Mordekaiser Build Guide by RablyPale
Champion Build: Mordekaiser
| Health | 2915.96 |
| Health Regen | 17.35 |
| Mana | 0 |
| Mana Regen | 0 |
| Armor | 128 |
| Magic Resist | 109.56 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 410 |
| Gold Bonus | 4 |
| Attack Damage | 114.7 |
| Attack Speed | 1.048 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 589.85 |
| Life Steal | 0% |
| Spell Vamp | 12 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 10% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Hello everyone, I'm RablyPale and I'm an average AP mid player. I have a couple hundred games played with
Mordekaiser, through which I've learned different ways of building him and the optimal way of building him in different matchups. I'm writing this guide in the hopes that newer players, and even experienced players just starting to play
Mordekaiser will have the knowledge of how to play him and how to build him.
Pros/Cons of the Metal Master
Pros
- Good at pushing
- Easy to farm with
- Easy to play
- Easy to roam with
- Can go either top or mid lane
Cons
- Low range
- No escapes (if you get ganked without flash you're probably gonna die)
- Weak early game (Skills use HP. Health regen/spell vamp quints help a lot)
- Easily countered if picked early
Lane Matchups
As with all champions, Mordekaiser should be played differently against every champion. The following is a list of champions that are commonly seen mid lane and how difficult they are for Mordekaiser to lane against.
HARD MATCHUPS - You will probably lose these lanes or need a lot of ganks to win.
EASY MATCHUPS - Your opponent should pretty much be hugging their turret forever.
SKILL MATCHUPS - If the opponent is good at their champion they will destroy you. If they suck you'll destroy them. if you're about even, it becomes a farmfest.
MEDIUM MATCHUPS - These lanes will be in your favor at certain points but will be against you at certain points.
Hard Matchups
Cassiopeia will destroy you 99% of the time as long as she can land her
From levels 1-5 you can probably go even in lane, ut once he hits 6, stay the hell away from him. He can ulti to you, silence you, and unload at least 600 damage over a second and a half and not take any damage himself. When you notice him leaving lane, you should follow immedately or ping like a madman because otherwise he will snowball from other lanes whichis not fun (for you, at least. i'm sure he'd enjoy it).
Once he gets
Before he hits 6 you can probably harrass him enoigh that he'll have to go back, but onc ehe does, you shouldn't go anywhere near him.
Her spells do massive damage and outrange you. if you try to run, she can slow you and speed herself up. She can also easily harrass you at turret with the range of her ball. If she starts to push, ask for a gank to at least relieve some of the pressure. never pusha gainst her though, because if you get ganked, you're a dead man.
It is literally impossible to get a kill in this lane unless the soraka is brain dead. Summoner heal +
His turrets do lots of damage and the poke from his rockets will break your shield easily. He can also stun you and get a few free attacks on you with his grenade. Just try to farm at turret and if he stays pushed, call for a gank and teach him a lesson.
Swain will absolutely destroy you. Because you're mostly melee, he can easily slow you and land a snare and get a few seconds of damage form
If she can land a taunt on you, her other spells will destroy your HP bar. Once she hits 6, you probably won't kill her unless you get a gank from someone with a stun or snare. She can kill you really easily before 6 and when she hits 6 it makes it even easier. Hug your turret and farm. When she roams, follow her immediately.
Medium matchups
For the most part this lane should be even. You can both kill each other at 6 but before that you can harrass and zone him. if he started off with bonus AD and went hybrid AD-magic penetration for early game, need to play more carefully, but I don't often see that mid lane.
Upgrade boots before buying Giant's Belt to make dodgning barrels easier. be careful of his level 2-3 burst, he can kill you easily with a barrel, bodyslam, ignite, and 1 or 2 auto attacks.
in the early levels, you can harrass him out of lane if you get close enough. Don't bother trying to kill him past 6 becasue he can jsut revive himself wiht his ulti. His bombs can break your shield easily and he'll be spammign them once he gets blue, so you'll start ahving a harder time in lane, When he bombs you, stand near your minions so the wave pushes twards your turret then ask for a gank.
You want to upgrade boots before getting Giant's belt to avoid his
You can't kill him because he'll have massive magic resist. He'll start to do lots of damage to you around level 5, but as long as you have your shield up and a few health potions you should be able to farm with him evenly. Try to keep the lane at aroudn the halfway point, but stand back a little more when you know he has his ulti and flash up.
When he has his shield up, try to avoid beign stunned. Just walk away. if you know you can't, try to build your shield on a minon wave so you take less damage, and once the sutn wears off, counter attack him.
If Veigar lands a stun on you at level 6, prepare to die, especially if his jungler is near. You can probably try to pait a gank as soon as he hits 6 though, just make sure your jugnelr can get in before he kills you.
You can destroy her early game, but she can do the same to you. Don't be overly aggressive. At 6, you can both kill each other, but she can kill you more easily. if you hit 6 before her, try to push her out fo lane even if you need your ultit o do it, because it can snowball you a little bit.
Easy Matchups
You should be able to kill her or make her back several times before level 6. Push her to her turret because she has a hard time farming at turret. By the time she's level 6, she shouldn't be able to combo you from full. If you're unsuccessful at stopping ehr from hitting 6 at the same time as you, you might want to rush Giant's Belt.
The damage from
Play as aggressive as you can at level 1 and 2. you should eb able to bring him down to around 100 health which will make him fear you for a long enough time that you can snowball. back early (push to his turret by level 2 then back) and buy 2 wards and place them so you can make sure you won't get ganked.
She can't really do anything to you at any point in the game. You're both melee which means that if she wants to try to kill you, she has to be near you,w hich emans you can use
Upgrade boots early because all of her skills are skillshots. If you can avoid them while still getting last hits and hitting her with
Skill Matchups
A well played Anivia will make you cry.
This will probably be a farm lane, but if he's good, he'll knwo that he can hit you with
You shouldn't get a kill in this lane without a gank, and she shouldn't either. You can push a bit harder than her once you have your spells levelled a bit, so you should roam when you can do that. She'll probably follow you, so try to only roam when she's backed.
You're playing the same champion, so it really is up to who's better or who gets more ganks.
Runes
The runes you choose to take on
Mordekaiser, as with any other champion, are based on your own playstyle and on what you're laning against.
Marks
These are the marks you should take 90% of the time. They're what most AP carries use. They're generally the best in slot, but I have one other preference against some lanes.
I will use magic resist glyphs sometimes, but very rarely. I will usually only use them if the enemy championhas extremely high harrass (for example,
Seals
Greater Mark of Vitality
I usually take these when I'm playing against another AP champion. The extra health means they will have a harder time bursting you down. It will also give you a bit more health to spam your spells at them
I take these when I lane against an AD champion. The 13 armor reduces the damage they deal to you substantially. It's a terrible idea to go into any lane without runes that prevent some damage from that lane (armor vs AD. magic resist vs AP)
Glyphs
I take these only when I'm against an AD champion. Going into lane against an AP champion with no bonus magic resist is a terrible idea.
I take these every time I know I'm laning against an AP champion. They are amazing. They reduce the early game harrass (
Quintessences
I will usually take these against an AP champion I know I have difficulty handling, such as
I will take these against burst damage mages like
I take these only when I know I will have no trouble handling my lane opponent. Against weak early game champions like
Greater Quintessence of Vigor
I used to take these before spell vamp quints came out and I knew I would spam a lot. They're still viable, but I prefer the extra spell vamp, especially later in the game.
Note: The health regen from these will help your early game more than the spell vamp from the
Mordekaiser is a relatively slow champion and he has no crowd control until he gets
I take these when I know I won't be pressued very much in lane and I will be harrassing my opponent. The spell vamp is really nice and scales very well into mid and late game.
Summoner Spells
This spell can be the difference between getting a kill or not. It can also be the difference between living or dying. It's extremely versatile and useful in many different situations.
When you combine this spell and
If the enemy team has a lot of crowd control, this spell is awesome. I'll usually take it if they have something like
If you take
I would only take this on Mordekaiser if I were top lane and I was in a premade team and we had a composition in which I would split push. I wouldn't take it in solo queue becasue in order to use it best, you need to ahev really good team communication.
Masteries
Speccing 21 into offense
The improved ignite makes it useful even when on cooldown. Everything else in the offense mastery tree is jsut to add more damage output.
For the defense mastery tree, you can take improved
The explanation for the offensive tree is the same. Speccing into Utility allows you to move faster and have a longer duration with red and blue buffs (usually you won't take these, but if you kill someone that has one they're still somewhat useful). The main reason, however, is the increased movement speed.
Speccing 21 into defense
The only time I would spec into defense is against a really hard lane to win, such as against
Speccing 21 into utility
The reason I don't like speccing into utility is that you either have to give up defensive stats or magic penetration. Both are extremely useful throughout the entire game. The experience bonus in utility does nothign once you're level 18, causing you to waste 4 points. The only things that benefit you enough to take utiltiy are the spell vamp and reduced summoner spell cooldowns (you get more cooldown reduction off defense and only 2% less off offense).
Ability Explanation
Cost: 25/3/2/39/46/53 health
Cooldown: 8/7/6/5/4 seconds
Additional target radius: 600
On multiple targets: 80/110/140/170/200 +1.0 per attack damage +0.4 per ability power magic damage to each target
On single target: 80/110/140/170/200 +1.65 per attack damage +0.66 per ability power magic damage
Cost: 26/32/38/44/50 health
Cooldown: 20/18/16/14/12 seconds
Armor & Magic resist bonus: 10/15/20/25/30
Damage: 24/38/52/66/80 +0.2 per ability power magic damage per second
Cast range: 750
Damage radius: 250
Protip: In lane, cast it on your melee minions when one of your opponents minions is about to die to last hit it if you have to. To cast it on yourself, it is much easier to hold alt and press w. This works with any self targeted skill, and can be changed to something more convenient in your key bindings.
Cost:24/36/48/60/72 health
Cooldown: 6/6/6/6/6 seconds
Cast range: 700
Damage: 70/115/160/205/250 +0.6 per ability power magic damage to each target
In addition, 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 20% of their ability power and attack damage. The spirit in turn gains 75% of Mordekaiser's adjusted damage, ability power, and health totals.
Cost: No cost
Cooldown: 120/105/90 seconds
Initial damage: 12/14.5/17% +0.02% per ability power magic damage
Damage over time: 1.2/1.45/1.7+0.02% per abiltiy power magic damage per second
Skill Sequence
You should always max your skills in a similar order to this as Mordekaiser. Your
You get a point in
As with most ultimates,
Items
Core
Your boots depend on the opponent's team. If they have a bunch fo crowd control, go for Treads. Fed AD top lane, jungle, or carry, go Tabi. Otherwise, go Sorcs.
Great for sustain in lane. Lets you spam spells more without the consequence of losing HP.
Without some kind of HP bonus, you're surprisingly squishy. Go for
This is my favorite item as an AP Carry. in my opinion it is one of the best items in the game and the most ridiculosuly powerful item in the game. having 2 secodns where you can't be targetted is really awesome, especially whne you have a ghost that can do a huge amount of damage in that time. there have been games (not jsut as mordekaiser) where I've chosen Rabadon's Detahcap over this item and have caused my team to lose a teamfight because of that.
Recommended
This item is one of the best items for any AP Carry. the extra 30% AP is really powerful. You should have this eventually.
The damage this thing does late game when you have 600 AP is ridiculous. It's really powerful, and the
40% magic penetration is really nice. Also 70 AP is good. I'd choose between this and Abyssal Scepter.
This takes priority over Void Staff if you're against a double AP comp or you're running one. Or you just need magic resist.
You don't have any built in crowd control so I'd only recommend this if your entire team has a lack of crowd control.
This is amazing late game if you chose to keep your
This is awesome if you're getting focused a lot with crowd control or they ahve some CC and you need magic resist.
I prefer this over Hextech Gunblade becasue it's cheaper and most members of my team will benefit from it (Even most AD carries). If you're running double AP, this should be rushed after getting a
Situational
If you're playign on a smurf account or you're just stomping everyone in the game, this item will make you stomp even more.
If you really want to and you're getting lots of kills or assists without dying, go ahead. I'm not a fan of it though, because even with full stacks, other items have much better effects.
Shurelia's Reverie
The active ability is really nice if you don't want to build
This item is great when the enemy's AD champions are getting fed. if you chose to build
I tried this out again recently and it's really not that great. The only time it really does anything is in a teamfight and even then it's not like you're hitting all 5 people at once wiht it. Even combined with the spellvamp from your revolver it's not very good. However, if you absolutely need armor and you built a
This is another item you can get if you're stomping. the active ability is pretty nice, but it costs too much for what it does in my opinion. only one of your spells benefits off the AD bonus and you don't auto attack enough to benefit form the lifesteal.
Another altetnative to gaining some magic resist. I prefer
The Game Changer
If you reach late game, your ultimate can actually turn the game around. No matter how far behind your team is, if you get a good ultimate (AD carries are the best, but pretty much anything other than a support does decent), you can win. If you get a clone and engage in the next 30 seconds, it is a 6v4 fight. This advantage is ridiculous, especially late game. You have a champion with extremely buffed up stats and yourself with buffed up stats.
Also, remember that if you have a ghost and you use the passive of
Zhonya's Hourglass, you can still control the ghost.
Unfortunately, your ultimate can be countered by quite a number of things. Most of them don't counter it entirely, and some of them are based on luck, but it is counterable.
Item counters
If you use your ultimate on somebody and they die and their
If you're unlucky, the opponent might have a
This doesn't make your ultimate entirely useless as it will still do it's initial damage, but it does prevent the ghost. Using
If a person has one of these in their inventory and you ult them to try to kill them, they can use it to gain 250 health immediately. Never underestimate the power of a mid-game
Yes, this works. It's happened so many times. The extra 10 health regen per second can actually save somebody's life.
If a person has
Major Champion Counters
If timed correctly, her
If you ult him and he dies, you have to wait 7 seconds after his death for his passive to wear off. He is not an ideal target to ult unless he's caught out of position.
Just like with
Her
undying rage undying rage undying rage undying rage undying rage.
Try not to ult him until he's near the end of his ult. Also,
Just like with
Her passive,
Protip: Even if her passive is down when you kill her (well it always will be), if you get the ghost and it dies,
If she uses
Minor Champion Counters
Generally, champions with a shield or heal are really annoying (I'm only listing the ones that can save allies becasue otherwise the list would be much longer).
The Wonderful and Majestic Wraith Camp
The wraith camp is simply amazing. By the time you have
Hextech Revolver, you should be killing both your wraiths and invading to take your opponent's wraith's every time they are available.
Taking both camps every time they respawn (every 50 seconds) gives you a very large gold advantage over your opponent. By level 7, if you use
Siphon of Destruction,
Mace of Spades, and
Creeping Death, you only need to auto attack once or twice to kill them all. This not only gives you more gold, but deprives their jungler of gold. Also, only take wraiths from your side of the map if your jungler isn't close to them.
Just make sure that you know where your opponent's jungler is when you try to take their wraiths. Otherwise you might get caught and die.
Warding
Warding is extremely important in league of Legends, and the earlier you learn to do it, the better. For this section i will only include wards I usually put down when I'm playing mid lane.

The orange circles show the approximate location where wards should be placed. the ones near wraiths should be able to give you vision near the wraith camp and the others should be inside the bush at the very tip (Load a custom game and look for that spot on your map; my apologies for being unable to provide a better description).
Protip: you can ward over the wall into that bush. It might take some time to do properly, but it's doable.
Conclusion
Thank you for reading my Mordekaiser guide. I hope you've learned something about how to play Mordekaiser against certain champions and how to build him properly. Please leave feedback in the comments section so I can continue to work on the guide and make it better for everyone.
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