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Spells:
Ghost
Ignite
Ability Order
Darkness Rise (PASSIVE)
Mordekaiser Passive Ability
Introduction
For my first build I'll cover one of my favorite Champions: Mordekaiser!!!
Honestly I believe Mordekaiser is often overlooked and under-appreciated. He has high damage output and when used and built correctly, and with the right build, pushing while he's in lane makes it risky for enemy Champs.
PROS
- High Damage Output
- High Health
- Off-Tank Build
- Can Lane Aggressively
- Spamming Abilities = AMAZING Passive!
- He can make enemies his b**** XD
CONS
- Weak Early Laning
- Abilities Drain Health, making him squishy early game
- If Underleveled, he becomes a burden (but who doesn't?)
- High Damage Output
- High Health
- Off-Tank Build
- Can Lane Aggressively
- Spamming Abilities = AMAZING Passive!
- He can make enemies his b**** XD
CONS
- Weak Early Laning
- Abilities Drain Health, making him squishy early game
- If Underleveled, he becomes a burden (but who doesn't?)
--BEST USED SPELLS--
This spell is my first choice, even over [Flash] because of the huge speed boost to chase fleeing Champs or to flee from enemy Champs yourself, it's duration makes it better in my eyes since the nerf of [Flash].
Ok, I don't use this spell very much, but when combined with [Children of the Grave], it deals TONS of damage, especially early game when you first ping 6. Ignite is almost a necessity for Mordekaiser.
Personally, I think this spell is a tad overrated, especially when compared to [Ghost] in the aspect of fleeing or catching. BUT, it has it's uses. you can port towards an enemy Champ to pop both [Ignite] and [Children of the Grave], or use it to pass through walls and flee from enemy champs.
--DECENT SUMMONER SPELLS--
Good for early game laning, but not as useful late game as much as [Ignite] or [Ghost]. But me personally, I'd probably take this over [Flash].
This spell is actually pretty useful to chase or flee, for the sheer fact that you reduce their damage output by a decent enough amount for a short period of time.
This spell is my first choice, even over [Flash] because of the huge speed boost to chase fleeing Champs or to flee from enemy Champs yourself, it's duration makes it better in my eyes since the nerf of [Flash].
Ok, I don't use this spell very much, but when combined with [Children of the Grave], it deals TONS of damage, especially early game when you first ping 6. Ignite is almost a necessity for Mordekaiser.
Personally, I think this spell is a tad overrated, especially when compared to [Ghost] in the aspect of fleeing or catching. BUT, it has it's uses. you can port towards an enemy Champ to pop both [Ignite] and [Children of the Grave], or use it to pass through walls and flee from enemy champs.
--DECENT SUMMONER SPELLS--
Good for early game laning, but not as useful late game as much as [Ignite] or [Ghost]. But me personally, I'd probably take this over [Flash].
This spell is actually pretty useful to chase or flee, for the sheer fact that you reduce their damage output by a decent enough amount for a short period of time.
GREATER MARK OF FORCE
Helps Mordekaiser in later games and gives him early game power.
GREATER SEAL OF RESILIENCE
Give's Mordekaiser an extra boost of armor for early game for lane sustainability.
GREATER SEAL OF WARDING
Like the [Seal of Warding], this gives Mordekaiser magic resist for early game lane sustainability.
GREATER GLYPH OF POTENCY
Gives Mordekaiser early laning power, especially when combined with [Siphon of Destruction].
GREATER QUINTESSENCE OF RESILIENCE
Combined with Seals to add to Mordekaiser's armor value.
GREATER QUINTESSENCE OF WARDING
Combined with Seals to add to Mordekaiser's magic resist.
Helps Mordekaiser in later games and gives him early game power.
GREATER SEAL OF RESILIENCE
Give's Mordekaiser an extra boost of armor for early game for lane sustainability.
GREATER SEAL OF WARDING
Like the [Seal of Warding], this gives Mordekaiser magic resist for early game lane sustainability.
GREATER GLYPH OF POTENCY
Gives Mordekaiser early laning power, especially when combined with [Siphon of Destruction].
GREATER QUINTESSENCE OF RESILIENCE
Combined with Seals to add to Mordekaiser's armor value.
GREATER QUINTESSENCE OF WARDING
Combined with Seals to add to Mordekaiser's magic resist.
My skill sequence is built for safety first. Focusing on damage output but at a safe distance.
--Q-- MACE OF SPADES
This ability is just awesome. It's amazing for farming, but no mercy to the one champ who wants to chase you down. It deals hefty damage to lone Champs and when built up with AP, it's almost a death sentence when combined with [Siphon of Destruction].
--W-- CREEPING DEATH
This ability adds some damage if your being chase and want to focus on running. It's damage output isn't very high, but it more of an annoyance, a constant damage poke similar to Singed's poison trail, but less effective early game. I take it at level 3 and max it last.
--E-- SIPHON OF DESTRUCTION
This ability is the first ability I take along with the first item of [Amplifying Tome]. This ability is good for farming and dealing damage to over-confident Champs who decide to get too close. Squishy Champs like assassins or mages will take considerable amounts of damage early game, while tanks will take subdued amounts of damage (most of the time). I max this ability as soon as possible.
--R-- CHILDREN OF THE GRAVE
I'd want to consider this the coolest ultimate ability for all Champs, but I have a close niche of Champions that I play so I can't say that and it be true. The reason I like this ulti is because it's a long DoT, and can deal impressive damage. BUT, when they die by this ulti, you get that Champ as your prisoner for a period of time. Personally, my targets for this are melee champs, unless Vayne is well stocked. Tryndamere is my favorite target because his basic attacks are STRONG if build correctly. It's easy to tank a turret with and ulti'ed Tryndamere and take it quickly, or to wipe out the rest of the enemy Champs.
--Q-- MACE OF SPADES
This ability is just awesome. It's amazing for farming, but no mercy to the one champ who wants to chase you down. It deals hefty damage to lone Champs and when built up with AP, it's almost a death sentence when combined with [Siphon of Destruction].
--W-- CREEPING DEATH
This ability adds some damage if your being chase and want to focus on running. It's damage output isn't very high, but it more of an annoyance, a constant damage poke similar to Singed's poison trail, but less effective early game. I take it at level 3 and max it last.
--E-- SIPHON OF DESTRUCTION
This ability is the first ability I take along with the first item of [Amplifying Tome]. This ability is good for farming and dealing damage to over-confident Champs who decide to get too close. Squishy Champs like assassins or mages will take considerable amounts of damage early game, while tanks will take subdued amounts of damage (most of the time). I max this ability as soon as possible.
--R-- CHILDREN OF THE GRAVE
I'd want to consider this the coolest ultimate ability for all Champs, but I have a close niche of Champions that I play so I can't say that and it be true. The reason I like this ulti is because it's a long DoT, and can deal impressive damage. BUT, when they die by this ulti, you get that Champ as your prisoner for a period of time. Personally, my targets for this are melee champs, unless Vayne is well stocked. Tryndamere is my favorite target because his basic attacks are STRONG if build correctly. It's easy to tank a turret with and ulti'ed Tryndamere and take it quickly, or to wipe out the rest of the enemy Champs.
I start with an [Amplifying Tome] to add to Mordekaiser's destructive abilities of [Siphon of Destruction].
Then, ""Amplifying Tome"" is built into ""Hextech Revolver"" for Spell Vamp, to counteract Mordekaiser's ability cost.
Next is a [Giant's Belt] for a health bonus to spam more abilties. Hopefully, you've been able to farm a considerable amount of creeps or get a Champion kill or two without too many deaths.
After Giant's Belt, go for [Boots of Speed], or if you've farmed/killed more, immediately jump to...
[Sorcerer's Shoes]! Take these for more offensive capability and get maximum damage to your opponents.
Go ahead and build [Hextech Revolver] into the [Will of the Ancients]. This gives a high AP boost and Spell Vamp.
Forge the [Giant's Belt] into a [Rylai's Crystal Scepter] for even more AP boost, as well as the ability to slow your opponent's retreat.
Add even MORE AP to the mix with a [Needlessly Large Rod], which will be built into a...
[Zhonya's Hourglass]! And you may wonder why this over [Rabadon's Deathcap]. Well, the simple reason is because it also gives you an Armor boost and the ability to make you invulnerable, reducing your cooldowns or making enemy Champs to waste their abilities accidentally.
Next is [Randuin's Omen], and I use this over [Force of Nature] unless I need Magic Resist. This item also give's Mordekaiser the ability to slow opponent's movement speed and attack speed for a short time, allowing Mordekaiser to score even more kills.
The last item in this build is [Sunfire Cape]. The reason for this is not only the health and armor boost, but the Passive allows him to deal even more damage with his [Creeping Death] ability.
--ALTERNATIVE/SITUATIONAL ITEMS--
This item can easily replace [Randuin's Omen], mainly because the massive health regen and magic resist.
You could take this to replace [Sunfire Cape] to deal even more damage and have more Magic Penetration. But this is only if there's a tanky Champion with high Magic Resist that's poking you.
Now, this is an item that I've taken only once I think.. Maybe twice. [Lich Bane] can make your basic attacks deal AMAZING damage, but you waste the mana boost it gives since Mordekaiser doesn't have any mana.
Final thoughts? Mordekaiser is an impressive Champion in my opinion. His damage output is insane and when combined with the right items, he can be a tanky champion with HIGH damage output. His Passive allows you to take damage without TRULY taking damage, as long as you keep up the punishment with your abilities.
Mordekaiser is a very aggressive Champion, but in early game needs to be careful not to get too cocky. I really do enjoy playing as Mordekaiser, especially when he gets fed enough to annihilate the enemy team without too much grief. But of course, who DOESN'T love that?! XD
- Alefstrain
Mordekaiser is a very aggressive Champion, but in early game needs to be careful not to get too cocky. I really do enjoy playing as Mordekaiser, especially when he gets fed enough to annihilate the enemy team without too much grief. But of course, who DOESN'T love that?! XD
- Alefstrain
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