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Mordekaiser Build Guide by Darkwing Duck

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League of Legends Build Guide Author Darkwing Duck

3v3 Mordekaiser Build

Darkwing Duck Last updated on February 18, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.



Offense: 9

Honor Guard

Defense: 21

Strength of Spirit

Utility: 0

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Welcome to my first build. It's a 3v3 build for my favorite mace-wielding champion, Mordekaiser.

There are definitely some similar builds out there for this guy. However, I didn't 100% agree with any of them. That's why I'm making this. I hope you find it helpful.

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This passive allows you to be tanky, without having to necessarily build tank items. Combine its shield generation with the spell vamp from Will of the Ancients, and then toss on your Children of the Grave for even more shield generation and health gain on top of that, and you'll be a big threat in team fights.

A lot of you may be wondering why I chose to level up this ability last, even over Creeping Death. Reason number one... it's not really a ranged ability. In order to activate it, you need to melee something. This doesn't help that much in team fights. There's always going to be characters trying to kite you around, or trying to use slows on you so you can't get in range. And if you've trying to chase someone down, this isn't going to help finish them down if they're out of range.

Reason number two is that it doesn't utilize the build as efficiently. Part of the bonus damage this attack does is taken from your attack damage. And if you look at the gear on this build, you'll see that there is zero attack damage. Both Creeping Death and Siphon of Destruction use only ability power, thus more efficiently using your items build.

This is what really helps to make you tanky. A bonus of armor and magic resist lasting 6 seconds, and an intimidating looking, damage dealing bubble around yourself. One great thing about this ability, and one of the reasons I picked it over Mace of Spades is its versatility. You don't have to cast it on yourself. Say you're having trouble pushing a lane. Siphon of Destruction just isn't cutting it for you. Cast this on one of your minions and let him bring the damage to the enemy for you. The best part is, you still get the money from whatever the shield kills.

This is one of the best things to have in a team fight. Let's say you've managed to get your Sorcerer's Shoes, Will of the Ancients, and Rylai's Crystal Scepter (approximately level 10-12). This spell will be doing roughly 100 damage per second to enemies. Now since it's aoe, you'll be doing 33%, but hopefully, you'll be in range of all three enemies, so just call it 100 damage. You'll be gaining 35 shield points from your Iron Man each second, and 20 health from your spell vamp. Not to mention the armor and magic resistance.

You don't even have to toss it on yourself (by pressing Alt + W). You can cast it on a teammate in a fight. Say you're not going to initiate, cast it on whoever is, helping them survive the initial onslaught of damage, and deal a bit of their own. plus it even slows the enemy a little to help you and your teammate join him more quickly, in case they decide to run. Or say one of your teammates is low health. That extra bit of armor and magic resistance may just save their live, or be enough to deter an enemy from chasing them.

This is your bread and butter spell. It has a 60% damage bonus from your ability power, so it can get pretty sick. It has a nice big range to it as well, which helps when farming, pushing, and making sure you're able to hit every enemy in a team fight. I can't tell you how many times I've used my ultimate Children of the Grave on someone, who has then ran away, and I was able to JUST BARELY finish them off with the range on this attack. Plus, it has a pretty quick cool down. Abuse this and Creeping Death to make a quick push to the enemy tower early on. Then, when your minions are getting killed by the enemy tower, and not the enemy champions, just sit there and regenerate the health you used to cast these spells. Then rinse and repeat.

Your enemies will hate you when you use this spell. Especially if you're able to kill them while it's on them. Having to watch as you destroy your own team mates and towers is such a demoralizing feeling.

This deals damage to enemies every second, over a period of ten seconds. It also heals you for the amount of damage done. The spell vamp from your Will of the Ancients will also proc from the damage you deal, healing you for even more. When going into team fights, I recommend you cast this on the tank, or enemy champion with the greatest health. This way it will heal you for more. However, if there is already a tank on your team, it would be just fine to throw this spell on your team's first target. Thus securing you the bonus from their AP + AD, and a nice little pet you can use to kill the rest of them. The decision is yours though.

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This is a great item to start with for Mordekaiser. It gives three great stats help you survive early on.

After this you can choose to build either your Sorcerer's Shoes, the Hextech Revolver, or you can go straight to your Will of the Ancients. If you're having trouble sustaining pressure on the enemy, usually because they're using ranged champions, I'd build the boots first. If you're having no problems, and there's little pressure on you, You might as well go straight for the book.

This happens to be one area where I definitely agree with the other guides. These three items are your bread and butter. Regardless of the composition of the opposing team, you're gonna want to grab these.

Next I recommend building one of the following AP items. If the other team is building magic resistance, I'd build the Abyssal Mask. If they seem to be slacking off and ignoring you, and you are making decent cash, go straight for the Rabadon's Deathcap.

A nice chunk of ability power. The magic resist reduction aura is great, especially if you're not the only AP champion on your team. And don't forget the magic resistance you gain. 57 is a very nice amount.

We finally took down Morde!!! (cheers) WTF!!???!!! Run! Run!

A great boost to your AP if you can afford to get it. Not just necessarily because of its high cost (3600), but also due to the build of the teams. You may need to counter their magic resistance, or beef yourself up a little. Which brings me to...


Health, check. Cooldown Reduction, check. Magic Resistance, check. Increased healing from your ultimate and spell vamp, check. So much goodness on this item.

Better damage when facing teams with MR

Great damage boost when facing heavy AD teams. And don't forget about it's active. (press the corresponding item slot number to active it with a hotkey 1-2-3, 4-5-6)

A must have against certain AD teams.

Can help to shut down enemy AP, and great for regenerating your own health. I'm not a huge fan of this though. I'd say only use it if they have 2-3 AP guys, and one of em is fed.

Also, when building items, try and keep this in mind. You're playing 3v3, not 5v5. The game will be shorter. Normally, I only have to build 3-4 items before it's finished. So take a look at your team's position, and build accordingly. If you're on the offensive, and have taken down a turret or two, have been farming the dragon, and doing well in team fights, build offensively.

If however, you're being pushed back, and seem to be losing the team fights and dragon, and especially if you're hearing the word ace (and not in the good way), build for defense. There's nothing wrong with trying to turtle to make a comeback.

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I don't recommend using anything but these.

Flash is such a good spell. Whether it's for jumping a wall, helping gank top, chasing someone down, escaping, or whatever else you may need it for.

Ignite is such a good combo with Children of the Grave.

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I don't recommend ganking at the start, unless your teammates are good. Your opening ability is not very helpful at all to start. However, you will be starting with a decent amount of health, so it's not out of the realm of possibility.

I always try to pick the bottom lane. I know... Morde is easily a solo champ. However, why not give it to a carry? You're able to build almost as fast as them. Your starting 3 items are relatively cheap compared to what a carry needs, and they alone, are enough to make you OP.

Don't hog all of the kills! Your lane partner (unless you're playing with a jungler) is going to need money too. Show restraint. However, if it's not already being done, I do recommend letting your lane partner solo the lane for a bit while you go jungle. You should be able to do this around level 7 or so, when you have your Will of the Ancients

I don't recommend ganking until you're level 6 and have Children of the Grave and Ignite ready. However, it's a team game. Don't leave your teammates out to dry if they're calling for a gank and you're just standing there, defending a turret that isn't in trouble.

Press the lane. Morde can put some heavy pressure on a lane. Use as much as you can to press to their turret. This way, their turret is robbing the enemy of the money they'd be getting from killing minions.

Ward middle!

STICK with your team. EX: Don't leave them by themselves to kill the dragon, just so you can farm the bottom.

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I appreciate you taking the time to read this build. I would love to answer any questions anyone might have. If you're going to rate it, I just ask that you give it a try first. I hope it works out great for you.