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Mordekaiser
ЖЕЛЕЗНЫЙ ПРИЗРАК
Mordekaiser — ЖЕЛЕЗНЫЙ ПРИЗРАК. Роль: Барон. Сложность освоения: средняя.
Матчапы
Основные предметы

Assimilation: +11% Magic Vamp
Void Corruption: Generates a stack of Corruption every second in champion combat, which expires out of combat and stacks up to 3 times. Each stack grants 2.5% bonus magic damage, stacking up to 7.5%, upon which it converts into true damage.

Immolate: While in combat, deal magic damage equal to 16–25 plus 0.8% bonus health to nearby enemies per second. Damaging champions or epic monsters with Immolate will increase the damage by 11% for 5 seconds, stacking up to 4 times for 44%
Flametouch: At max Immolate stacks, your basic attacks burn enemies around you for 50% of Immolate's damage over 3 seconds
Immolate deals 130% damage to monsters and 175-250% damage to minions.

Torment: Your ability damage and empowered attacks inflict a burn dealing magic damage equal to「 0.6%–3% of the target's max health 」per second for 3 seconds.

Assimilation: +11% Magic Vamp
Void Corruption: Generates a stack of Corruption every second in champion combat, which expires out of combat and stacks up to 3 times. Each stack grants 2.5% bonus magic damage, stacking up to 7.5%, upon which it converts into true damage.

Thorns: When Struck by an attack, deal (20 + 6% Bonus Armor + 2% Bonus Health) Magic Damage to the attacker
Entwine: Apply Grievous Wounds to enemy champions for 3s when struck by their attacks or dealing damage to them.

Resilience: Reduce incoming damage from critical strikes by 20%
Countercurrent: Being critically struck by physical damage will generate a stack for 5 seconds, refreshing on subsequent hits and stacking up to 4 times.Each stack grants 5% bonus move speed and 5% Slow resist, up to a maximum of 20% bonus move speed and 20% Slow resist

Assimilation: +11% Magic Vamp
Void Corruption: Generates a stack of Corruption every second in champion combat, which expires out of combat and stacks up to 3 times. Each stack grants 2.5% bonus magic damage, stacking up to 7.5%, upon which it converts into true damage.

Harbinger: Casting your ultimate ability will create a blizzard aura that damage nearby enemies, dealing「 Error: Variables are unmatched. magic damage 」「 16 – 30 (based on level) magic damage every 0.5 seconds 」over 10 seconds and slowing them by 25% for 1 second. You also leave behind a brief path that grants 40 bonus move speed to allied champions (30 (on-cast) second cooldown).

Soul Hunt: +15 magic penetration
Wandering Soul: Scoring a champion takedown within 3 seconds of damaging them will reduce your abilities' remaining cooldowns by 25%. You also gain 10% of their base move speed and 50% of their ability haste until they respawn. This ability haste can stack.

Assimilation: +11% Magic Vamp
Void Corruption: Generates a stack of Corruption every second in champion combat, which expires out of combat and stacks up to 3 times. Each stack grants 2.5% bonus magic damage, stacking up to 7.5%, upon which it converts into true damage.

Conversion: Gain Ability Power equal to 5% of Bonus Health
Projection: When you have at least 950 Bonus Health, gain 20% Ability Power as Armor and 10% Ability Power as Magic Resist. (max bonuses reached at 400 Ability Power)

Anguish: While in combat with champions, every 4 seconds deal magic damage equal to 3% of your maximum Health to nearby enemy champions, and heal yourself for 250% of the damage dealt, Anguish is not affected by item Ability Haste.

Assimilation: +11% Magic Vamp
Void Corruption: Generates a stack of Corruption every second in champion combat, which expires out of combat and stacks up to 3 times. Each stack grants 2.5% bonus magic damage, stacking up to 7.5%, upon which it converts into true damage.

Hexcharged: Gain 20 Ultimate Ability Haste
Overdrive: After casting the ultimate ability, gain 40% (20% for ranged) Attack Speed and 20% (10% for ranged) Move Speed for 8 seconds. (30 second cooldown)

Conversion: Gain Ability Power equal to 5% of Bonus Health
Projection: When you have at least 950 Bonus Health, gain 20% Ability Power as Armor and 10% Ability Power as Magic Resist. (max bonuses reached at 400 Ability Power)

Assimilation: +11% Magic Vamp
Void Corruption: Generates a stack of Corruption every second in champion combat, which expires out of combat and stacks up to 3 times. Each stack grants 2.5% bonus magic damage, stacking up to 7.5%, upon which it converts into true damage.

Hexcharged: Gain 20 Ultimate Ability Haste
Overdrive: After casting the ultimate ability, gain 40% (20% for ranged) Attack Speed and 20% (10% for ranged) Move Speed for 8 seconds. (30 second cooldown)

Anguish: While in combat with champions, every 4 seconds deal magic damage equal to 3% of your maximum Health to nearby enemy champions, and heal yourself for 250% of the damage dealt, Anguish is not affected by item Ability Haste.

Assimilation: +11% Magic Vamp
Void Corruption: Generates a stack of Corruption every second in champion combat, which expires out of combat and stacks up to 3 times. Each stack grants 2.5% bonus magic damage, stacking up to 7.5%, upon which it converts into true damage.

Hexcharged: Gain 20 Ultimate Ability Haste
Overdrive: After casting the ultimate ability, gain 40% (20% for ranged) Attack Speed and 20% (10% for ranged) Move Speed for 8 seconds. (30 second cooldown)

Endurance: Generate a stack every second in combat with champions, which expires out of combat and stacks up to 5 times.At max stacks, you gain 20% size, 20% tenacity, and 30% bonus armor and magic resist.
Руны

Basic attacks and abilities generate stacks of Conqueror on enemy champions hit, up to one per attack or cast. Each stack of Conqueror lasts 6 seconds and grants 3 - 7 (based on level) bonus (Adaptive) Attack Damage 4 - 12 (based on level) or Ability Power 4 - 11 (based on level), stacking up to 6 times, for a maximum of 12 - 36 (based on level) bonus Attack Damage or 18 - 54 (based on level) Ability Power (Adaptive).
While fully stacked, gain 8 % melle ( 5% ranged) Physical Vamp and Magical Vamp.
Adaptive Damage: Deals either physical or magic damage depending on your bonus stats, defaulting based on the origin of the effect.

Gain 5% Armor and Magic Resist. For every 1 enemy champion nearby, gain an additional 4% Armor and Magic Resist. If the max number of enemy champions are nearby (max: 3), you also gain 20% Slow Resist.

Gain 5 health every 5 seconds. After taking damage from an enemy champion regenerate 6 (+2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

When 1 monster or 2 minions are killed nearby, permanently gain 3 Max Health. Max Health can be increased indefinitely. Gains bonus 3% Max Health upon reaching 30 stacks.

Gain a bonus when reaching the following levels:
-Level 1: Gain 6 Ability Haste.
- Level 5: Gain an additional 6 Ability Haste.
- Level 9: After a basic ability hits the target, reduce 10% of the ability's cooldown. (8s cooldown)

Basic attacks and abilities generate stacks of Conqueror on enemy champions hit, up to one per attack or cast. Each stack of Conqueror lasts 6 seconds and grants 3 - 7 (based on level) bonus (Adaptive) Attack Damage 4 - 12 (based on level) or Ability Power 4 - 11 (based on level), stacking up to 6 times, for a maximum of 12 - 36 (based on level) bonus Attack Damage or 18 - 54 (based on level) Ability Power (Adaptive).
While fully stacked, gain 8 % melle ( 5% ranged) Physical Vamp and Magical Vamp.
Adaptive Damage: Deals either physical or magic damage depending on your bonus stats, defaulting based on the origin of the effect.

While in combat with an enemy champion, gain 2% basic ability damage amplification against them every 1s, up to a maximum of 6%.

Your attacks deal 8% bonus adaptive damage to enemy champions with more than 60% Health.

Gain 3% bonus attack speed when engaging in taking down monsters, enemy champions and minions, up to 20% at maximum stacks.

When 1 monster or 2 minions are killed nearby, permanently gain 3 Max Health. Max Health can be increased indefinitely. Gains bonus 3% Max Health upon reaching 30 stacks.

Basic attacks and abilities generate stacks of Conqueror on enemy champions hit, up to one per attack or cast. Each stack of Conqueror lasts 6 seconds and grants 3 - 7 (based on level) bonus (Adaptive) Attack Damage 4 - 12 (based on level) or Ability Power 4 - 11 (based on level), stacking up to 6 times, for a maximum of 12 - 36 (based on level) bonus Attack Damage or 18 - 54 (based on level) Ability Power (Adaptive).
While fully stacked, gain 8 % melle ( 5% ranged) Physical Vamp and Magical Vamp.
Adaptive Damage: Deals either physical or magic damage depending on your bonus stats, defaulting based on the origin of the effect.

When your attacks or abilities hit an enemy champion, heal yourself and the lowest Health allied champion nearby.
Ally heal: 3% of your max Health + 15% of your Ability Power.
Self heal: 1% of your max Health + 5% of your Ability Power.
Cooldown: 20s. Melee champions gain 130% effectiveness from this effect.

Gain 5 health every 5 seconds. After taking damage from an enemy champion regenerate 6 (+2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

When 1 monster or 2 minions are killed nearby, permanently gain 3 Max Health. Max Health can be increased indefinitely. Gains bonus 3% Max Health upon reaching 30 stacks.

Gain a bonus when reaching the following levels:
-Level 1: Gain 6 Ability Haste.
- Level 5: Gain an additional 6 Ability Haste.
- Level 9: After a basic ability hits the target, reduce 10% of the ability's cooldown. (8s cooldown)

Basic attacks and abilities generate stacks of Conqueror on enemy champions hit, up to one per attack or cast. Each stack of Conqueror lasts 6 seconds and grants 3 - 7 (based on level) bonus (Adaptive) Attack Damage 4 - 12 (based on level) or Ability Power 4 - 11 (based on level), stacking up to 6 times, for a maximum of 12 - 36 (based on level) bonus Attack Damage or 18 - 54 (based on level) Ability Power (Adaptive).
While fully stacked, gain 8 % melle ( 5% ranged) Physical Vamp and Magical Vamp.
Adaptive Damage: Deals either physical or magic damage depending on your bonus stats, defaulting based on the origin of the effect.

When within 550 range of a turret, change an attack over 3 seconds. Attacking the turret discharges the attack dealing 200 (+ 30% maximum health) bonus Adaptive Damage. (30 second cooldown)

Gain 5 health every 5 seconds. After taking damage from an enemy champion regenerate 6 (+2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

When 1 monster or 2 minions are killed nearby, permanently gain 3 Max Health. Max Health can be increased indefinitely. Gains bonus 3% Max Health upon reaching 30 stacks.

While in combat with an enemy champion, gain 2% basic ability damage amplification against them every 1s, up to a maximum of 6%.

Basic attacks and abilities generate stacks of Conqueror on enemy champions hit, up to one per attack or cast. Each stack of Conqueror lasts 6 seconds and grants 3 - 7 (based on level) bonus (Adaptive) Attack Damage 4 - 12 (based on level) or Ability Power 4 - 11 (based on level), stacking up to 6 times, for a maximum of 12 - 36 (based on level) bonus Attack Damage or 18 - 54 (based on level) Ability Power (Adaptive).
While fully stacked, gain 8 % melle ( 5% ranged) Physical Vamp and Magical Vamp.
Adaptive Damage: Deals either physical or magic damage depending on your bonus stats, defaulting based on the origin of the effect.

Gain 5% Armor and Magic Resist. For every 1 enemy champion nearby, gain an additional 4% Armor and Magic Resist. If the max number of enemy champions are nearby (max: 3), you also gain 20% Slow Resist.

Gain 5 health every 5 seconds. After taking damage from an enemy champion regenerate 6 (+2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

When 1 monster or 2 minions are killed nearby, permanently gain 3 Max Health. Max Health can be increased indefinitely. Gains bonus 3% Max Health upon reaching 30 stacks.

When health is lower that 60%, attacks launched at enemy champions deal 5-11% bonus adaptive damage.

Basic attacks and abilities generate stacks of Conqueror on enemy champions hit, up to one per attack or cast. Each stack of Conqueror lasts 6 seconds and grants 3 - 7 (based on level) bonus (Adaptive) Attack Damage 4 - 12 (based on level) or Ability Power 4 - 11 (based on level), stacking up to 6 times, for a maximum of 12 - 36 (based on level) bonus Attack Damage or 18 - 54 (based on level) Ability Power (Adaptive).
While fully stacked, gain 8 % melle ( 5% ranged) Physical Vamp and Magical Vamp.
Adaptive Damage: Deals either physical or magic damage depending on your bonus stats, defaulting based on the origin of the effect.

Gain 5% Armor and Magic Resist. For every 1 enemy champion nearby, gain an additional 4% Armor and Magic Resist. If the max number of enemy champions are nearby (max: 3), you also gain 20% Slow Resist.

Gain 5 health every 5 seconds. After taking damage from an enemy champion regenerate 6 (+2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

Gain 10% tenacity.
While immobilized, gain 16-30 armor and magic resistance for 1.5 seconds. Refresh duration when immobilized multiple times.

When health is lower that 60%, attacks launched at enemy champions deal 5-11% bonus adaptive damage.

Basic attacks and abilities generate stacks of Conqueror on enemy champions hit, up to one per attack or cast. Each stack of Conqueror lasts 6 seconds and grants 3 - 7 (based on level) bonus (Adaptive) Attack Damage 4 - 12 (based on level) or Ability Power 4 - 11 (based on level), stacking up to 6 times, for a maximum of 12 - 36 (based on level) bonus Attack Damage or 18 - 54 (based on level) Ability Power (Adaptive).
While fully stacked, gain 8 % melle ( 5% ranged) Physical Vamp and Magical Vamp.
Adaptive Damage: Deals either physical or magic damage depending on your bonus stats, defaulting based on the origin of the effect.

When within 550 range of a turret, change an attack over 3 seconds. Attacking the turret discharges the attack dealing 200 (+ 30% maximum health) bonus Adaptive Damage. (30 second cooldown)

Gain 5 health every 5 seconds. After taking damage from an enemy champion regenerate 6 (+2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

Gain 10% tenacity.
While immobilized, gain 16-30 armor and magic resistance for 1.5 seconds. Refresh duration when immobilized multiple times.

When health is lower that 60%, attacks launched at enemy champions deal 5-11% bonus adaptive damage.
Заклинания

Blink your champion a short distance forward or towards the target direction.
Flash is disabled while you are unable to cast abilities.

Ignite the target enemy champion for 5 seconds, revealing them, inflicting 60% Grievous Wounds, and dealing 72 to 380 for 15 true damage over the duration.
The first tick of damage occurs briefly after the cast, then subsequent ticks occur every 1.056 seconds.

Blink your champion a short distance forward or towards the target direction.
Flash is disabled while you are unable to cast abilities.

Active: After channeling for 3 seconds, remove any homestart or homeguard buff and blink to the target champion or ward. Your destination will be visibly marked.
Passive - [0–6:00 elapse]: You can also target allied turrets.
Сборки WildRiftFire
Вариант 1




UNIQUE - Assimilation: +11% Magic Vamp. UNIQUE - Void Corruption: When in combat with champions, gain 1 stack of Corruption every 1 second. Each Stack of Corruption increases your Magic Damage Dealt by 2.5%. At maximum stacks, the additional damage provided by Corruption becomes true damage.


UNIQUE - HARBINGER: Casting your Ultimate surrounds you with a blizzard for 10 seconds. The blizzard deals a maximum of 320 – 600 damage, slows nearby enemies by 25%, and leaves a trail behind you. Allied champions on the trail gain 40 bonus Movement Speed for 1 second. (30s cooldown)


Unique Passive - Soul Hunt: +15 magical penetration Unique Passive - Wandering Soul: Every time you take down an enemy champion within 3 seconds of damaging them, your ability cooldowns are reduced by 25%. You steal 10% of their base Movement Speed for 10 seconds and 50% of their Ability Haste until they respawn. Ability Haste stolen this way stacks.


+50% Health Regen Limited to 1 Boots item.


UNIQUE - PROTOBELT: Dash forward and unleash a cone of missiles that deal 70 (based on level) magic damage. If champions or monsters are hit by more than one missile, the additional missiles deal only 7 damage. Upon hitting the target, reduce the target's Magic Resist by 12% for 3s. After Cast, gain 20% Movement Speed that decays over 3s. (50 second cooldown) Limited to 1 Boots enchantment.


UNIQUE - Assimilation: +11% Magic Vamp. UNIQUE - Void Corruption: When in combat with champions, gain 1 stack of Corruption every 1 second. Each Stack of Corruption increases your Magic Damage Dealt by 2.5%. At maximum stacks, the additional damage provided by Corruption becomes true damage.


UNIQUE - HARBINGER: Casting your Ultimate surrounds you with a blizzard for 10 seconds. The blizzard deals a maximum of 320 – 600 damage, slows nearby enemies by 25%, and leaves a trail behind you. Allied champions on the trail gain 40 bonus Movement Speed for 1 second. (30s cooldown)


Unique Passive - Soul Hunt: +15 magical penetration Unique Passive - Wandering Soul: Every time you take down an enemy champion within 3 seconds of damaging them, your ability cooldowns are reduced by 25%. You steal 10% of their base Movement Speed for 10 seconds and 50% of their Ability Haste until they respawn. Ability Haste stolen this way stacks.


UNIQUE - ENDURANCE: While in combat with enemy champions, gain a stack of Endurance each second. When you reach 5 stacks of Endurance, gain 20% size, 20% tenacity, and increase your armor and magic resistance by 30% until you leave combat with champions.


Destiny: 5% Movement Speed Balance: 15 Magic Penetration Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health. Thunderfall: When an enemy champion dies within 3 second(s) of you applying Inevitable Demise to them, a lightning bolt strikes at the spot where they died, dealing magic damage equal to 50-75 plus 10% Ability Power to nearby enemies.


UNIQUE - PROTOBELT: Dash forward and unleash a cone of missiles that deal 70 (based on level) magic damage. If champions or monsters are hit by more than one missile, the additional missiles deal only 7 damage. Upon hitting the target, reduce the target's Magic Resist by 12% for 3s. After Cast, gain 20% Movement Speed that decays over 3s. (50 second cooldown) Limited to 1 Boots enchantment.
Способности

Мордекайзер получает ауру, наносящую большой урон, и ускоряется после попадания 3 атаками или умениями по чемпионам или монстрам.
Мордекайзер получает ауру, наносящую большой урон, и ускоряется после попадания 3 атаками или умениями по чемпионам или монстрам.

Мордекайзер бьет по земле булавой, нанося урон каждому пораженному врагу. Если враг один, урон по нему увеличивается.
Мордекайзер бьет по земле булавой, нанося урон каждому пораженному врагу. Если враг один, урон по нему увеличивается.

Мордекайзер накапливает нанесенный и полученный урон, а затем превращает его в щит. Он может поглотить щит, восстановив себе здоровье.
Мордекайзер накапливает нанесенный и полученный урон, а затем превращает его в щит. Он может поглотить щит, восстановив себе здоровье.

Мордекайзер подтягивает всех врагов в области поражения.
Мордекайзер подтягивает всех врагов в области поражения.

Мордекайзер переносит себя и жертву в другое измерение и похищает часть показателей цели. Если Мордекайзер убивает ее, он сохраняет показатели жертвы до ее возрождения.
Мордекайзер переносит себя и жертву в другое измерение и похищает часть показателей цели. Если Мордекайзер убивает ее, он сохраняет показатели жертвы до ее возрождения.