Mordekaiser Build Guide by SketchtheHunter
Jungle Mordekaiser: The Unstoppable ForceBy SketchtheHunter | Updated on November 29, 2020
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Runes: My Fave
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Ability Order
Threats & Synergies
A common theme in these threats is that they can stall out your ulti. Thanks to Lamb's Respite and their range, a good Kindred will equate to a wasted ult should you target them,
Very annoying. He loves to farm just as much as you do but has an instant way to get out of the way of your Q. Can very easily stall out your ulti. Try to bully around lvl 3 to stop him in his tracks.
It doesn't matter which kayn we're talking about. Shadow assassin is crazy slippery and a pain in the ass to pin down during your ultimate. If there's any part of the arena you can't get to he will run to it and hide there for the whole 7s. Raast on the other hand, does incredibly well into you. High damage, hard cc, and good sustain make him a nightmare to fight. My go-to ban.
Olaf's ultimate acts as a free QSS for him. Fuck this guy.
Xin Zhao can be a frustrating matchup. There's not really one particular thing about him that really makes him a counter, it's just the whole package really.
Pain. In. The. Ass. At every phase of the game this Vastayan son of a bitch has kill potential on you. He's got engage, disengage, reengage, was engaged (it's a long story.) He may not be played Jungle as much as he's played Top but be wary of anyone who locks him in.
This matchup can be tough since WW has just as much if not more sustain than you do. Try to avoid fighting him until you've got some power behind you.
Not really something to worry about in terms of Junglers, just be careful if you see one on the enemy team. He deals absurd amounts of damage while being able to stall out Death Realm with his ult. Not worth a ban but certainly worthy of some caution.
Jax's counterstrike can be an annoying ability to deal with. You need to auto-attack to proc your passive but dodged attacks don't count. It doesn't help that he hits like a truck with Divine Sunderer.
Annoyance. High mobility, a huge as stun/shield with his W, and a get out of jail-free ulti that can also nuke you in extended fights. Bully this one early.
Amumu is just really strong right now with the new tank items. He can deal a lot of damage and pin you down for an uncomfortable amount of time. What makes him a little manageable is that his first clear is terrible, so take advantage of that!
Hard CC, Shields, and Mobility, the three death knells of Mord. She's not *too* oppressive, but, yknow, fuck her.
Only a major threat because his empowered W is a cleanse. If you want to ult him just wait till he uses an empowered ability.
A stat stealer vs. a stat stealer, eh? Not particularly favorable. Thankfully he isn't picked very much, but if you find yourself fighting him, just try to avoid the early fights.
He loves to get close and you don't really have any kiting tools outside of your Q. Approach with care.
Graves can be tricky if he's played well. You need to know when to back off with this one as he can kite you pretty hard.
A good Eve will know how to abuse her charm against you even in the early game. Try to invade and set her back so that you can delay her lvl 6 power spike as long as possible. Just be careful.
This one is a bit weird. On the one hand, he deals a lot of damage early and can kill you relatively easily. On the other he's also incredibly squishy and will often use his only escape tool to get on top of you (which often works against him).
Solid early power but falls off really hard if he doesn't get ahead. He may try to kick you away, but in the Death Realm there is no escape!
A good Fiddlesticks truly is something to fear, but thankfully you can play around him pretty well. Save your E for when he tries to pop his W, as the pull will interrupt the channel. Definitely a matchup where good tracking and game knowledge can really make the difference.
The unholy trinity returns with Volibear. He can out-sustain you with his new W, he can chase you down and CC you with his Q, and shield himself with his E. The thing is even with all that he can still be a very skill-reliant matchup. Try to get the jump on him so you're at an advantage when fighting him, and be wary of his ultimate post-6.
Very similar to Kha'zix. He's got a lot of early power but needs to be played well to be a real threat in duels. Don't worry too hard about his spell shield, if he gets the extra attack speed then whatever. Quick Tip about his E: if he tries to use it on you, you can actually push him away with your E if you cast it super close to you. Use this to break the tether and then reengage.
Here's the thing about Ivern: a good Ivern is the most annoying shit in the game. Thankfully, only 1 in every 100 Iverns is actually worth their salt. He can't duel you, but if his team is playing well and roaming then he can very easily delay fights just long enough for you to find yourself in a 1v2. Big thing to remember is that he loves to invade at lvl 1, so make sure to ward your second buff so you know to counter jungle or not.
One of the rare instances where YOU need to worry about being invaded. Try to avoid her as much as possible and stall out until you hit 3. Then you should be better equipped to fight her.
Can be very frustrating if he gets ahead but struggles to duel you early on. Try to save your E for when he tries to use his own E to escape so you can yank him back toward you. Then just pop Blue Smite if you've got it and boom, free kill.
Nunu & Willump
Tanks are pretty scary right now but Nunu's probably one of the least scary. He struggles to fight you at all stages of the game and the only really annoying parts of his kit are his Q and Ult. If you wanna R him, just wait till he's already low so you don't wind up getting stalled out by his ult's shield. Also, Grievous Wounds.
Eh, he's ok. He's not going to be super oppressive since he doesn't do much damage and doesn't have a lot of CC outside of his E, but he can hang in there long enough for his allies to roam. A decent ult target, tho. HP is always a nice stat to steal.
This one is gonna be listed as TBD for a little while. It'll take a bit to see which version of Shyvana really takes hold in the meta, whether that be AD, full AP, Hybrid, or AP Bruiser. What can be said right now is that if they're running Dark Harvest you have the early game advantage on them. Have confidence when taking scuttle and maybe even invade if the need suits you. If they're running PTA, be a little bit more cautious as she can proc that keystone very easily in the earlygame.
Can be a threat in the early game but will probably be too focused on ganking to interrupt your early clear. If she's knocks you up immediately pop your W to minimize the damage from her Q.
She's got a lot of CC but not a lot of damage. You should outscale her lategame so don't really stress out about her early.
On paper he should counterpick you, but if you buy Grievous and make sure not to ult him then you should be fine. Mundo may go where he pleases, but don't take him to the Death Realm. He loves being at low HP so he can get bonus AD from his E, so make sure you've got a team to back your damage up.
Sett's really not that good of a jungler right now. As long as you stay on your toes so you don't get chunked by Haymaker you should win handily.
Gragas ain't looking too hot right now, but he was never really a great pick into Mord. If he's building tank, you've got a significant advantage early on and will just need to use Unbreakable to outlast his CC. If he's building AP, save it for when he throws out his Q or pops his W.
REALLY bad right now. The terrible clear really seals the deal and makes it very easy for you to waltz into his jungle and take whatever you feel like.
One thing Mord does really well against is other farming AP junglers. The lack of CC and minimal damage early on is a dream for Mord, and once your ahead, their stolen AP can make you hit harder than you already did. She'll try to kite you but as long as you use your E to drag her in and blue smite her, you should be clear to kill her.
Very similar to Lillia. He's got a bit more range, but his damage is less consistent. Don't walk into his W, you dingus, if you can't get to him don't bother since he'll run away indefinitely.
Shaco can really struggle against a behemoth like Mord. Even with the lacking HP of my damage build, he can still struggle to have kill potential on you. Play around his boxes well, or just ult him when you see him place one, and you should be ok.
Jarvan just doesn't work very well against Mord, He just doesn't like to fight 1v1s early and has very minimal damage. If he ults you, ult him back and let the slap fest begin. Genuinely almost forgot this champ existed, tbh.
Very squishy and very predictable. Just don't get rooted and you should have her pinned down.
AD Counterpick? Sure, why not pick him into the AP Champ who loves to autoattack. I can't possibly see this going wrong whatsoever.
Hahahahaha Twitch JG.... Seriously tho, you hard counter him. He has no mobility, a terrible early clear, is incredibly squishy, and crumbles against early pressure. You should be fine.
Synergies aren't really much of a factor for Mord since he's going to be spending a lot of time in the Death Realm. Normally I'd say stuff like Yuumi or Soraka work really well with him since they keep his rampage going after he exits his ultimate, but the thing is they can't really help you while you're in there. So, as a result, I'm actually going to say that engage supports like Blitzcrank synergize about as well as possible with Mordekaiser. By displacing an enemy or simply just holding them down so you can run up to them they allow you to get that crucial ulti off so you can go on a tear. They essentially make the task of getting in the enemy's anus just that bit easier, and who doesn't love a little lube?
Champion Build Guide
- Strong Teamfighting
- Hardest CC in the game (Death Realm)
- Strong Chase Potential
- Massive Burst and Sustained Damage
- Excellent Dueling Potential
- Farm Heavy
- Weak Early Ganks
- Vulnerable to Laner Roams
- Can be Kited
- Damage Falls off Hard When Behind
Once you finish your initial clear it's highly likely that the camps you started with will be coming up soon, so if you still need some cash feel free to rotate back down and start farming your way back up. With Blue side as the example, starting at Red you going Kruggs -> Raptors -> Wolves -> Blue -> Gromp -> Kruggs -> Raptors -> Wolves, etc. Just follow that pattern until you manage to get your first component and boots at which point you can start thinking about ganks.
1. Don't gank without boots. This should be self-explanatory: no one is going to be caught out by a 10 foot tall behemoth trundling in from the river. You need speed to catch people unawares.
2. Don't gank without your first component. Whether that component is Hextech Alternator or Leeching Leer, you're gonna want the extra damage if you want to secure the kill.
You might be able to handily duel the enemy JG without a component but it's a much different story with the laners. They'll most likely be at higher HP and will gladly trade some health to get out. What I try to do is run in as much as possible to try and get them to burn a movement ability or flash, then I use my E to drag them back in.
Post-6 your ganks become a lot more straightforward: just run in and ult them 4head.
Not only that, but it really helps in fights. You need to use it like Sett's Haymaker, waiting till your secondary resource bar is filled to pop the ability so you get as big a shield as possible (reminder that Indestructible's shield lasts a full second longer than Haymaker's). This ability alone allows you to build crazy amounts of damage on Mordekaiser without fear of being bursted down. Are you as tanky as you would be if you built tank items? No, but you're certainly on par with some bruisers, especially if you go Riftmaker into Demonic Embrace.
For starters, let's look at the Mythics. Rocketbelt, Riftmaker, and Night Harvester each provide the same stats so it's largely up to the Mythic Passives and the item effects to determine which you'll want to go with. Personally, I prefer Night Harvester most games. Sure Rocketbelt helps you stick onto foes better but you have to remember that you'll be rocking Predator Boots, blue smite, flash, your E, your R, and the movespeed from your passive. I simply feel like the extra dash you get from Rocketbelt is just a little redundant. As for Riftmaker, this is a much better choice and honestly just comes down to taste. Personally, I don't mind being a little squishier if it means I can chunk people during my ultimate better, but I understand that most people like to play a beefier version of Mord. In that case, Riftmaker is an excellent choice, especially since the Mythic passive is like Rocketbelt's in that it grants 5 Magic pen per legendary item. Just remember that when building so you don't go over the cap and waste gold on redundant items. Now for Night Harvester: even after being nerfed this item is still insane. You can easily take an ADC down to 20% HP with just one Q thanks to this item, it even makes your E take a decent chunk out of enemies. Not to mention the movespeed you get from its effect also lets you stick onto fools even better without the need for an active like Rocketbelt's. It's just an overall wonderful item.
For Legendaries you have your pick of the litter when it comes to damage. So, going from left to right, allow me to explain the benefits of each choice.
Nashor's Tooth is great when it comes to close quarters. Sure the extra DPS you get from the Attack Speed is nice, but what you're really here for is its passive. With this item your autos deal 15(+25% of your AP) as magic damage ON TOP OF THE FACT THAT YOUR AUTOS ALREADY DEAL 40% OF YOUR AP. Now given the fact that I like to build damage on Mord, this means that, late game, your Autos could be dealing over 200 magic damage to enemies. Pretty nutty.
Demonic Embrace is a must-buy in games where you're going to have more sustained fights. Yeah the damage from its burn is nice but what you're really building it for is the armor and magic resist that the burn gives you. It just makes it so that you are deceptively tanky in teamfights, especially if you ult something like a tank.
Rylai's kind of speaks for itself. High AP, solid HP, and a passive that makes your passive nigh inescapable without some sort of mobility spell. A much better buy than previously thanks to the higher AP, and that's about it.
Cosmic Drive is the legendary item that grants the most Ability Haste in the game. In addition it also gives you 70 AP and 200 HP. All of this synergizes amazingly well with Mord.
Lich Bane reminds me very strongly of Nashor's Tooth. Ability power? Pretty good. Bonus Movespeed? Check. Spellblade passive that synergizes well with high AP builds? Oh my God yes. Makes a great 3rd item when paired with Nashor's Tooth.
Rabadan's Deathcap is still the amazing item it's always been. It offers AP on top of AP and can be a huge powerspike lategame. Not something you'll be buying often, but a solid late item if you want it.
Zhonya's has kind of been phased out of Mord's build ever since the introduction of Demonic Embrace, but if you're still hurting for armor and someone on the enemy team is still chunking you through your shield then this can still be a solid buy.
And lastly we have Void Staff. It's not something I find myself building often because it's very easy to make redundant with the wrong Mythic, but with Night Harvester it can be a decent early-game option vs tanks.