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League of Legends Build Guide Author

Mordekaiser - BBQ Style!

Last updated on June 28, 2010
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Ability Sequence

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Ability Key W





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.



Masteries

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 9

 
 
 
 
 
Strength of Spirit
4/
Evasion
 
 
 
 
 
 
 
 
 
 
4/
Veteran's Scars
Willpower
 
 
 
 
 
 
3/
Ardor
Reinforce
 
 
 
 
 
 
1/
Tenacity
 
 

Defense: 21

 
 
 
 
 
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 0


Mordekaiser - The Master of Metal
"This is a Tanker build, I would check out Master of Doom for Fighting"

Well I may have a fetish for Sunfire Capes but trust me, this is by far the most Epic Build I've gotten on a Mordekaiser. You'll farm faster than everyone by simply using Siphon of Destruction + Creeping Death, and walking around the creeps. You will also become a huge threat with your AoE-DoT stacking and you'll have a ton of survivability with the huge amounts of armor combined with Ironman. This build is very beneficial when you find yourself being forced or just want to tank for your team. Out of all the other builds out there, I can assure you that this is the best build for keeping threat, abusing Ironman (e.i survivability), and wrecking your opponents in clashes, and most of all you'll be able to farm just as well as Karthus - The Deathsinger.

Pros:
1. Great Survivability
2. Amazing Farming Potential
3. Excellent Tank, keeping threat

Cons:
1. No natural Crowd Control.
2. Lack of early Magic Resist.
3. Constant QQ'ing for being OP.

Summoner Spell: Ignite
If you are not getting this then you should not be playing Mordekaiser, this is absolutely necessary for you to kill someone with CotG. It also counters healers and is a good finisher early on in the game when going for FB. Sorry Burning Embers, you won't be missed.

Summoner Spell: Exhaust
I like this better than Ghost, it's still available but to be honest I think Exhaust will make you a better teamplayers and it may also save your teammate as well as yourself. The added Magic & Armor Penetration really helps with ganking and it also disables your opponent in teamfights.

Acceptable Runes: Click here
Greater Quintessence: Swiftness, Fortitude
Greater Glyph: Focus, Celerity, Shielding
Greater Seals: Vitality, Regeneration, Evasion
Greater Marks: Insight, Desolation, Alacrity

Full Item Build: Click here
This is just a small justification; I know you're going to question a lot of the items so I should add this section for frequently asked questions. It's not how Heat 'n Serve did it, it's how I do it. When you got the Sunfire Capes you'll find yourself getting all the bounties on the minions and don't mind jungling inbetween. After getting that little extra farming boost you should fix the number one issue, magic resist. This is done by adding Force of Nature, once you got that item you will also have an incredible health regeneration. Then you can decide wether you want for Late-game. Personaly I like a 2nd Sunfire, then Randuin's Omen which will keep the group together, and Frozen Mallet if your opponents are really putting up a fight.

Doran's Shield: I recommend this item if you are new to Morderkaiser, having trouble staying alive, having a bad day, or just like to start with Doran's Shield cause you're Pro. Now I see alot of high ELO players using it for some odd reason, but I guess that's only to get the best start as possible, I've used it myself and I think it's not a bad choice comparing it to runes and such.

Regrowth Pendant: This is by far my favourite starting item, Doran's Shield is slightly better in some cases. But in the long run you'll benefit more from this item than all the Health Potions. If you get harassed beyond Ironman you can try to stay out of harms way by avoiding using your spells and just stay within Experience range, this will get you back in the game.

Health Potions: I recommend getting 3 of these after you got Boots of Speed, they will ensure that you can stay in the lane long enough for you to purchase your very first Sunfire Cape. They will become useless once you reach got a lot of Health, they should only be used when you got Health under 2k.

Mercury's Treads: If you fight someone with a huge stun that might just ruin your day, I'd go for these instead of Sorcerer's Shoes. You know those stuns that just **** up everything, Ashe's Arrow, Morgana's Binding, Annie's Tibbers, etc.

Sorcerer's Shoes: Well It appears that your AoE-DoT stacking will get more damage from Magic Penetration, that's why I also added Insight Marks in the rune build. You should get them if you want to do more damage, and have no problem with CC.

Sunfire Cape: The Key item in this build, once you got 2x Sunfire Capes early on, and level 5 Creeping Death you will know the extreme farming potential of Mordekaiser. This will allow you to purchase an even greater Item build late-game, but adding three sunfire capes is a bit overkill imo.

Force of Nature: Since I lack of HP/5 regeneration, Magic Resist, and by the fact that a little Movespeed is always good on Mordekaiser. I find this Item to be just perfect once you got 3k health. This will allow you to do whatever you want and you'll never have to return to your base because of the lack of health.

Randuin's Omen: Since this is more of a teamplaying Mordekaiser I think Frozen Mallet and Rylai's Scepter is a bit overrated, this is my CC item of choice. I mean your team should be able do enough CC for you to work so there's no hurry in you getting this, but for the love of god: Don't forget to use it! Hotkey = 1, 2, 3, 4, 5, or 6.

Frozen Mallet: If you just can't seem to win the game, this item will fix that. All you have to do is get a ranged pet and can easily Ace the other team. This also allows you to keep another champion locked to you, which means that you can use Sunfire Capes + Creeping Death to your full potential. By far one of my favourite items on Mordekaiser, this is great if your teammates are unreliable too.

Early Game: Click here
The so called laning phase, now that pre-game is pretty much taken care of and you know what to do and how to build, as well as what to get. I guess a little strategy and some key points in my strategy or well, not entirely mine but compared to the 5 minute guide I’ll give you a more thorough explanation.

Choosing your lane partner:
This is actually not that hard, you can pretty much lane with anyone you want. Seeing as how Mordekaiser can lane against and with anyone, but I do have a couple of favourites that I want add, basically all the healers. I'll mark the ones you can take a Ruby Crystal, and go for Heart of Gold early on. (Alistar, Ezreal, Kayle, Nidalee, Shen, Soraka, Taric)

Dealing with your opponents:
You can pretty much lane against anyone; you can even carry another person. All you need to do is make sure of what you are doing, know when to play defensive and take advantage of them when you can be dominant. Make sure you know all the summoner spells they have, you don't want a cleanse to pop up or an ignite + Exhaust combo on you.

Assassins : These are a bit tricky to harass, but once you got a shot on them you're in control. Now, since you do have any CC at all they will be able to kite you all day. But they don't know the range of Siphon of Destruction so you can easily rape their faces in general. Smart players will, however, be a little harder as they know when to play defensive and rarely gets harassed. But it's nothing too serious, they will be able to constantly take your shield out but that will give you the possibility of harassing them.

Tanks: These are generally easy to harass and it's just a matter of time before they give up and play defensively. If they got Support, Caster, or Healer you should stay back and harass frequently with Siphon of Destruction while doing a couple of auto-attacks until your ironman runs out or if you suspect any CC.

Fighters: This type of champion will hit a little harder but they are slightly easier to kill, just be sure that you know what they are capable of. Your only concern here depends on his teammate. If he got a support/healer and you don't and he is able to freely farm upon the minions you will be in trouble. Otherwise he'll be hugging his tower, saying obscured things about how imba you are.

Healers: This makes killing a bit difficult since it counters harassing a bit, it all depends on how well you can outlast your opponents. This is done by making sure that they are constantly harassed until the healer runs oom. Remember that healers in general are very squishy so once they are out of mana you can easily kill them.

Mages: They will hate you, just as much as you'll hate them. If they nuke you they will get oom, while all you have to say is: "No, my ironman! lol". As if that wasn't enough they are like the healers, without heal. In other words you can easily harass these buggers and possibly kill them if they over-extend. The thing that's annoying about them is that they all have some sort of CC, which means that you will have some problems getting away from sticky situations.

Supports: These are the type of champions that aid their fellow champions, while making it tougher for their opponents. Most of the time you will not able to get the kill because of these annoying champions, but it's still possible. The sad part is, if you don't get the kill they will easily turn the tables and kill you! So be careful around these and know that they are the best early game laners, especially paired with another fighter.

The Laning Phase:
Now that you are laning, you will want gold and experience as well as making sure that both you and your teammate survives, while your opponents dies. You can start by last hitting minions and make sure that you do not get harassed severely beyond ironman by using the minions to your advantage. Siphon of Destruction should be used on as many minions as possible, while Mace of Spades will fill up the rest. Don't underestimate Creeping death, if you cast it on yourself and stay inbetween all the enemy minions you can actually deflect all the auto-attacks of an Ashe early game! Once you have gained control over ironman and your own health you can start getting control over the lane by simply using Siphon of Destruction to hit the ones you are laning against. The thumb rule here is "Fill up Ironman -> then harass". If you're going for the kill, you will want them to be as far away from their tower as possible, you can do this by only last hitting and hiding in the bushes. Once they are within your grasp and they've been harassed properly you can Exhaust + Ignite while auto-attacking and following them to the end of their tower will getting as many spells off as possible. Keep Flash, Cleanse, Ghost, and Heal in mind while not overextending as Exhaust + Ignite at the tower will **** you up as well. Once you've gotten the kill or they have recalled you are free to auto-attack the tower down. After destroying the tower in your lane, you are hereby free to assist everyone else by defending or downing another tower as well as helping other ganks. One last thing to add is miss calls, make sure to call them and always keep an eye on the map if they don't do!

Mid Game: Click here
You should return to your base by recalling and buy Boots of Speed, 3x Health Potions, and Heart of Gold. Once you got these items you should start looking towards a Sunfire Cape, this is the whole point of the build! After that you should either go down one of the lanes if they need to be defended, if not I would grab an Ancient Lizard Buff to help ganking.

Avoiding & Setting up Ganks:
After destroying the first tower in your lane, or the current lane you’re in you will see that anything can happen and if you push too far without teammates you will be backdooring which is not good! Mordekaiser has very few abilities to escape and shouldn’t really be bothered with them. If you got backup you still need to be careful, you should only push the tower down if you’ve recently killed someone, know the position of all your opponents or just know that you will survive because you’re roflstomping some noobs. The thumb rule here is to trust your judgment, and always keep an eye on the map. When you are trying to gank someone you should only lend them Exhaust and Ignite + CotG, you don’t really fit for this kind of job since you lack of CC so leave it to other but if it turns out ugly you should go in there and help out your teammates.

Keeping up threat in teamfights:
Tanking, it’s a job that requires sacrifice; I mean you basically sacrifice yourself for the greater good of your team. This means that even if you die, you took all the damage and CC so that your team may finish of everyone else. Now most of the time you will find that the tanker spot or initiating spot is always being given to the champion with the survivability, which makes them able to tank but they are not really good tanks. A good tank stays with his team and makes sure that everyone attacks him instead of the others. That’s why I use the term, Threat, which determines if whether your opponents will attack you or not. Now most good tanks, who are meant to tank, will do this with CC: (Cho’gath, Rammus, Amumu), but since Mordekaiser lacks significantly of CC you’ll need to get someone else to add that up. The factors that help here are AoE-DoT stacking, Decent Nukes, and your ability to DoT people down with Ignite + CotG and then revive them as your Pet. This is why, if you go in first that you will be focused and by keeping Ironman up you will fulfil your purpose within the game and own them. The best part is that you’re able to farm like Crazy, and still survive if you get fed. Remember that if you get fed, you will get a huge bounty on your head which will make them want to kill you even more!

Grinding & Pushing:
After your first Sunfire Cape you will be able to grind like crazy, and I’m talking about the boring WoW grind. I'm talking about just walking around the mobs; because that's basically all you have to do. The reason you become so great is because you get the best gear, mostly because of all your farming & pushing. I mean with the Sunfire Cape + Creeping death I usually get all the bounties from every creep wave. With you being kept busy tanking in teamfights and initiating towers you will see that it won’t be long before you win the entire match and even score an whole ace by yourself, you might even try to reach Penta kill, but the closest I’ve been is Triple kill. Now your Achilles heel is HP/5 regeneration, so you’ll have to return to your base a couple of times, that’s one of the con’s to this build but it’s worth it. Once you've gotten the Inhibitor, or they have gotten yours late-game has started and you'll see who's the leading team. This usually happens because either one you managed to score an Ace or just managed to backdoor all the towers. Remember you need to push, to win! Never forget the purpose of the game.

Late Game: Click here
Now that the Inhibitor is down you should start taking down the other towers and finish of the game, but be careful and stay with your team at all times. Trust me; you do not want to get caught alone at this stage of the game. You could also got for Baron Nashor, if your team agrees with it. Remember that you are the tank so you should always initiate or stay really close to the initiator. Don't forget to use Randuin's Omen!

Tips & Techniques:
• Make sure that Ignite + CotG combo will kill your target
• Pay Attention to summoner abilities, watch out for Cleanse
• Make sure to get a Lizard buff, it adds the same potential as Frozen Mallet.
• Don't forget that the use of CotG defensively when fleeing, this can save your life.
• Get a hold on your rotation, and keep in mind that creeps are important for your survival.
• Teamwork is very important; you don't want to die in vain so make sure they back you up.
• Ironman management, use Siphon of Destruction and Mace of Spades and watch that grey bar.
• If you use Mace of Spades when you have your pet, both of you will have the charge until one of you attack.

Finishing the Game:
This will be fun, I would consider Mordekaiser a hard carry because he is basically unstoppable during end-game. But that is if your team is winning, otherwise you will be dealing with too many fed champions and possibly an organized team which is difficult to deal with because of all the CC. Like any Death Knight in WoW, you can even finish off a double kill all by yourself. This is only possible if you can make them chase you and then pop your Ultimate while easily executing both of them. Now if you want to finish the game you’ll have to gather your team, get all the buffs that are necessary, and Push mid FTW! It’s really simple, but make sure everyone’s ready to blow their OP’s on everyone. After living up to your name I would just go in there and wreck the one or all of the Inhibitors, or go straight for the heart. But I would spam /b/ in the chat if all of them respawn, unless you're really fed. I mean this is an overall guide but there’ really not much to cover except for how good you actually are at tanking and playing with Mordekaiser. Finally I want to say that you should not fuzz about K/D/A, I can assure you that it will always be in plus as long as you make sure everyone dies, your team survives, and by getting all the towers down. If you need more guidance then read: Condons MFing Thread, trust me... it's worth it!

PS: Alt + W is your best friend, and your worst enemy at times!
Have fun, and feel free to ask questions and add suggestions.