Tanky build example
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.
Threats to Mordekaiser with this build
|Pantheon||Not a real problem|
|Wukong||After his skill usage he wont matter|
"All things must die... and yet I live on."
The baleful revenant Mordekaiser is among the most terrifying and hateful spirits haunting the Shadow Isles. He has existed for countless centuries, shielded from true death by necromantic sorcery and the force of his own dark will. Those who dare face Mordekaiser in battle risk a horrific curse: he rapes his victims' souls to become instruments of destruction.
Mordekaiser was once mortal, a brutal warlord-king who ruled the lands of eastern Valoran long before the rise of Demacia or Noxus. He waded into battle bedecked in heavy iron armor and slaughtered all who opposed him, crushing them beneath his ensorcelled mace, Nightfall.
As hated as he was feared, his enemies finally rallied to end his dark reign. After a long and bloody day of battle, Mordekaiser met his fate standing atop a mountain of corpses, surrounded by his foes. He laughed even as he died, pierced by arrows, swords and spears, promising his killers that he would come back for them.
His body was hurled upon a immense pyre amid great celebration from his enemies. While the flames were unable to do more than blacken his armor, Mordekaiser’s body was reduced to charred bones.
The fires burned for days on end, but as they finally died down and the victors moved on, a coterie of sorcerers slunk forward and sifted through the ashes, gathering up Mordekaiser’s armor and bones. They bore them away in secret, and on a moonless night they laid the skeleton upon a rune-carved slab and enacted a spell of vile, necromantic sorcery. As their dark magicks reached a crescendo, a shadowy form appeared upon the slab. The deathly shade rose to its feet, leaving the skeleton behind.
It was a wraith formed of pure darkness, yet its eyes burned with malice. The fire-blackened pieces of armor slammed into place around the shadowy spirit, as if drawn to a powerful lodestone, and the sorcerers dropped to their knees before their risen master. They had been promised great power for their service, but had not foreseen how they were to be rewarded.
With newfound mastery over the necromantic arts, Mordekaiser gifted the sorcerers with undeath, trapping them between life and death. They became vile liches, living corpses cursed to serve him until the end of time. Over the next decade Mordekaiser saw all those who had defied him slain. He cursed them into eternal servitude, drawing out their souls and forcing them to obey his undying will.
Having assumed the mantle of the Iron Revenant, Mordekaiser’s nightmarish reign of darkness lasted many centuries. Several times he was seemingly slain during this period, yet always he returned, brought back by the power of his soul-bound liches.
Mordekaiser’s bones were key to his unholy reincarnation, and as the centuries rolled on he became increasingly paranoid about their safety. He constructed a monolithic fortress at the heart of his empire that came to be known as the Immortal Bastion. Locked away at the core of this epic stronghold he hid his remains.
The Immortal Bastion was eventually besieged by a concentrated alliance of tribes and warbands. During the siege, an unknown thief infiltrated the mighty fortress, bypassing its fiendish defenses to steal Mordekaiser’s skull. His skeleton needed to be complete in order for his resurrection to be enacted, yet fearful of their master’s wrath, his enslaved liches kept the theft a secret.
On the walls of the Immortal Bastion, countless enemies fell before Mordekaiser, yet it was not enough to stave off defeat. His fortress was overrun and he was dragged down by sheer weight of numbers. His deadly mace was torn from his grasp and great chains wrapped around his limbs. The booming of his laughter echoed through the darkness – he had no reason not to believe he would be reborn anew, as he had been many times before. The chains binding him were hitched to hulking Basilisks, and with a barked order the immense scaled beasts ripped him apart.
Mordekaiser’s skull was taken across the sea to the Blessed Isles, a land hidden in mist and legend. The wise adepts of that land knew of Mordekaiser, and of his weakness. They had stolen his skull in order to rid the world of his unholy presence, placing it in a vault deep beneath the ground, secured behind locks and magical wards. Mordekaiser’s servants were scattered to the corners of the world, seeking his lost skull, but were always unable to locate it. It seemed Mordekaiser’s reign was truly over. Years rolled into decades, decades to centuries, until a cataclysm was unleashed upon the Blessed Isles. A king whose mind had been ruined by grief and madness unleashed a terrible spell that condemned the isles to darkness, turning them into a twisted realm of the undying – the Shadow Isles. During that great sorcerous explosion, the vaults securing Mordekaiser’s skull were torn asunder.
Drawn like moths to a flame, Mordekaiser’s liches made their way to the newly born Shadow Isles. They bore with them their master’s bones, and digging his skull from the ruins, were finally able to unleash him upon the world once more.
Mordekaiser has since carved out his own empire upon the Shadow Isles, enslaving a growing army of the dead. He looks down upon these newly formed undying spirits as a lesser breed, for he chose his path freely, while these others are merely lost souls. Nevertheless, he sees their use; they will be his foot-soldiers in the conflicts to come.
Unlike the lesser spirits, Mordekaiser is not bound by the Black Mist – he is too powerful for that – yet its baleful energy grants him considerable power. For now at least, the Shadow Isles serves as the perfect place to build his strength.
While he consolidates his power, and constantly obsesses over making his bones ever-more secure, Mordekaiser has begun to look across the seas, towards Valoran. He has set his sights on the empires and civilizations that have risen since his absence. In particular, his attention is drawn to the Immortal Bastion, that mighty fortress that now acts as the capital city of the upstart empire called Noxus.
A new era of darkness beckons.
Shadows of Damnation
The Black Mist coiled and twisted like a living creature as it rolled forward to encircle the isolated, grey-stoned castle.
A massive, armored figure walked within the darkness of the Black Mist. His heavy warplate gleamed like oil, and orbs of cruel witchfire burned within his horned helm.
Grass withered underfoot as the armored revenant marched towards the castle’s gatehouse. He could see movement on the walls. They knew death had come for them.
His own name drifted on the wind, whispered in fear:
Arrows sliced through the night. Several stuck Mordekaiser, ricocheting from his armor. One sank into the gap between his helm and gorget, but his inexorable approach did not slow.
A heavy iron portcullis barred Mordekaiser’s advance. The revenant extended a gauntleted hand and made a wrenching motion in the air. The lattice ironwork screamed in protest as it was twisted out of shape before being hurled contemptuously aside, revealing the heavy oak gate beyond.
White hot warding runes burst to life upon the gate, forcing Mordekaiser back half a step. The Black Mist roiled around him, and it was possible now for the defenders to see other forms within it - hateful, shadowy specters that hungered for living souls.
Mordekaiser stepped forward, brandishing his immense spiked mace, Nightfall. A weapon of dark renown, thousands had fallen before it. With a powerful swing, he slammed the weapon into the oak gate.
The runes exploded, Mordekaiser’s dark sorcery overcoming the petty protective spells of his enemies. The gate smashed inwards, ripped off its hinges.
The Black Mist flowed through the breach, Mordekaiser striding within it.
The garrisoned soldiers and men-at-arms waited for him in the courtyard beyond.
Weaklings all. His gaze swept over them as he sought a foe worthy of his attention. His undying gaze settled on a silver-clad knight that stepped out to meet him, sword drawn.
“Begone, revenant, or I shall see you banished,” said the knight. “This hamlet and its people are under my protection.”
Rising to this threat, a host of specters and translucent warriors manifested in the Black Mist behind their master.
“This one’s soul is mine,” Mordekaiser said, holding the eager spirits at bay. His voice was deep and sepulchral, the timbre of death itself.
Mordekaiser pointed, and a cone of malignant unlife burst towards the knight.
The knight’s armor shone brightly for a second, then returned to its normal, mundane form, leaving him unharmed by Mordekaiser’s necromantic sorcery.
“Demacian steel,” sneered Mordekaiser. “It will not save you.”
He stepped forward and brought his spiked mace down toward the knight’s skull. The strike was met with a two-handed parry, though the power of it forced the knight to his knees. Mordekaiser towered over him.
The knight spun away, avoiding Nightfall as it swung toward him in a lethal arc. He sidestepped and sank his blade deep into Mordekaiser’s side, biting through the banded links and chain. To a living man, it would have been a mortal blow, but to the armored behemoth, it was as nothing. Mordekaiser backhanded the knight across the side of his head, sending him reeling.
The Iron Revenant stepped in to end the fight, but the knight turned aside his strike with exquisite skill, and rammed the point of his blade into Mordekaiser’s chest with all his strength and weight.
With a wrench of metal, the blade punched through the breastplate above the heart. There was no resistance from within, as if the suit were hollow.
Mordekaiser grabbed the knight by the throat in one giant hand and lifted him off the ground.
“You thought you could protect these mortals,” said Mordekaiser. “But know that it will be you who slays them.”
He squeezed, tightening his grip on the knight’s throat. The mortal’s feet kicked in the air. Mordekaiser watched closely, eyes burning, as the life drained from the knight. Finally, he dropped the lifeless corpse to the floor.
Mordekaiser knelt and placed a hand upon the dead knight’s chest. When the armored giant rose, he drew forth the shade of the dead warrior.
The spirit of the knight looked around it, horror writ in its spectral eyes.
“Now,” commanded Mordekaiser, knowing that the shade was powerless to resist him.
“Kill them all.”
Why to build like this?
I see alot of people's guide's build almoast the same, morde can be guild in a lot of ways, he is always situational.
Mordekaiser has huge Base Damage, in combination with Serak's Gage you will have 183 Base Damage at lvl 18, thats good, especialy if u throw in the triforce with his Q dmg has preaty good burst, this build also gives survivability along with good potential teamfight.
What do do in game....
Well, you need to farm the hell out of minions till u get some items, its realy easy to farm with morde and harras at the same time due to his kit, its hard to get kills with morde if enemy is playing defencive, thats why u must ask for the jungler to step in. After the laning phase u need to stick with you're team and instruct the team to target the enemy that you cosnumed you're ultimate on ( preferably players with lot of AD such as ADCs or Assassins).
No need to you to stay in the back with this build, you can march right in. Other things you can do is split push since you can destroy turrets pretty fast.
Hextech Gunblade - it is very useful in the lanning fase or when you are chasing ennemies due to its active
Triforce - Only donw is that u dont need its mana, but the rest of the item stats are perfect for you
Sterak's Gage - Flat health + 25% Base Damage and a beautiful passive ( this item in my opinion is a must, but what ever you desire, you can swap this with some other good defence items)
Guinsoo's Rageblade - A preaty good items if u want to duel, with the right runes, boots and this you can get up to 130% AS
Haunting Guise - It synergizes with you're Ultimate along with good potential in teamfight
Rylai's Crystal Scepter - Flat Health + 100 AP, preaty good item especialy for its passive that helps you keep up with fast running pricks
Dead Mans Plate - Health, armor and a briliant passive that helps you in running away ( no shame in this) or towards you're target
Randuin's omen - If u wish to jumps in fights and press its Active so no one gets away its another CC for morde ( and God knows you need them ) , get this if u want more CC and less chasing
Spirit Vissage - Health, Magic resist, and the passive that synergizes with Hextech Gunblade
Banshee's Veil - If you get lot of CC spells take this instead of SV
Boots? boots are good yeah ( this is where u pick you're boots by they way you play )
*Huge DMG output with few items
*A passive shield that soaks up damage
*A deadly combo using your ultimate and ignite simultaneously ( especialy with Haunting Guise)
* You're ally is my ally
*Off-tank that deal Lot of DMG, that means he can carry
* Very good lategame because of his Ultimate
*Hard to survive early game until u get Gunblade
*Basically no escape abilities
*No CC (thats why u have to include some items that have CC eg. Gunblade, Rylais, Randuins)
*Easily kited until he has some good items
Tips and Tricks
I would comment about his lategame damage and builds, but I have never been able to get to lategame yet. They have surrendered too early each game so far... I would assume that his midgame is the best so far though!
Anyways, I have found that starting W works the best, and it gives a great leash to your jungler, as well as healing them!
Having an aggressive support such as Leona will help tremendously early. I have had quite a few kills at level 1 with just my W and a Leona E. Mordekaiser's new W now stacks with the ally it's on, so it deals double damage if you're both by the target! This is 280 (+120% AP) at level 1, and then adding in an ignite really helps seal the deal on that kill.
My favorite max order has been R > W > Q > E. You can leave E at one point because it hardly gets any base damage and the CD barely goes down as it levels. However, the 15% shield per champ hit and FULL AD scaling stay the same. This means that your E will naturally scale as you level (your AD), and the new Mordekaiser has one of the highest AD in the game now (Darius may have higher). The E isn't really meant for damage or poke anymore, as the damage is pretty abysmal on its own. What you should be doing now is using E for a huge amount of shield in fight. Think of it has a recharge! Because you get 25% of your max health as a shield, you're essentially getting 3.75% per champion hit of your max health as a temporary shield. If you have 3500 HP, which has been normal with my builds, you will be getting 131 health per champ hit as a shield, up to 655 by hitting 5 champs. 25% of your max health is your shield, and then 75% (15% x 5 champs) of your max shield is the maximum amount you can gain with one E.
E: USE AS A SHIELD RECHARGE
Mordekaiser now scales well with lots of stats: AP, AD, HP, AS, MS, MR/AR. Building Trinity Force has been pretty good, but I find that rushing it takes too long. I've been rushing Rylai's for the 40% slow on Q, and 20% slow for 10 seconds on the ult. After Rylai's though, getting Trinity is a good choice.
ALWAYS GET FUROR ENCHANTMENT FOR BOOTS (screw homeguard). With Furor, you will be getting 12% extra movement speed each time you hit someone with your Q. This combined with Rylai's 40% slow and Trinity's 20 Movement speed bonus makes sticking to enemies pretty easy.
Dragon ghost procs RYLAI'S slow for 40% in an AoE on each auto! This also makes sticking to someone EASY! This also applies to any ghost you get!
When you have your 3rd Q ready, your mace will glow red. Most opponent's will stay away from you when this happens. Most enemies will also never let you get your 3rd Q proc off before walking away. TIP: Use your Q and auto either a minion/monster/tower twice, then try to make it look like you're walking away from someone by turning your back (they will normally walk towards you), then flash and Q them! Midgame: this normally one-shots squishies at 50% health, dealing about 1200+ damage. Lategame: probably one-shots most squishies, dealing around 2000 damage. This little flash play makes some pretty hilarious situations.
If you have a Soraka as your support, you can essentially have unlimited sustain between you and her, even without her landing Qs on enemies. If you W Soraka and yourself, have both of you walk towards a group of minions, then reactivate the skill to heal you both. With that health, Soraka can then use it to heal you. It's a pretty fun lane!
Building AD on Morde really isn't necessary, even though he has two AD scalings. Mordekaiser now has amazing base AD and AD per level, making his skills deal lots of damage without any AD built. Remember, all of his skills deal MAGIC damage still, so if you went AD, your skills aren't going to hurt anyone with MR. Building Trinity and Hextech is still good, because Mordekaiser synergizes well with both items; the AD is just a bonus!
The Dragon ghost does not have a leash range, so you can recall, and the dragon will stay where it was. Using the Dragon to splitpush doesn't work as well as everyone makes it out to be. Currently, the dragon is realllllyyy buggy. If you send it mid lane to go and take out the turret, it will randomly stop targeting the turret at times and just attack minions or champions around it. If you make it target a champion in another lane, it will often change its target to nearby minions. The best use for the dragon is to keep it in front of you and tank towers. The dragon can take turrets out pretty quickly, and the ghost also gives you 800+ bonus health for the duration.
THE DRAGON CAN BE AFFECTED BY CC. Yes, I have seen a Blitz pull my dragon away from me :( Not sure if Tahm can eat Dragon, someone needs to test this!
Since Mordekaiser's rework, they changed how his ultimate works. Prior to the rework, killing an enemy with your ult who had a skill before their death (Sion, Kog'Maw, Zyra, Karthus), you would get the ghost AFTER they would die. They have now made it so you get the ghost as soon as they die. I've had great times making Sions fight them self while they're dead. The actual Sion always wins though, that passive % max health damage hurts. Ulting these champions works much better than before now!
Your ultimate's ghost now lasts 45/60/75 seconds, which means you can make champions fight themselves when they respawn! This could happen when revive existed, or early in the game when the enemy teleports back... but now it's really easy.
Choosing what champion to ult differs depending on the situation. If you're low, ult the nearest tank, and make sure they don't have lots of MR (if they do, you better have magic pen). You will normally go back up to 100% health pretty quickly, if not instant. Getting a tanky ghost will give you 25% of their bonus health, making you tankier. Ulting an enemy ADC won't give you any stats, but their autos hurt the most out of all the ghosts. These ghosts will often get focused pretty hard and die quickly, but are the most useful for teamfights! If you can get an enemy APC as ghost, you will get 30% of their AP! An average mage will have around 700 AP lategame; this will give you an extra 210 AP, and 283 instead if you have a Rabadon's Death Cap (35% extra).
You can solo Baron right when you get the Dragon ghost. Put the dragon right next to baron and make it attack it, this will make baron focus your dragon. While that's happening, just use your skills and kill Baron. Dragon should be able to tank Baron through the whole fight.
Champion ghosts retain their passives AND now the passives on their skills, and also any item passive they have. This makes certain champions better ghosts than others. Some of the best/funnest have been:
Rengar: The ghost can jump at people from bushes, making it almost impossible for them to escape it in the jungle.
Vayne: Her passive lets her run quickly towards enemy champions, and she can stack her silver bolts on enemy champions. As of now, the silver bolts proc doesn't seem to be doing any damage. This is most likely a bug.
Ashe: Perma-slow on each auto.
Jax: His attack speed as a ghost ramps up quickly, and now procs his ult damage every 3 hits.
Darius: Bleed on each auto that stacks + Armor pen.
Jinx: Runs realllllllly fast after you get a kill + minigun AS/Rocket-Range AoE.
Janna: Gives you and your team the Movement speed aura!
Malphite: Your ghost makes itself tanky.
Olaf: Don't fight a low health Olaf ghost; it's scary! Lower health = more Atk Speed.
Nautilus: Roots enemies with each auto! (still has the innate cd on this passive)
Master Yi: Allows him to attack even more with Double Strike.
Orianna: Her autos will start to hurt, so ulting this APC will still be good (you get 30% of her AP and her autos aren't as bad as most mages)
Poppy: This ghost will get the 50% damage reduction the lower she gets, and her W passive will now give her Armor and AD.
Quinn: She can mark people with her passive as the ghost, allowing her autos to burst people.
Tahm: He can apply stacks to people... but it doesn't really help! Just something funny! Also, if you ulted a Tahm who had two stacks on someone (this makes him get into a "hungry stance"), the ghost will be in this stance through the whole duration.
Kog'Maw: His passive doesn't work, but when you get the Kog'Maw ghost, his walking animation turns into his passive death animation. This looks pretty funny, and never happened before his rework. He can still auto like normal, but his walking animation is really funny.
Soraka: If there's a low health teammate nearby, this ghost will be able to run really quickly towards them. She can't heal them though, just mock them as they're dying.
Twitch: He can apply his poison stacks to enemies for extra true damage!
Tryndamere: This ghost will crit like crazy.
Zed: Deals lots of extra damage to low health targets (innate CD though).
Ziggs: He can still use his passive in ghost form, so pushing towers is really easy.
Garen: The Garen ghost will regen like crazy when left alone, and if he also has Warmogs, you can put ghost in a safe spot to let him heal back to full health in a few seconds!
Gnar: Can now go into Mega Gnar if his rage meter is filled. More health on Gnar = more health you can. His W in normal Gnar form will also proc every 3 autos!
Udyr: The stance that you kill him in will be the stance he stays in for the ghost duration. Tiger will make your ghost deal a physical DoT on each auto. Turtle will just give him lifesteal. Bear stance will allow the ghost to stun enemies that it auto attacks (innate CD). Phoenix will allow your ghost to deal magic damage in an AoE every few autos.
Ravenous and Titanic Hydra's passives will work with the ghosts.
Ghosts benefit from lifesteal and crit.
Ghosts who have Aegis will give the aura to your allies nearby. Abyssal will affect nearby enemies.
Sunfire cape still works with ghosts, same with cinderhulk.
Ghosts with homeguards will run really fast while exiting the fountain. This looks really funny when you walk out, but you still don't have homeguards. Your ghost will try to follow behind you, but it's going so much faster than you that is keeps stopping to let you stay in front.
Frozen Mallet/Frozen Heart passives will work with them too. Frozen Mallet seems to be much more useful though.
Any on-hit effects that champions get from item passives will work, making BotRK, Nashor's Tooth, Wit's End, and Devourer's pretty good for the ghost.
If you have a ghost with Thornmail, throw it in the front of your team to soak up damage and hurt the enemies.
Your ghost can overheal with Bloodthirster to get shield. He's just like you now!
Your ghost can charge its Stattik Shiv and use its passive when it autos something.
This one is Riped of a redit site