Talk:Mordekaiser/@comment-12727893-20140625154303/@comment-24073465-20140702203423

I completely hear you, man....we need to be careful when adding to Morde's kit, cause it may not be enough, or it may be enough to make him the next Free Win/Yasuo/Jax/Kayle/Insert Permaban Champ here/etc.

I also agree that come late game, all Morde needs is one good moment, and he'll instantly take out the adc followed by the others if not cced...heck I remember many games where my early game was meh, but by late, I would R-E-Q and their adc would DIE...sometimes Q wasn't even needed....hell, in a few games, I was good from the get-go, and by mid, could take three-four guys at once....by end, my team just existed to help take down towers when my ghost finally died....

However, for all those good games, there have been equally bad ones....and many of these have all been due to either characters with consistent long range harass or mobility (Syndra, Ziggs, Zyra, etc) or more possibly highly mobile Junglers (Lee Sin, Vi, Xin Zhao, etc)...It's especially bad with the former two as due to their many mobility mechanics, I am often unable to escape EVEN with flash....it's so bad, that my standard starting build is always bead+4 pots+2 wards to stay away from junglers...This cuts a LOT of early power from Morde....and if you can't ge him started early, he can become nothing but a load till almost late, unless he gets kills...

I feel that if not cc, he should at least get a dash or something....a movespeed buff simply will not be enough as it will not help him easily escape the current popular junglers....however, dashing away before Lee or Vi launch Q, making them miss it, coud give him the edge he needs.....in fact, as I said, making his Q similar to a gragas E, but with a slow or other weaker cc at the end instead of a stun might be the best idea possible....gives him mobility, without making him OP due to hard cc...