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Mordekaiser: The Next Generation Hybrid
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Spells:
Ignite
Flash
Ability Order
Darkness Rise (PASSIVE)
Mordekaiser Passive Ability
Mordekaiser: The Next Generation Hybrid
be rather weak early-game. If he doesn't charge his shield enough, he can get harassed extremely easily. But I will come back to that later on in this guide. The last point in Ardor is just useful, and since I just had a single point left, I figured it would be nice to deal a little more damage.
As for the Summoner Skills, Ignite is once more obvious since it is a great combo with Mordekaiser's Children of the Grave. Flash gives a great opportunity to tower dive if your opponent is low, using flash to get into Ignite range and comboing it with Children of the Grave. Also, since Mordekaiser often has trouble getting out of ganks, flash can be used to jump over walls, denying your opponent the kill.
On to the Glyphs of Focus, Mordekaiser's passive relies on his skills. The more skills Mordekaiser spams in addition to having Spell Vamp, the harder he is to kill. Having these Cooldown Reduction runes will help you with that late-game, although they offer little benefits early game because Mordekaiser uses his health to use skills.
The seals of resilience give Mordekaiser a nice little buff on his hands, since his main problem early-game are all-physical champions such as Vayne and Nocturne. Especially Vayne can be a pain, since she is so much faster. This might just give you that edge you need to keep your shield up and running until she can't chase you anymore.
If your enemies aren't annoyed enough by that, the second level skill point goes to syphon of destruction. While your minion (or you yourself) is charging your shield simply by attacking the enemy minion, Syphon of Destruction will allow you to constantly harass an enemy champion, even if they are ranged. Using this skill well is key to many victories, as by constantly harassing your enemy like this, you can keep them away from the minions, denying experience, charge your shield or even kill them, given they are low enough on health and you don't fail at a tower dive.
Logically, at level 6, a point goes into Children of the Grave. By this point you should've been able to harass your enemy quite a lot, leaving them at relatively low health. If your enemy has around three bars left, you can attempt a tower dive and take them down quickly, using flash to get into range for Syphon of Destruction and Ignite, using Children of the Grave as the finishing move (since it has the longest range). If you already have Hextech Gunblade, you could also slow them first using its nuke, before comboing the rest of your skills on them. If this works, you will be secured with a fine little ghost, which is yours to control at will. Because of this, I recommend taking down high damage characters like Master Yi or Miss Fortune first, since a high-damage ghost is a real pain for the opponent. Remember to control the ghost with Alt-click!
Finally, Mace of Spades. While this isn't a bad skill, it requires Mordekaiser to get really close to his enemy, or to hit a different enemy for less damage. Since Mordekaiser's speed isn't that great, this is often a problem, as such the reason why I don't max this until late-game.
Once you have built the Hextech Revolver, you should start building on your shoes. By this time you should have a good idea of how this battle is going to be, what your opponent's focus will be. Based on that you can either go for the Mercury Threads or the Sorcerer's shoes. I personally prefer the Merc Threads because they require you to build a Null-Magic Mantle first, giving you a bonus even if you can't afford the Merc Threads yet.
Thirdly, I use Nashor's tooth. It's main advantage is the cooldown reduction, although the attack speed and ability power greatly enhance its usefulness. This will allow you to be a lot more squishy and to damage the towers a lot better -- if, of course, you can get to them. Which brings me to my next item.
The next choice of item is either Nature's Force, or Thornmail, depending on your opposing team. If they are going for an all-out physical build, or if you are being constantly harassed by a physical type champion, Thornmail is a great idea, as the 30% damage return makes your opponent harass himself as you keep up the shield, and the armor bonus also increases your chances of surviving any random gank or teamfight. If your opponent's team is focusing ability power, your best choice is obviously Nature's force. The movement speed bonus and magic resist greatly increase your survivability overall, as well as making you that little bit faster. If you are doubting which item to take, I recommend taking Nature's Force, because of the 8% movement speed bonus. Either way, at the end of the build, you will need both.
The last item often differs based on the situation. I'd say if I was still getting killed by AP stackers despite having Nature's force, I'd go for either Banshee's Veil or Guardian Angel. I guess the magic resist is obvious, but I recommend taking Banshee's Veil if the opponent has a lot of stuns or throws, and taking Guardian Angel in case your opponent just damages the hell out of you. If your team is on the winning side, and you want to keep that edge, I recommend taking the Abyssal scepter, mostly for it's aura. This will give you and your allies a little more damage, as well as once more increasing your damage and shield regen.
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