Mordekaiser Build Guide by
Not Updated For Current Season
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Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
So firs of all: HI!
if ur reading this ur not the 99% (becouse people usually just whach the items, masteries 4 a hero and determin if its good 4 them or not. they dont read anything(i do this my slef too :P))
so first of all: Morde has the best ulti in this game: u can steal a hero from ur enemys, and if its an ad ranged 4 example, its insta win (imagen the enemy's ashe is on our side..)
Why 22/0/8 instead of the usuall 9/21/0 or the brand new 9/0/21?
the 3% extra spellvamp, what the utility has to offer, makes absolutly no difference in my experiance, and the others like money and shorter cd 4 summener spells, are good but not gamebraking.
the def tree is also a common pick, but its gotten old. u wont tank with morde, becouse morde is not a tank! he has no crowd controll(cc): no stun, no snare, no silence, and the only slow he can get is from the scepter.
what have the Romans ever done for us?!?!? okey this was cheap, i ment:
what have the offensive tree ever done for us?
first of all: 3 levels in harvoc is a big vaste of good matirial, also the two other bonus ap giver skills are also not that good (they are useless), BUT: the last mastery (Executioner), which saz: every hero, how is under hes 40% health will resive additional damaged by 6%.
this is what make is great, whit ignite and ur ulti, ur not just almost allways at full health during a bigger teamfight, but also ensure that ur pray will die more likey, so u turn the fight to ur teams adavatige.
The magic pen marks and the vitality seals are the most commun used runes, they r the best, trust the community :D
with this new spellvamp quint (which are actually just 2% vamp, becouse ur E and Q are both mass-targeted spells) im personnaly not impressed early game, but it gets effective after u get the first sexpistol :P on the other hand, there are no good quints 4 him, becouse we allready get HP from another sourse, and to be honest we dont even need that much, hp becouse if i get damage, i simply eat up a minion wave, or go a bit in the jungle.
that the real power of spellvamp morde: u can push forever, and make the enemy back to hes base, even if hes at there base-tower (i mean the 3. in a line) (this does not apply to twisteed treeline, becouse the base is so much closer there, he can manage the go home and back between two creep-waves (whick should be somehow fixed in my oppinion))
now the glyphs: (the glyphs are calling me by icewind dale, its ancient but its great, and play Baldur's Gate 2 too :P) so i dont really know the good glyphs, what i know, is that i hate runes with armaor and magic res bonus, and i also hate runes with bonus ability power and hp, the magic pen glyph is also not the best, the others are not even interssting 4 us, so this leads to cdr. we have 2: a flat for 820, and a %/lvl for 410. Darth Hebrew saz: the dark side is always hungry 4 power and ip. so thets our job too.. :D
So if Riot makes a new spellvamp rune (a glyh or a seal) that will be our first priortity targat, otherwhise im clueless
e have a major problem here: obviusly theb best shoe is the sorceress one, but now we only have 12,1 cdr at lvl 18, and with the blue potion its 22,1.
they give HP, magic res, armor and a lot of ap. feel free to adjust it if the enemy is somthing heavy, but i would like to say a few words from a very underplayed item: the quicksilver sach.
its the best pick if the enemy has a nasty fear (fiddle=fidel castro), snare (morgana, lux, RiB(l)anc) or silence, etc, it even counter warwicks ulti, and yes: it counters ours as well.
But its easy to outsmart them: our ulti does half of it damaeg by instant and the other half over time, so only think we have to do, is to use it if the target is very low and u can instantly kill him.