*Please do note this is my first time making a build so I do apologize for any spelling errors/formatting errors I have made. I will gladly take any suggestions just don't be too harsh please. I have had much success with this build and I hope you will too so enjoy!!*
From the Shadow Isles comes a champion like no other. Standing eight feet tall, concealed within a razor-sharp armored shell is a creature known only as Mordekaiser. Some allege that he is a man, though none have actually seen what lies within the plates that encompass him. There are those who posit that he isn't a living being, but rather a particularly dark specimen of the undead rumored to infest his distant homeland - but such rumors are surely merely the ramblings of the paranoid or the whispers of the insane. What is known is this: Mordekaiser arrived unannounced at the Institute one day and, with the rasp of an echoing sepulcher, requested to join the League of Legends.
As if his fearful visage doesn't disturb enough, his touch bears a sinister plague. Those unfortunate enough to be caught within his grasp fall victim to incurable maladies. In fact, Mordekaiser seems mystically connected to sickness, as if it feeds and comprises part of his chilling essence. He has been seen stalking the slums of Noxus, drawn to the plague-ridden and diseased. However, there is something in his clever tactics, something in his noble stance, something in the tone of his unearthly commands that has led many to believe that Mordekaiser is more than just a foot soldier. Some see the distinguishing characteristics of a general. While many have learned to accept this unsettling possibility, a lingering question keeps them uneasily awake at the witching hour - If Mordekaiser is a general, what nightmarish army lurks at his command?
If there is a thing festering at the heart of the League, it is the Lord of the Damned.
Mace of Spades - On next hit, Mordekaiser swings his mace with such force that it echoes out, striking up to 3 additional nearby targets, dealing damage plus bonus damage. If the target is alone, the bonus damage is doubled.
On next hit, Mordekaiser swings his mace with such force that it echoes out, striking up to 3 additional nearby targets, dealing 20/40/60/80/100 (+) magic damage.
If the target is alone, the base damage is doubled.
Creeping Death - Unleashes a protective cloud of metal shards to surround an ally, increasing their armor and magic resistance and dealing damage per second to enemies in the cloud.
Unleashes a protective cloud of metal shards to surround an ally, increasing their armor and magic resistance by 10/15/20/25/30 and dealing 20/35/50/65/80 (+0.15) magic damage per second to enemies in the cloud for 6 seconds.
Siphon of Destruction - Mordekaiser deals damage to enemies in a cone in front of him. For each unit hit, Mordekaiser's shield absorbs energy.
Mordekaiser damages enemies in a cone in front of him, dealing 65/110/155/200/245 (+0.4) magic damage.
For each unit hit, Mordekaiser's shield absorbs an additional 6/9/12/15/18 health.
Children of the Grave - Mordekaiser curses an enemy, stealing a percent of their life each second. If the target dies while the spell is active, their soul is enslaved and will follow Mordekaiser for 30 seconds.
Curses an enemy champion for 8 seconds, stealing 3/3.5/4% life per second (plus an additional 0.1% per 50 AP) as magic damage.
Iron Man - 25% of the damage dealt from abilities is converted into a temporary shield, absorbing incoming damage.
If the target dies while under the effect of the curse, their soul is enslaved and will follow Mordekaiser for 30 seconds. During this time, Mordekaiser gains 25% of their ability power and attack damage. The spirit gains 65/75/85% + (+%) of Mordekaiser's adjusted damage, ability power, and 50% + (+%) of Mordekaiser's health.
(Information above credited to League of Legends Official sign up for free to play)
This Build is for Mordekaiser Jungle/Tanking
*Please note green items indicate they sway more to the defensive side, and red items indicate they are more for offensive play*
1. Good tank to do damage
2. Can pick of weak players in the back and use them to fight
3. Great at staying in the fight and absorbing damage
4. Incredible AoE damage when stacked with Sunfire Capes
1. Weak when running away
2. Not very high damage as tank late-game
3. Cannot solo heroes late game
First off, you're going to want to get the regular jungling items. These items consist of 5 Health Potions and 1 Cloth Armor.
You're going to want to do a standard jungle rotation, doing the blue golem at start.
A. Although you don't have mana, the cooldown reduction will make having full metal a breeze on the other monsters
B. Guaranteed level 2
C. Without smite no one will come to gank you
Pleaase do note if you decide to take smite instead of ignite you are likely to get ganked!!!
-Back to items;
After you buy the armor and cloth potions you should create Mandred's Razor and a few potions if you have the gold. From this you should have an easy time clearing the jungle again, and helping whoever needs it in the lane.
After this should have enough gold to buy Wriggle's Lantern. This will help counter their junglers (if they have any), allow you to ward dragon or to help a side lane from being ganked, and allow you to hit you [Mace of Spades] with a proc of the Wriggle's Lantern for up to 1,000 damage. Along with this you should buy Boots of Speed if possible.
At this point you should continue doing the usual. After you have accumulated enough gold for more items, you should go back to the base to buy 2x Regrowth Pendants. This will allow you to regenerate 6 hp/second so you can make up for the health sacrificed casting spells/the health lost during combat.
So after building the Regrowth Pendants you are going to want to get a Null-Mantle for the light magic resist, and helping build towards your next item - Mercury's Treads.
Next, a Negatron Cape. This will give you a lot of magic resist and helps build to Force of Nature. This will help ALOT with health regeneration, movement speed (instead of 385 -> 416 (discluding any movespeed runes you may have))
After your Force of Nature you have two choices. You can either build you first Sunfire Cape (starting with Chain Vest or Giant's Belt (use your own disgression)) OR start building Randuin's Omen. I would recommend building Omen for the cooldown reduction, wicked armor, and AoE slow from the use-effect.
After this you can build a Sunfire Cape for damage, health, and armor.
For the final item I get Guardian Angel. This item is very good for resistance and the revive. BUT! I would suggest if you don't feel comfortable with the new Guardian Angel functions (750 health and 250 mana (rather than the 40% health/mana) that you get another Sunfire Cape.
Also at the end of the game when you are as fat as Urgot, you can sell your Wriggle's Lantern for a Sunfire Cape to pack more "heat" to you tanking damage.
This concludes the suggested item build. But there is also alternative that we're going to discuss
If they don't have massive CC you can swap out your Mercury Treads for:
A. Ninja Tabi to block physical DPS
B. Sorcerer Boots if you need more damage
Instead of having a Guardian Angel (due to new patch nerfs) you can get either:
A. Sunfire Cape -> More health and AoE damage, better farming capability
B. Thornmail -> To reflect damage to your enemies that's also absorbed by your metal!!!
Also, instead of getting Randuin's Omen, you can take the more offensive approach and get:
1. Freezing Mallet -> If you like the constant AA slow instead of the use effect CD
2. Rylai Crystal Scepter -> If you have leeway for more slows and damage because you have Soraka on your team
Now onto summoner spells
Ignite: The combination of ignite and Mordekaiser's ultimate are a SICK combo. This can do very high damage on people running out of teamfight with around 15% health or a little higher, or just to wreck people early game.
Ghost: With ghost and Force of Nature it is incredible chasing down people or just using it to make a quick getaway. If combo'd with Rylai Crystal Scepter this can be a deadly combination to make sure no rats get away in their last moments.
Exhaust: A definite no-no when playing this build. Morde excells in AoE damage and taking hits, but with Force of Nature there is no real need for this and might seem good alone but compared to other spells it's a joke.
Heal: Not a good choice for Mordekaiser, since you don't take damage to your health all the time but to let your metal do the work.
Revive: I wouldn't recommend this for any tank because first off:
A. You should always be with your team so if anyone dies it should be YOU!
B. What good are you alive versus 5 opposing players?
C. Why do you intend on dying???
Smite: I have tried this many times. Although this may help you jungle at the beginning, it becomes worthless later on when you eat entire creep waves at a time.
Teleport: Great for team playing, but does nothing in team fights when it REALLY counts.
Cleanse: Great for removing debuffs to get away but as many of you know; he is defenseless when running away.
Fortify: Great for early game defense but doesn't last long enough to count late game.
Rally: Truly the most unused summoner spell, very ineffective.
Clairvoyance: Best to leave getting this summoner spell to the supports.
Flash: Incredibly useless for Mordekaiser with his short cooldowns and the only long cooldown (his ultimate) has the range of almost a whole screen.