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Mordekaiser Build Guide by LwStudio

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League of Legends Build Guide Author LwStudio

Hydralisk Mordekaiser

LwStudio Last updated on June 11, 2011
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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.


Brute Force
Improved Rally

Offense: 24

Strength of Spirit
Veteran's Scars

Defense: 6

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 0

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During the most recent winter solstice - when no other night during the year is longer - a being like no other emerged from the forgotten alleyways of Noxus. Standing eight feet tall, and concealed within a razor-sharp armored shell, he came to be known only as Mordekaiser. The nature of what lies beneath his metallic carapace is a popular subject of speculation. Many allege that he is a mortal man with a heart that has hardened to iron. Others insist that he is a dark specimen of the undead. But there are some who whisper warnings that he is merely a foreshadowing of something terrible and unprecedented yet to come. Despite the public conjecture and curiosity, none have discovered what lies beneath his alloyed exterior. What is known is this: Mordekaiser arrived unannounced at the Institute one day and, with a rasp that crept ice up the spines of all within earshot, requested to join the League of Legends.

Upon glimpsing his fearful visage, most keep their distance, fortunately unaware that his touch bears a sinister scourge. Those who stumble within his grasp fall victim to incurable maladies. In fact, Mordeakiser seems mystically attuned to sickness, as if it feeds and comprises part of his chilling essence. He now stalks the slums of Noxus, drawn to the plague-ridden and diseased. However, there is something in his clever tactics, something in his noble stance, and something in the tone of his unearthly commands that has led many to believe that Mordekaiser is more than just a foot soldier. Some see the distinguishing characteristics of a general. While many have learned to accept the evidence of this unsettling possibility, a lingering questions keeps them wary at the witching hour: if Mordekaiser is a general, what nightmarish legion lurks at his command?

''The common perception is that the encompassing armor protects him, I fear that - for the fragile time being - it actually protects us.'' - Rozuel Fecirem, Arch Adjudicator, noted in Mordekaiser's eligibility evaluation.

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General Information

Mordekaiser seems like a tank to many, but he is really just an off tanky mage. His shield is what makes many believe he is a tank, and this is useful because you deal tremendous damage while your shield helps you stay alive. You should be careful though, because Mordekaiser is indeed pretty squishy and slow early game. Just keep your shield up and stay alive.

During team fights, you should initiate by using your ultimate on their carry and also using ignite on them (if necessary). That way, you can receive during the whole team fight as their carry dies. Your job is to tank some damage while dealing damage to their carries and slowing everybody. You will dominate in team fights that is slightly in your team's favor.

Because your items consist of frozen mallet and the scepter, you won't have a problem with chasing enemies especially with your 435 movement speed.

This is a hybrid build, so at the moment where you have both your force of nature, boots, and frozen mallet, you should be butt-whooping carries. Always have your W skill on during team fights and keep using your E and Q to hit as many characters as possible. This way, your shield will tank all the damage coming to you (mostly). If they focus you down while you keep your shield up, your team will most likely dominate.

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Skill Sequence

What I've displayed above is general. But ultimately you should have E and W maxed as soon as possible (E preferably) because these two skills give you the most skills and are very useful for farming and shielding purposes. Your Q should be maxed last because you should have your core items (Force of Nature, Randuin's Omen, Frozen Mallet, Mercury Treads) by the time you are level 18. At this stage, you are very powerful.

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This is where your skill sequence of W and E varies. If you are getting harassed, you will not have time to get between the minions to use your W. You can always put the W on a minion for your shield to regenerate, but it's not as effective and it only hits around 3 minions at a time and the minion dies.

But generally, depending on if you're getting harassed or not, you can always use your E to last hit and get shield. Preferably, you want to use your E on as many minions and champions as possible. If you're getting harassed, your Q should be maxed first in order to pop in and steal minion kills as well as regenerate shield. If you're doing well in your lane, you should have your W on yourself and you should be in between all of the minions. Use your E to last hit, and don't use it to damage the minions and then you might miss some last hits. Remember, last hitting is important on a Mordekaiser early game because he needs that Force of Nature.

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Why Force of Nature to begin with? This is a crucial part of Mordekaiser. He is an off tank, and thus he needs the magic resistance. The other thing about Force of Nature is that it gives you speed. Mordekaiser is a very great chaser, and this helps the movement speed in addition to your runes and such.
Randuin's Omen builds into your tankiness and chasing abilities. Omen's active slows nearby enemies which helps when the enemy you're chasing uses a skill to evade your slow. This gives enough time to go back into hitting your enemy with your Frozen Mallet and your Scepter.
As said before, Randuin's Omen helps slow down enemies when you are stunned or slowed. Mercury Treads help reduce the tenacity and will allow you to continue chasing the enemy.
Frozen Mallet is mainly to help your tankiness with the addition of health and more slow.

With these main four core items, you will have a great advantage in game. From here, you can do MANY different combinations.

I get Hextech Gunblade and Rylai's Crystal Scepter.

This is preferred against a very tanky team. It helps regain your health as well as do much damage, and you can slow down their carries and dominate them.

If you are facing a team where you must remain tanky, you should get such items like:

This is really good because you will tank much damage, and you will still remain alive. So you won't get focused, and you will be able to focus on chasing their carry away.

Thornmail is really good against a mostly AD based team, or if the team has a very fed AD carry. You will be able to tank their damage while chasing them down in team fights.

This item will give you ability power AND magic resistance. This is good if you really need more damage AND magic resistance.