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Recommended Items
Runes: STANDARD SETUP
1
2
3
4
5
6

Precision
Inspiration
+9 Adaptive (5.4 AD or 9 AP)
+2.5% Movement Speed
+10-180 Bonus Health
Spells:
1
2
3
4
STANDARD

Flash
Ignite
Items
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats

Akali

Zilean
The speedup is great on top of the revive. A lot of champions adore playing with Zilean.
Synergies
Ideal
Strong
Ok
Low
None

Zilean
The speedup is great on top of the revive. A lot of champions adore playing with Zilean.
Champion Build Guide
ABOUT ME/ FUTURE GUIDES
ABOUT ME
On League I go by Federals1, and since 2018 I have hit challenger with at least 900 lp every single season.

I have also hit Challenger on EUW

I was also the number 1

Over the years have gotten top 10/5 on
I will be livestreaming at https://www.twitch.tv/federals123 , so if you want to check it out and see how it's going be sure to tune in! I will be answering any questions and trying to give my thought process while playing, giving general tips and such. I hope if you end up checking it you will enjoy your time.
FUTURE GUIDES
I will be making more guides in the future, some already being in the works. My goal is to make a guide for every single champion I am extremely confident with, and ones I've been playing for a very long time where I have unique insights to share.
I am currently working on multiple guides but I cannot give an exact date when they will be out. I will post them gradually as I finish them, so if you want to see when they are out for a new champion you can follow and be up to date. To make sure they are done quicker not all of them will them will have a matchup spreadsheet at the start, that alone takes me a week by itself, it's massive.
SIX ACCOUNTS IN CHALLENGER AT ONCE
When season 15 began I decided to challenge myself by going for the most accounts in Challenger at once a single person has ever had, and I have broken that record.

In the picture you can see that I have managed to get six accounts in Challenger AT ONCE, as well as having an extra GrandMaster account at the same time. These accounts are mine and no one else's. It took quite a while, but I am very happy with this acomplishment. I streamed almost the entire climb, and I had a lot of fun! (no like, for real, like legit fun not ironically)

In the picture you can see that I have managed to get six accounts in Challenger AT ONCE, as well as having an extra GrandMaster account at the same time. These accounts are mine and no one else's. It took quite a while, but I am very happy with this acomplishment. I streamed almost the entire climb, and I had a lot of fun! (no like, for real, like legit fun not ironically)
SEASON 15 MORDEKAISER GUIDE
I have decided to make a youtube guide on
Mordekaiser for season 15. It is close to 50 minutes long and details a lot of different things about how I play the champion.
If you wish to see it, here is the link to the video:
If you wish to see it, here is the link to the video:
MATCHUP SPREADSHEET
When you click the link it will take you to the matchup spreadsheet for
Mordekaiser, with every single possible matchup.
https://docs.google.com/spreadsheets/d/1GyICr7ifX-8ASWfuj9-TCfXcWTzaYw68eCARSHDeP1Q/edit?usp=sharing
https://docs.google.com/spreadsheets/d/1GyICr7ifX-8ASWfuj9-TCfXcWTzaYw68eCARSHDeP1Q/edit?usp=sharing
TABLE OF CONTENTS
xMid Game xLate Game
xCombos |
xAll Possible Runes
xCons |
EARLY GAME
and any champion that has mobility can usually dodge it easily. There's also the fact that there are just stronger duelists in melee range early on, such as
from max range to slowly chip away at your enemy.
range is actually decently long, and you can basically always guarantee a hit on an opponent if they go to last hit a minion.Your pull
can also be great to keep the fight going if you are in a winning position, the only issue is that it's pretty telegraphed and can be dodged decently well. Like with your Q
you can look to pull an enemy closer to you when they go for a last hit to ensure you have an easier time hitting it. One big spike you get in the early game is at level 6. Your ultimate
can allow you to swing a lot of fights in the early game and it makes a lot of matchups much more playable. You can turn around a lot of ganks by just turning the 2v1 into a 1v1 then going for the remaining player. However, you must keep in mind that there are champions who can make "dodge" your ultimate
and not let you take them, such as
or
if timed properly.Ideally look to just farm up until your first item, after which you can look to fight. Generally once you get your first completed item your dueling power is much better and you can start to fight for longer.
MID GAME
This is
Mordekaiser's strongest point in the game by far. Generally, you will have 2-3 items by this point, and depending on your item combination you can be extremely threatening on side lane, especially to any champion with high health. If you have
Liandry's Torment, your %
health damage combined with the extra damage this item deals will allow you to go through most bruisers and tanks like butter in just a few seconds of sustained damage.
Side laning is also quite good, as you can always turn any fight from an unfair number's advantage, to a straight up 1v1 with your ultimate
and at least trade 1 for 1, if not more. If your ultimate
is not up, you generally never want to take teamfights. You absolutely need it to single out a target and kill them, or take them out of the fight by hard chunking them. You can still side lane, even though it's riskier, but in teamfights having your ultimate
is an absolute must. If you do have it up, then you can just lock down a high priority target and ensure you kill them quickly, or you can use it as a peel tool, using it to stop whoever is diving onto your backline.
At this point into the game
Ability Haste can be quite plentiful for a numerous amount of champions and it becomes much, much harder to hit your Q
or E
due to the large amount of dashes and how fast they come back up.
Take
Riven for example. Realistically speaking, there's basically no way you can hit her as she has 3 dashes from her Q
and then also her E
dash. On top of that, she also builds a lot of haste
so they will be back up quite fast too. The only tip I can give vs these types of champions is to unironically walk up to them and start auto attacking them down. Most of the time they will use their dashes looking to dodge out your incoming spell, but if you just hold them and not use any, they will basically lose melee dps, and if they do use them all then you can use your spells.
If you actually go for the high
Ability Haste setup in your runes and build you can actually have pretty low cooldowns yourself. Your Q
becomes quite low on cooldown and you can actually get multiple W
procs off in a single fight easily. Your ultimate
will be up every minute or so, and if it is the third rank you can have it up even sooner.
Side laning is also quite good, as you can always turn any fight from an unfair number's advantage, to a straight up 1v1 with your ultimate
and at least trade 1 for 1, if not more. If your ultimate
is not up, you generally never want to take teamfights. You absolutely need it to single out a target and kill them, or take them out of the fight by hard chunking them. You can still side lane, even though it's riskier, but in teamfights having your ultimate
is an absolute must. If you do have it up, then you can just lock down a high priority target and ensure you kill them quickly, or you can use it as a peel tool, using it to stop whoever is diving onto your backline.At this point into the game
or E
due to the large amount of dashes and how fast they come back up.Take
and then also her E
dash. On top of that, she also builds a lot of haste
so they will be back up quite fast too. The only tip I can give vs these types of champions is to unironically walk up to them and start auto attacking them down. Most of the time they will use their dashes looking to dodge out your incoming spell, but if you just hold them and not use any, they will basically lose melee dps, and if they do use them all then you can use your spells.If you actually go for the high
becomes quite low on cooldown and you can actually get multiple W
procs off in a single fight easily. Your ultimate
will be up every minute or so, and if it is the third rank you can have it up even sooner.
LATE GAME
In my opinion, you never really want to get to this point. Carry champions will get their strong damaging items, and 1v1s become much harder to win in a lot of matchups. Some like
Camille can put up a huge fight and actually win out the duel in your Death Realm
. Then there's the champions who you can't catch or straight up anihilate you. Champions like
Kayle or
Vayne are completely unbothered by you ulting them at this point, because they can straight up murder you before you get to hit them a single time.
That being said, his scaling isn't super horrible. If you compare him to other juggernauts like
Illaoi or
Nasus, he doesn't get as kited as them because he can always take someone and look to 1v1 them, which is a big strongpoint of his, or if he can even pull
a high priority target it can win out a fight easily. It's just that most of the time you really don't want to get past 24-28 minutes because you start to lose out on your overall power and the enemy team can catch back up. You can still use your ultimate
to stop diving champions who want to kill the more useful champions you have on your team.
IMPORTANT NOTE: If there is ANY shield breaking or shield reduction on the enemy team during the late game, you are basically getting 1 tapped if any carry is hitting you, as your W
shield will never be enough to save you. The only exception to this is if you have
Zhonya's Hourglass and use the stasis to buy some time.
. Then there's the champions who you can't catch or straight up anihilate you. Champions like That being said, his scaling isn't super horrible. If you compare him to other juggernauts like
a high priority target it can win out a fight easily. It's just that most of the time you really don't want to get past 24-28 minutes because you start to lose out on your overall power and the enemy team can catch back up. You can still use your ultimate
to stop diving champions who want to kill the more useful champions you have on your team.IMPORTANT NOTE: If there is ANY shield breaking or shield reduction on the enemy team during the late game, you are basically getting 1 tapped if any carry is hitting you, as your W
shield will never be enough to save you. The only exception to this is if you have
ABILITY TIPS AND TRICKS
DARKNESS RISE (P)

Not a whole lot to point out here, just that your ultimaterelam of death does not give you a passive stack. Also be mindful of the AOE effect when under the enemy turret to make sure you don't accidentally take damage.
OBLITERATE (Q)

Look to get as many isolated procs as possible. Try to angle out your Q
to hit only the champion and no other units. Sometimes this is really tough to do as they stand right inside the minion wave, but always try to use your Q
at an off angle to make sure it only hits the enemy champion. You can also combo it with INDESTRUCTIBLE (W)

This is going to be your main trading and sustain tool. You never want to trade with your opponent if this ability is not up. You basically need it in every single trade to go even in the early game. If it is fully stacked then you are able to gain a massive shield and possibly fight for longer, but generally speaking you want to use it to either do a short trade where the shield eats almost all the damage even if it's not fully stacked, then back off until it's up again, and repeat. You can also use it to just slowly get your
DEATH'S GRASP (E)

This ability is pretty telegraphed, and you are usually only hitting this if the enemy champion has no mobility spells, or if they are going for a last hit on a minion. It can allow you to extent trades, or you can use it to push people off you by flipping the direction it's going towards and taking them off you. This is especially important in the early game where champions such as
REALM OF DEATH (R)

This is your main 1v1 ability and what makes you such a powerful dueler. The 10% stat steal is actually really good in close fights, and it has some unique interactions with certain abilities. For example, if you use your ultimate correctly you can dodge something like a
by taking someone to the realm and being out of the danger zone. It is also worth noting that once you get into the realm there is no way to get out of it, the only thing an opponent can do is make it to where they don't go there in the first place, but once they are in, they stay the full duration.Another important thing to note is that the 10% stat steal will steal 10% of the CURRENT STATS an opponent has. So if you use it on a
on, you will steal 10% of the increased stats, even if it expires during the realm, and you get to keep the increased stats as well if you kill him.Your ult
can also be used as a peel tool, ensuring that if someone dives onto your backline and they are not cc immune you can take them off one of your carries, disrupting their plan and possibly killing them.
COMBOS
LANE TRADING COMBOS:
+
+

+
+

The first one gives you longer range to do the combo as you can start off with your pull
while the second one can be used when you are closer to the target as you need to get into Q
range first, which is quite a bit shorter than what your E
is.OTHER COMBOS:
+

Not much to say about this one, just used to catch the enemy off guard and to reposition your Q
angle to guarantee a hit.
+

You only ever use this in melee range, and it's usage is to make sure you give less wiggle room for the enemy to escape, in the clip you can see how small his zone is, so he is forced to run the other way.
+

This one is especially good if the target is trying to run away. Your ultimate
actually slows down the targeted enemy for a brief second, which allows you to line up your E
more reliably.
ALL FINAL ITEMS EXPLAINED
Rylai's Crystal Scepter: Amazing item to have as it allows you to stick to people a lot more reliably, as once your passive
is up, the slow will always stay near you. This is also what makes my secondary setup work whenever I take
goes down or I leave them.
Riftmaker: Has solid synergy with your champion. The damage amp is actually quite solid and the
Liandry's Torment: Extremely good item to melt through high
will make you deal a very good amount of %
Hextech Rocketbelt: I like this item a lot vs ranged champion or vs champions where you need to use your ultimate
for max range most of the time, as the dash can allow you to catch the enemy by surprise and get them caught out. It also applies the slow from Rylai's
to every target it hits.
Experimental Hexplate: This item is absolutely amazing for
AD ratio, and the effect itself is perfect. You can buy this as a second or third item, and if you really want you can experiment with buying it first, but usually I buy it second or third.
Cosmic Drive: The
Zhonya's Hourglass: The stasis is absolutely amazing as it can give you extra time to do damage and if your passive
is on it will keep doing damage even as you are in stasis. It can also buy a bit of extra time for you to possibly get a second W
off, which can massively swing fights.
Bloodletter's Curse: This item will allow you to hard shred tanks. It is basically the AP version of
Nashor's Tooth: This item is very good to take vs champions who can dodge out your spells easily, as you can just walk up to them and auto attack them down, literally just killing them through your auto attacks and never using spells. You can 1v1
as you just auto attack them down. The one thing that really sucks about it though is that it doesn't give any
Lich Bane: You can activate the
if you reactivate the ability to use the heal from it, so you can get 2 procs rather fast.
Horizon Focus: For the price of the item you gain a huge amount of damage, but you can only really proc up the effect with your E
if you hit someone from decently far away, it is especially good vs
Spirit Visage: Great item to get for
and the healing you get for reactivating it.
Kaenic Rookern: Good item to take if you really need to eat up poke damage, but most of the time you will go
Force of Nature: You take this if you really need more movement speed
.
Jak'Sho, The Protean: Very good for overall tankiness. Usually you never buy this earlier than 3rd item, but it can beef you up by quite a bit.
Morellonomicon: Offensive heal reduction item.
Thornmail: Defensive heal reduction item.
Dead Man's Plate: Not built a whole lot, but always whenever there are slows on the enemy team, as the slow resist can help out a lot for that.
Abyssal Mask: Can amp up your damage quite well as well as enemy other ally who also does magic damage. Not half bad, but if you want just the
Stridebreaker: For what I've tested this item is generally not that good unless you take
+Q
+auto, and if you miss that E
it takes significantly longer to proc it up, and if they are right next to you and you want to get away you might have to try to pull them off of you and it might lead to you not even getting to proc the effect or having a thougher time landing the pull. However, with ths
Trinity Force: Very situational item, but it's not bad. The attack speed is nice and you can proc the
if you reactivate the ability to heal, so you can get 2 effect quickly.
Sterak's Gage: It's actually really good for the shield and a very underrated part of this item is also the tenacity and it also feels great for that, but there's 1 issue with this item. If the enemy team goes for
shield in half and the Sterak's
in half, and that is brutal. There's also shield breaking abilities like
will instantly destroy both shields and that is also horrible.
Death's Dance: Even if you don't get a lot of AD for the heal effect of the item, the actual bleed effect is amazing for
shield it gives you so much more time to tank up, even allowing you to get 2 or 3 Ws
off in a teamfight. It also has amazing synergy with
Overlord's Bloodmail: It gives you a very good amount of AD but I recommend only buying this if you have other AD items in your build, it's fine as a standalone item, but it is much better if you already have more AD in your build so you can get more damage out of the effect that gives you a bonus in AD when you are low depending on the AD you currently have.
Hullbreaker: I only ever buy this if I want to split push and nothing else, and I already have or want to buy
Spear of Shojin: It is not bad and the damage amp is quite good, but the only way to stack it up is with your Q
and your E
, so it can take some time for you to fully stack it up. I think
in some very specific cases.
Serpent's Fang: It is actually quite good into some very specific matchups like
Void Staff: You only ever get this if you are playing against team comps or champions who get 300+ mr
and you really need to shred them down.
Cryptbloom: Much like
.
Frozen Heart: Even if it seems wired to buy it because you don't have
Randuin's Omen: You only ever really buy this vs champions who buy crit
, such as
Mejai's Soulstealer: You only ever buy this if you bought an early
Stormsurge: You only really buy this if you are going for a more 1 shot focused
Shadowflame: You only really buy this if you are going for a more 1 shot focused
Rabadon's Deathcap: Can be bought as your final item to increase your ability power by a lot, in some cases literally doubling your ap.
Banshee's Veil: Solid for the spellshield effect, most of the time you will just buy Tier 2 boot upgrades:
Boots of Swiftness: Very good boots to make you way less kitable. If you also have Rylai's
, the slow combined with your speed
will make it very hard for enemies to get away from you.
Mercury's Treads:
Plated Steelcaps: Solid boots to take. They give you quite a lot of extra tankiness vs AD auto attackers.
Sorcerer's Shoes: Really underrated boots for
on a squishy champion, you will see a very solid increase in damage.
Ionian Boots of Lucidity: The Tier 3 boot upgrades:
Swiftmarch: You will be a bit quicker and gain some nice damage.
Chainlaced Crushers: Very good shield to have vs magic damage. Magic damage champions will take longer to poke you down and that's always solid.
Armored Advance: The shield these boots give help you out a lot in melee matchups where the enemy really wants to hyper all in you. They also help out a lot in shorter trades.
Spellslinger's Shoes: Do not underestimate the damage from these boots. If you get these, you will crush people's heads in with the damage amp. I am not even kidding. It gives both flat and %
passive
Crimson Lucidity: You can always have the extra speed
from the boots effect because your Q
will be quite low later on. Currently your passive
will also refresh the
ALL POSSIBLE RUNES
KEYSTONE RUNES:
Conqueror: The best keystone rune
Mordekaiser has. Not much to say here, you basically always take this over any other one.
Lethal Tempo: This one is taken into some specific matchups where you really need the
Attack Speed as it can be far too unreliable to look to damage enemies through using your spells because of their dashes, one example where I take it is
Irelia.
Phase Rush: I only take this into some extremely specific matchups such as
Olaf where you can use the speed
to space yourself well. You can take it in some other cases as well, but that's why I take it.
RUNE SLOTS:
Triumph: Very consistent rune.
Absorb Life: Can be taken if you want the extra sustain on lane, though it's been nerfed quite a bit.
Legend: Alacrity: Can be taken instead of
Legend: Haste if you need more
Attack Speed.
Legend: Haste: Better than
Legend: Alacrity in most cases.
Coup De Grace: Right now I only take this into
Warwick, no other situation or matchup.
Cut Down: Can be taken into specific matchups where the enemy will typically be healthy during laning phase through stuff like
lifesteal or items such as
Kaenic Rookern, or generally just sitting on the healthier side. One matchup I take it into is
Tryndamere, as he can hyper sustain in and out of lane so you get good value from it.
Last Stand: The best one out of the 3 from its respective space in almost every single situation.
Taste of Blood: The only real take on that particular tree slot
Deep Ward: Best one from its respective space generally.
Ultimate Hunter: Works well as
Mordekaiser's ultimate
is very important for him in fights.
Nimbus Cloak: Generally good rune that you can take in your secondary.
Transcendence: Can be done to get some extra ability haste
as you go into the mid and late game.
Celerity: This rune has solid synergy with his passive
speedup to give even more speed and make him even quicker.
Gathering Storm: Default take here that can allow you to scale into the late game much harder and give you a lot more damage.
Demolish: Solid rune if you want to take early tower plates or split push a lot.
Shield Bash: It can work with your W
shield, but most of the time you don't really take it.
Conditioning: More scaling as you get into the mid game and you don't need
Second Wind for lane sustain.
Second Wind: Best rune in its respective space for sustaining in the lane.
Bone Plating: Works best against combo based champions such as
Sett,
Riven or
Renekton.
Overgrowth: Works best when you cannot take
Revitalize because of a lane matchup or some other specific champions on the enemy team who can break your W
shield such as
Renekton or
Rell, or if you want just a bit of extra
health in general.
Revitalize: It amps up your W
heal and shield and it can provide a great deal of tankiness and sustain. Works even better if you have enchanters on your team
Magical Footwear: This is usually my personal take on the secondary runes alongside
Approach Velocity. If you also take the 2% movement speed
small rune you won't even feel the fact that you have 335 base speed.
Cash Back: Can be taken if you want to just get to your spike items in the mid game a bit sooner, but I don't like it as much.
Triple Tonic: Decent rune, the extra pot at level 9 is pretty good, and the second potion can be used to spike up your level 6 even harder.
Biscuit Delivery: Can be used if you want extra sustain, but most of the time it's bad and you can just take
Second Wind instead
Cosmic Insight: Generally good rune, the reduction on summoner spells feels pretty good.
Approach Velocity: I only ever take this if I am going
Rylai's Crystal Scepter, but I absolutely ADORE IT. The extra speed feels so good and as long as your passive
is on you will be able to gain 15% extra movement speed
every single time you get close to any enemy champion, making it so much harder to escape from you.
Conqueror: The best keystone rune
Lethal Tempo: This one is taken into some specific matchups where you really need the
Phase Rush: I only take this into some extremely specific matchups such as
to space yourself well. You can take it in some other cases as well, but that's why I take it.RUNE SLOTS:
Triumph: Very consistent rune.
Absorb Life: Can be taken if you want the extra sustain on lane, though it's been nerfed quite a bit.
Legend: Alacrity: Can be taken instead of
Legend: Haste: Better than
Coup De Grace: Right now I only take this into
Cut Down: Can be taken into specific matchups where the enemy will typically be healthy during laning phase through stuff like
Last Stand: The best one out of the 3 from its respective space in almost every single situation.
Taste of Blood: The only real take on that particular tree slot
Deep Ward: Best one from its respective space generally.
Ultimate Hunter: Works well as
is very important for him in fights.
Nimbus Cloak: Generally good rune that you can take in your secondary.
Transcendence: Can be done to get some extra ability haste
as you go into the mid and late game.
Celerity: This rune has solid synergy with his passive
speedup to give even more speed and make him even quicker.
Gathering Storm: Default take here that can allow you to scale into the late game much harder and give you a lot more damage.
Demolish: Solid rune if you want to take early tower plates or split push a lot.
Shield Bash: It can work with your W
shield, but most of the time you don't really take it.
Conditioning: More scaling as you get into the mid game and you don't need
Second Wind: Best rune in its respective space for sustaining in the lane.
Bone Plating: Works best against combo based champions such as
Overgrowth: Works best when you cannot take
shield such as
Revitalize: It amps up your W
heal and shield and it can provide a great deal of tankiness and sustain. Works even better if you have enchanters on your team
Magical Footwear: This is usually my personal take on the secondary runes alongside
small rune you won't even feel the fact that you have 335 base speed.
Cash Back: Can be taken if you want to just get to your spike items in the mid game a bit sooner, but I don't like it as much.
Triple Tonic: Decent rune, the extra pot at level 9 is pretty good, and the second potion can be used to spike up your level 6 even harder.
Biscuit Delivery: Can be used if you want extra sustain, but most of the time it's bad and you can just take
Cosmic Insight: Generally good rune, the reduction on summoner spells feels pretty good.
Approach Velocity: I only ever take this if I am going
is on you will be able to gain 15% extra movement speed
every single time you get close to any enemy champion, making it so much harder to escape from you.
PROS
+Solid sustain due to his W healing
+Can make it hard to escape a fight with him whenever his ultimate is up
+Can turn 2v1 and 3v1 fights around really well by ulting someone
+His ult cannot be broken out of once you enter it
+Very hard to beat out in the 1v1 if he is ahead due to his ult, so even if your team comes to help vs Mord, you will still probably die
+With his ult he can basically cc a super high priority target for 7 seconds in a fight, letting the team 4v4 without a main carry
+Shreds down basically every single tank in the game
+Taking out a squishy immobile target in a fight can be super easy due to his ultimate
+Can make it hard to escape a fight with him whenever his ultimate is up
+Can turn 2v1 and 3v1 fights around really well by ulting someone
+His ult cannot be broken out of once you enter it
+Very hard to beat out in the 1v1 if he is ahead due to his ult, so even if your team comes to help vs Mord, you will still probably die
+With his ult he can basically cc a super high priority target for 7 seconds in a fight, letting the team 4v4 without a main carry
+Shreds down basically every single tank in the game
+Taking out a squishy immobile target in a fight can be super easy due to his ultimate
CONS
-Immobile and slow, his base movement speed is not that great either and he usually gets kited easily
-His Q and E are quite telegraphed and can be dodged decently well, and basically impossible to hit a champion with multiple dashes
-You need to have W up in lane to trade, if it's down the enemy has a big window to abuse you
-Ultimate reliant in teamfights most of the time, if his ult is not up he struggles
-Even if he can take someone with his ultimate it's not a guarantee he can 1v1 them and just straight up get anihilated, like vs Fiora or Vayne, or get stalled from killing the person
-Abusable early game, a lot of champions can statcheck him in melee range if you aren't careful
-Shield reduction and shield breaks destroy him, he really needs his W to have some good tankiness
-His Q and E are quite telegraphed and can be dodged decently well, and basically impossible to hit a champion with multiple dashes
-You need to have W up in lane to trade, if it's down the enemy has a big window to abuse you
-Ultimate reliant in teamfights most of the time, if his ult is not up he struggles
-Even if he can take someone with his ultimate it's not a guarantee he can 1v1 them and just straight up get anihilated, like vs Fiora or Vayne, or get stalled from killing the person
-Abusable early game, a lot of champions can statcheck him in melee range if you aren't careful
-Shield reduction and shield breaks destroy him, he really needs his W to have some good tankiness
OTHER GUIDES
If you liked this guide, perhaps you would like to check out some of my other ones as well. As I make more guides for more champions this list will be updated to contain all of them. Simply click on the words below the champion portrait and it will take you to the respective guide.
Volibear Top Guide
Darius Top Guide
Olaf Top Guide
Dr. Mundo Top Guide
Garen top guide
Udyr Top Guide
Warwick Top Guide
UPDATE LOG
Here there will be a list of all the significant changes I am going to make going forward on the guide, so you can look here to see what the newest updates are, or old ones:
21st September 2025:
- added a new summoner spell page called "Matchup Specific/Mega Burst"
- added a new full build called "Mega Burst Build"
- added a new 3 core setup called "Mega Burst 3 Core"
- added a new full build called "Ad Bruiser Build"
- removed the Matchup Specific rune page
- added a new rune page called "Mega Burst Setup"
- changed
Cosmic Drive to
Experimental Hexplate in the "Vs Ranged Comps Build"
- added a lot of new items to the items list, here's all the new items added:
Lich Bane,
Horizon Focus,
Experimental Hexplate,
Stridebreaker,
Trinity Force,
Death's Dance,
Sterak's Gage,
Hullbreaker,
Overlord's Bloodmail,
Spear of Shojin,
Serpent's Fang
Patch 25.11
30th May 2025:
- added
Phase Rush as a possible rune to take and a
Phase Rush rune page
Patch 25.09
1st May 2025:
- added
Warwick to the other guides chapter
Patch 25.08
26th April 2025:
- added a new guide chapter called Season 15 Mordekaiser guide
Patch 25.04
3rd March 2025:
- added a new guide chapter called Six Accounts in Challenger at once
11th January 2025:
- added
Bloodletter's Curse as a possible item to take as well as a new 2 core build called "Tank Shredder 2 core"
- removed
Berserker's Greaves as possible boots to take
- added tier 3 boots to the items section
- added tier 2 and tier 3 boots to the all final items explained guide chapter after all the legendary items
-
Eyeball Collection has been removed, so the new rune
Deep Ward has been placed in its place as a possible rune you can take
7th December 2024:
- added
Udyr to the other guides chapter
6th December 2024:
- added
Ionian Boots of Lucidity as another boot choice
- added a new rune page and build, both called "High Ability Haste"
- added a new 3 core setup called "High Ability Haste 3 Core"
Patch 14.22
9th November 2024:
- added the link to the matchup spreadsheet as it has been completed
Patch 14.21
3rd November 2024:
- added
Cut Down and
Coup de Grace as possible rune choices
Patch 14.20
25th October 2024:
- added
Overgrowth as a possible rune to take
Patch 14.19
8th October 2024:
- the publish date of the guide
Update Log
Season 15
Patch 25.1821st September 2025:
- added a new summoner spell page called "Matchup Specific/Mega Burst"
- added a new full build called "Mega Burst Build"
- added a new 3 core setup called "Mega Burst 3 Core"
- added a new full build called "Ad Bruiser Build"
- removed the Matchup Specific rune page
- added a new rune page called "Mega Burst Setup"
- changed
- added a lot of new items to the items list, here's all the new items added:
Patch 25.11
30th May 2025:
- added
Patch 25.09
1st May 2025:
- added
Patch 25.08
26th April 2025:
- added a new guide chapter called Season 15 Mordekaiser guide
Patch 25.04
3rd March 2025:
- added a new guide chapter called Six Accounts in Challenger at once
11th January 2025:
- added
- removed
- added tier 3 boots to the items section
- added tier 2 and tier 3 boots to the all final items explained guide chapter after all the legendary items
-
Season 14
Patch 14.237th December 2024:
- added
6th December 2024:
- added
- added a new rune page and build, both called "High Ability Haste"
- added a new 3 core setup called "High Ability Haste 3 Core"
Patch 14.22
9th November 2024:
- added the link to the matchup spreadsheet as it has been completed
Patch 14.21
3rd November 2024:
- added
Patch 14.20
25th October 2024:
- added
Patch 14.19
8th October 2024:
- the publish date of the guide




















































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