Build Guide by adrigaar
Not Updated For Current Season
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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.
Hi, this is my first build so of course please feel free to post any suggestions you have to improve it etc.
This build is quite good at everything, Morde himself is designed to push lanes, destroy turrets and tower dive enemies, but with the life-steal you gain an amazing survivability that allows you to destroy in team fights and scare the **** out of anyone you find solo. however without a phage or frozen mallet it is a good idea to go for the lizard buff whenever you can.
First off, Ignite. Ignite Ignite Ignite Ignite, if you ever see a Mordekaiser without Ignite laugh in his nubby face. if you don't take ignite then just stop playing Mordekaiser, its simple TAKE IGNITE.. its not optional
Second is kind of up to you i guess but i really like using Exhaust as not only does it drastically slow movement speed but if you are getting whaled on you can cast it on your enemy and force him to miss all his attacks whilst you remove the rest of his health, when he tries to run you can laugh at his pitiful attempts to move :D also since i havent taken a phage or frozen mallet in the item build this is very useful for picking up the slack there, however i guess flash could be used to chase down an annoying low health champ so it is kinda up to you.
For my Runes i chose a nice mix of defensive, offensive and cooldown reducing runes. simple reason for this: each different type of rune is better at different things; glyphs are better at utility, Seals are better at defence, and Marks are better at offence. Also the Cooldown reduction you get from the glyphs is just about enough, you might find you wish you had your ulti cooldown a little quicker but if you only use it when an enemy is nearly dead and finish them off with ignite to get the ghost you wont find the cooldown that much of a drag. as for the Marks and Seals you could either go with flat damage increase and health increase or what i have put down which is the per level increase simply because im not finding it too hard early game (you can harass and outlast enemy harassers very very well) and you appreciate the extra health and damage later on.
From the Shadow Isles comes a champion like no other. Standing eight feet tall, concealed within a razor-sharp armoured 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.
Iron Man - 20% of the damage dealt from abilities is converted into a temporary shield, absorbing incoming damage.
Quite Possibly the second best thing about playing as Mordekaiser, keep your armour up and you cannot be harassed out of lane whenever they try to you can simply build your shield back up.
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 his attack damage plus 20/40/60/80/100 bonus damage.
If the target is alone, the bonus damage is doubled.
Cooldown: 8/7/6/5/4 seconds
Costs: 30/35/40/45/50 Health
A very good attack for making the enemy champs suddenly realise halfway through the fight that they just aren't getting out alive, when they think things are about even and suddenly you take off a huge chunk of their health 9 times out of 10 they will turn tail and run screaming for their mummies.
Creeping Death - 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) damage per second to enemies in the cloud for 6 seconds.
Cooldown: 20/18/16/14/12 seconds
Costs: 26/32/38/44/50 Health
This skill doesn't seem to do much, little bit of AoE damage but so low that it is only really gonna hurt minions and the extra armour and magic resistance it gives you is pretty low(it does give a little extra armour even if it doesn't say so). the main thing i use this skill for (and i use it alot, as will you if you're gonna be any good as Morde) is for scaring the **** outa enemy champions, they don't seem to realise that its next to useless against champions and when you pop it and start running towards them they tend to turn round and back off, leaving their minion wave there for you to gobble up.
Another important usage of this skill is this: you MUST use it everytime you are about to go into some bushes 2 reasons: 1. if there is someone hiding in that bush and they attack you as you enter, you keep all your shield, so even if they stun you, they aren't gonna do an awful lot of damage. 2. if there is someone hiding in the bush and they stun you, whilst they are whaling on you attempting to get your shield down, the aoe damage is hurting them, might not be much but hey, every little helps.
Siphon of Destruction - 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 8/12/16/20/24 health.
Cooldown: 6/6/6/6/6 seconds
Costs: 24/36/48/60/72 Health
The bread and butter skill for any Mordekaiser, this is the first spell you get and the first spell you max. You will use this spell to keep your shield full, to harass enemy champs that start thinking they are allowed to be in your lane (its YOUR ******* lane)and its a fantastic opener to a kill. the way to use this skill is: whenever it isn't on cooldown and your shield is below half hit as many minions as you can in one go. if you have half shield or more try and catch an enemy champ in it, great for just nibbling at their health whenever they get too close. and when you decide its time to send some of those lilly livered pansies to the after life hit them and as many minions as you can, charge in and just open up on them, its cooldown means you will probably be able to get it off again before they die just to charge a quick bit of shield mid-fight.
Children of the Grave - Curses an enemy champion for 8 seconds, stealing 3/3.5/4% life per second, plus an additional 0.1% per 50 AP.
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.
Pets can be controlled by holding the alt key and using the right mouse button.
Cooldown: 120/105/90 seconds
Costs: No Cost
The number 1 reason to play Morde and my personal favourite skill, turns a gank into a pentakill. please please please PLEASE if you do nothing else from this guide do this; when you get your ghost USE IT! i cant tell you the number of times I've been driven to throwing my keyboard off the wall by a Mordekaiser who swans in, uses his ulti and then just leaves the ghost alone to follow him about uselessly. the ghost is the greatest part of being Morde so please, use it. Ghosts can do all sorts to prove their worth most obviously they act as another person turning 5v1's into 4v2's, if you find yourself in this situation you have just taken out one of their people (and please always always target their squishy DPSers.. they get health based on yours, not theirs so take down their squishy=quick kill and the ghost is better than they where) and have a friend, quickly use alt+click to target another of their squishy's and head for a bush, this does 2 things, firstly it breaks their line of sight so they either chase you into it (coming into melee range.. the fools) or they start attacking your ghost (like that's gonna hurt you, the fools) and secondly it leaves your Ghost mashing their squishy, last time i did this my ghost had killed 1 champ and halved another's health before i resurfaced to whale on the others with all my abilities off cooldown.
Aside from destroying ganks your ghost will happily die in your service so why not send it running into a turret? it has an awful lot of health which buys you a nice long time to bash that turret and if you have full shield you can probably take the turret down without taking more than a couple hits of damage to your health. and since your ghost isn't afraid to die if someone is running away past their turrets after you just turned their 2v1 in their favour into a 2v1 in yours you can just send you ghost after them to mash them when they think they are safe.
Final Note on this spell, proper usage (unless in a team fight and someone is going down with no way out) if to get an enemy to low health and as they run away Ignite>Ulti. it will take off the last of their health (give you a little back i suppose) and give you a ghost, generally somewhere behind their turret. then it is simple to alt click the turret and run in whilst your ghost tanks.
When the game starts grab a quick Rejuvenation Bead and 2 Health pots.
the Rejuv bead gives quite nice staying power for the early game and the 2 health pots are basically your life lines, to get you back up to fighting fitness after maybe chasing the enemy a little too far.
Then you want to save up around 1950 gold (if you can) so that when you go back you can upgrade your Rejuv bead into Warden's Mail (for the armour health regen and the attack- and run-speed slow it gives to attackers) for 1100 and a pair of Ninja Tabi's for 850 (i like the Ninja Tabi's for the extra survivability alongside the run speed but the case can be made for going Berserker Greaves for the extra damage and as a result extra life-steal. if the enemy is heavy on casters go for merc treads instead although these cost considerably more)
After this you want to start throwing together a Stark's Fervor, if your early game has gone very well (perhaps the enemies are nubs or perhaps your playing well with your ally) you might even have enough to buy the rejuv bead when you are getting your warden's mail and boots. you want to build the Emblem of Valour first off and then jump straight to Stark's Fervor because the recurve bow isn't good enough to warrant leaving your lane for long enough to buy it then get back and then have to turn around again in another 700 golds time.
This is the end of the Core items, from here on you get a bit of a choice and it all comes down to how you want to play, how the other team are made up and what you feel like at the time. one thing i should mention is that before any of these if you are playing against someone with a very strong skill (such as Warwicks ultimate or Ryze's stun) then you should get a Banshee's Veil before anything below here. (i know, i know "but it gives mana, Morde has no mana!! but the real reason for getting it is the unique passive, and the glee with which you can decimate whichever champion thought to gank you with their spells when it slides straight off your spell shield)
Generally i will take a Warmog's Armour next for the added health and health regen unless i feel that i have enough health for the time being in which case i will get a Bloodthirster for the attack damage and to round out the life-stealing
After this i will get whatever i didn't get from the above two options
If the game hasn't ended by this point (I've never gotten here before but i did get banshee's and Warmog's so i guess its possible) then you can feel free to run around 5v1-ing their team whilst you crush any turrets in your path (please.. not both at the same time.. your good but your not invincible) and if you get enough money why not go for a Guardian Angel, that actually DOES make you invincible so its all fun :D