Build Guide by Kreeon

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League of Legends Build Guide Author Kreeon

AP/Spell Vamp "Hacker" Mordekaiser

Kreeon Last updated on November 16, 2010
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 21

Guide Navigation

[1.01]..................................................Change Log
[1.04]..................................................Skills and Summoner
[1.05]..................................................Laning Tips
[1.06]..................................................Starting the Game
[1.07]..................................................A Note on Spell Vamp / Life Steal
[1.08]..................................................Team Fights

[1.01] Change Log

(November 12, 2010): Added a "Guide Navigation" section. Added a "Change Log" section. Adjusted the sequence of sections in the guide. Added information on soloing middle. Added icons for items, instead of images.

(November 16, 2010): Changed the Skill Order. Adjusted the Mace of Spades entry to account for the new .2 AP Ratio. Added to Team Fight section.

[1.02] Disclaimer

You may be looking at this build, thinking "WTF..." and I mean, I wouldn't be surprised. This build started off as a both a joke and an accident, trying to scare some Normal pick-ups by telling them I wasn't going tank, but in fact AP carry, and then accidentally buying the wrong items. Well, I did that and ended up building something more powerful than I have ever played, thus making Mordekaiser my new main. I have been finding that this build, for me at least so far, has been unstoppable unless teams are uneven. It is not uncommon to be called "hacker" "AP noob" "***** Morde" etc as you completely decimate your unsuspecting opponents easily racking up the double-triple-quadrakills as your team watches in amazement.

Eventually, people started adding me to their friends list, asking me about my build, inviting me to premades. So here after many requests, I present to you the AP/Spell Vamp "Hacker" Mordekaiser build.

Check some of my results at the bottom of the guide!

[1.03] Abilities

Iron Man (Passive)

30% of the damage dealt from abilities is converted into a temporary shield, absorbing incoming damage.

Recent Changes:
* Shield generation increased to 30% from 25%
* Fixed a tooltip bug

Mace of Spades (Q)

On next hit, Mordekaiser swings his mace with such force that it echoes out, striking up to 3 additional nearby targets, dealing his attack damage plus 80/110/140/170/200 bonus damage. If the target is alone, the bonus damage is doubled. Now has a .2 AP ratio, which means it will benefit from your spell vamp.

Recent Changes:
* Base damage increased to 80/110/140/170/200 from 20/40/60/80/100
* Now scales off of only bonus damage rather than all damage
* Now deals 75% bonus damage if Mace of Spades only hits 1 target
* Health cost reduced to 20/25/30/35/40 from 30/35/40/45/50
* The main target of Mace of Spades now generates shield for Mordekaiser

Creeping Death (W)

Unleashes a protective cloud of metal shards to surround an ally, increasing their armor and magic resistance by 10/15/20/25/30 and dealing 24/38/52/66/80 (+20% of ability power) damage per second to enemies in the cloud for 6 seconds.

Recent Changes:
* Base damage increased to 24/38/52/66/80 from 16/32/48/64/80
* Ability power ratio increased to 0.2 from 0.15
* Increased missile travel speed when casting Creeping Death on an ally

Siphon of Destruction (E)

Mordekaiser damages enemies in a cone in front of him, dealing 65/105/145/185/225 (+60% of ability power) magic damage.

For each unit hit, Mordekaiser's shield absorbs an additional 1/2/3/4/5 health.

Recent Changes:
* Damage reduced to 65/105/145/185/225 from 85/110/155/200/245
* Ability power ratio increased to 0.6 from 0.4
* Base shield generation reduced to 1/2/3/4/5 from 6/9/12/15/18

Children of the Grave (R)

::Outdated Tooltip::
Curses an enemy champion for 8 seconds, stealing 3 / 3.5 / 4% life per second, plus an additional 0.1% per 50 AP.

If the target dies while under the effect of the curse, their soul is enslaved and will follow Mordekaiser for 30 seconds. During this time, Mordekaiser gains 25% of their ability power, and attack damage. The spirit gains 65/75/85% + (+100% of ability power) of Mordekaiser's adjusted damage, ability power, and 50% + (+100% of ability power) of Mordekaiser's health.

Pets can be controlled by holding the alt key and using the right mouse button.

Recent Changes:
* Now steals 24/29/34% of the target's maximum health over the duration up from 24/28/32%
* Now deals half damage to the target initially and half damage over time
* Duration increased to 10 seconds from 8
* Total ability power ratio over the duration increased to 0.04 from 0.016
* Fixed a bug where Children of the Grave was improperly blocked by Black Shield
* Mordekaiser now gains 20% of the pet's Ability Power, reduced from 25%
* Mordekaiser now gains 20% of the pet's Attack Damage, reduced from 25%

The tooltip for Children of the Grave is currently outdated. Some things to pay attention to that have altered the way this ability currently works are:
    This ability now applies more life steal (now 24/29/34%).
    This ability now does half of the total damage initially, the rest of the damage is applied over 10 seconds.
    The total ability power ratio over the duration is increased to 4% from 1.6%.

Children of the Grave (Pet)

Recent Changes
* The pet now gains 75% of Mordekaiser's ability power and damage at all 3 ranks and the ratio itself no longer increases with Mordekaiser's total ability power
* Pet health bonus reduced to 15% from 50%
* Fixed a bug where the pet was not generating shield for Mordekaiser when hitting inhibitors

Playing the Game:

[1.04] A Note on Skills and Summoner Spells

Summoner Spells:

I choose Ignite and Ghost as my summoner spells. Ignite is a great way to put out some extra damage and reduced healing, as well as a possible way to insure that you get that soul when used in combination with Children of the Grave.

I choose Ghost as an emergency movement speed increase. Some examples of how I use it:
    Chase down that squishy trying to flee with Children of the Grave on them, and seal the deal.

    Make a hasty return to your lane after a quick blue pill.

    Smash through the jungle from one lane to the next in preparation to defend a turret or ally or destroy an unsuspecting enemy.

    Make a quick getaway when the tide of battle turns against you.


I generally try to max out Siphon of Destruction and Creeping Death as quick as possible, with priority on Siphon of Destruction. These abilities are increased in potency with your AP, and they make it easy to farm as well as harass enemies and build up your shield. There is nothing more satisfying than standing in a group of minions with Creeping Death on, shield building as your opponent pathetically attempts to damage you finding themselves just close enough for a quick Siphon of Destruction to further build your shield.

I really don't pay much attention to Mace of Spades until the end because I find that my AP-saturated Creeping Death and Siphon of Destruction put out a more than a sufficient amount of damage.

[1.05] Welcome to Summoner's Rift! (Laning Tips)

Here are a few quick tips to use while laning.
    You are going to feel unstoppable, but don't play too aggressively. Just use your Siphon of Destruction to hit as many minions as possible, being sure to hit your enemy as well when they are range.

    If you play defensively and consistently harass your enemy when they get too close then you will begin to make them think that you are too passive to go all out on them.

    When your enemy feels that they are safe around you they will start playing a bit more aggressive, making it easy for you to hit them with a quick Siphon of Destruction + Ignite + (Children of the Grave) Combo when they linger around below half health.

    Be sure to keep your shield charged.

    Always keep an eye on the map when you are overextending.

    Don't get greedy.

    Don't rely on teammates to call MIAs.

    When you have your enemy pushed against their tower, let your minions do the work until it is no longer guarded by an enemy champion. Don't worry, eventually you will be able to take tower regardless of who is attacking you.

    When laning with a partner, be sure to try to pair up with a ranged attacker (preferably AD, but it doesn't quite matter). This way, when you are pushed up to the enemy's tower they can whittle it down as you stand between enemy champions and your ranged partner.

    This discourages them from coming to interrupt the assault.

If you follow these steps, you will have no problems.

Morde in the Middle

Mordekaiser is already quite potent in side lanes, but you will undoubtedly see his advantage rise exponentially when presented with an opportunity to solo the middle lane. So, on that note, do not be afraid to claim middle (provided you have experience as a solomid).

What this does is put you at a level advantage above the enemy side-laners (not that you needed one to cut into them like a hot knife through butter).

ALSO, with Mordekaiser's ability to harass you will be putting a serious handicap on their solo player. Your ability to push and take little or no damage will keep them hiding from you behind their turret as it denies them from last hitting your minions.

[For Added Fun: If your enemy is hiding behind their tower, DO NOT towerdive them... Just try putting your Creeping Death on a tank or melee minion to chip away at their health, or better yet, cause them to run even further back. The enemy tower will kill your minions quickly, but some damage is still damage if you aren't able to make use of your Creeping Death cooldown on yourself.]

[1.06] Let's Get Started

I start out by buying a Doran's Shield and a Health Potion .

I choose Doran's Shield for the extra HP and HP Regen. The HP Regen helps to keep that health pool ticking while you prevent additional damage with your passive shield. This helps to keep you in lane longer, farming those minions and keeping pressure on your opponent(s). Don't be afraid to use an early Ignite if you see them pop a Health Potion. You will more than likely have it back up just in time for a Children of the Grave + Ignite combo around Level 6.

I generally stay in lane until I'm forced to go back with excessively low HP or see an opportunity to make it to the fountain and back before my opponent(s) can do much damage.

At this point, I buy Boots 1 and begin building or finish building a Hextech Revolver to make you even more impossible to lane against.

Alright, so to recap... By now you should have a Doran's Shield, Boots of Speed, and a Hextech Revolved.

Your next move is to buy a brand new, manly pair of Sorcerer's Boots Sorcerer's Boots for that extra Magic Pen. Because more penetration means a rougher experience... And that's how Mordekaiser rolls.

And now, we have two choices:

What to do if they recognize your superiority and begin focusing you:

It didn't take them long to realize that you were a serious threat. Their mid is crying that you are so OP and all of your reckless, over-extending opponents want their revenge.

So, what do you do now? You are going to build 2 Defense-oriented items.
The first will be a toss up between Thornmail (if they have 3 or more Attack Damage-oriented champions) or a Force of Nature (if they have 3 or more Ability Power Damage-oriented champions).

This is going to quickly discourage them from attacking you, as they will be either killing themselves (in case of Thornmail) or merely tickling you (Force of Nature).

But nothing is going to discourage them from attacking you more than your second item: a Guardian Angel .

What your Thornmail or Force of Nature doesn't cover in terms of a well-rounded Defense, the Guardian Angel will help to fill in the gaps. Not to mention once they finally manage to kill you (if that's even possible) they will have to kill you a SECOND time!

I don't know, but after trying to kill an AP/Spell Vamp Mordekaiser for 5 minutes straight as my teammates are dying around me, I would just be discouraged and say "Screw it" because in the end, once you do kill him... He has that stupid Guardian Angel, right? This Mordekaiser is just going to stand in the middle of you and your minions, leeching HP with Spell Vamp gains from his AoE damage from Creeping Death and Siphon of Destruction, all the while building his passive shield.

They will think to themselves, "Well, Mordekaiser is going to kill us all anyway, I might as well just ignore him and kill the squishies while I can..."

What to do if they are telling each other "Don't focus the Morde tank you noobs" and you are given free reign:

Ha, they must be saying "WTF... Don't focus the tank Morde" because they are giving you complete freedom in the team fights.

At this point you will start stacking your damaging items.

NOTE: If you are owning early, be sure to pick up a Mejai's Soulstealer BEFORE a Hextech Gunblade . Althought the Gunblade will help out a great deal with your damage output, early Mejai's stacks will be beneficial.

You should pick up a Hextech Gunblade AS SOON AS POSSIBLE, first building a Bilgewater Cutlass if you don't have enough to go immediately for the Gunblade.

If you aren't confident with your Mejai's capabilities you could also choose between a Will of the Ancients for some extra AP and Spell Vamp, or a Void Staff for some extra AP and Magic Pen.

(The moral of the story, if you aren't confident with a Mejai's Soulstealer [although, I highly doubt you will be having trouble if you are playing carefully] then look into getting more Spell Vamp, or Magic Pen if your enemies are building some Magic Resist.)

Okay, after the Soulstealer (or other item of your choosing) start building a Zhonya's Ring . An extra 120 AP, and +25% of total AP AS WELL AS a 2 second on-use Immunity to EVERYTHING. That is the icing on your cake of obliteration.

[1.07] A Note on Spell Vamp / Life Steal

I consider Spell Vamp and Life Steal to be double effective on Mordekaiser, and this proves to be true when you start building some up with your items.

Think of it this way, Damage + Spell Vamp + Life Steal = Shield + HP Returned. It's like you are gaining nearly DOUBLE the effective HP because you are both gaining damage PREVENTION from your passive Shield AND GAINING Health from the percent of HP regenerated through abilities and auto attacks.

Imagine your decked out Mordekaiser, standing in the middle of a group of minions/champions with Creeping Death on. You are probably laughing to yourself right now, watching as you gain both passive shield and HP at a ludicrous rate.

That Sivir can auto-attack all she wants, health quickly depleting as she realizes a little to late that you aren't going anywhere anytime soon... They make this all too easy.

[1.08] Team Fights and You

Here is a quick guide on how to go about team fights.

A team fight will begin when either tank initiates or an enemy or an ally is singled out in the jungle and the teams meet. Your FIRST priority is to apply Creeping Death to yourself (since you are going to be in the heat of the battle) using ALT+W. The AoE from Creeping Death will begin doing damage to enemies around you (based on your AP) charging your Passive Shield and giving you HP back from your Spell Vamp.

NEXT, Siphon of Destruction, trying to get as many of your enemies in the cone as possible as you move toward a squishy (preferably AD) carry. This also charges your shield and gives HP back through Spell Vamp. At this point you should begin spamming your Mace of Spades on your primary target.

NEXT, as you begin seeing your squishy enemy's HP drop apply a quick Children of the Grave and Ignite. As the enemy squishy carry dies you will be given control of their soul with ALT+Click (which also charges your shield).

The fight has now (ideally) become 4v6. From here, you continue to take out your enemies giving priority to squishy carries and healer/support champions, using your pet to add a substantial amount of DPS. Both your auto attacks and spells will give you health back as well as generate your passive shield.

FINALLY, don't be surprised when you start getting double-triple-quadrakills. AP Morde's burst damage is surprisingly insane. It will not be uncommon for you to end a match leading by 150%+ Magic Damage Dealt.

NOTE: If you are getting focused in a team fight DON'T FORGET to use your Zhonya's Ring. They will start attacking someone else and you can continue your destruction when the effect fades.

[1.09] Results

Thanks for reading, Enjoy the wins.