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Spells:
Flash
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
To those of you who think Mord is no longer viable after the infamous nerf on 9-13-11, you are wrong. Moscow 5 dominated with him at the IEM World Championship, and my guide and playstyle utilize many of the strategies they use. In other words, you cannot kill the Metal.
- 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
- Scary. He is just so damn scary.
CONS:
- Has no CC whatsoever (by far Mord's greatest downfall)
- 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 so 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.
Mace of Spades:

I typically max this spell second, and it is a very handy spell if you know how to use it right. There are a few things to keep in mind when using this. First of all, it will do way more damage if your enemy is by himself, so attempt to use it when your enemy isn’t surrounded by minions. Another important aspect of your Q is that it will refresh your attack cooldown, so use it right after a standard auto attack for a good 1-2 combo. I like the visual effect this spell has on Mord’s mace – it almost looks as if he were straight out of Soul Caliber and just soul-charged. Mord should be in the next Soul Caliber.
Creeping Death:

This is an awesome spell, but should be maxed last. 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 like Magneto. But not gay.
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.











2X


1X

9X


9X


9X



As I said, runes should reflect your playstyle, and these are my personal favorites. These will make you stronger right from the start, and if Mord gets a strong start he quickly snowballs and becomes unstoppable.





DECENT CHOICES:











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

I go with 9/21/0 masteries. Like my rune setup, this is primarily to help Mord out during early game when he is weakest. The 9 points in offense gets you that boost to

Allow me to take a moment to stress the importance of adaptability. Yes, I have certain items I prefer and some that I take in >95% of the games I play in, but building to counter the enemy team is critical. Always keep in mind the enemy team composition when building – if they are AD heavy emphasize armor, if they are AP heavy emphasize MR, if they are squishy build AP and steamroll huehue.
Starting Items:











Core Build:
A core build is usually classified as the items viable for a champion in >90% of games regardless of team compositions. It is usually between 3-4 items, with the other spaces being filled with situational items specific for the game in question. The items I consider as my core build are as follows:















Situational Items:
Personal Favorites:



“What if I need armor?”









“What if I need magic resistance?”



“What if I want to hit harder?”










The following three sections are an attempt to briefly lay out everything I know about Mord. I will break my playstyle down into three subgroups: early game, mid game, and late game.

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 have around 600-700 gold (give or take), usually right around the time you hit level 5 if farming correctly. Once you’re there, recall and pick up an


NOW is when you start to bully. 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



Warding:
When going mid, drop a ward on either side of the river. I like to cover both entrances from the enemy jungle, while also keeping an eye on the river and enemy wraith camp:



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. The best way to do this is to time your spells so you hit them right before they hit you. This will charge your shield just before you take damage and will allow you to win exchanges 90% of the time. 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. In this situation, I usually use



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. This also allows you to sneak around and counterjungle your enemy, particularly at his wraith camp – Mord clears wraiths in about 2 seconds. The problem with pushing your lane is that the enemy hero will still keep up on experience, and if he is good will be able to last hit fairly well under his tower. If you want 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:
To recap this section:
- Take mid or top lane
- Play conservative and last hit minions
- Recall and shop when you reach 600-700 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 midlane and farm for the first 15 minutes or so. I recommend getting Sorcerer’s Shoes as early as possible; they will make your spells quite a bit more potent and you’ll further gain the upper hand. You should always make sure that you have enough gold for 1-2 more wards and 3-5 health potions every time you recall. As Mord you should pretty much always have a couple wards and health potions in your inventory. Plan ahead and figure out how much gold you need – it’s very annoying having to sit on your respawn and jack off while you’re waiting for that last bit of gold.
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 your lane and start roaming 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 M5, TSM, Fnatic, AAA, etc. – all the pros put huge emphasis on map control. You should too, and given that Mord is one of the best farmers in the game, you should contributing to the ward fund.

-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.
It is hard to really get into specifics about midgame playstyle, 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 to carry for them.
-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. This vexes me. I am terribly vexed.
-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.
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