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Mordekaiser Build Guide by Kunolio

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League of Legends Build Guide Author Kunolio

Metal up your *** ! (How i play Mordekaiser)

Kunolio Last updated on February 1, 2013
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Top Lane
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Win 48%
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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.



Offense: 21

Honor Guard

Defense: 9


Utility: 0

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Welcome to my guide on how to play Mordekaiser.

I feel i have to say, that i'm in no way a high elo player, and i play most of my games in normal queue, as i can't stand the low-elo solo/duo queue community. Flaming c*nts the lot of them. This build is (does anyone ever read this ? Seriously ?) just "a" way to play the master of metal, so don't loose your sh*t if you disagree (just found out that there's some sort of censoring device active on this website, which censoring swear words. So much for free speech...). The aim of this build is simply to share with the mobafire community, how i play morde. Also, i just made an account, so i felt obligated to do "something" here. Anyways, i will try to explain the item choices further down the guide, but feel free to comment...

Always building a champion a certain way is of course not preferable, and as a cheat sheet can't take into account all the different strengths and weaknesses of other champions (both on your and your opposing team), no build guide will ever be "complete". That said, this is how the Master of Metal usually ends up built, when I play him.

It's pretty much a "glasscannon", but i believe that Morde has enough inbuilt defense, that he is still pretty darn tough to take down, when built this way.

Also, every build is situational, so you will probably not always follow a certain build, on a certain champion. That said, Mordekaiser is really strong, and rarely has to "counter build".

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Pros / Cons of AP Morde

Strong farm
Good sustain
Great harass
Useful in all phases of the game
Borderline OP and easy to play
If you get a good early game, you are susceptible to get a bad case of "the cockiness"
Being cocky will likely kill you
You may end up throwing the game

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Why play Morde ?

See Pros/Cons

Also, he fits well with most team comps, and can really snowball out of control. + (and this is perhaps the biggest reason to play Morde) He is The Master of Metal, and has the essence of Metallica, Megadeth, Motörhead and Black Sabbath embedded in his skills.

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To be honest, i chose my runes, well, because they are my generic caster runes. Ap, magic pen, armor, and MR are great for almost all casters, and since Morde is melee, it's nice to have some defense. You could probably go with magic pen quints, but as i don't have them, i will not include it in this guide, so sue me....

Oh wait, i'm not in America, HA HA, "ignorance"

Moving on...

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My masteries are 21-9-0, with generic caster masteries in offence, and some defensive masteries to finish it off. In the first defense tier, you can take whatever you please. I'm sure some would prefer hp-regen, or tough skin or whatnot, but thats not the reason to set the 9 points in the defensive tree. The reason is the armor and magic resist, that you get in the second tier. I am convinced that masteries and runes are supposed to supplement each other, and since i've suggested magic resist glyphs, and armor seals, i find these masteries great for early game survival. Now, you've probably noticed, that you can't set 3 points in each

Get 3 points in Hardiness and 2 points in Resistance when going top.

If you're going mid, get 3 points in Resistance , and 2 in Hardiness

If you've chosen the hp pr lvl, you will miss out on Veteran's Scars , but to be honest, the 30 HP is not needed.

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I almost always go for ignite, because of the great synergy with Lyandra's and Children of the Grave

Because why not ?w

But lets be honest, you pick the summoner spells that you feel comfortable with. If you prefer Ghost over Flash, then by all means, pick Ghost.

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Ok, here's what everyone looks at in a guide, the items. I will try to explain my why i go for the items shown on the cheat sheet..

But first; You've probably noticed that the "core items" is just one item short of a full build. This is because i consider all of these items a must, when playing Mordekaiser, and they are focused around getting him to excel in each phase of the game. Late game, and with a full build, you can consider if you want to replace any items, but this is a pretty expensive build, and the game will rarely progress as far as to let you get a fully upgraded build.

For First Buys, you have two options;

Amplifying Tome is for when you feel that you can't get good early farm, without taking alot of dmg. Reasoning behind getting Amplifying Tome first, is that it will be easier to get Hextech Revolver on your first trip back. This will massively increase your sustain.

Boots + pots is the path to take, if you feel that you can farm relatively safe. When you are against an opponent who, perhaps, doesn't do alot of burst dmg in the early lvls. This will also allow you to take some harass, without having to go back because of the pots. However, you must be sure to get atleast 1200 gold for a Hextech Revolver on your first recall.

No matter what item you choose as your starter, spend the remainder of your money on pots. Nothing much to say, really...

Going back, Buy sequence and so forth

This is the first item you should build, as it massively boosts your sustain, and gives some nice AP.

Sorcerer's Shoes gives good mobility, and magic pen. Nuff said.
If you, however, have Boots of Speed, and Hextech Revolver, but can't afford to upgrade the boots, start building your Haunting Guise. But be sure to farm enough to upgrade your boots as fast as possible.

I only have one thing to say about Liandry's Torment; RUSH RUSH RUSH to get this item. It is probably the best item on Morde, as it gives a nice amount of AP, and some much needed magic pen + a fair amount of HP. But the best thing on this item, is its passive. HOLY COW it is awesome. I can't tell you how many times i've been in a poke-war/harassment fight against multiple opponents, where one enemy escapes with little to no hp, only to die several seconds later. The synergy with Children of the Grave is out of this world.

This is basicly how your build should look like before the laning phase is over. Some spellvamp, some HP, some AP, some movespeed and Magic pen, + an amazing passive. This is enough for when you are starting mid-game clashes/pushing.


By this stage, you should be looking to spike your AP abit. I find that getting Zhonya's Hourglass before the Deathcap is more effective, because of the passive. Since you will be running around with your team, and propably take pretty heavy dmg, you will want this passive, in order to stay alive. Possible get some regain some HP through Children of the Grave.
Hourglass is best used as a "get free out of jail card", when your champion is being focused. However, most champions have to rely on their teammates to get the enemy team off your a*s, and in the time that they are under the effect of hourglass, they are of no use to the team. Mordekaiser can in other words use hourglass to great effect, if he can help kill the enemy AD carry, (or any other AD/AS based champ), with Children of the Grave. If this happens, you basicly turn a 5v5 fight to a 6v4 fight, which is amazing. The enemy team, however, can choose to focus you, in order to kill the ghost, which is by now wreaking havoc on their team, and will, with one kill, get the fight level again, to a 4v4.

Zhonya's Hourglass has just been buffed, but the cost has increased. But looking at the changes, they aren't that significant, and, if anything, it should be easier to build, since you can start already at 300g for Cloth Armor instead of the old 700 and something g for a Chain Vest. This will probably not change the way i play morde, and i will almost always take hourglass before deathcap.

After the hourglass, go for the deathcap, and WHOOP, your build is complete. All that is left is to figure out what what you want to upgrade Hextech Revolver to, and what 6'th item you want.
On your last item, you should probably get some magic resist, which you can start to build abit earlier, perhaps getting a Negatron Cloak after the hourglass.

Upgrade your boots to your preference. This is something i rarely do until the end of the game, because i don't think it adds enough value to your stats, to allow you to "pause" building your other items.

Rylai's Crystal Scepter also works AMAZING with Lyandra's Torment, and Spirit Visage can be a great defensive item, as it increases your spelvamp, gives HP, magic resist, and some much neglected CDR.

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Summary (last tips and tricks)

If you've read this guide, thank you. The "last tips and tricks" i have are almost non-existant. I have no intention of trying to tell you how to play LoL. You should know the basics of when and where to engage, take wraiths when you are mid, if your jungler is far away, ward placement, and how to last-hit.

Last hitting as Morde can sometimes be a *****, because you will be harassing your opponent everytime he gets near you, and this WILL push your creeps. You will have to know where to place wards based on how far you push/harass, and play on the knowledge you have.

An honorable mention to jhoijhoi for his guide on how to make a guide

And last, but definitely not least, (this is probably more important than anything i have written in this whole guide), keep your Flash on F, and Ignite on D. Listen to as much metal as you can, as this will help you get to "know" Morde on a more personal lvl. Megadeth, Metallica, Motörhead and Black Sabbath are mentioned in the skill set, but i guess Morde wouldn't mind if you had other preferences in the world of metal!