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-__5 Minutes to Invince'a-Kaizer, with a side of Good Game.
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I acknowledged my build would not have been the best, but I wanted to share my usage of him with others.
Reason One: Cooldown Reduction runes. A full set of Cooldown Reduction runes adds up to 14%+ the 3% from masteries, summing up to 17.8%. 9 Greater Glyph of Cooldown Reduction (5.85%), and the going down the utility tree for Inteligence (6%), and Enough in the Offensive tree for Sorcery (3%) would give you 14.85%. Early game too low of a cooldown would lead you to expending a lot of health once your abilities are available during the laning phase. By investing too many runes into Cooldown, you are taking away from spots that could increase your sustainability, survivability and threat level. As the game goes on, every skill besides [Siphon of Destruction's cooldown is lowered, but without any Magic Penetration, you are ignoarable. Without any significant Magic Resist, you are susceptible to nukes and % magic damage from DPS and Mages.
Reason Two: Item Selection. Boots of Mobility are not good for Mordekaiser Early, you are harassing and last hitting. The selection of these boots limits your damage output because of the lack of magic penetration, but at the same time increases your ability to be caught if a battle were to ensue. You only gain the extra speed buff after time away from combat. Warmogs is very easy to counter. As one of your first items it is quite expensive and can be easily countered since you have little armor in comparison to other tanks. There is no point in health if everybody is going to be doing next to full damage to you. A large chunk of health is easily whittled down with items such as Madred's Bloodrazor, Infected Bonesaw, Despair, Crescent Sweep, and other skills as well as other items. Two Thornmails. Yes, 100 Armor is quite nice, but stacking two is a bad idea. Other items are more useful and since you love cooldown reduction I'd recommend Randuin's Omen and/or Frozen Heart. They offer so much more all the while giving you other forms of utility in the form of Crowd control and cooldown reduction.
Reason Three: 23 in Offense. Mordekaiser is not a champion that relies on Auto Attacks. Critical chance is not necessary and should only be used to reach the tier of masteries for Sorcery and Archaic Knowledge. Attack speed determines little with Mordekaiser. Armor penetration is also wasted since all of his attacks do Magic Damage besides his right click. Burning Embers 10 Ability power is a small boost in Ability power that could be easily attained through items and much more efficient. The rest are self explanatory. Havoc is not great with Mordekaiser since the highest form of damage he deals is from his Ultimate Children of the Grave It does not add an extra 5% to that % damage already, it is a very negligible boost of around 1.25, or .625 when you count it split.
Reason Four: No Threat. You say that being tough to take down is the reason why you are targeted first. Honestly, a good team always targets the squishies and those dealing damage. You have no crowd control to have them focus you, and you are dealing miniscule amounts of damage. Once your teammates are down you are left alone to be chain crowd controlled to death.
I hope this helps you improve your guide, and I am in no way trying to offend you: just trying to give justification to my down vote without some the snarky comments other people leave and help to provide better insight to the reasoning behind my vote.
R3NO: I would put a Guardian Angel in there; however, I have always been against that item. It just seems a little noobish to me, sort of like Anivia's Resurrection egg.