Mordekaiser Build Guide by Phemeth
| Health | 2661 |
| Health Regen | 17.35 |
| Mana | 0 |
| Mana Regen | 10 |
| Armor | 140.69 |
| Magic Resist | 97.5 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 425.76 |
| Gold Bonus | 0 |
| Attack Damage | 114.7 |
| Attack Speed | 1.048 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 397.54 |
| Life Steal | 0% |
| Spell Vamp | 20 |
| Armor Penetration | 0 |
| Magic Penetration | 37.83 |
| Cooldown Reduction | 10% |
Recommended Runes
Core Items Purchase Order + Notes
Ability Sequence





Masteries
Introduction
This is my first guide on Mobafire so any kind of comment, suggestion or help is really welcome.
First of all I'm BerserkerSoul a medium player in League of Legends classified in Silver I division in EUW server. However I can say I have a great experience with
Mordekaiser which is the second champion I bought and my main Mid pick in ranked games.
Let's begin introducing this big guy
Mordekaiser one of the best duellist of the game. Nobody can stop a good Master of Metal. In this guide will be explained how to play
Mordekaiser in Summoner's Rift's Mid, Top or (Solo) Bot lane.
This Champion is a melee AP bruiser naturally tanky due to
Iron Man, one of the four champions who use Health to cast their spells like
Vladimir,
Dr. Mundo and
Zac.
I divided the Guide into Three parts:
- First Part: Preparing your Champion for the Battlefield
- Second Part: How to play your Morde in the right way
- Third Part: Ranked Score & Changelogs & FAQ & Special Thanks
First Part: Preparing Mordekaiser
In this Part of the Guide we'll learn something more about our Champion. All that can be said will be said, so let's begin.
Here we go.
Pros/Cons

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P R O S |
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+ Tons of Damage + Great duellist + Good AoE + + Great pusher + Very durable + Burst damage combos |
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P R O S |


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C O N S |
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- Vulnerable through Early Ganks - Vulnerable when - Squishy early game - No Escape Mechanisms - No Natural Crowd Controls |
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C O N S |
Masteries
I usually use this masteries (9/21/0) which are the best for building a durable Mordekaiser.

Offensive Masteries
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Summoner's Wrath
improves your
Ignite. -
Sorcery
Cooldown reduction is useful, easy choice. -
Blast
gives a good amount of scaling AP. Needed to get
Arcane Knowledge
. It synergies well with
Lich Bane and Magic Penetration items. -
Arcane Knowledge
gives a nice amount of percentage Magic Penetration which could be combined with a
Void Staff to obtains 40.2% Magic Penetration.

Defensive Masteries
-
Durability
this will help you to survive ganks and to play more offensive. -
Hardiness
improving your Armor great for playing Top/Bot. -
Resistance
increase your Magic Resist optimal while playing Mid. -
Veteran's Scars
Health is always welcome. Especially the early one.
Safeguard lower the turret damage so that you can harass under tower without risking your HP.-
Relentless
reduces the slow effectiveness great for escaping. -
Tenacious
gives extra CC reduction which stack with Tenacity. This will reduce the CCs duration by 44,75%. -
Juggernaut
improves your Health sightly granting more survivability. -
Defender
improves your Armor and Magic Resist by 1 per champion near 1100 units. -
Reinforced Armor
reduces critical strike damage by 10%. Fantastic against critical strike based champions such as
Tryndamere or adcs. -
Honor Guard
reduces all kind of damages by 3%, perfect for late game. The reduction applies after damage reduction.

Other good alternatives are 21/9/0 and 9/0/21. I don't recommend these masteries to any inexperienced0
Runes

Standard Runes
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Ability Power 9 |
Greater Quintessence of Movement Speed 3 |
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Greater Mark of Magic Penetration flat Magic Penetration is required in order to deal almost true damage with a pair of
Sorcerer's Shoes on champions like
Annie,
Fiddlesticks,
Morgana with 30 basic Magic Resist.
Greater Seal of Armor Armor is what you need to force an AD to play defensively.
Greater Glyph of Scaling Ability Power AP per level is what you need to improve your late game damages. It synergies well with
Lich Bane and Magic Penetration items.
Greater Quintessence of Movement Speed Movement Speed. I like this choice because
Mordekaiser has no fixed item in his build to increase movement speed and he has no escape mechanism nor CCs (except
Rylai's Crystal Scepter) so he needs movement speed to escape from ganks and hunt down his enemies. An Experienced Mordekaiser should try this choice.
Other Viable Runes
In this section I want to explain my choices and show other viable runes to equip our
There are no Marks except
Seals
Greater Seal of Armor Armor per level is pretty cool, but it's not really needed.
Greater Seal of Health Health is good to fill a lack of hp on early-game.
Greater Seal of Scaling Health Health per level is good too.
Gylphs
| Runes | |||||||||||||||
Greater Glyph of Scaling Magic Resist 9 |
Greater Glyph of Magic Penetration 9 |
Greater Glyph of Cooldown Reduction 9 |
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Greater Glyph of Scaling Magic Resist Magic Resist per level is great, improving your late-game resistance will reduce damage received by APs when they are more dangerous.
Greater Glyph of Magic Penetration flat Magic Penetration a berserker choice. Reducing enemy Magic Resist to zero could be useful, however
Greater Mark of Magic Penetration can do it better.
Greater Glyph of Cooldown Reduction improve sightly your Cooldown reduction (7.47%) allowing you to spam more during the enitre game.
Quintessences
Greater Quintessence of Ability Power flat AP is a good choice. It allow you to play more offensive, but if you push your lane too much you could be ganked and in that case if your
Flash is not on you're a dead man and a dead man deal no damages. Three
Greater Quintessence of Movement Speed will save your life a lot of times.
Mordekaiser's basic skills damage are enough.
Summoner Spells
Summoner's Spell
Now we'll talk about summoner's spells. There are few Summoner Spell that you need and a lot of summoner's spells you needn't. However there's one summoner spell required in order to play
So you have to chose the last one. Although there are other viable Spells, I prefer playing Morde with

Viable Summoner's Spells
Exhaust
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I saw some Morde using this skill so I added this to the list. It could be helpful on one versus one, but it leaves you without an escape method. It is improved by
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Flash
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I'm absolutely for this spell. It takes a long Cooldown but allow you to pass through short walls to escape gank moving toward the cursor current position for 400 units. The best Summoner Spell. Its Cooldown is reduced by
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Ghost
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I'm not a fan of this spell, but it's still viable for Morde and this can save your champ from some ganks. It is improved by
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Ignite
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Ignite is a single target spell which deals (50 + 20 × level) true damage and reduces Health received by all fonts by 50%. It's improved by
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Teleport
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Teleport is what you need to come back faster to the battlefield. It has 300 seconds of Cooldown, but with it you can save an allied, a turret, an inhibitor or come back to your lane. Nice. Its cast time is reduced by
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Other Not Viable Spells
Skill Sequence
Now we'll talk about
Mordekaiser's skill set. Mordekaiser uses Health in order to cast skills. Spamming skills when you have low life will not kill you, but your Health would be brought to 1. This means you can still fight when you have low Health and you can take advantage of this feature spamming all skills in order to survive with
Iron Man.
This is the ability sequence and Here I explain why
Mordekaiser doesn't need
Mace of Spades and why taking
Creeping Death level 2 over
Mace of Spades. If you are constatly focused or you feel a third point in
Creeping Death would help you can get it on level 10.
Abilities

Iron Man (Passive)
It's your passive skill one of the best of the game. Your champion is tank-like when he gets this passive up. We'll call this skill "Shield". Your Shield is located under your Health bar where should be located your mana bar. You could charge it using your skills.
Unfortunately hitting minions return only 17,5% of damage done as Shield. However hitting champions mean you'll get 35% of the damage done after the Magic Resist mitigation so you could get more Shield hitting a minion than a tank champion.
Your Shield is like extra life so it benefit from Armor and Magic Resist's damage reductions, but it's better because if you get hit by skills which damage is based on current, maximum or missing Health you'll receive the same damage you should get without the Shield from skill based on current, maximum or missing Health. The biggest problem is that it decays by 3% of it's maximum amount per second.
The additional damage from Spell Blades, if combined with
A balanced build focused on keeping

Mace of Spades
Health Cost: 25 / 32 / 39 / 46 / 53 health
Cooldown: 8 / 7 / 6 / 5 / 4 seconds
Single Target Magic Damage: 132 /181.5 / 231 /280.5 / 330 + (66% Ability Power) + (165% Attack Damage)
Multi Target Magic Damage: 80 / 110 / 140 / 170 / 200
Range First Target: 125
Radius Secondary Targets: 600
It's your late-game skill. With a low Cooldown and a good AP Ratio (40% Multi Target and 66% Single Target) it's a great damage skill which converts all the damage done with the basic attack into magic damage including Spell Blades. It also scales with AD (100% Multi Target and 165% Single Target).
It's a basic attack modifier, which resets the attack timer allowing
- The first is a Multi Target effect which target the first enemy hit and up the three nearest units to the target's position (400 bounce range) dealing moderate magic damage. You can use this effect to last hit more minions at once when
Siphon of Destruction isn't up or to harass your enemies in lane when they'll get closer to last hit minions. - The second is a Single Target effect which deals awesome magic damage to a single enemy target when it's alone. This is your only way to proc
Rylai's Crystal Scepter and Spell Vamp with full effect so be sure to use this second effect as much as possible.

Creeping Death
Health Cost: 26 / 32 / 38 / 44 / 50 health
Cooldown: 20 / 18 / 16 / 14 / 12 seconds
Armor & Magic Resist Bonus: 10 / 15 / 20 / 25 / 30
Magic Damage Per Second: 24 / 38 / 52 / 66 / 80 (+20% Ability Power)
Maximum Magic Damage: 144 / 228 / 312 / 396 / 480 (+120% Ability Power)
Range: 750
Could Radius: 250
It's your mid-game skill. A nice AP Ratio (20% Ability Power) and a nice damage per second. The increase of Armor and Magic Resist let the target absorb more damage. The Cooldown could seem very long, but if maxed you can put your cloud of metal for 6 seconds every 12 seconds. It has different uses.
It can be thrown on any allied unit except turrets, inhibitors and nexus, so you can use it on your Ghost pet made in
This skill is wonderful! I like the heavy AoE damage which proc Spell Vamp with diminished effect and keeps your Shield up while you are fighting enemy champions. During laning phase you could target the second melee minion of the incoming weave in order to get a bit of Shield before extending through lane. An other underestimate usage is targeting minions when you are escaping through a lane, consequently this will slow and lightly damage your chasers owe to
This skill is a defensive skill, but it has the best damage so use it to take Health advantage fighting the enemy champion among his minions. You can use Alt + W to use the skill on yourself, but be careful if you do this when you are moving and you have a Ghost pet to control.

Siphon of Destruction
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Mordekaiser damages enemies in a cone in front of him, dealing 70 / 115 / 160 / 205 / 250 (+60% of ability power) magic damage.
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Cooldown: 6 / 6 / 6 / 6 / 6 seconds
Health Cost: 24 / 36 / 48 / 60 / 72 health
Magic Damage: 70 / 115 / 160 / 205 / 250 (60% Ability Power)
Range: 700
It's your early-game skill. With a fixed low Cooldown and a sweet basic damage it's your main harass tool. It's first aim is to farm from distance the second is to heavily harass your opponent the third is to instantly gain tons of Shield. Every time you use
It's a conic skill which instantly damages all enemies under the template which is just few units longer than you can see. It's easy to harass your lane enemy, but do never forget to farm. Moreover lv 1 and 2 of this skill are really bad, especially level one, so do not spam it. When you'll get
Don't be greedy with this skill because you are vulnerable to early gank in every lane so be sure to get
Keep buying

Children of the Grave
Health cost: No cost
Cooldown: 120 / 105 / 90 seconds
Initial Magic Damage: 12 / 14.5 / 17% + (2% per 100 Ability Power)
Magic Damage Per Second: 1.2 / 1.45 / 1.7% + (0.2% per 100 Ability Power)
Range: 850
Leash Range: 1125 (estimate)
It's your ultimate, one of the best ability in the game. The Cooldown isn't too long and it has no cost. It deals a percentage of Health as magic damage cursing the target with a DoT, in addiction if the target is killed when he the it is still cursed
During laning phase
When you use your combo with
Second Part: In Game Choices
Finally we finished the first part of the build. Now our
Mordekaiser is ready to jump into the battlefield.
In this section we'll talk about the in game part.
Items
So let's talk about Items. The game is a living thing so you should dynamically chose items in order to react to your champion's needs. I think choosing an item or an other changes the future team fights. If your champ in the next fight should die, adding a new item could change the result of the skirmish. You have to learn what your
Mordekaiser needs and get it when he needs it.

Starting Items
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Boots Start |
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Cloth Armor Start |
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Sustain Start |
- In Top lane you can start with Sustain Start or Cloth Armor Start depending on your lane enemy. Adopt a defensive play and don't overextend until Mid game especially if you get no
Sight Wards. - In Mid lane you can start with Boots Start, Sustain Start or Cloth Armor Start depending on the lane enemy and the jungler. If they are two ADs go for
Cloth Armor, if the jungler has no gap closers and the Mid laner has no hard CCs go for
Boots of Speed, otherwise get
Rejuvenation Bead. - In Bot lane you can start with Boots Start in order to secure your harass and improve your escape potential. Be careful until your first back to jungler's position.

Core Items
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The first thing you should get after Spell Vamp is damage. Since |
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A great alternative to |
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A good alternative to |
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The Spell Vamp is a must on |
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An excellent item for Early game. It gives all stats you need Health to resist burst damages, a bit of AP and Magic Penetration which is the best stat for early game. You can get it after |
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This item is awesome combined with |
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An other must for |
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It's a situational items which becomes mandatory while facing AD assassins such as |

Fifth & Sixth Items
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A Balanced Advanced item. It has cheap total cost, but the recipe is expensive. It gives a great amount of Magic Resist, a good amount of AP and a unique passive aura debuff, which reduce enemies champions' Magic Resist by 20 in a medium range of 700 units. Good against APs, great if played in a team which does heavy magic damages. Every balanced team should get this item for it's benefical aura. |
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A Defensive Legendary item. It is recommended when playing against high CC teams or champions like |
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An Offensive Legendary item. This item has an high cost which increase your CDR. Moreover it gives your Morde a huge amount of AP and a great Active. The Active deal 15% of the maximum target's Health as magic damage and amplify magic damages taken by target by 20% for 4 seconds. It synergies well with |
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A Defensive advanced item. It is a low cost item, which grants an good amount of Armor and low amount of Magic Resist, furthermore it allow you to resurrect after 2 seconds of Invulnerability with 30% of your maximum Health (Cooldown 300 seconds). Excellent if enemies are focusing you, moreover while you are resurrecting you can still control your Ghost pet. Using it to keep champions away you can save your life and help your team to dominate the fight. Unavailable on Twisted Treeline. |
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An Offensive Legendary item. A low cost item which gives a nice boost of AP and huge CDR. It's a situational item owe to his Passive which applies Grevious Wounds (50% healing reduction from all sources) every time you hit an enemy with less than 40% Health with magic damage for 4 seconds. The magic damage applied by items such as |
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An Offensive Legendary item. An high cost item which increase your AP sightly. This gives you the best amount of it you can get by a single item. In addiction it's passive give the owner an extra amount of AP equals to 25% of his total AP. Nothing else is better than a |
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A Defensive Legendary item. It has an average cost. A big amount of Armor and Health. It's passive helps a lot against auto attack based champions: every time you get hit by champion's basic attacks reduce the Attack Speed of the enemy champion by 15% for 1.5 seconds and his movement speed by 10%. The active do the same thing of the passive on a small area (500 Range) slowing by 35% for an an amount of seconds equals to 1 per 200 Armor + Magic Resist. Great for escaping. |
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A Defensive Legendary item. This is an low cost item. This gives all you need to survive: Health, Magic Resist and Cooldown reduction. In addiction the Passive improve all your healing received by 20%, Spell Vamp, Health Regen and |
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A Defensive Legendary item. A cheap item which improve your Magic Resist sightly and gives a bit of AP. In addiction it gives a movement speed buff and an active, Hunt, which explore the area near your champion and reveal nearby enemies (Cooldown 120 seconds). It's a perfect alternative to |
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An Offensive advanced item. This is a very low cost item. As I already said basic Morde's basic skills damages are good, improving them could be the right way in order to deal more damages. It synergise well with
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A Balanced Legendary item. This is an high cost item. This item has a cheap recipe, but is built from |

Twisted Treeline Items
The best way to approach Twisted Treeline is to get a Defensive or Balanced item and then an Offensive one. In most cases playing a balanced
Get a
You'd never face a full AD or AP team, but in that rare case you should get a
If you feel like a badass just take a
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A Balanced and Advanced item. This item is the Twisted Treeline version of |
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An Offensive Legendary item. Well it's a great item the best thing |
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An Offensive Legendary item. Let's see it's good item which gives a bit of AP and a pretty nice amount of Health. The Cooldown reduction helps a lot ad the Active gives your team a mist which help you check the bushes without any risk. In addiction its Passive reveal Traps such as |

Spell Vamp Item
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In
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Warding

Wards are the most important purchase you can get. You should never back to lane without at least a
Sight Ward (two for Mid lane). Keep buying wards until you'll need the ward slot to get an other item because map warding is a shared resposability among your team, but warding your lane is your responsability.
In addiction if you back to base and have a free slot during mid-late game getting a
Vision Ward would be a good idea because it allow you to secure Nashor/Dragon without any risk. Your team will appreciate it.
Do never give up to wards even if you could get an important item such as
Hextech Revolver or
Rylai's Crystal Scepter. In early game if you fear a jungler gank and you have no wards do not wait to farm enough gold to get a specific item go back to base as soon as possible and get wards now or you'll get them when you'll be dead.
Do not leave your base if you can't ward the following strategic points:
- Mid Lane: Both Side Bushes.
- Top Lane: Top river Bush.
- Bot Lane: Dragon (and Bot Tri-Bush if your midder is not warding the bottom-right side Bush).
- Mid Lane: Both Side Bushes.
- Top Lane: Baron Nashor (and Top Tri-Bush if your midder is not warding the top-left side Bush).
- Bot Lane: Bot river Bush.
Mid Lane
Top Lane
Bot Lane
Farming Minions & Monsters
Farming is pretty easy with
Mordekaiser. Let's see it in details.

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L E V E L S 1 | 6 |
Early GameIn the Early game your damages aren't enough to directly face to face your enemy so try to last hit minions and harass your enemy with your If your Wraith are up and your jungle isn't near take that camp after pushing your lane. When you reach level 6 you'll be ready to face to face the enemy and defeat him. Moreover remember to fight near minions in order to charge your Shield with you area attacks, in addiction do not sacrifice your If you are level 6 and the jungler comes to gank your lane you have to check the situation and decide whether to fight or flee. If they got tons of CC skills and gap closer such |
L E V E L S 1 | 6 |
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L E V E L S 7 | 1 3 |
Mid GameNow it should be easy farm minion waves so just keep harassing the enemy and when you can get the kill, do not forget to ward both bushes in Mid and the river in Top/Bot lanes with If you are playing Mid you can push the lane hard and when you could see the jungler is visible on the map, while your lane opponent is defending the tower go stealing Wraiths. You may get your Wraiths as well if you ask your jungler. If you are in Top/Bot lane be sure jungler is visible and when your lane opponents can't stop you go stealing Buffs. Although it could seem stupid buffs are really good on If you are playing Twisted Treeline do the same thing when your opponent is defending his tower kill jungle camps, but be careful to the other 2 champions on the map you never know when they could gank. |
L E V E L S 7 | 1 3 |
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L E V E L S 1 4 | 1 8 |
Late gameDuring the late game minions are so much easy to kills, that no explanation is needed. Your main resource of gold should be champions. This is a summary of your skills function:
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L E V E L S 1 4 | 1 8 |
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Farming Neutral Monsters
-
Wraith
and
Lesser Wraith
could be killed since level 4 you just need to focus the
Wraith
, use
Creeping Death, followed by
Siphon of Destruction when
Lesser Wraith
are going to die. Wraiths gives the best amount of EXP among minor neutral monsters, but they drop few gold. -
Giant Wolf
and
Wolf
the same for Wraiths, but you should start the fight with
Siphon of Destruction because
Wolf
s are harder to kill and deals more damage then
Lesser Wraith
. Wolfs gives a greater amount of gold than Wraiths, but fewer EXP. - Big Golem and
Golem
they are pretty hard to kill for Morde, so I suggest being level 8 to clear these monsters camps, or just be sure to have a good amount of Shield up. Focus the Big Golem and kill him with basic attacks, E and W and Q, when the big one is gone you can focus the
Golem
using your Q with full effect.
Gameplay


Now you have to play the team fight with your role of0AD carry killer your strength relies in your burst damage and if you keep close to the AD carry you'll certainly be able to shut him down with
Children of the Grave turning the team fight. However reaching the AD carry in melee range without dieing or splitting from your team is hard.
You have to rely on your team mates because you need team play in order to make your job. Although your aim is to kill the ADc don't be afraid to use your ultimate to finish off other enemies, unless that is the support because a Ghost AP Support such as
Janna or
Sona is completely useless, even if you could find useful to get a Support Ghost for their passive Auras such as
Taric or
Soraka with their
Shatter and
Consecration.
However remember that you can curse someone with a lot Health in order to survive a gank. Getting a kill is more important than getting a good Ghost. If you get a tank Ghost you can still use it to push a turret, if you get an AP, it will share with you his high AP statistic, if you kill an AD you can melt their team.

Ghost Pet
Controlling Ghost Pet
Your Ghost pet is like a champion, but he's better. He gives you 20% of AD and AP of the champion killed and takes 75% of you Health, AD and AP from your adjusted statistics. The Ghost is controllable, can't use active skills, but uses all passive skills and passive items of the killed champion. In addiction the pet's inventory is shared with the killed champion so if the owner of the dead champion buys an item your Ghost will get it.
You can control your allied champion pressing the Alt key and using the right click of the mouse or pressing the R of your keyboard. It's the same with champions like
Mordekaiser can easily push a turret with a Ghost, but don't waste your
Your leash is long about 1150 so you may use this to teleport to your current location your Ghost sending him in the opposite direction where you are moving or where you are fighting in order to change the end of a fight. This is a pretty long range so you can send on Twisted Treeline your pet to conquest an Altar while you focus your attention on jungling so you can get altars without any risk.
Remember a Ghost pet is a Champion so it can be focused by spells like
Stasis Active effect (from
Children of the Grave vs All

There are few champion which counter your ultimate directly. However there are several other minior counter mechanism which may save the target. In this section I'll explain as many champion abilities and items as possible that could prevent the death of
Children of the Grave's target or the application of the skill.
Main Counter Abilities
Karthus,
Zyra and
Kog'Maw if these guy die while cursed you shall wait the end of their passives to get the Ghost.
Zilean's
Chrono Shift and
Guardian Angel when resurrect a champion cursed you don't get any Pet.
Anivia will not die with her Rebirth so you should kill her a second time if you want the Ghost.
Quicksilver Sash and
Mercurial Scimitar may cancel the curse when activated.
Kayle's
Intervention make someone completely invulnerable to damaging spells including your
Children of the Grave.
Poppy's
Diplomatic Immunity make your ultimate being ignored if you are not the target.
Tryndamere's
Undying Rage makes him immune to death. His Health wouldn't goes under 1 point and you should save your combo with
Ignite and spam that on him after 2-3 seconds when he'll try to escape
Sivir's
Spell Shield and
Banshee's Veil are Spell Shields which make the owner immune to the first spell which hits him. Use
Siphon of Destruction to pops these Shields before ultimateing them.
Shaco's
Hallucinate,
Wukong's
Decoy and
LeBlanc's
Mirror Image could make you waste your ultimate. Don't waste it on a clone or you'll get no Ghost.
Hexdrinker and
Maw of Malmortius protect the owner from 250/400 magic damage. Harass until the effect activates wait 5 seconds to use your finishing combo or break it off with a full skill rotation.
Yorick's
Omen of Death preventing you form getting the Ghost until the resurrection time expires.
Elixir of Fortitude and
Health Potion these items can counter your damage healing the cursed champion.
Zac's
Cell Division makes you unable to get a Ghost from
Zac perhaps due to a bug. When he will die
Children of the Grave will disappear and even if you kill him in few seconds after casting it you will get no Ghost.
Minor Counter Abilities
Spoiler: Click to view
Mid Lane Match Ups
In this section of the guide I'll try to explain how counter every single Mid champion you could probably find in ranked matches. I'll not add a Top lane Match ups for two reasons:
Mordekaiser isn't a Top champion mainly because he has no natural CCs, consequently he can't to initiate team fights properly, but he's just a counter pick- I have not enough Experience in Top lane in order to write about every Top lane Match Up possible.
I've marked every lane match up with a difficulty level which represent the difficulty to win that lane for

A
Ahri the Nine-Tailed Fox
Akali the Fist of Shadow
Anivia the Cryophoenix
Annie the Dark ChildB
Brand the Burning VengeanceC
Cassiopeia the Serpent's Embrace
Cho'Gath the Terror of the VoidD
Diana Scorn of the MoonE
Elise the Spider Queen
Evelynn the WidowmakerF
Fizz the Tidal TricksterG
Galio the Sentinel's Sorrow
Gragas the Rabble RouserK
Karma the Enlightened One
Karthus the Deathsinger
Kassadin the Void Walker
Katarina the Sinister Blade
Kayle the Judicator
Kha'Zix the Voidreaver





Build Guide
Discussion (97)




