Build Guide by Schtauffen
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated.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
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.
A brief intro-
Mordekaiser was the first character I really decided that I liked and wanted to excel at. I've read countless builds across three sites during my early Mord experiences until I became comfortable experimenting with him in matches. I've recently been testing CDR vs defense builds, and decided I like them both very much. In blind pick, I set my ruins and masteries the same. Then, depending on team comp I build differently. If the game starts out awesome and your team is steam rolling the other, the most fun build to run is the CDR build (#2). If your team needs a tank, or you feel that you die too quickly build the Defense Mord (#1).
For Masteries, Mordekaiser benefits most from the utility tree. With 6% reduced cooldowns, +3% move buffs, 15% reduced Ignite CD, increased experience, a little health regen, and increased neutral buff duration it blows the other two out of the water. With your other 9 points aim for the 15% magic penetration (and additional CDR!) in the Offense tree. Its nice to have when your starting+boots penetration no longer reduces the opponent's resistance to 0.
Your marks should be mag Greater Mark of Magic Penetration: no ifs, ands, or buts about it. With the offensive tree talent or magic penetration quint in conjunction with your Sorc's boots you'll hit 30 armor penetration very quickly - which just so happens to be what most champions roll around in (your 15% should get rid of the per level MR they get). MPen is very important to the Master of Metal as his AP scaling is horrid. UPDATE: Morde's AP scaling just got quite a bit better! I still prefer CDR > MP > AP however, it just works out very nicely.
Your seals should be Greater Seal of Evasion, simply because all the other yellow ones are lackluster. Dodge will help you survive, and that is a good thing.
For glyphs you have three choices: Greater Glyph of Cooldown Reduction, which works very well on Mord, Greater Glyph of Magic Resist, or Greater Glyph of Scaling Ability Power. I use 2 Focus because when you buy your Shurelya's Reverie and Randuin's Omen they add up to 30. With your 2 Focus runes and masteries, your CDR hits the 40% cap. With the rest of the slots I buy x7 Greater Glyph of Scaling Ability Power, because now that our metallic friends AP scaling isn't too terrible, they are a great boost to damage.
For Quintessences you have several options.
1) Greater Quintessence of Health: A lot of Mordekaiser players run 3 health runes and this is a decent setup as it allows you to take a couple hits early game (when they can penetrate your shield all too easily). This with a starting Doran's Shield is a very nice boost early game.
2) Greater Quintessence of Cooldown Reduction - Don't buy these unless you never run the Shurelya build above. With that build you'll already cap your CDR without these quints.
3) Greater Quintessence of Movement Speed for a little extra speed. I recommend these over the others, they help Morde fly across the map like a mad men. Since I recommend Sorcerer's Shoes over Boots of Swiftness, this buff to speed is nice.
4) Greater Quintessence of Magic Penetration - Because MP is the bees knees. I run 1, because with your Sorcerer's Shoes, Marks, and masteries you shouldn't need any more than the 1 of these.
Feel free to mix and match quints to match your play style :)
With Mordekaiser you have a very simple skill leveling system, which goes by priority:
Children of the Grave > Siphon of Destruction > Creeping Death > Mace of Spades
Like every other champion you learn your ultimate at levels 6,11, and 16. During this time you level Siphon whenever possible, followed by Creeping death then Mace of Spades. I recommend you put a single point into Mace at level 4, otherwise its follow the priority system above :)
Mace of Spades (Q) is a *decent* skill, dealing nice amounts of AoE damage to multiple enemies, or okay burst damage to a single target. It really is a good skill, just lackluster when compared to our hunk of metal's other 3 abilities - which is why you should skill it last.
Creeping Death (W) provides a small armor / magic resist buff which is helpful during team fights but its main purpose is AoE damage. Pop it on yourself (Alt+W) and Siphon a flock of minions and you've earned yourself a pile of gold in no time. Between this, siphon and late game Mace of Spades you'll rake in minion kills netting you massive amounts of gold. The main reason to get a Sunfire Cape is to synergize with Mord's AoE capabilities and tear through minion waves in mere seconds.
Siphon of Destruction (E) is your best friend! It harasses, farms, charges your shield, deals significant damage mid->late game, and all this on a fairly low CD. What more could you ask for? Because it is our bread and butter skill, and it does all of this for us is why we Mord players need to rush Lv 5 Siphon as fast as we can.
Children of the Grave (R): Children of the Grave steals a nice chunk of your targets life and hands it over to you on a silver platter. Also, if the affected person dies during your ultimate's duration you get a companion to help kill the next baddie or tear down a tower with. While its alive it gives you decent buffs, so you shouldn't always just throw him into the nearest tower to die alone. That being said, your ghostie friend can do an amazing job absorbing tower or even enemy fire :) This skill is so amazing because it can turn 3v3s into 4v2s. No Mord guide is complete without mentioning how awesome this ultimate is with Ignite (both of which can no longer be cleansed :)). Two very decent DoTs mixed with nice burst and AoE. <3 Mordy
UPDATE: The update changed the way damage is applied with this ult. It is a lot harder now to depend on the DoT aspect of Children of the Grave to kill somebody.
This section under construction!
Don't do it very often. Grab the buffs occasionally if you don't have a jungler, but otherwise your main source of the buffs come from killing your opponents. Both buffs are decent on Mordekaiser -- even though he doesn't benefit from the mana regen the CD reduction on golem buff is very helpful.
Mordekaiser is an off-tank, in the sense that he can soak up a large amount of abuse. He doesn't, however, have any natural CC or taunts. Therefore, you usually will either a) be ignored for squishier targets (in this case, your first mission is to ghost a ranged dps) or b) be stunlocked and bursted into oblivion. You very rarely can help your friendly with 10% life... it never hurts to try but the small amount of armor/magic resist from creeping death won't save em. Your best bet is to slow them with Rylai's or a Mallet.
It is important to remember that Mordekaiser LOVES being in the middle of a hundred minions. Fighting near enemy creeps actually helps him! If your opponent fails to notice they recharge your shield, make sure to abuse it. But because he is reliant on this mechanic, Mord can be quite squishy when team fighting in the jungle.
Last, but not least, is the fact that since you'll be swimming in gold - You're responsible for placing wards. Try to keep them up around Baron after 20-25 minutes, and also near dragon. These two are the minimum you should think of. The wards are cheap, especially with how much you'll be making. Also because of this fact, don't be afraid to buy blue pots from the store when you have a little extra gold after purchasing a build item.
If you disliked the guide, feel free to downgrade but please leave a post on how I can improve it :)
Thanks for reading!