Build Guide by CamManX6
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
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.
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.
Welcome to my guide of Mordekaiser, Master of Metal.
(This is my first guide, feel free to leave helpful and constructive comments.)
This is how I build Mordekaiser for all my games. This is a tank build, but it also makes you a threat to your opponents.
DoT: Damage over Time
CC: Crowd Control (Stuns, Slows, Silences, Taunts, Suppressions, etc.)
Shield: Your Passive, Iron Man
Mace: Mace of Spades, Your Q
Creeping Death: Creeping Death, Your W
Siphon: Siphon of Destruction, Your E
Children: Children of the Grave, Your R and Ultimate
Ghost: The Champion you gain when you successively kill someone with your ult on them.
*As of patch 184.108.40.206, Morde has been changed quite a bit. To sum up the changes,
- Shield went from 25% to 30%.
- Mace looked like it got a boost, but it doesn't include attack power anymore, so it's still about the same.
- Creeping Death got a damage boost at lower levels, same damage at top level though.
- Siphon got a damage reduction, and now only gives you 5 shield points per enemy hit max, compared to 18. This is still your main harassing ability.
- Children got a major change. It's duration was changed to 10 seconds, and it now does 34% of the target's health max. It now does half of the damage up front, and half over time, making it much weaker DoT. The ghost now only has 15% of your health compared to 50% before, and doesn't do on-hit effects, such as Lizard buff and Frozen Mallet.
Due to these changes, I have removed Frozen Mallet and replaced it with Rylais.
Also, I now recommend Ignite for every game, as your Ult's DoT is terrible.
Very good tank after first few items.
Shield from Abilities
Can solo mid or hold a 2v1 lane very well
Ultimate that can multiply your damage by over 290% at lvl 6, and 310% at lvl 16!
Squishy until lvl 3ish
Abilities cost Health
The runes you choose are largely up to you. It's your choice if you want to buy
a whole new set of runes or if you want to use some that you have lying around.
However, are some that I would suggest. Magic or armor penetration marks are
helpful, and are useful for every character. Dodge seals are nice, but armor
ones work too. Cooldown reduction glyphs are immensely useful, and magic resist
ones are also great. For Quints, you have many choices. Armor or magic pen give
you a great boost vs tanky champs. HP give you a 93 HP upper hand, which is
great with Dorans Shield, giving you around 750 HP at level 1. Movement speed is
good for chasing, kiting, and the like.
Masteries can be used in many different ways. 9/21/0, 9/0/21, and 0/9/21 are all
viable for Morde. Full offense isn't really needed, since you will be a fighter
tank. Defense is great for tanking, and I see the usefulness of 21 in Utility if
you're more of a fighter than a tank. My personality just leaves me to go 9/21/0
for the magic penetration and so that I can easily harass without taking a lot
of damage early game.
Always: Ignite: I ALWAYS take this skill. If the opposing team has no Cleanse, you can use this with your Ult to do more damage over time, while reducing their healing by 50%! If they do have Cleanse, just wait for them to use it on another CC or your Ignite, then use your Ult!
*Since your Ult's DoT is now halved, Ignite is even more important than ever.
- Exhaust: I really like this for public games where you'll be contending with Physical DPS champs. Its slow is amazing for you, since you have no natural CC. It's also good for first blood, or when you're getting hit by multiple champions and need to keep one from dealing physical damage to you. If you need to catch up to a champ for a Siphon or Mace, this is great too.
- Clairvoyance: I take this in almost all of my Pre-Mades and a few of my Pubs. It's very nice to have when there is a jungler on your team, and they need protection from any ganks. It's also good for keeping an eye on Dragon and Baron. It helps with seeing what items your opponents are starting with and what lane they're going to, starting ganks in
3v3, jungling champs, protection from ganks, and stealing neutrals. I have this amazing friend who plays Kennen, who is pretty adept at stealing dragon in 3's. This gives a huge gold and exp boost, not to mention the buff and aggravated opponents.
- Teleport: Good for protecting a lane from being pushed, or for easily coming back to a tower after shopping. Also good for catching up with teammates or backdooring using a ward. If I know I'm soloing a 1v2 lane, I'll take teleport in case of the event that they
get lucky or both die and I need to blue pill for health or items.
- Cleanse: Always nice to have, but you're Morde. With Merc's treads, you should be pretty set as far as CC goes.
- Ghost:I see a lot of Morde's with this skill. I don't really like it, but that's my opinion. Take it if you want.
- Flash: Same as Ghost, I don't like it, but it can save your skin. Good for getting over walls while ganking or being ganked.
I wouldn't even think about any other Summoner Spells.
Run-Down on Abilities:
Passive: You gain 25% of the damage you do with your spells as a "Shield". This replaces your HP as long as it has points, but it degrades at 3% a second.
Mace of Spades: Better used to deal damage to 3 or more targets, but can be used for 1v1 dps. Decent for getting shield points.
Creeping Death: Gives you (or an ally) added armor and AOE damage for a small time. Not so great for getting your shield, but I always put it on before going in any unlit bushes or into a teamfight. The damage it deals at the final level is equal to two Sunfire Capes!
Siphon of Destruction: An awesome cone attack. It fills your whole shield bar in one hit, which is amazing. It has a low cool-down and is very good for farming, harassing, or checking bushes. Learn to position yourself so you can hit at least 4 minions (per wave) and a champion everytime you use this. Also, this is good for getting the last hit while chasing. I cannot stress how important it is to LEARN THE RANGE OF THIS SKILL.
Children of the Grave: Holy cow. This is a game-turner. Most people don't realize how good this is. Not only does it give you life-steal, but if your target dies with this on them, you just got a lot more powerful. For 30 seconds, you now have 2 champions, or 200% damage. Not only that, but you gain 25% of their attack and ability power, which brings you up to 225%. On top of that, your slave gains 65/75/85% of your attack and 100% of your ability power as damage! That takes you up to 290-310% of your REGULAR damage, on top of your spells! That teamfight that was just 5v5? You just turned it into almost a 7v4!
*The best targets for your ult are NOT tanks. The % hp damage is nice, but if you can get this on an AD champ (or a Hybrid AD/AP or pure AP champ if no AD champ is there), you will get the most out of your ult if they are focus-fired and die quickly.
*Since the patch changes, your Ult now only gains 15% of your health, opposed to the old 50%. Using your ult for survival is now easier because half the damage is done at the start of the spell, which gives you an instant health boost.
I get 1xand afirst. I like this because it gives you good health regen, armour, and health. I get aonce I get 1.1-1.45k gold, which gives you more helath, along with added % regen to go with your ult, and cooldowns for all of your skills.are next, for the magic resist and the CC reduction, which is helpful for Morde, since he has no natural CC. If facing an all/mostly Physical DPS team with little CC, I would get. This, along with your dodge runes and masteries, will make you dodge a ton, along with getting the 10% movement increase from your masteries every time you dodge.is next, for health and an AOE buff of armor and magic resist for teammates near to you. I don't get this if my team has 1 squishy, if another tank is getting it (ex. Taric, Malphite) or if we're doing very well. If you're dying a lot, I would go for Guardian Angel first.is great for Morde, since you die so few times, and it gives such great armor and MR. I then get, which is a great item for the hp, decent damage, and most importantly, the SLOW. This is amazing with your ult, as you can keep a person pinned with a slow almost 100% of the time. Is some Warwick or Yi chasing your squishy? Just melee him and watch your squishy run to safety.is an amazing item just by itself, with tons of magic resist and hp regen, which is multiplied by your Spirit Visage. With these items, I have 93 hp regen per 5, which is pretty decent, even without your ult. At the end of the game, if you feel you need more damage, I would exchange Aegis forand your boots for. The former increases your team's attack speed, and life steal, among other things, and the later is great with your ult. 30% Crit chance, more attack speed, and a speed increase (to replace your boots) is insane with your ult. I have actually won a 5v1 teamfight by using these items and getting my ult on an AD Katrina.
In a one hour match, I was able to get not only my core items, but I was also able to replace two of them with Stark's and Phantom Dancer, along with buying Elixers and Oracles every time I returned to base.
*With the newest update, you will automatically use Elixers/Oracle when you purchase them with all of your item slots full. Because of the cheapness of your first core item, and your build, you can generally buy all 3 elixers and an Oracles every time you return to base.*
- Cleanse (opposing team)- Make sure you know who has Cleanse! If you want to put your ult on them, slow them and/or put ignite on them, and wait until they cleanse to get rid of them (or try to, since you can't cleanse ignite's damage), and THEN you ult them.
Combos in Lane:
There are some combos that I have learned for killing minions and neutrals. At
level 3, in a 2v2 lane with someone with a aoe damage spell (ex. Annie's cone,
Veigar's meteor), you can work out which one of you should get more fed, then
whoever it is should kill the caster minions. How you do this is
Siphon>Mace>Lane buddy's attack or Lane buddy>Siphon>Mace. In a solo at level 3,
you can go Siphon>Mace>AA melée minions while Siphon is on CD>Siphon At level 5
in a solo lane, you can take out the back minions by Creep>Siphon>Mace. Siphon
and Mace brings them low enough for Creeping Death to kill them as long as you
stay in range. My whole game revolves around my early game laning. Once you
learn the combos and learn how to use various abilities to last hit the melée
minions, you can farm better than anyone else in the game. I generally stay
around the mid-lane in minions when I'm I a 2v2 lane, but when in a solo lane, I
sometimes end up with double the kills of anyone on either team. In a 17 minute
surrender game, I killed over 60 minions in a 2v2 lane, scored an ace, and went
5-1-x. In a 45 minute 5v5 where I had a solo lane, I had over 280 minion kills. At level 13, Siphon>Mace will clear one set of caster minions.
Morde is adept at side jungling. He is pretty good at killing the small wolf
camps and the two golem camps, and he can kill the wraiths in less than two
seconds from level 5 on. This is good for two things. Not only does it give you
gold and experience, but they charge your shield. Walking into battle without
the shield is like missing out on a free 630 health item that costs nothing and
takes no item slots. If your team is getting ready for a teamfight, make SURE to
tell them that you're charging your shield first. Otherwise they may initiate
because they thought you were going straight into battle and they were too
anxious to wait 2 seconds for you.
There are very few people that can take you down by themselves or in a duo. Here
are some counters to them.
* This list is currently under construction, will add more over time.
- Garen- pain in the ***. Just stay away from his judgement and blue pill if you
need health and he's at level 5-6, as his ult can do 50% of your health.
- Dr. Mundo- just evade his cleavers. It is easy to tell when he is going to throw
them, and your skills allow you to last hit, even if you have to hide behind
minions. Before level six he is easy to harass and take down.
- Olaf- just stay away from this dude. His true damage and lifesteal let him tear
you apart and keep you from doing any lasting harass damage.
- Lux- she's easy by herself, but with her brother, Garen, she is a heck of a lot
harder to kill. Just tower hump.
- Akali- easy peasy if you lane against her. You can hit her with Siphon, Creeping
Death, and the rebound from Mace while she's in her port-a-bush. Harassing her
is easy. However, if a teammate feeds her, run away. She is like a fire in a
nursing home when she is fed.
- Kog maw- stay away. Between that range, passive % health per attack, and
Bloodrazor, it can nom you like no tomorrow.
Warwick/Mandreds Bloodrazor- You can generally take on WW with someone else, or
by yourself if you have some kills.
- Chogath- Just make sure he doesn't get stacks, and run away if you have low
health, as his ult does true damage and is pretty much an execution if you have
- Mordekaiser- it may be me, or it may be my build. Whatever it is, I am torn
apart when in a 1v1 lane against another Morde. You can eat him when he was in
another lane and builds standard (force of nature, sunfire capes, warmogs).