And I thought I was having a bad day in ranked. First two games had rather bad team comps but the first was close (we were actually slightly ahead) and then our carry says he has to do something in real life and never comes back. Second game has three guys saying how terrible each other was before any champs had actually been picked. Then when we start Jax joins me (Trist) in mid and occasionally goes on unproductive romps in the jungle. The rest of the team feeds and that game is over quick. Third game I end up with that Jax again but he’s in a better mood and plays relatively smart. After that things went a lot smoother.

Also, I thought Morde and Malph got nerfed to mediocrity but they both are still getting banned in almost every game. They still OP or people just slow to react? I know I had my worst game as Morde ever shortly after the patch.

I had rough games with Morde after the patch as well, although I feel that I’ve got a good handle on him again. The nerfs really screwed his early game; pre-patch I found that he could lane with impunity even in a 2v1 lane from level 3 onwards, but now I find that he’s no less vulnerable than most champs until lvl 6 or so. He can still farm well in the early levels, but doesn’t have the luxury of a fully charged shield all the time as he did before.

Calistas, for Morde I run with MPen reds, health/level yellows and flat CDR blues, and then a mix of MPen and flat health quints. I would probably get more mileage out of armor or MR runes than health ones, since they’ll help out Morde’s shield more, but health per level seemed like a more versatile pick across more heroes. I also itemize pretty heavily for armor and MR so those aren’t a mid-late game deficiency for me anyway.

Sure, Bullet. I itemize quite differently - warmogs, MPen boots, Haunting Guise as first three items almost always (although I might get bits of FON along the way). Having 3000 HP in the low teens makes tower diving a breeze and lets you walk out of stuff you really shouldn’t have - regardless of resists.

FON usually comes along fairly promptly, depending on team comp, and then it’s Rylais Sceptre (you’re now on 3900 health) and then Atmas! Atmas gives enough armor to finish off any final concerns of AR and bashing heads with 240 damage or something is quite pleasant.

I’ve found, especially since the changes, that you just can’t rely on the shield, even if you buff it. It’s fine to protect you during laning, and not much will penetrate a full shield on default resists, but anything more than that you need to pack some serious survivability - especially in the pub games I end up in!

Last night when I played ranked I commented on the bans being good bans a month ago and the guy who had first pick told me he didn’t read patch notes and wasn’t caught up on the current landscape.

Low Elo!

I would always recommend with solo you team up with one other (arranged team). Will give you solo ranked queue. Guaranteed max 2 man premades and although you can’t guarantee a win it will be more enjoyable and your likelihood of winning with your buddy will be improved.

I am going to have to disagree with everyone in this thread and say that Heimer is #1, at least of the heroes I have played. Many people would say that playing Heimer is just button mashing, but that is because they are damn noobs!

He is a glass cannon, and as such there is always a lot of maneuvering. He must maneuver to survive and also to get his skills off. Button mashing is not the way to play him. You need to move at angles that will make your missile hit them. You also have to skillshot your nade, which is one of the slowest skill shots in the game with one of the most devastating effects. Leading a character by a second or two with the nade and landing a hit is very satisfing. Throwing it through walls and firing a missile at the same time is also a skill you need to acquire, since the nade gives vision.

As turrets go, in setting up for a battle it is important to place them at the right time, and also to make fall back positions using them. Popping the ult can make kiting very strong. When you are being chased, a good combo is running into a bush and stopping, placing a turret, waiting for the guy to get right next to the turret and then stunning him with the nade. After that, fire your missile and pop your ult so that he is slowed. With that combo, you can kill anyone that isn’t carrying 150 MR.

In conclusion, heimer isn’t easy. There is a lot to think about in battle, and surviving early game can be difficult. I use magic pen and flat mana regen runes, as well as 3 movement quintessences. For masteries, grab just enough for the magic pen offensive, then go for summoner cooldown reduction (Ghost reduction, flash reduction, and overall summoner reduction). Ghost and flash are necessary for surviving with heimer. For upgrading skills, get turret, 1 level nade, and then finish turret first and missile second. You only need 1 level in nade to get the stun.

Farm with turrets, and at level 6 or 7 grab the blue if it is up. When you have blue, you can start harassing.

For item loadout, go sorc boots -> tear of the goddess -> soulstealer -> Rylai’s -> archangel -> zhonyas -> void staff .

So… that’s basically how I play it.

EDIT: I forgot. Start the game with doran’s ring and a health pot.

Made a little test video loop of Mordekaiser rocking out to some metal \m/ …Just testing video exporting, quality, etc. This vid won’t be super-high quality looking because of the zoom effect I deployed to center and frame Morde nice and large. Still, I think it looks pretty kewl! http://www.youtube.com/watch?v=iR6vMaolsdo

I think Shen is tough because you have to spend as much time focused on other parts of the map as you do your character. Other than that he isn’t too bad though.

Dear Jesus I didn’t realize Morde had such a tiny head.

I’ve been on numerous 10 game losing streaks. Like I’ve said numerous times match making gets broken in the 1100 range, and then the closer you get to 1000 it just becomes a total crapshoot of quality.

Example of team picks last night: First pick on my team, Kass. Next pick me, initially Udyr switched to WW. Final 3 picks? Corki, Ryze, Janna. Other team has Cho, Mundo, MF, Twisted Fate and one other I can’t recall. Who does my team constantly try to focus in team fights? Mundo and Cho etc. All the same things that go wrong normally.

I had another game recently (and I think this mightve just been normal) where in a side lane two people on my team fed a side lane MF 5 kills in 7 minutes.

Hell in the first game I’ve won in awhile I got 5 man ganked as WW at blue buff and our Janna was dced for the first 5 minutes or so. It’s at the point where I don’t even get mad because its all so familiar and ridiculous.

I admit a part of is probably a factor of the time I play, but I tried playing during different hours of the day and it honestly didn’t get it better.

Duo queueing is probably the only way to really pull myself out.

His taunt is kind of annoying but yeah in team fights I don’t find him that good. People have always hated him because he’s a counter ganker or can help a gank without being there initially so he punishes people for being careless, which so many players of this game are.

When you’re taunted and are a melee champ, does that mean your champ walks towards them to auto-attack? Effectively CCing the champ entirely?

Blue: you seem to be on a lot when I am, when I hit 30 we could team?

And yeah, Morde’s head! But you know what they say about demon lords with small heads? No, really, do you? :)

None of the taunt ranges are that long so unless you purposefully kite, the champ is going to get some hits in. But better than him hitting someone squishy.

I have noticed no one mentions that new item which provides magc shielding when you hit 30% health (among other stuff). Is it terrible? I was almost tempted to include it in a Morde build for the lulz of yet more shielding, but haven’t bothered yet.

Oh, annoying things with Morde:

  • putting your ghost (Children of the Grave) spell on Karthus and having to wait those several seconds before he becomes “yours”.

  • Your ghost spell killing an Anivia, but running out it’s time before the egg is popped (grr!)

  • Ghost Anivia dying, turning into a ghost egg and then the tower killing the egg before I got to see if a ghost Anivia would be reborn!

Butthe funthings include dropping it on a Tryndamere just before endless rage finishes and witha touch of extra damage getting a fun DPS champ as a ghost. And enjoying seeing their escape fail.

Oh, wonder if a stationary ghost Temo goes invisible?

Feel free to poke me on steam.

Yes but like mentioned the range is pretty bad.

And thanks for the duo queue offers, I know not everyone likes ranked so I try to not impose. Also I have this bad tendency to play really late at night when reasonable people are all sleeping.

Dodge isn’t bad especially if you go 9 into defense. I don’t anymore on Mord but the synergy there is good if you do. I normally go mpen reds, health regen yellows, flat MR blues and flat health quints. This is for laning 1v1 or 1v2 top. I find that a doran’s shield plus my rune health regen allows me to lane basically as long as I want to assuming I play cautiously until level 4 or so. The magic resist makes me a bit beefier if I’m laning against a mage type and it’s useful into late game, where I can basically push with impunity unless I’m outnumbered 3-to-1 or something.

don’t fall for Mx’s trick, he will just surrender asap, you can’t surrender!!!

preserve and win…

I like that attitude idrisz! I am always the one saying “Don’t surrender!” in these games. We need to duo queue again sometime.

I’m not going to surrender, I’m going to feed their carry, which is both faster and more effective.