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Mordekaiser Build Guide by Final Cat

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

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League of Legends Build Guide Author Final Cat

Mordekaiser: The Immovable Object

Final Cat Last updated on August 9, 2011
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Top Lane
Ranked #36 in
Top Lane
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.


Brute Force
Improved Rally

Offense: 10

Strength of Spirit
Veteran's Scars

Defense: 20

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

Utility: 0

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Hello, I'm Final Cat. And through my many months of playing this game, I have only found one champion that I can consistently dominate with, regardless of how bad my team is doing; Mordekaiser. His ability to be extremely tanky while still putting out loads of damage is unmatched. But yet I still see people playing Mordekaiser improperly; building AP items right off the bat and wondering why other people playing Mordekaiser can sit in a 1v3 and still come out on top. That is the reason I am creating this build.

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I use an unusual 10/20/0 mastery build, and some people may disagree with my point in Burning Embers, because of how great Tenacity is. But for me, it is crucial to have as much ability power early on as possible without the use of items, and without sacrificing tanky-ness. This allows me to snowball well into late game.

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I mainly use these runes in order to deal lots of damage without the use of items. Magic penetration reds for damage, ability power quints and glyphs for MORE damage (although you're free to use magic pen quints if you wish), and flat armor seals just for tanky-ness (and because ability power yellows suck!).

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Summoner Spells

I use ignite because the Ult + ignite combo is just so deadly on mordekaiser. Words can't describe how much damage that does. Also, because of my masteries, when I use ignite, I get a free 10 AP. ftw.

I use flash because Mordekaiser has no escape spells, and when you over-extend a little bit too far into the enemy spawning pool, you might need to flash out to survive.

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Pros / Cons

Pros -

He's tanky.
He deals a lot of damage.
He's the coolest looking champ in the game.

Cons -

No CC (his only real downfall)
He sometimes can't 1v5 the enemy team

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Skill Sequence

I get all three of my skills as soon as possible, because combining all of them allows you to pretty much demolish an entire creep wave at level 3. Some people might say that it's absolutely terrible to instantly annihilate an entire creep wave, because it will make you prone to ganks, but those people don't play mordekaiser! It will take at least 3 people, and exhaust, and an ignite to bring you down at any point in the game. And plus, if you push the lane to the enemy tower, they will lose creep kills to their own tower.

Anyways, you should generally level your skills in this order (unless you're playing DPS Mordekaiser lol):

R > E > W > Q

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Some people might not like rushing Warmog's Armour, due to the large minion farm required to get full stacks, or due to the general opinion of all the idiots on the forums. But I LOVE Warmog's, especially on Mordekaiser, due to his great farming potential. Now on to the way I build my mordekaiser throughout the game.

First, grab a solo lane and get a Regrowth Pendent and health potion, because Mordekaiser's spells cost HP.

After you've got enough gold for a Giant's Belt and Boots of Speed, head back to base.

Next, you're going to want to finish off that Warmog's Armor and get Boots of Swiftness. Now hurry up and farm up that Warmog's.

Now depending on whether or not the enemy is doing mostly AD or mostly AP damage, you're going to need a Sunfire Cape (AD) or a Force of Nature (AP). The item that you don't get first, you should get afterwards.

From here on out, you're tanky and unkillable, while still doing some damage because of the runes, masteries, and high base damages. All you need is a little bit more damage to carry your team to victory, if you haven't already. Hurry up and get an Abyssal Scepter if their casters got really fed or get a Hextech Gunblade if they can't touch you and you just want to melt faces. If the game drags out and the enemy AD carry gets a full build, you should probably sell your sunfire cape and buy a thornmail, it will completely counter them.

It's pretty much GG from there, unless you have 2 or more leavers, then it's POSSIBLE that you'll lose, but not likely.