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Choose Champion Build:
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S3 Test #1
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S3 Test #2
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S3 TEST #3 (Work-In-Progress)
Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Darkness Rise (PASSIVE)
Mordekaiser Passive Ability
A quick note
If you +1 (upvote), tell me why did you like this guide.
If you -1 (downvote), please tell me how can I improve this guide/build more.
That's it, you may continue reading now :)
UPDATE: New patch is here and a bunch of new things is in the store, many balance changes, so now I'm just testing around.
Wai hello thar. Here I am back with another guide (after my Kassadin guide, which u can find here) to fill you in on how

First of all, and the most important,


And

So in one word,

And I'm going to teach u how to play

Credits to jhoijhoi for the template, which you can find here.
Pros
+ One of the strongest champions late game! + Can turn 5v5 fights into 6v4 fights! + His passive is what makes him tanky without any tank items! + ![]() + Great farming! + Can spell vamp the **** with his Q! |
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Cons
- Meele. - His spells cost HP (solved with spell vamp). - Early game is very weak. - No escape skills (positioning is essential to truly master ![]() |
UPDATE: My rune choice changed a bit, so I'm going to rewrite this too when I have time.
Greater Mark of Magic Penetration: Magic Penetration, what's not to want there, btw other marks don't go good on
Mordekaiser.
- Greater Seal of Vitality: More HP, as you level trough the game, sounds good to me.
Greater Glyph of Scaling Ability Power: After a little thinking about it I figured that since you're playing mid and you level-up faster the AP/level glyphs are much better than flat but the flat ones are also viable.
Greater Quintessence of Ability Power: Early game is very weak on him, so we're "buffing" that up with 15 AP on start.
Greater Seal of Armor Makes you tankier, and they're a must if you're going solo top.
- Greater Seal of Vigor Makes your early game a whole lot easier, but I prefer armor and HP per level
Greater Glyph of Ability Power Only good for making your shield charge faster early game, other than that pretty much useless since they don't scale through the game.
Greater Quintessence of Spell Vamp More spell vamp early game is not bad, but you will miss the 15 AP I guarantee ya.
- Greater Quintessence of Vigor Making your early game more durable, but I still prefer AP over them.
Greater Quintessence of Magic Penetration Not bad, but the 15 AP is a superior pick to them.
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Ghost: If you don't have
Flash, also good for chasing and escaping, but I prefer
Flash over it.
Cleanse: If you're facing a high CC team.
Heal: Don't like it, but it's good for baiting people (lol).
Exhaust: It's ok to take it instead of ignite.

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Iron Man: This ability is what makes
Mordekaiser different than any other champion, and mage. For hitting his abilities he gets a shield that soaks up incoming damage (physical, magic, true damage).
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Mace of Spades (Q): this is your 2nd skill for poking early game (it's meele), but your main damage skill in late game, with the full it can build deal 1000 damage to targets that are alone.
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Creeping Death (W): Useful for some extra armor and MR and also helps you hit the pick up some creeps when you're focusing one and the other one is low HP
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Siphon of Destruction (E): Your main damage and poke skill early game, falls of a little at the late game, but it's really good for keeping your shield up and such.
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Children of the Grave (R): This skill is what makes
Mordekaiser what he is, turning fights from 5v5 into 6v4 and giving you a pet that you can control. Also you can use your ghost for healing purposes when very low on HP.

Items that counter

-
: If you throw your ult while your target has this item it will completely negate the whole ult (it's damage and it's effect), so if you see a purple/blue bubble around someone and he has this item bought tell one of your teammates to throw a spell to bring it down (since it has a 90 seconds cooldown).
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: If someone has this item, and you throw your ult on that target and he dies he will revive, but not on your side, so when someone is holding onto a guardian wait for your team to get the passive of this item out of your way or just focus someone else (it has a 5 minute cooldown).
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: This item does NOT negate the damage of your ult, but it can "cleanse" the effect of your ultimate so you won't get a ghost. When you see that someone has this item, either wait for him to use it, or don't focus him (it has a 90 seconds cooldown).
-
&
: Both items are very good against you ult. If the target gets below 30% of his maximum HP by magic damage it generates a shield that soaks up 250 magic damage (
Hexdrinker) / 400 magic damage (
Maw of Malmortius).
-
: If someone is holding to one of these try to finish him off fast before he can get away, because if he gets away with the ult on his head, he will just use this to gain an instant 200hp.
-
: It sounds crazy, but this item can counter your ult at early levels if you don't have ignite on your target, so be careful!

Champions/Abilities that counter

Zilean: His ult -
Chronoshift acts like a
Guardian Angel so be careful!
Morgana: Her
Black Shield can just negate the effect of your ult (not the damage), it acts kinda like a active
Quicksilver Sash, if she has activated the shield don't use your ult on her, also if she has ran away with the ult on her head it's only a matter of time when she activates
Black Shield so be careful!
Lux: Her
Prismatic Barrier can counter both ignite and your ult!
Janna: Another shield...Her
Eye of the Storm is really annoying and can counter your ult.
Sivir: Her
Spell Shield acts like a
Banshee's Veil (but on a much lower cooldown) except that she can activate it when ever she wants.
Shaco: His
Hallucinate can make you waste your ult if you're not careful, but the main difference between
Shaco and Max (his clone) is that Max doesn't any buffs on himself while the real
Shaco has them (I'm talking about the red buff, the blue buff, and the Baron buff), also his clone takes increased damage, so try to use that to your advantage.
Poppy: If her
Diplomatic Immunity is on you, fight her if she's low, if not, just ignore her, besides you shouldn't even focus her.
Kayle: Her
Intervention makes her (or the target she chose) completely immune to all spells and auto attacks for 3 seconds. Either wait for her to waste ult, or until it wears off.
Tryndamere: His undying rage is something like
Kayle's ult, except that he can only use it for himself, it lasts for 5 seconds, and his ult doesn't block yours. So just throw it on him (if you need to) when his ult is at half of the duration (2-3 seconds), and he should be dead.


Primary, secondary and other targets for

Some examples of the Primary targets:
Ashe
Caitlyn
Corki
Draven
Ezreal (if played AD)
Graves
Kennen (if played AD, usually AP, so check his items!)
Kog'Maw (if played AD)
Miss Fortune
Sivir
Teemo (if played AD)
Tristana
Twisted Fate (if played AD, usually AP, so check his items!)
Twitch
Urgot
Varus
Vayne
Some examples of Secondary targets:
Any meele AD (


Some examples of Other targets :
Pure tanks, and AP champions, although u have more profit out of AP champs than out of tanks since a percentage of their AP becomes your's (so it's more for self-powering purposes).

When to use

Use it only in two situations:
- In teamfights - Pretty self-explanatory, and you should focus the targets listed above.
- For survival purposes - That means that you should use it on the target that is nearest to you if you're really low on HP, since it gives you so much HP back, and that's how you can win even a 2v1 (when jungle comes to gank you).
Ultimate always has the priority and must be maxed at levels 6, 11 and 16.







Mid lane match-ups:













































Top lane match-ups:































*NOTE: Some enemies from mid may appear on top lane too!
Legend: Champion - Difficulty - Explanation
Levels 1-6:
Just try to poke your enemy, and try to get as many last hits as possible with your (E), also after level 6 take your jungler's wraiths, and levels somewhere between 1-6 take the enemy's wraiths but leave the small one. If you're top lane do the same (except your wraiths thing, but to counter jungle your enemy take the big golem from the duo golems camp (don't try to do this without your jungler). Most importantly, NEVER OVERPUSH, and you do that by only using your (E) to get the last hits that are hard to reach and auto-attacks to finish off minions that are low enough to be finished with a auto-attack. When you have 1275 gold go B, and buy the

Levels 6-11:
Farm some more, when the enemy jungler comes to gank if you don't have



Levels 11-18:
Stay behind and let the tank initiate, focus the AD carry first to deal the most damage you can deal, the late game is

NOTE: The underlined part also applies for the levels 1-6 part!

Legend:
1 Primary place to ward when playing mid lane on blue side.
1 Primary place to ward when playing mid lane on red/purple side.
2 Secondary place to ward when playing mid lane on blue side (your jungler should ward there but if he doesn't, you do it).
2 Secondary place to ward when playing mid lane on red/purple side (your jungler should ward there but if he doesn't, you do it).
O It stands for optional. If you need more safety ward there too (the rule applies when playing on both sides)
T When playing top lane on the blue side ward there.
T When playing top lane on the red/purple side ward there.
I hope I taught you how to play

So GL&HF on the Fields of Justice!
Credits to jhoijhoi for the template, which you can find here.
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