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Mordekaiser Build Guide by Senllus

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Senllus

Mordekaiser~ Good damage, great tank!

Senllus Last updated on August 10, 2011
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Ability Sequence

4
12
14
Ability Key Q
2
8
10
13
15
17
18
Ability Key W
1
3
5
7
9
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



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


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Runes

Marks or magic pen. for magic pen.

Seals of ability power for ability power.

Your choice of more damage or CD reduction on glyphs, comes down to preference.

Health quints for early survivablity ( I know they're expensive T.T)


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Masteries.

Feel free to go crazy with these, this is just something i put down.


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Item explanation.

Dorans first= This gives you health and armor for more early game survivability, this isn't required but reccomended.

Merc. treads= I choose these over, let's say sorc. shoes, because i prefer not getting focused and stunlocked to death. Magic resist is also good.

Rylai's= Early game i find this more imprtant than other tanking items. Early AP and health to boot! Also supports a slow which can be used in place of ghost.

FoN= Lot's of magic resistance, big health regen. Nuff said.

Thornmail= Hating that trynd? Disliking 'dem Xins? Thornmail to kill themselves if there dare attack you.

Warmogs= The random public of LoL seems to hate this item. But the random public are mostly horrible and refuse to learn and/or believe they aren't the best person in the entire game. Health IS NECCESARY for tanking of ANY TANK. I do not care if you have 9000+ armor and magic resistance, health is the spine of resitances, it backs them up and makes it work. The same goes for morde, escpecially since his abilities are at the cost of health.

Hextech Gunblade= This is your final item. Gives your Q a good amount of burst, as well as more survivability with the Vamp (Lifesteal isn't too important as auto-attacking is rare and for good reason). You may not be able to get this item many games, but itsk. Morde tends to lack luster late game, so when it get's to that point your trusty gunblade will help shiny you up.

Elixirs= Allways for that excess money late game.

Wiggle room= You can choose to not get Thornmail, maybe get a sunfire cape, ,maybe not get Doran's at the start, and possibly replace the gunblade with other items. The rest i find are pretty core to being successful, feel free to play around with it, I'd love to see what you find.


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Skill sequence/explanation

Mace of Spades- Basically, on your next attack, 'bunch o' maces gonna fly out and, eather, hit 3 targets evenly, or deal bonus damage to a single target. This is one of two of your bread 'n butter abilities.

Creeping death- Gives armor and MR, damages nearby enemies, including turrets so you can send it on a minion and slowly, but steadily push that turret. Not much else to say other than the fact that it gives you your shield, unaffected by whom you put it on.

Siphon of destruction- This is choice two of your bread 'n butter abilities ( my personal choice). It's a conal AP damage dealer. I prefer it over MoS simply because it has the potential to hit more targets, and has more range.

Children of the grave- Similar to ignite, though over a longer period airgo lesser ticking damage, also heals you, further explained in the "gameplay" section.


Start with eaither your Q or E, then get the oppsite depending, (if you started with Q get your E next and vice versa), then pick up your W and max whichever bread 'n butter ability you chose, followed by the opposite offensive ability (if you maxed E first start maxing Q vice versa) then your W picking up your ulti whenever available.


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Summoner spells

I know, I know

Your thinking

"Heal and ignite . . . wait . . . heal? . . . HEAL?!"

Now, optionally you CAN go with ghost! I haven't the slightest problem with that! I simply want to tell you why I think it's viable steriotypes aside.

With heal, you have solo lane survivablility and dual-lane partner saving, and keeps teamfights going.

Ignite should be obvious, really. Put that with your ult and it's near sure to finish off someone or just deal mroe damage.


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Morde's role's pro's and con's.

Morde can preform several role's-

AP Carry, semi-carry
AP off-tank
Tank

Within each role there are it's specific faults.

AP carry, semi-carry-
Pro's-Main pro would be more damage output
Con's-Becomes quite kill-able

Tank-
Pro's- Becomes near unkillable
Con's-Becomes a martyr at the cost of survivability

AP off-tank-
This is what the build will be focusing on, damage output as well as that survivability we all know and love.

Now, to define what an AP off-tank IS. Your job is simply to run in there and kill everything you see, then escape, bruised and battered, but alive. I find there isn't a very defined way of saying it. You just run in, soak up damage and do good damage.


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Gameplay

Early game- Generally you will want a solo lane, you SHOULD have a jungler/forester, if not try your hand at mid. As far as what you actually need to do . . . Farm. One word. Farm. I want you to be getting 8 minion kills per wave. What? That's not possible? MAKE IT HAPPEN, MAGGOT! No, but really. Last hit everything early game, and as time goes on and you asess your dominance in lane you can run up to wizard minions and get all of them with a quick E -> Q combo, then the melee with a bit of E action. I apologize for the messed up skill sequence, I haven't done enough research into which skills you get when, essentially, take whichever skill you prefer more ( I prefer siphon personally) and max that out first with the exception of levels 1-3 (When you should get all of your ablilities) and, ofcourse, your ultimate.

Mid game- Now your going to be teamfighting, hooray! Time to shine! The best thing i can tell you is to simply run in there, in teamfights, as an initiator and start spamming things for all your worth to keep your shield up. Heal should be obvious, use it whenever to keep yourself and team alive, and your ult. There's two things you can do with your ult-
For extra health, ulti 'dat tank
For extra damage (reccomended) let your team focus down a carry (preferably AD) and ulti him/her when he/she is at low health, the ghost will do the rest.
Ghost favorites- Vayne, Ashe, Tryndamere, Gangplank, Miss fortune, and Xin Zhao

Late game- This when morde tends to go downwards, you should be getting your gunblade now. Tank turrets, gank anyone foolish enough to solo push, baron when the enemy team is partially down (when you ace, it's pushing time not baroning) or injured, let's say after a good ole' ace-n-push.


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Summary

Morde es #1.
Huehue. Hue.
That is all.

But, really. Kaiser is a solid champion all throughout the game, just make sure you continueously farm and you'll be fine.