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Spells:
Ignite
Flash
Recommended Items
Items
Ability Order
Darkness Rise (PASSIVE)
Mordekaiser Passive Ability
IMPORTANT NOTICE

Thanks to:
- TinyStar for the awesome guide graphics!
- jhoijhoi for her Making a Guide guide, template, and line dividers!
- SixSonatas for the amazing SixSonatas: The Revolutionary Build Format of Sophisticated Guides! The Match Ups chapter would be a complete mess without it :3
- IceCreamy for his How to use Columns guide.
- Astrolia for her Astrolia's Column Guide: No More Black Text ~ Width and Indent. No more black text! :D
- Embracing for his great suggestions, insight, comments, and reasoning that has helped improve my guide!
- Pølsemanden for his review and helping me improve the guide's information by a lot!
- 3GameMasters and the player who played
Mordekaiser for the amazing video!
- CrimsonSkyz for helping proofread my guide!
- Laggermeister for bringing up the new
Crystalline Flask start.
- Readers like you who took your time to read my guide.
- All the people who upvoted this guide.
I put this as the first chapter, because I want to acknowledge everyone who helped me right away. I did not want to put this at the end where users may not read about these great people. There's also a chance that you will not get to the end of this guide xD
Well if you do, congratulations! Now we can begin :)

In this guide, I am going to present to you one of my all time favorite champs,

Another reminder is that this is my personal preference to playing



If you are downvoting, please give me a legit and well thought out reason to why you have downvoted and not some simple/troll-like reason like: "I DUN LIKE THIS GUID. IS STOOPID!" So here's how to make your reason not simple/troll-like:
- What makes this guide so stupid?
- Which parts don't you like?
- Which parts need improving?
- At least correct any obvious spelling/grammar mistakes in your comment... "I DUN LIKE THIS GUIDE. IS STOOPID." Apparently this user thinks the guide "IS STOOPID". Look who's talking :3
much?
Before we move on, I'd like to introduce myself. I am known as DemonSovereign here on Mobafire and Demonic Ares on League of Legends's NA servers. Here's an image of my LoLKing profile, because I'm too lazy to type out my level, my Elo, blablabla, etc:
As you can see I'm not exactly a high Elo player, but I do have a lot of experience playing as


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Now that we know a little more about




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Summoner's Wrath : A point in this will give you 5 bonus AD and AP while
Ignite is on cooldown. It may not seem like much, but it definitely improves your overall damage and allows you to last hit easier. If you took
Ghost instead of
Flash, an 8% increase to the MS bonus is very significant and helpful.
Sorcery: Take four points in this, because 4% CDR is actually very helpful despite the seemingly insignificant number. Combined with your
Deathfire Grasp and possible blue buff, you will have close to max CDR.
-
Blast : This mastery provides a boost of one AP per level, and the four points in this are required before you are able to put a point in
Arcane Knowledge .
-
Arcane Knowledge : %MPen is very helpful in dealing with any MR throughout the entire game.
-
Havoc : An increase in overall damage by 2% becomes quite noticeable late game, especially with
Children of the Grave. The points in this also help us move on to the next tier of the tree.
-
Mental Force : Provides AP to increase your overall damage, and it gives a small boost to your last hitting power with
Siphon of Destruction.
-
Spellsword : A great mastery for
Mordekaiser as it synergizes well with
Mace of Spades.
Mordekaiser still uses a few AAs in between his spells so
Spellsword is very beneficial for just 1 mastery point.
Spellsword does not apply to turrets, but does apply to inhibitors.
-
Archmage : This is basically a tiny mastery version of
Rabadon's Deathcap's passive. It helps increase your total AP; therefore, increasing your overall damage.
-
Executioner : When you use
Children of the Grave, the target should definitely be less than 50% hp so this mastery is awesome! It will increase the DoT and; therefore, increase the amount of damage you will heal for. You should also remember this mastery increases the damage to everything dealt by you to a target(s) with less than 50% health. The damage increase also applies to item damage, ability damage, and AA damage. It does not; however, apply to true damage.
-
Butcher : This makes last hitting easier so you might be wondering why don't I take it? Here's my answer:
Spoiler: Click to view
-
Destruction : This makes tower pushing much easier so why don't I take it? Here's my answer:
Spoiler: Click to view

-
Durability : The more health you have the more times you can use your skills. It also makes it harder for the enemy champ to finish you off with
Ignite. The four points in this are also needed to unlock
Veteran's Scars .
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Hardiness : Armor will reduce of the damage from enemy minions, neutral monsters, and any other form of physical damage caused by the enemy(from AAs or abilities).
-
Resistance : MR will help against the enemy mid laner(who is usually a magic damage based champ).
-
Veteran's Scars : Just like
Durability , this mastery provides health but a solid amount and not HP per level. Thirty health may seem like a small amount, but it can make a difference between you living or dying. For
Mordekaiser, it could mean an instant comeback and maybe a.... PENTAKILL!
-
Summoner's Resolve : If you took
Heal as a summoner spell, take out a point from
Hardiness and put a point in this.
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Hardiness : If you are up against an AD mid like
Talon or
Zed, take two points from
Resistance and put it here.
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Perseverance : This increases
Mordekaiser's HP5 allowing him to spam more of his skills and stay in lane longer so you might be wondering why don't I take it? Here's my answer:
Spoiler: Click to view

Runes





Greater Mark of Magic Penetration runes are essential for APC/magic damage based champions. It helps them penetrate enemy MR in order to deal more magic damage. There are no other viable rune choices.
Greater Seal of Armor runes help reduce physical damage from enemy AAs, minion aggro in lane, and neutral monster aggro within the jungle. These are very helpful especially if you are facing an AD mid like
Talon,
Zed, or
Kha'Zix.
Other Common Alternative Runes and Why They Are or Aren't Viable- Another viable rune is
Greater Seal of Scaling Ability Power. If you are okay with not having the armor seals and want more damage, then get the
Greater Seal of Scaling Ability Power runes.
Greater Seal of Scaling Health Regeneration runes help you keep your health up while you spam your abilties. Sometimes there just aren't enough minions to vamp off of, so the HP5 really helps.
Greater Seal of Health Regeneration runes are not a viable alternative choice, because
Greater Seal of Scaling Health Regeneration runes already outscale it by level 4.
Greater Seal of Scaling Armor is another great choice if you don't like the other alternative runes. These will provide a lot of armor later on in the game. Example situation of when I would take these is if I am facing an AP mid but the rest of the enemy team is based heavily on AD.
- Some people have brought to my attention
Greater Seal of Scaling Health runes, and I think they are not viable for
Mordekaiser. On most AP mids these work great, but for
Mordekaiser these are just bad. I have a spoiler at the end of the Situational Items chapter that provides an in-depth explanation to why I dislike a lot of health on
Mordekaiser.
- Another viable rune is
Greater Glyph of Magic Resist provide flat MR. These are extremely useful when in mid lane. In general, most mids primarily deal magic damage(with the exceptions of AD assassin mids ex:
Talon). These are especially a must if you are facing bursty APCs or strong harassers such as
Veigar,
LeBlanc,
Cassiopeia, etc.
Other Viable Glyphs- The next best alternatives are
Greater Glyph of Scaling Ability Power runes. They provide a good amount of AP after several levels. When mid and late game arrive(the time when
Mordekaiser is at his best), these glyphs provide a decent amount of AP to improve
Mordekaiser's damage. You can take these if you are up against a favorable opponent and do not need the MR.
Greater Glyph of Ability Power runes provide flat AP. They improve last hitting and your early game damage, but are outscaled by
Greater Glyph of Scaling Ability Power by level eight.
- The next best alternatives are
Greater Quintessence of Ability Power are quints that APCs tend to use. In general, these increase your overall damage, especially early game. The 15 AP can boost the last hitting/farming potential of
Siphon of Destruction. It does not increase by too much, but is still a great quint compared to other available options.
Other Viable QuintessencesGreater Quintessence of Spell Vamp provide spell vamp. These are my next most preferred quintessences. If you are not worried about
Mordekaiser's early game then you can take these. They give spell vamp therefore increasing your sustain throughout the entire game! Great for staying in lane and fights.
Greater Quintessence of Movement Speed for more mobility. These will help you dodge skill shots and enemy harass. They will also help improve your roaming.
Greater Quintessence of Magic Penetration for more MPen. Not exactly the best, but if you want to penetrate more of the enemy's MR take these. Although, you will need AP items to make full use of these quints. There is no point in having MPen if you deal no damage!

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This spell is a great way to finish off an enemy. It does true damage so it ignores all of the enemy's defenses. If an enemy is running away with little health use ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Even after it's nerf, it is still a great spell. You can ![]() ![]() ![]() ![]() ![]() |
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I prefer ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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This is an alternative to ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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I think a lot of players underrate this spell. The ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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If you take any of these,



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Iron Man
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This amazing skill is what makes ![]() ![]() ![]() ![]() ![]() ![]() |
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Iron Man
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Mace of Spades
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This is ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Mace of Spades
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Creeping Death
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This is ![]() ![]() |
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Creeping Death
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Back To Farming/Last Hitting & Harassing the Enemy Mid spoiler
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Siphon of Destruction
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This is ![]() |
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Siphon of Destruction
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Children of the Grave
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This is ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Children of the Grave
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This is how I normally go with my ability sequence for

My first point goes into E,




My second point goes into Q,



My third point goes into


Max












You can also start out with nine







If you are facing an enemy champion that has stealth(doesn't matter what role he or she is filling), you can start with nine



Whatever you start with depends on your own personal preference.

As soon as you get about 1,400 gold or so, push your lane and head back to base. Buy a







Next continue farming and once you



Rush






After rushing

- Get
Chain Vest if you are getting stomped on by an enemy AD mid.
- Get
Negatron Cloak if you are getting stomped on by an enemy AP mid.
- Get
Blasting Wand if you are getting fed/well farmed and do not need the defense, but do not have enough for
Needlessly Large Rod.
- Get
Needlessly Large Rod if you are destroying the enemy team, well farmed, fed, and do not need early defense.
- Get
Haunting Guise if you are planning to get
Liandry's Anguish.
Now your first few items are finished, and we can move on to the situational items.




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Enemy team stacking a lot of MR? Get ![]() ![]() ![]() |
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This new and improved version of ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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After its rework, ![]() ![]() ![]() ![]() ![]() |
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This item isn't exactly the best, but still okay. All of ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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A great item that provides MPen, AP, health, and a unique passive that burns targets for a percentage of their current health. Because most of ![]() ![]() |
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This item provides a decent amount of armor and a lot of AP. The active can be bad or good at times. It can save your life many times. You can use it while ![]() ![]() ![]() ![]() |
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This item used to be core for me, but after playing a lot more games this turned out to be situational. Get this if you need the MR, but still want damage. Also because of the flat and % MPen rework, ![]() ![]() |
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Humor was intended. Is there really a $8.99 fee for shipping & handling? NO
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This item provides the most armor of any item in the game. It also has a unique passive in which 30% of the damage dealt to you by AAs is returned to the attacker. The returned damage is magic damage and it is affected by MPen. ![]() ![]() ![]() |
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If the enemy team is AD heavy or you need extra armor, get these boots over ![]() ![]() ![]() |
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This enchantment will give you +15 MS. It will help you move faster throughout the course of the game. It improves your roaming capabilities and gets you to where you need to be faster. |
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25% CDR for ![]() ![]() ![]() ![]() |
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This is a very fun enchantment. 200% MS bonus is HUGE! You will move very fast.
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Now during the laning phase, your primary objectives are to:
- Farm/last hit as much as possible.
- Harass the enemy mid.
- Avoid feeding and enemy harass.
- Keep track of both the enemy mid and jungler.
- Take down the outer mid turret.
- Stay on top of the enemy mid.






Whenever you spot an opportunity try:


By now, one or a few turrets should have been destroyed. If the mid lane turret was destroyed, then:
- If it was you who destroyed the enemy mid turret, push a little more so that the enemy minion wave is far from your turret and let your minion wave continue pushing. Then, go help out one of the other lanes(top or bot) with pushing or defending. Continue to push and destroy more turrets, but always keep an eye on your own lane so that your own turret doesn't get destroyed while you are away.
- If it was your own turret that was destroyed and the enemy mid is MIA, push back a little then leave the lane and help out the other lanes. Destroy some enemy turrets. If the enemies decide to push mid lane, go back mid lane to defend/push back.
- If it was one of the other lanes' turret(s) that was/were destroyed( either your team's or the enemy team's), continue to push your lane until you have destroyed the mid lane enemy turret(usually your jungler would help the lane in trouble so you won't need to go, unless they really need more help). Then do the previous steps listed above.
Mid game is also around the time teamfights start breaking out. This is where





Let your tank or initiator start the fight. As



Now there should constantly be teamfights all over the map. ALWAYS STAY AS A GROUP! Do not go wander off on your own even if it is to ward/check Baron or Dragon. It could get you killed and have your team one less player if a teamfight breaks out then and there. It could mean an Ace and game over for you and your team. Continue to do what you did before in teamfights. Push, defend, push, Baron, Dragon, and win!

- Blue=
Mordekaiser is that Champ's Counter-> GG
- Green= Easy
- Yellow= Medium
- Red= Hard
- Purple=
Mordekaiser's Counter-> QQ































































In this chapter, I will be providing spots that I normally ward when playing mid.
A ward here will grant vision of a large section of river as well as part of the purple team jungle. It will alert you of any champions coming in from the bottom side of the map. It will also help keep track of the enemy mid and jungler if they are heading bot from mid.
On the opposite side of the river, place a ward here. This ward is similar to the previous one, but it grants vision on enemies coming from top to mid or mid to top. It will also grant some vision of the blue team jungle.
This ward will keep track of activity near the purple team wraith camp. If you are on blue team, you will be able to see if the enemy mid has gone to farm the wraiths or if he or she is going to gank top. If you are on purple team, this spot will keep track of your own wraith camp. If an enemy tries to steal it, you will know and can gank him or her. The ward also grants vision and allows you to notice any enemies coming from top to mid or going mid to top through the purple team wraith camp.
Similarly to the previous ward, you will be able to keep track of activity near the blue team wraith camp.
This ward can keep track of any activity near the side brush. You will be able to see if an enemy decides to camp there or if enemies move from mid to top or top to mid through the river.
Just like the previous ward, this will also help you see if an enemy is camping the side brush. Unlike the previous ward, this spot grant vision of any enemies moving from bot to mid or mid to bot.
If your are facing an enemy with stealth, whether he or she is playing as mid or some other role, place a



Congratulations on reaching the end of my guide! I hope you found it helpful in playing and understanding


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