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Build Guide by Kameleon

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League of Legends Build Guide Author Kameleon


Kameleon Last updated on September 30, 2010
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Top Lane
Ranked #23 in
Top Lane
Win 51%
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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: 9

Strength of Spirit
Veteran's Scars

Defense: 21

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

Utility: 0

Mordekaiser, the Master of Metal:
During the winter solstice, on the darkest day of the year, 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 carbonized 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, Mordekaiser 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, 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 question 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."


Ironman: This is what makes Mordekaiser, well Mordekaiser. This shield will let you absorb DPS carry damage, laugh in the face of champions that some call "nukes", and just be generally and unbelievably invincible.

The shield is affected by armor and magic resist, and in this guide we will utilize that fact to the max!


- Affected by armor and magic resist
- Charged by your abilities dealing damage
- Drains over time
- The name is a song called Ironman by Black Sabbath

Mace of Spades: Activate this ability and on next attack will do damage. Scales with physical attack damage and not ability power. Nothing noteworthy or game-breaking.


- Scales with attack damage
- Pretty much useless, unless your last hitting alot
- The name is a play on word from the song Ace of Spaces by Motorhead

Creeping Death: Does moderate AOE damage, boosts your armor and magic resist, and makes you look scary and cool.


- Eliminates the need for Sunfire Cape
- Gives you armor and magic resist
- The name is a song by Metallica

Siphon of Destruction: Remember how I said Iron Man made Mordekaiser, Mordekaiser? So does this. This move is the most important in your arsenal. It damages enemies in a cone in front of you, and charges your shield based on how many people you hit (which should be as many as possible).


- Main method of shield-charging
- Surprisingly long range - just a little further than what you think
- The more units you hit, the more shield you get
- Positioned right, you can hit all six minions in a wave
- The spell name refers to the song Symphony of Destruction by Megadeth

Children of the Grave: This ability will turn the tides in a team battle. It will go from 5v5 to 6v4. Your 'soul' companion will only be around for 30 seconds or until someone kills it.


- Cannot be cleansed!
- Heals you, increases damage and charges your shield :)
- Does damage based on %
- You can alt right-click to make your 'soul' attack a particular champion or even tank a turret.


I run Ghost and Ignite. Ignite help to pull off your ultimate, while Ghost can get you to safety or run down an enemy.

If you don't like Ghost feel free to use Flash.

Greater Mark of Insight
Magic penetration is one of the main focuses of this build, so these marks are very important indeed.

Greater Seal of Evasion
Pound for pound, these runes give you the best defense against auto-attackers out of any other rune. Your magic resistance will help you counter spells, and your newly acquired dodge chance will save you from DPSers far and wide.

Greater Glyph of Shielding
These runes should be a staple to any character. Everybody from Annie to Warwick will hit you with spells, and this is your defense against them. This will enable you to shrug off nukes and allow you to focus less on defense and more on offense.

Greater Quintessence of Fortitude
You are absolutely right, I said that health wasn't very important to Mordekaiser. And it isn't. Three of these runes will net you a bonus 100 health at the start of the game, and will also give you more room to cast your abilities, which all cost health.

I go 9/21/0 for my build but honestly after playing Morde so much, you can also go 0/21/9 or 9/0/21. It becomes preference at this point. Mordekaiser gives you some room to play your style.

First off, you want Siphon of Destruction. This is your most important farming and damaging ability, so do I hear any complaints when I say to max this ability first?

Secondly, you want his ultimate. Of course. Luckily, with this skilling order there will be absolutely no competition between Children of the Grave and Siphon of Destruction. If there is, then you didn't listen to me.

Thirdly, you want to prioritize Creeping Death. Besides the obvious benefit, you get a great defense boost while charging your shield with it's AoE damage. It's better than Sunfire Cape, and looks cooler. This skill is Mordekaiser's most underestimated, since the effect is more subtle than the rest, but no less dangerous. Hence, "Creeping Death". Clever, isn't it?

Finally, you want Mace of Spades. It deserves to be leveled last. Why? Look at the other skills, and ask yourself what would be sacrificed for a level in Mace of Spades? Siphon of Destruction is too important, Children of the Grave is your ultimate, Creeping Death gives you more damage to more people, plus armor and magic resist.

What you buy as Mordekaiser dictates what kind of game you will play. Will you stack sunfires, and becoming a burning mass of pain? Will you pick up some swords and cleave your way to victory? Will you don Warmog's armor and become the indestructible untargeted useless lump of metal?

I propose a new Mordekaiser. A Mordekaiser never seen before. One who goes against theoretical stats and plays against the enemy's greatest weakness: themselves. This Mordekaiser does not have the highest effective health, the most AP, or even a mediocre DPS. However, this is by far the most fearsome Mordekaiser out there, and many have fallen before him. Ladies (both of you) and Gentlemen, I give you:


This build seeks to achieve the most heinous magic penetration possible. Due to Mordekaiser's poor AP ratios, you get very little bang for your buck when it comes to those types of items. With magic penetration, instead of making yourself stronger, you just make your foes weaker! Instead of building your damage, negate your opponent's defense.
With enough magic penetration, your abilities will start to do an increased amount of damage instead of a less-reduced amount of damage. Use your opponent's carelessness to your advantage! Many players, especially DPS carries, rely on damage, critical strikes, attack speed, etc. to keep themselves alive and kicking. Because of this and the fact that magic resistance does not increase per level, they often wield very small amounts of magic resist that you can easily overcome. Enemy champions won't know what hit them as you pound their poor, clueless bodies with your devastating spells.
Always remember: The more damage you do, the more shield you have!

Runes and masteries included, this is you on level one. Some people prefer to grab Rejuvenation Bead and 5 or 6 health potions, but I disagree. Doran's Shield will give you a great health boost (goes well with the three Greater Quintessence of Fortitudes I told you to get), a sufficient health regeneration rate, and even a lick of armor. Some people don't like it because it doesn't build into anything (or claim its for beginners -- they could not be more wrong), but you may find that most games end with the Shield still equipped. Besides, you can always sell the darn thing.
You will be extremely hard to kill, not to mention be a farming machine. Like a tractor, except you have a deep-throated laugh.

Doran's Shield + 1x Health Potion
-This is an amazing beginning combo. You will be able to outlast your opponents, and you even have a nice little health potion if things get rough.

First trip back (this will cost 800-1250 gold -- you know you can stay out that long! You should have around this much by level 6-ish, and if you've been harassing well then maybe even a kill!):

1x or 2x Regrowth Pendant + Boots of Speed
- Just to get this out of the way, if you return to base with less than 1250 gold, get Boots of Speed first and then gather up as many Regrowth Pendants you can lay your gauntlets on.
- Justification, you say? Sure, says I. Please don't ask me about the boots. No champion should have to schlepp their way to a lane without a pair. As for the Regrowth Pendants, it gives you all the health regeneration you need to use your spells all the time (which by now is a problem, since Doran's Shield no longer cuts it), and gives you ultimate lane domination.

After that, who knows how long you'll be away from the base for, so I'm just going to tell you the order of items to get.

Sorcerer's Shoes: After this baby, you'll almost be breaking the standard magic resist of most champions. Your spells will begin to do roughly 20% more damage. An alternative to these are Mercury's Treads, but I find that Mordekaiser is well equipped to soak up any punishment coming his way while disabled.

Haunting Guise: I know, not a great item, especially since they removed the spell vamp from it, but it gives +20 magic penetration and it's fairly inexpensive. With this magic penetration bonus, you will be able to slice through most standard champion magic resists. The best part about this item is that during the early game when you acquire it, most other champions will be working hard on completing their core items. This rigid model often does not allow much leeway for situational items, and with 40 magic penetration your spells will often hit with their full intensity. This point is proven every time you solo against a caster who upgrades their Boots of Speed into Sorcerer's Shoes for 750 gold. For that same amount, they could have bought a Negatron Cloak, and saved themselves a lot of damage, but 9 and a half times out of 10, your enemies will not think that way.

Heart of Gold: This is the first part of Randuin's Omen I like to get, since it gives me money and I'm greedy. You can get Warden's Mail first if you like, though.

Warden's Mail: Next stop, Randuin's Omen!

Randuin's Omen: This is the next stop, as referred to above. This item is great because it gives you health regeneration (enhanced by Spirit Visage), armor, cooldown reduction (this item will push your cooldown reduction to almost the max, as promised!), and two different slow effects. The first is inherited from Warden's Mail, and will slow attackers' movement and attack speeds. The second, more important slow lies in its activated ability. Use this frequently and never forget about it! The slow affects movement and attack speeds, and is great for turning the tides in a teamfight, fleeing, and winning small battles. Remember, the cooldown is short, so use it whenever you can! Just because it is an AoE doesn't mean you can't use it on one person.

Force of Nature: Since you already have the duo of Regrowth Pendants, this bad boy should be easy to make. Keep in mind that you may want to build this before Randuin's Omen if facing a caster-heavy team.

Rylai's Scepter: At some point grab a Giant Belt so you can snowball it into an Rylai's Scepter. This item is great for slowing down enemy champions, so you can last hit them or even get your ultimate off.

Banshee's Veil: For your last slot, you can add more armor or magic resist depending on the other teams make up. You can even add more ability power items. I prefer Banshee's Veil to negate a spell, thus keeping my shield up and allowing me to do my thing.

- Capable of dishing out massive amounts of AoE damage
- Survivability is through the roof
- Works very well with many team compositions
- Excellent solo laner(you want the 2v1 lane if someone on your team is jungling)
- Massive amounts of magic penetration

- No slowing power without items
- Reliant on attacking to maintain shield

Enjoy. Always willing to listen to criticism and talk about the Master of Metal!