals half damage to the target initially and half damage over time
- Duration increased to 10 seconds from 8
- Total ability power ratio over the duration increased to 0.04 from 0.016
- Fixed a bug where it was improperly blocked by Black Shield
- Mordekaiser now gains 20% of the pet's ability power, reduced from 25%
- Mordekaiser now gains 20% of the pet's attack damage, reduced from 25%
- Children of the Grave Pet
- The pet now gains 75% of Mordekaiser's ability power and damage at all 3 ranks and the ratio itself no longer increases with Mordekaiser's total ability power
- Pet health bonus reduced to 15% from 50%
- Fixed a bug where the pet was not generating shield for Mordekaiser when hitting inhibitors
- Iron Man
- Shield generation increased to 30% from 25%
- Fixed a tooltip bug
- Fixed bugs where several components of some spells generated shield equal to 20% of the damage dealt instead of 25%
- Fixed bugs where several tooltips did not properly reflect cooldown values with cooldown reduction factored in
- Fixed a bug where occasionally Mordekaiser could generate shield multiple times from a single source of damage (causing a huge spike)
- Reworded/simplified several tooltips
- Pentakill Mordekaiser's size has been increased
- Fixed a bug with Children of the Grave where it was granting permanent ability power and damage in some circumstances
- Fixed a bug where Children of the Grave would sometimes create a copy of the target even when they didn't die
- Fixed a bug where Mordekaiser would infrequently gain health from Mace of Spades or Syphon of Destruction while Children of the Grave was on his target
- Siphon of Destruciton shield bonus per hit reduced to 6 / 9 / 12 / 15 / 18 from 8 / 12 / 16 / 20 / 24
- Iron Man
- Shield decay rate increased to 3% a second from 2%
- Damage to shield conversion ratio increased to 25% from 20%
- Level 1 maximum shield value reduced to 140 from 175
- Level 18 maximum shield value increased to 650 form 600
- Fixed a minor tooltip type with Children of the Grave
v1.0.0.75
Mordekaiser released
Additional Content[]
Champion Information[]
- Mordekaiser's Champion Page
- Universe of League of Legends Page
- Champion Preview: Reworked Mordekaiser's Abilities
- Gameplay update: Juggernauts
- A New Champion Approaches: Mordekaiser, the Master of Metal
- Champion Sneak Peak: Mordekaiser
Related Lore[]
Journal of Justice
Event
Other[]
Gameplay Preview
Cinematic
Login Screen
Chinese Login Screen
Teaser
Others
- We're the Rioters that reworked Mordekaiser. Ask us anything!
- Behind the Scenes | Reimagining the Iron Revenant