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Mordekaiser Build Guide by Wraithgore

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League of Legends Build Guide Author Wraithgore

Mordekaiser - No Brakes On The Rape Train

Wraithgore Last updated on August 6, 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: 10

Strength of Spirit
Veteran's Scars

Defense: 19

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

Utility: 1

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This is my Tank/AP Mord. Enough Armor/Mres to soak an assault with more than enough AP to dish the hurt back. This is the build I find myself falling into almost every game, with perhaps one item swap. (Covered later) It'll start slow, but a careful early game can result in Mord becoming a rape train- and this train has no brakes.

Mord is a melee caster, meaning most of his damage will come from magic - BUT - he has to be within melee range to do his damage, and thus build his shield up. It's critical to play with this in mind.

Once you feel the game play moving from laning to mid game, it's time to take dives into the jungle, and often! You can clear the unbuffed monsters in 2 hits, and the buffed ones won't take much effort either, especially once you get

Damage to Mord's shield is applied post mitigation, meaning the more Armor/Mres you stack, the harder it is for the enemy to get to your actual health, and if there's an enemy creep wave near their tower? Well, then you just sit fat and happy with full health as you replenish your shield while your team eats the tower.

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Pros / Cons

Amazing burst
Ult can quickly make a 5v5 a 6v4, etc
Can build several different ways to support team
A good bully during the early game
Intimidation factor

Very CC Prone
No CC of his own
Squishy early game
Needs to be in melee range
Constant QQing about him being OP

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My rune choices go for damage output and survivability. These are what work best for me.

x9 - Mpen gives more damage, in turn increasing the amount of shield generated.

x9 - Dodge is my preferred survivability stat. Combined with and it'll provide a TON of damage avoidance that has saved my skin countless times.

x9 - All of Mord's abilities increase off AP. More damage, again, increases the amount of shield generated.

x9 - Moar Mpen.. MOAR!!

Of course there are several other options for Mord, such as Armor/Mres runes, as well as Move Spd ones, but you should be fast enough with the items you'll be getting and with the AP you'll have, you should generate more than enough shield to not worry about that little bit extra Armor/Mres.

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10/19/1 is the way I go. & are mandatory modifiers for damage/survivability. We tear down the defensive tree for Armor/Mres, Dodge, Health, and AP. is invaluable in it's use to chase and escape. Finally, that single point in to make sure you get that kill or get to that team fight in time, or even make that quick escape.

Other specs work well, but going down the defensive tree to at least is crucial to Mord's survivability.

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Skill Sequence

You want to build up as quickly as you can, since aside from your ult it's the only 'ranged' attack you have. Until you get to the upper levels, keep at level 1, which you'll get at champ level 4. After that build up and every chance you get, putting points in at 6, 11, and 16. Your goal here is to deal heavy damage and you won't get it from . Scaling it rapidly at the higher levels will give you more AoE shield generation and some Armor/Mres to help soak tower hits while you push in the mid to late game for their nexus.

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This is where I've found my build to most differ from other Mord's, but I found this to best suit my play style. In World of Warcraft I play a Deathknight amongst others. Until they made it tank only, I played Blood constantly, even now I tank raids using my favorite spec. Being able to sustain myself against an onslaught has always been a factor I loved, so when I found Mord, needless to say I quickly attached myself to this champ. (Strangely, my DK's name is Mordru, Mord for short. Close eh?)

Start with and . The goal is to last hit while using only to keep enemy champs at bay, or to last hit multiple creeps at once.

HP5, Mres, and Move Spd, all in one sexy package, and the passive on this is hard to beat.

A small amount of armor and that ever precious dodge + Move Spd to boot!

Armor up and watch Yi and other high speed hitters kill themselves. Hilarious.

Yes, the mana is useless. That being said, the Mres, Move Spd, and AP are all extremely useful. The passive on this will also turn your into a nuke and all you have to do is activate your abilities to proc it, and the proc works on towers. Now you're actually somewhat useful on tower takedowns!

Sheer AP to make all your abilities hit harder than Mike Tyson in The Hangover.

AP, Health, and that ever useful slow. Mostly we get this for the AP and Health, as once you have your other items, you should be sitting at about 438 Move Spd, which is usually plenty.


instead of if you're hurting for more Mes. You'll lose the health and slow, but retain most of the AP and gain the Mres that can save your hide. The aura from this one is always useful for tearing into people silly enough to stack some Mres.

Not saying there are the only choices for items, and perhaps later I'll include more situational items, but if you build the ones stated above, you shouldn't have much of a problem, nor a need to swap out many, if any, items.

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Summoner Spells

There are 2 spells I use exclusively when I play Mord. They work the best for me and aren't situational which is what draws me to them so much, not to mention they have decent CD's.

Speed boost that allows you to avoid creep collision. Amazing chase and escape ability and a much shorter CD than .

combo with is a double hitter most people won't live through, then you have your very own ghost buddy to soak tower hits for you or even turn the tide in team fights.

Other Summoner Spells

While not a useless skill by any means, I've found to be more reliable and more effective. The long CD on wards me from using it as well.

Good for First Blood and if you're still slow and lacking your slow yourself, but over all loses effectiveness after laning imo.

Useless to Mord without but we don't go that far into the offensive tree, so it's a no go for this one.

Again, not bad considering how prone he is to CC's, but there are far more useful spells for us. makes this more viable, however if they save some disables until after you pop it.. well, it just became a waste then huh?

Need to get somewhere in a big hurry? This will do the trick, but only being able to go to a minion or tower does give it some limits.

With you shouldn't be hurting for health so much that you'd take this.

Mord is the Rape Train. He goes where he pleases and he doesn't need to see into a bush for an ambush. Let a support champ pick this up if they really want it.

Honestly.. if you get this, there's no hope for humanity.

Excellent for the jungle, but since you can take monsters down fairly easy without it, you're better off with other skills. It is funny charging out of the bushes at level 2 with the red buff however.

Another support skill you don't need to bother with. It's +9 damage to minions while available is nice, but we're looking to slay players, and you'll do plenty to those minions with your skills as they are. Best if a tank down the defense tree far enough to pick up picks it up if anyone.

If you die enough that you wanna grab this, you should just try rolling another champ. This spell just screams faster feed.

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This is the first build I've ever made and I tried to include everything. If I missed something, or you think something should be included, please let me know and I'll update/fix accordingly. GL;HF, it is after all, just a game. Please give it a try before voting. It's worth it, I assure you.