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WRATH INCARNATE MORDRED JUNGLE - CA4

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Mordred, Breaker of the Round Table

Slayer | Tank | Global
Slayer | Tank | Global

Intro

Be the problem. Embody fear, and arrogance. BE MORDRED JUNGLE

Discord: demise14

Twitch: https://www.twitch.tv/demise2014

Items, Items, Items

Blink Rune
Blink Rune
Bumbas Hammer
Bumbas Hammer
Mystical Mail
Mystical Mail
Soul Reaver
Soul Reaver
Genji's Guard
Genji's Guard
Brawler's Ruin
Brawler's Ruin
Ruinous Ankh
Ruinous Ankh
The Crusher
The Crusher

Mordred scales really well off of strength, and prots and you will want a mix of both since you are very short range. Mystical gives you nice aoe tick damage that will help with camp clear, and reaver is good % health tick. the rest is just solid items.

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Ability Leveling Order

4>1>2>3

Your ult is so strong on mordred, and when you are deep into a fight it may come up two or even 3 times. Definitely keep it leveled.

Your 1 is your best tool for harass, it does a ton of damage and can heal you if you want it to. Your 2 gives you a prot shred effect on your autos that stacks per auto hit, and movement speed. I strongly perfer leveling this second Your 3 could be leveled second, but I think its best used as a little bit of poke and a utility to chase them down.

also dont forget about your passive! its a short dash and a knock up and a bit of damage

Basic Attack - Melee

Deal Physical Damage to an enemy in front of you

Stats:

  • Range: 1.92m
  • Damage: 44 + 2.42 per level
  • Mourning Damage Scaling: 100% Strength + 20% Intelligence
  • Clarent Damage Scaling: 100% Intelligence + 60% Strength

notes:

  • Has a 4 hit chain. Attacks in order of Mourning, Clarent, Clarent, Mourning with a 1, 0.75, 0.75, 1x swing time.

Passive - Wrath of the Forsaken

Hit enemies to gain Wrath. Your Ultimate Ability Heart Slash can only be used after reaching 40 Wrath. Your Ultimate Ability Pursue the Weak can only be used after reaching 80 Wrath. After using an ability or attacking, your Interact key becomes a Dash forward. This deals Physical Damage and Knocks Back the first enemy god hit.

Stats:

  • Damage: 30 + 8 per level

notes:

  • Hitting enemy gods with abilities provides 2 Wrath and 1 for basic attacks.
  • Hitting enemy minions provides 1 Wrath.
  • Gain 1 Wrath every 4 seconds passively
  • Wrath can only be gained once per ability per enemy hit.
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Ability 1 - Cruel Strikes

Strike twice with your swords. First Slash, dealing Physical Damage to enemies in front of you. Then Slam, dealing Physical Damage to enemies in a line and either dealing Bonus Damage or Healing, based on your Basic Attack Chain.

Stats:

  • Cost: 45/50/55/60/65 mana
  • Cooldown: 12/11.5/11/10.5/10 seconds
  • Slash Radius: 4 meters
  • Slash Angle: 90 degrees
  • Slam Range: 4 meters
  • Slam Radius: 0.75 meters
  • Slash Damage and Scaling: 55/80/105/130/155 + 45% Strength
  • Slam Damage and Scaling: 55/80/105/130/155 + 65% Strength
  • Bonus Damage: 40% Protections
  • Heal: 45% Protections
  • Minion Heal: 10/15/20/25/30

notes:

  • Line attack deals Bonus damage on hit if Mourning is next in the basic attack chain.
  • Line attack Heals you on hit if Clarent is next in the basic attack chain.
  • Lower healing on hitting enemy minions.

Ability 2 - Bloodrage

Deal Physical Damage to enemies around you, then gain increased Attack Speed and Movement Speed. While buffed, basic attack hits on enemies reduce their Physical Protections and increase your own.

Stats:

  • Cost: 50/55/60/65/70 mana
  • Cooldown: 14 seconds
  • Radius: 3.2 meters
  • Damage: 50/90/130/170/210
  • Damage Scaling: 50% Strength and 40% Intelligence
  • Attack Speed: 40%
  • Movement Speed: 12/14/16/18/20%
  • Protection: 4/5/6/7/8
  • Buff Duration: 4 seconds
  • Protection Reduced: -4/-5/-6/-7/-8
  • Debuff Duration: 4 seconds

Notes:

  • Physical Protection buff and debuff stacks up to 4 times.

Ability 3 - Severing Slice

Fire a projectile that deals Physical Damage and Slows enemies. Direct hits with the center of the projectile cause targets to Bleed, taking Bonus Damage as they move.

Stats:

  • Cost: 40/50/60/70/80 mana
  • Cooldown: 12 seconds
  • Range: 9.6 meters
  • Radius: 0.6 meters
  • Inner Radius: 0.2 meters
  • Damage and Scaling: 55/85/115/145/175 + 50% Intelligence
  • Bleed Damage and Scaling: 20/25/30/35/40 + 10% Strength
  • Minion Damage and Scaling: 10/15/20/25/30 + 5% Strength
  • Slow: 30%
  • Debuff Duration: 2.5 seconds

Notes:

  • Enemy gods are damaged for every 1.25m they move.
  • Minions take damage over time instead of due to movement.
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Ultimate Ability - Heart Slash

Deal Physical Damage to enemies in an area in front of you. If you hit an enemy god, they are Rooted. You then Channel to siphon their lifeforce, gaining a Health Shield and Healing over time, while dealing Physical Damage repeatedly to that enemy.

Stats:

  • Cost: 40 mana
  • Cooldown: 20 seconds
  • Radius: 1 meters
  • Damage: 80/130/180/230/280
  • Damage Scaling: 70% Strength
  • Damage Per Tick: 30/40/50/60/70
  • Damage Scaling Per Tick: 25% Strength
  • Heal: 10/20/30/40/50
  • Heal Scaling: 20% Intelligence
  • Shield Health: 160/200/240/280/320

Notes:

  • Ability repeatedly deals damage every 0.3s. over 1.5 seconds.
  • You are Slowed while Channeling.
  • This is a channeled ability meaning you can be CC'd out of it

Charged Ultimate Ability - Pursue the Weak

Become CC Immune and charge forward, traveling through walls, stopping on the first enemy god hit. Nearby enemies take Physical Damage and are Stunned. After a short delay, you launch yourself and Stunned enemies into the sky, repeatedly dealing Physical Damage.

Stats:

  • Cost: 80 mana
  • Radius: 3.2 meters
  • Damage: 150/200/250/300/350
  • Damage Scaling: 75% Strength and 75% Intelligence
  • Damage Per Tick: 70/90/110/130/150
  • Damage Scaling Per Tick: 15% Strength and 15% Intelligence
  • Stun Duration: 0.5 seconds

Notes:

  • Charge lasts 4 seconds but will continue if within a wall, ending immediately when possible.
  • You gain vision of all enemies around you while Charging.
  • If no enemy gods are able to be Displaced, the follow-up attack will not start.

Gameplay

You won't have the burst of a traditional jungler, but you will be tankier, and still have good damage. You can harass and commit to trades that are favorable for you because you will just take less damage than your opponent. Your ult will also still hit really hard and is a great chase down tool, or initiation tool.

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Conclusion

Mordred is a great brawler and really fun to play. He can be a bit tricky in the positioning department, but some good the proper amount of caution, and he can be a dominant force in the game when played well. Get out there, hunt your foes down, and show them your wrath.

As always, if you'd like to see some mordred action, come on over to my twitch at https://www.twitch.tv/demise2014 and let me Know. GLHF

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