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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.
Mordekaiser - Master of Metal
Pros: -great survivability due to Iron Man
-good harassing with Siphon of Destruction
-also good farming with Siphon
Cons: -no CC
-only really a tank once you make him one
-can be easily ganked
Ignite - Great when combined with Children of the Grave. The reason for that is due to ignite's health regen decrease.
Exhaust - Good help for your team, and you as well. Can be used when chasing and getting chased.
Things to be aware of:
Cleanse - Erases both Children of the Grave and Ignite. Take note of who has it, and most likely avoid using your ultimate and Ignite on them.
Healing - This includes both the summoner spell and any champion who has a healing ability. Avoid using ignite and your ultimate on them unless you are sure their healing abilities or Heal are on cooldown.
Mace of Spades - On next hit, Mordekaiser swings his mace with such force that it echoes out, striking up to 3 additional nearby targets, dealing his attack damage plus 20/40/60/80/100 bonus damage. If the target is alone, the bonus damage is doubled. Cooldown: 8/7/6/5/4 seconds. Cost: 30/35/40/45/50 Health. Range: 600.
Not too great. Adds some bonus damage, mostly helpful for its splash damage.
Creeping Death - Unleashes a protective cloud of metal shards to surround an ally, increasing their armor and magic resistance by 10/15/20/25/30 and dealing 20/35/50/65/80 (+0.15) damage per second to enemies in the cloud for 6 seconds. Cooldown: 20/18/16/14/12 seconds. Cost: 26/32/38/44/50 Health. Range: 750. Mostly used to keep your shield up in a crowd of minions or when getting ganked. Can also be used on allies when they have the same problems.
Siphon of Destruction - Mordekaiser damages enemies in a cone in front of him, dealing 65/110/155/200/245 (+0.4) magic damage. For each unit hit, Mordekaiser's shield absorbs an additional 6/9/12/15/18 health. Cooldown: 6/6/6/6/6 seconds. Cost: 24/36/48/60/72 Health. Range: 700. His best non-ultimate ability. Used to farm and attack enemies at a decent distance. Also used to keep his shield up.
Children of the Grave - Curses an enemy champion for 8 seconds, stealing 3/3.5/4% life per second, plus an additional 0.1% per 50 AP. If the target dies while under the effect of the curse, their soul is enslaved and will follow Mordekaiser for 30 seconds. During this time, Mordekaiser gains 25% of their ability power, and attack damage. The spirit gains 65/75/85% + (+%) of Mordekaiser's adjusted damage, ability power, and 50% + (+%) of Mordekaiser's health. Pets can be controlled by holding the alt key and using the right mouse button. Cooldown: 120/105/90 seconds. Cost: No Cost. Range: 850. His ultimate. Good for finishing off enemies, reviving Mordekaiser, and so on. The ghost is great for taking down turrets and assisting in ganks. Also, many people only use it for offensive purposes. Don't be afraid to use it defensively. If you are running away and are about to die, use it on an enemy to keep yourself alive.
Regrowth Pendant - This is perfect for Mordekaiser. It will keep his health up, helping you stay in lane early game. Also, since health is his mana, it will let you spam Siphon of Destruction and always be able to use his abilities in general. It also builds into Warmog's Armor, so it isn't just wasted.
Mercury's Treads - Mordekaiser is very subjected to slows, stuns, taunts, all that good stuff. This will help you escape ganks easily.
Warmog's Armor - This is a must when building Mordekaiser as a tank. It gives you massive health and health regeneration. The reason it is taken early is because it is a great way to build health early.
Phage - You are building this into Frozen Mallet eventually, so this way you can get your health up a bit, and also have the perks of Frozen Mallet from time to time early on.
Frozen Mallet - Great when chasing enemies down, and adds a lot of health and attack power.
Sunfire Cape - Good armor and health. Great passive, especially when stacked two or three times. The two Sunfire Capes are split by Randuin's Omen for the following reason.
Randuin's Omen - Great amount of armor and decent health. Taken before the second Sunfire cape because it gives double the armor, and you do not really NEED the second Sunfire Cape.
And now for the in-game stuff.
As you can see by my ability order, get Siphon of Destruction whenever possible. This is for several reasons. Being cone-shaped, it clearly hits several targets at once, making it great for farming. Try to use it on a group of minions who have low health to ensure that you get the gold for killing them. Another reason is it's his only ability that has some range, making it great for harassing. Lastly, it adds a great amount of health to your shield. This is extremely helpful in surviving in case you are targeted early or you are too greedy and tower dive. The shield will absorb the shots! For this reason, you CAN engage on one target early. This combined with exhaust and ignite, you are ensured that your team will get first blood. As long as your lanemate can hold his own, just try to survive until you can get Warmog's Armor, and then you will begin to become unstoppable.
This is where Mordekaiser begins to shine. By now you should at least have Warmog's Armor, and be on your way to building Frozen Mallet. As long as you have survived for the most part, you will be on your way. You should be about levels 8-12, and taken out at least one turret in your lane. Your health, along with your shield, will make you a ganking and turret tanking machine. When you get kills with Children of the Grave, or as long as they die when it is cast on them, you can put their ghost on the turret, allowing you to easily take it out. You can also send the ghost in to dive in past turrets and finish off any enemies who have low health and are about to escape. Don't be afraid to dive into battles, but make sure the fight isn't a lost cause. Again, you can always use Children of the Grave in case you are about to die. In champion battles, once you get a kill or two, get out of their. Being the tank of your team, you will likely be targeted and, believe it or not, can easily be killed since you are in the front lines. Your health isn't too high yet, so you will not be untouchable.
At this point, you should have most of your main build over and done with, making you impossible to kill. Anyone who comes near you is done for because of your ridiculous survivability, frozen mallet prevents them from escaping, exhaust, ignite, and your ulti. If you have not taken out many turrets yet, you will now. You can just dive in, no minions or any help from teammates, and destroy turrets with ease. You should be able to push and you may be the deciding factor in your teams victory because of your pushing ability. As a final note, don't worry if you don't have too many kills. Your K/D should still be high, since won't have died too often. You may also of a ****LOAD of assists because of Ignite and Children of the Grave.
Well, that's it. I hope you found this guide helpful and please, feel free to comment with suggestions to make it better. Enjoy :)