Mor’Doom

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Mor'Doom

Champion Tier: S

Champion Details

Faction: Clans
Race: Orc
Role 1: Fighter
Role 2: Mage
Role 3: Dragon Slayer

Key Information

Leader:
Base Speed: 155
Farm: Event

Mor’Doom

Mor'Doom is in the discussion for the best Champion in the game, he is that good. You can put him in any team in any part of the game and he will be amazing! Mor'Doom is a legendary unlock that requires Humans. He is the secondary legendary you should go after Solius. The fact that he can dispel on his basic removing 2 buffs and his Rock's Curse make him a pain to deal with. If you are having a problem with a tank heavy team Mor'Doom is your man! Want to stop a healer or a strong DPS from causing rage quits … Mor'Doom is your man! Great Champion worth everything you put into him and unlocking him.

Shadow Arrow

Level 1 – Deals 100% of Magic Damage to an enemy.

Level 2 – Deals 130% of Magic Damage to an enemy.

Level 3 – Deals 170% of Magic Damage to an enemy. A 30% chance
to remove 1 buff.

Level 4 – Deals 210% of Magic Damage to an enemy. A 60% chance
to remove 1 buff.

Level 5 – Deals 250% of Magic Damage to an enemy. Removes 1 buff.

Level 6 – Deals 250% of Magic Damage to an enemy. Removes 1 buff.

Magic and Monsters

Level 1 – Summons 1 imps with 25% of Mor’Doom’s Health, 25% of his Shield and 40% of his damage.

Level 2 – Summons 1 imps with 30% of Mor’Doom’s Health, 30% of his Shield and 50% of his damage.

Level 3 – Summons 1 imps with 30% of Mor’Doom’s Health, 30% of his Shield and 50% of his damage. A 30% chance to summon 1 more imp.

Level 4 – Summons 1 imps with 40% of Mor’Doom’s Health, 40% of his Shield and 65% of his damage. A 30% chance to summon 1 more imp.

Level 5 – Summons 1 imps with 40% of Mor’Doom’s Health, 40% of his Shield and 60% of his damage. A 30% chance to summon 1 more imp.

Level 6 – Summons 2 imps with 50% of Mor’Doom’s Health, 50% of his Shield and 80% of his damage.

Rock's Curse

Level 1 – Deals 130% of Magic Damage to an enemy. Inflicts an Armor Decrease for 2 turns.

Level 2 – Deals 190% of Magic Damage to an enemy. Inflicts an Armor Decrease and Tenacity Decrease for 2 turns.

Level 3 – Deals 260% of Magic Damage to an enemy. Inflicts an Armor Decrease, a Tenacity Decrease, and Slow for 2 turns.

Level 4 – Deals 330% of Magic Damage to an enemy. Inflicts an Armor Decrease, a Tenacity Decrease, Slow and a Damage Decrease for 2 turns.

Level 5 – Deals 400% of Magic Damage to an enemy. Inflicts an Armor Decrease, a Tenacity Decrease, Slow, a Damage Decrease and a Potency Decrease for 2 turns.

Level 6 – Deals 480% of Magic Damage to an enemy. Inflicts an Armor Decrease, a Tenacity Decrease, Slow, a Damage Decrease, a Potency Decrease and an Ability Block for 3 turns.

Don't Mess with the Inferno!

Level 1 – Gains 2% Tenacity and 2% Potency for each living imp in the party, and gains 1% Tenacity and 1% Potency for each living demon.

Level 2 – Gains 3% Tenacity and 2% Potency for each living imp in the party, and gains 1.5% Tenacity and 1.5% Potency for each living demon.

Level 3 – Gains 4% Tenacity and 4% Potency for each living imp in the party, and gains 2% Tenacity and 2% Potency for each living demon.

Level 4 – Gains 5% Tenacity and 5% Potency for each living imp in the party, and gains 2.5% Tenacity and 2.5% Potency for each living demon.

Level 5 – Gains 7% Tenacity and 7% Potency for each living imp in the party, and gains 3.5% Tenacity and 3.5% Potency for each living demon.

Level 6 – Gains 10% Tenacity and 10% Potency for each living imp in the party, and gains 5% Tenacity and 5% Potency for each living demon.

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Runes

Rune Priority

North East: Speed
North West: Potency
South: Crit Chance

Set Priorities:

Speed x4 Crit Chance / Potency x2

Substat Priorities:

Speed Crit Chance Potency Survivability

Artifacts

Artifact Priority

Prefered Stat First: Potency
Prefered Stat Second: Damage
Prefered Stat Third: Health
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Video Guide

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