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Recommended Items
Runes:
Sorcery
Domination
Spells:
Flash
Teleport
Items
Ability Order
Darkness Rise (PASSIVE)
Mordekaiser Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Illaoi
All you can do is wait for the jungler to gank
Ideal
Strong
Ok
Low
None
Introduction

Let's be honest, no champ is universally over powered. Everybody would play him, everybody would ban him, and Riot would fix that right away.


These disadvantages make him hard to just pick up, but special. He is well worth it. No other champions play like him. You're free to blast your abilities as fast as your cool down allows because you have no mana to worry about. When you kill an opponent with your ultimate active on them you get a ghost version of them to control by holding down the ALT key. You can even get a ghost version of the dragon simply by doing damage to it in a battle your team wins, even if your ultimate is on cool down! As great as it is to play the game 6v5 due to having the dragon on your side it is even better to turn a 5v5 fight into a 6v4 by killing an enemy, especially their adc. With that of advantage your team can't help but win.
At the extreme end of dominance once you've hit level two on your

At the end when you roam around annihilating opponents with your OP damage and a pet dragon the entire map is your domain - you're the Kaiser!
Pros
+ How fun is it to do 6 vs. 4? Get their carry and earn a penta kill + ghost dragon will usually push over a tower + great wave clear with W and E to split push + can solo the baron with level 2 ghost dragon and two damage items + if ahead will carry + currently off meta so will not be banned + can be built in many ways Cons
- no crowd control - slowest champion in game - short-ranged and kiteable - can't initiate - can't escape - nearly impossible to come back with - buggy (ask google about "Mordekaiser bugs") |
Long ago he was reworked to be a carry. Then slightly reworked to be a juggernaut. He can still carry with the best of them, but can sustain alone in a lane. Consider him a mobile turret. A powerful, slow, fragile turret. Also, there isn't any better ult in the game than having the dragon fight on your side. |
One of his powers is his unique ability to earn bonus XP when last hitting minions with other champions around. In theory this lets him out level the other team's carry and lead the team to victory.
However the current bonus is only about 17% more experience from minions that he last hits. This doesn't speed up his leveling fast enough to overcome his weak start to be a good general bottom carry. He just can't get to his target. In general there are better carries in solo queue for your team, despite his
Harvesters of Sorrow XP bonus. Take him top or mid.
The exception is if you can duo with a support like
Blitzcrank that can pull their carry to you. That gimmick changes everything and you can dominate the match.
However the current bonus is only about 17% more experience from minions that he last hits. This doesn't speed up his leveling fast enough to overcome his weak start to be a good general bottom carry. He just can't get to his target. In general there are better carries in solo queue for your team, despite his

The exception is if you can duo with a support like




It provides a speed boost to get


When you are damaged during the laning phase you just go for a stroll to the nearest jungle camp and activate




All this health and healing makes him a juggernaut, not a tank. If your team needs a tank there are better tank champions out there. However he can be built tanky enough to rotate in with the primary tank.





The usual secondary are









Against poke lanes




Item Sequence

Rylai's Crystal Scepter
2600

Sorcerer's Shoes
1100

Liandry's Torment
3000

Morellonomicon
2850

Spellbinder
2900

Void Staff
3000


When you're top or mid the first item you must get against an attack damage opponent is

Next you need to compensate for
















Even after boots you still won't truly have enough speed until you get



Often you will choose just one of



If you're unsure about what is best about your match up the check if your opponent is building up their AD or AP (just select the champion and read the stats) and optionally build































To understand what makes this to great you need to know there are two kinds of champions in terms of built in Magic Resistance. Ranged champions have a flat 30 magic resist and melee champions have 32.1 that grows per level.
Morellonomicon with sorcerer's shows makes you basically do true damage to range champions. The extra HP provided help
Siphon of Destruction scale better.



The cherry on top is the 3% max health damage to take out big champions, which is doubled while under the one second slows of
Rylai's Crystal Scepter. This really lets your ultimate get kills.


If the opponents build
magic resist then
Void Staff is the answer. It slightly under performs
Rabadon's Deathcap for damage against melee champions without items, but once any magic resist comes into play this does more damage. As a bonus it is just 2/3 of the price! If the enemy has bought magic resist instead of offensive items this will make them regret their choice.



















If you're level 18 with gold to spare after going all in on AP items
Rabadon's Deathcap can work as 6th final item. Generally one should never buy this - it is for mages that will get one shot to do a lot of damage like
Veigar.
Mordekaiser can't kill a squishy in one swing of
Mace of Spades, even with this. If you're going to land two or three shots all this does is overkill something that is already going to die. As a final item this helps his other spells enough you can buy this if you're ahead.





When you need defense this is the best armour fit for
Mordekaiser since it hits hard and give him more movement speed. Usually
Seeker's Armguard is enough and let's you invest in other items.



When you need defense this is the best magic resist fit for
Mordekaiser. The
Spectre's Cowl is a great intermediate item to rush when they do too much AP damage.

















This is for the items that sometimes go well on
Mordekaiser, but just don't really fit enough for me generally recommend.
Hextech Rocketbelt breaks my heart. It has everything a
Mordekaiser player could ever want. Yet for some reason it doesn't work well. I expect the exception is against a squishy champion that mostly sits back and pokes like
Teemo you'd want this, especially with
Trinity Force and
Rylai's Crystal Scepter.








A good item that has everything
Mordekaiser wants, but you pay a bit extra for mana you don't use. If you're always hitting an opponent this is fine and will do decent damage, but
Trinity Force plus
Sterak's Gage is a deadly combo.




Give a good DPS boost, lets you get all three
Mace of Spades off quickly, and has a big CDR. Although it's good, it doesn't synergize well enough for me to recommend over the other items when you only have room for six.

When playing
Mordekaiser
Flash is a must. It is either
Exhaust to provide you with a bit of Crowd Control to utilize your
Mace of Spades ability when mid or
Teleport when top.
Teleport's ability to get back in your lane or cross the map to a ward in the opposite lane to help your team and then get the dragon means you almost always want this.






If you are in the bottom lane with champion like
Blitzcrank that has a pull go for
Mace of Spades first. The other 99% of the time you start with
Harvesters of Sorrow against a melee champion that will dive you like
Riven or
Siphon of Destruction against everything else. Use
Siphon of Destruction as much as your cool down allows - consider it a basic attack against champions. Avoid hitting minions with it unless you know it is smart or you'll push your lane and get yourself ganked. You'll be able to keep your
Iron Man shield full this way and use
Summon Aery and
Scorch to chip away at your opponent.
Max
Harvesters of Sorrow so you can surprise your opponent with how much damage you do and how little they can hurt you in the laning phase. You've got a weak start, so consider the first few levels the survival levels. This helps, especially when you're top and can get a heal from the
Ancient Krug and
Krug pair instead of just the
Gromp if you're bottom.
Follow that up with
Mace of Spades for maximum killing power.
Mace of Spades doesn't just get better from more damage per level, it goes from adding 50% attack damage up to 90% attack damage. This is the ability that makes people fear
Mordekaiser, so making it devastating for level 12 is very useful.
When I need poke in early laning I'll bump
Siphon of Destruction to level 2 since is much more effective than level one. Usually I max this last simply because you need
Harvesters of Sorrow for laning survival and helping your jungler gank and
Mace of Spades for the huge damage. If you're against a range bully and still in the laning phase I may begin to max this second better trades and a more full
Iron Man Shield.
Almost all the time it is simple - max
Harvesters of Sorrow followed by
Mace of Spades and finally
Siphon of Destruction.









Max




Follow that up with



When I need poke in early laning I'll bump




Almost all the time it is simple - max



Pretend League of Legends a racing game with the the first player to reach level 18 the winner instead of a FPS death match where the player with the best KDA ratio is the winner. The higher your level the further ahead you are in this race. It is better to be a level ahead of your laning opponent without a kill on him than a level behind having killed him once. Kills take your opponent out of the match for a while and give the killer a massive XP bonus, so there is a strong correlation between kills and being a higher level, but never lose sight of level being more important than a kill. Even more important than level is getting objectives. Objectives are roughly nexus > two Inhibitors > baron > one inhibitor > dragon > turret > Rift herald > kill > pushing a wave or clearing a jungle camp.
Although it is great to get a kill in the laning phase it is really a race to get as many last hits as possible on the creep to get gold to buy a better item. During this part of the game occasionally damaging the enemy can make him him back off so you can farm better, If you can send him back without a kill it is still a win because he will lose a wave worth of experience. Eventually these little wins lead to bigger advantages and your final victory.
The biggest challenge with Mordekaiser is the start because he is basically a weak carry without a support. His first items don't give him a power spike. But once you get all of them you ready to rule.
There are only a few rules:
1) Be patient. No, really. Stay alive, don't be a feed-kaiser! Your time is coming and if you fall behind you may not be able to come back.
2) Don't push, let your jungler gank instead of you being ganked.
3) Place wards. Strive to place the most or close to most on your team or you'll stay in Bronze forever.
3) Use jungle camps to heal.
4) Get the Herald! Once you hit the 15 minute mark you need to get some combination of top, mid, jungle, and your ghost together to get it before it is gone.
5) Dragons Dragons Dragons. If you don't get a
dragon you basically and playing without using your ult.
6) If you know you're only going to get one hit on an opponent prime your
Mace of Spades by hitting a minions so when you hit the enemy it is with the big third hit.
7) Use
Children of the Grave on a champ that does a lot of damage by auto attack. Getting a carry like
Jinx or a jungler like
Master Yi is more useful than a support that does little damage. If you can't get your first choice then get anything. Any ghost is better than no ghost.
You will spend the first few levels doing your best to last hit minions and chip away at the opponent. Only engage an enemy if you can cast
Harvesters of Sorrow on a minion the enemy will have to stand next to while your
Mace of Spades lands three hits.
Mid game watch the lanes. Each wave of minions is worth ~1/3 of a level. Remember that! Clear as many waves as you can and out level the other team. Once you hit mid game and a turret is down somewhere and a team fighting begins watch for an opportunity to push a lane from your turret toward theirs. Mordekaiser's wave clear is fantastic, you'll be able to clear almost as fast as you can walk. By the time your lane is where it is supposed to be you'll have gained a level from XP that otherwise would've been wasted. Only push the lane to their turret if you have map vision otherwise and are certain you won't get 2v1'd.
Although it is great to get a kill in the laning phase it is really a race to get as many last hits as possible on the creep to get gold to buy a better item. During this part of the game occasionally damaging the enemy can make him him back off so you can farm better, If you can send him back without a kill it is still a win because he will lose a wave worth of experience. Eventually these little wins lead to bigger advantages and your final victory.
The biggest challenge with Mordekaiser is the start because he is basically a weak carry without a support. His first items don't give him a power spike. But once you get all of them you ready to rule.
There are only a few rules:
1) Be patient. No, really. Stay alive, don't be a feed-kaiser! Your time is coming and if you fall behind you may not be able to come back.
2) Don't push, let your jungler gank instead of you being ganked.
3) Place wards. Strive to place the most or close to most on your team or you'll stay in Bronze forever.
3) Use jungle camps to heal.
4) Get the Herald! Once you hit the 15 minute mark you need to get some combination of top, mid, jungle, and your ghost together to get it before it is gone.
5) Dragons Dragons Dragons. If you don't get a

6) If you know you're only going to get one hit on an opponent prime your

7) Use



You will spend the first few levels doing your best to last hit minions and chip away at the opponent. Only engage an enemy if you can cast


Mid game watch the lanes. Each wave of minions is worth ~1/3 of a level. Remember that! Clear as many waves as you can and out level the other team. Once you hit mid game and a turret is down somewhere and a team fighting begins watch for an opportunity to push a lane from your turret toward theirs. Mordekaiser's wave clear is fantastic, you'll be able to clear almost as fast as you can walk. By the time your lane is where it is supposed to be you'll have gained a level from XP that otherwise would've been wasted. Only push the lane to their turret if you have map vision otherwise and are certain you won't get 2v1'd.


The biggest game difference is the inability to buy wards. Although that changes the game a lot, pretty much everything in this guide for SR applies to TT. Since you start with 850 instead of 500 gold my favourite start is a


The build order is always


The two special items you need to be ready to buy are






The final difference is to take






With the immense healing of


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