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Spells:
Ghost
Ignite
Ability Order
Darkness Rise (PASSIVE)
Mordekaiser Passive Ability
Introduction:
The problem most people have with Mord - both when playing him themselves and as his ally - is that they downright don't understand him. I wrote this guide with the intention of helping out both beginning and experienced players, and hopefully it will be a good resource for any readers out there.

“…and his name was Death (Metal), and hell came with him” – Revelations 6:8
- Iron Man - shield regeneration adjusted to 30% at all levels from 25/27.5/30%; shield regeneration is now half effective versus minions
- Mace of Spades bonus damage reduced to 65% from 75%
- Siphon of destruction no longer adds additional shield for each unit hit
This vexes me. I am terribly vexed. However, for those of you who think that Mord is no longer viable and a useless champion, I answer with this video:
"Riot tried to destroy the Metal, but they failed! /t "
- Very independent champion (great for solo queue)
- Can turn a 5v5 teamfight into a 6v4 for 30 seconds
- Is one of the best pushers in the game and can literally walk through minion waves
- Very strong lane presence
- Is capable of soaking up tons of damage without losing any health
- Debatably the best hero in the game at fighting multiple enemies
- Scary. He is just so damn scary.
CONS:
- Has no CC whatsoever (by far Mord's greatest downfall)
- Somewhat weak early game
- Is VERY reliant on having a solo lane
- Melee
Iron Man:

The spell that makes Mord unique, blah blah blah. Everyone pretty much knows what this does: gives Mord a rechargeable shield that will protect him from damage. The more enemies you hit, the more shield you get. This is why Mord is strongest when he's surrounded by enemy minions, and is also why playing aggressively with him is effective. If you're always doing damage, your shield stays charged. The shield is also affected by armor and magic resistance, which is why it is MUCH BETTER to focus on these two categories in your build, rather than pure health. You want to get as much use out of your shield as possible, so build up plenty of armor and magic resistance.
Mace of Spades:

A fairly handy spell, but the least important of Mord's arsenal. Anyone who maxes this first is very silly. Throw a point into it at level 4 and leave it until your other spells are maxed. One handy little thing to keep in mind about this spell - it refreshes Mord's attack cooldown, so autoattack once and follow it up with this for a nice 1-2 combo. If the target is alone this will do a decent amount of damage. This can also be used to last hit minions that might be just out of your reach. Hit a minion close to you and let the shards finish off his friends for $$$.
Creeping Death:

This is an awesome spell and should be maxed second. There are many uses for this: use it to protect yourself, use it to protect an ally who is getting focused, and finally - if you are getting zoned in the laning phase - throw this on a minion and sit back out of your opponent's range while this does your farming for you. An easy way to place your shield on yourself is Alt + W. Fun fact: this makes Mord look completely badass.
Siphon of Destruction:

Your bread and butter spell. This should be maxed first, should be your main farming / harassing / shield charging spell, and is your main source of damage (apart from

Children of the Grave:

A downright hilarious spell that allows Mord to walk out of 1v2s and even 1v3s victorious. Your primary goal should be to “ghost” an enemy - preferably a ranged AD carry, such as










Once you have your ghost, unleash hell. You just turned the teamfight from a 5v5 into a 6v4, and can use your ghost for many purposes. Throw

Make sure you are always aware of who you are playing, as some champions can effectively cancel out your ultimate.











3X


9X


9X Greater Seal of Vitality will provide you with some extra health throughout the game. As I said before, you should focus your build more on armor and magic resistance than pure health to maximize

9X

As I said, runes should reflect your playstyle, and these are my personal favorites. If you are frustrated with a weak early game, I would invest in









DECENT CHOICES:




BAD CHOICES:
As for the other Summoner Spells - no. Just no.

I go with 9/0/21 masteries. You definitely want to get Archaic Knowledge, so throw 9 points into Offense. It would seem to make sense to put your remaining 21 points into Defense, but then you are missing out on so many important attributes that Mord benefits from:
- Haste improves your
Ghost spell. If you prefer to use
Flash, just replace Haste with Blink of an Eye.
- Awareness is a huge area to invest in - you want to level up as fast as possible.
- Quickness gives a 3% boost in movement speed - the faster you are the better.
- Intelligence will further reduce your cooldowns – always a plus.
- Presence of the Master will reduce your summoner spells by 15%. You want to use your
Ignite +
Children of the Grave combo as often as possible, and this will really help.
The only real benefits from getting a 9/21/0 setup is towards your early game. 21 points in defense will definitely make you stronger from the start, but Utility is much more beneficial over the entire game.
Core Build:



Sorcerer’s Shoes:




Force of Nature:

Within 24 hours I have received tons of comments on the emphasis I put on Force of Nature. I really appreciate the feedback, and I will address my thoughts on this matter now. I rush FoN for a couple reasons: 1) I love the health regeneration it brings, and 2) I love the movement speed. Throughout this guide I emphasize how important the Midgame is - massive health regeneration will allow you to stay in the action longer, and the movement speed helps you get to where you need to be. While I still believe this is a necessary item for Mord, I do concede that it is not one that needs to be rushed first. I prefer getting it as soon as possible, but it is not a necessity. If you choose not to rush FoN, I would recommend building

Rylai’s Crystal Scepter:



The previous three items are your core build, and once you have them you should buy items that reflect the way the game is progressing. However, if you choose to follow the core build listed previously, you will need some armor. My favorite armor item is

Sunfire Cape:


If you are finding this to not fit your playstyle, feel free to invest in








In conclusion, you need some armor – but the item you choose should reflect how the game is progressing. Once you have some armor, you should build some more offense. My favorite item is

Abyssal Scepter:





Guardian Angel:







Starting Item:
The









The following three sections are an attempt to briefly lay out everything I know about Mord. I have played over 250 normal games with him and he is my go-to champion for competitive play.



The above games show a 4 game streak that took me from Silver to Gold. I had to edit out a few normal games in between them, but you can see from the dates that these games were played within close succession to each other.
I will break my playstyle down into three subgroups: early game, mid game, and late game. However, before I begin let me first put to rest a few misconceptions that are commonly placed upon Mord:
-Mord is NOT a tank. A true tank has spells that protect his allies and disrupt his enemies, like





-Mord is not as strong early game as most people believe. Granted he is a dominant force in the lane and excels at bullying, but he is really not all that dangerous until he reaches level 6. My build is designed to make you most dangerous at midgame, around minutes 20-35. I feel this is the time when most games are decided, so it is most beneficial to play accordingly.
DO NOT spam your spells at the start. Your spells cost health, and you don’t have the regeneration to continuously dish out damage. Plus if you end up pushing your lane, you will get ganked and embarrassed by the enemy jungler. Your primary focus should be on last hitting minions. This stage should last until you earn around 500 gold (give or take), usually right around the time you hit level 4 if farming correctly. Once you have around 500 gold, recall and pick up


Mord is such a strong lane presence that it would be wasteful not to play aggressively, and the items I listed out are everything you need to gain the upper hand on your opponent. You now have




Once back to your lane, do what Mord does best: bully. Blast your opponent with everything you have, while attempting to maintain your shield at all times. If your opponent is smart, he will stay far away from his own minion wave. This forces you to choose between harassing him and keeping your shield charged, and it is a choice you will have to make yourself. With some experience, you should be able to wear your opponent down and achieve some lane control. You can now either choose between:
A) Pushing, and getting his turret down as much as possible. This is not a bad strategy – having your minions charge into a turret will make last hitting much harder for your opponent and deny them gold. However, they will still keep up on experience. To deny them experience, you should
B) Zone them and continue to last hit only. This is trickier than continuously putting pressure on his turret, but is more beneficial if you can pull it off. For a more in depth guide on how to zone, watch Shurelia’s movie below:
When your opponent starts to get impatient and challenges you during the zoning process, I usually use



To recap this section:
- Take the top solo lane
- Play conservative and last hit minions
- Recall and shop when you reach 500 gold
- Return to your lane and win
- Have a ward posted at all times
Unless you want to start roaming and ganking early, you should pretty much stay in the top lane until a turret falls, whether it be yours or his (it will be his since you’re reading this guide). I recommend getting

That about wraps it up for early game specifics. The laning phase should end around 15-20 minutes, and so begins the mid-game.



-Start roaming to new lanes and use your




-Make sure that you always feel a sense of satisfaction when you leave the top lane before your opponent does. You know they just typed in “Mord MIA”, upon which all of their allies **** themselves. Everyone fears Mord - enjoy this.
-Ward the map for your team. I know I have said it many times already, but wards make such a difference. Go to Youtube and look up replays of CLG, Fnatic, AAA, etc. – all the pros all put huge emphasis on map control. You should too, and given that Mord is one of the best farmers in the game, you should be the one on your team buying wards.

I did not make the above picture, but it shows everything I want to talk about. The red circles are top priority for warding, blue circles are second, orange circles are third, and green circles fourth. Don’t try to ward all of these areas by yourself – you’ll spend all your gold on wards. However, you should personally make sure that AT LEAST the red circles are warded.
-Do your best to make sure no lanes get pushed by your enemies. If you see four or five enemy champions gather, haul your spikey *** over to that lane and defend. Mord is exceptional at stalling an enemy team when they are pushing a tower - just kill the minion wave. With no minion wave, the turret will rain down on your opponents. It is still fairly early on in the game, and it is unlikely that anyone will have built up enough durability to tank a turret without minions to back them up. When an enemy team is pushing, take out their minion wave(s), give your team time to get into position, save the day.
As I said, it is hard to really get into specifics about the midgame, as every round is different from the next. The point I really want to emphasize is that this is when you are most effective, and you should take full advantage of this. Be as involved in the action as you can – your team needs you.
-You will no longer be overleveled. At midgame you will often be multiple levels ahead of your opponents, but the longer the game goes on the more they catch up.
-You have no crowd control. Long games are often decided by a single team fight, which are often won or lost because of a single person getting overextended, stunned, and nuked. Mord has no CC. It is quite a bummer.
-Usually by this time the enemy will have figured out that you go after their AD carry every time, and they will do everything they can to stop you. The tanks will immediately focus you, that AD carry may have gotten a

Don’t get me wrong, I am not saying that Mord is a weak late game champion. You will still be very threatening and effective, just not to the level that you should be earlier on. This is why it is so important to get ahead early on and press that advantage while you have it.
I’ve got to give a big shoutout to TheUn4givenRage and his guide on Mordekaiser. This was the Mord guide that I used when I first started out, and is the top rated Mord guide on Mobafire. He goes into much more detail than I do, and I highly recommend reading it. It can be found at:
http://www.mobafire.com/league-of-legends/build/unforgivens-guide-how-to-build-a-successful-mordekaiser-24061
Finally, thanks to my brother mist15 – who introduced me to League of Legends. This guide would have never been written without you. Much love.
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