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League of Legends Build Guide Author LosTWiND

Mordekaiser, the Master of Ice?

LosTWiND Last updated on September 2, 2010
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Top Lane
Ranked #23 in
Top Lane
Win 52%
Get More Stats

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: 9

Strength of Spirit
Veteran's Scars

Defense: 0

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

Utility: 21

During the winter solstice, on the darkest day of the year, a being like no other emerged from the forgotten alleyways of Noxus. Standing eight feet tall, and concealed within a razor-sharp armored shell, he came to be known only as Mordekaiser. The nature of what lies beneath his carbonized carapace is a popular subject of speculation. Many allege that he is a mortal man with a heart that has hardened to iron. Others insist that he is a dark specimen of the undead. But there are some who whisper warnings that he is merely a foreshadowing of something terrible and unprecedented yet to come. Despite the public conjecture and curiosity, none have discovered what lies beneath his alloyed exterior. What is known is this: Mordekaiser arrived unannounced at the Institute one day and, with a rasp that crept ice up the spines of all within earshot, requested to join the League of Legends.

Upon glimpsing his fearful visage, most keep their distance, fortunately unaware that his touch bears a sinister scourge. Those who stumble within his grasp fall victim to incurable maladies. In fact, Mordekaiser seems mystically attuned to sickness, as if it feeds and comprises part of his chilling essence. He now stalks the slums of Noxus, drawn to the plague-ridden and diseased. However, there is something in his clever tactics, something in his noble stance, something in the tone of his unearthly commands that has led many to believe that Mordekaiser is more than just a foot soldier. Some see the distinguishing characteristics of a general. While many have learned to accept the evidence of this unsettling possibility, a lingering question keeps them wary at the witching hour: If Mordekaiser is a general, what nightmarish legion lurks at his command?

"The common perception is that the encompassing armor protects him, I fear that -- for the fragile time being -- it actually protects us."
Tags : Pusher, Tough, Fighter, Tank, Melee, Heal, Pet, Shield

Iron Man
(Innate): 25% of the damage dealt from ability is converted in to a temporary shield. Maximum
shield strength is 650 health, and the minimum is 140. The shield decays by 3% per second.
Mace of Spades
On next hit, Mordekaiser swings his mace with such force that it echos out, striking up to 3 additional nearby targets, dealing his attack damage plus bonus damage. If the target is alone, the bonus damage is doubled.

Bonus Damage: 20/40/60/80/100
Cost: 30/35/40/45/50 Health
Cooldown: 8/7/6/5/4 seconds
Creeping Death
Unleashes a protective cloud of metal shards to surround an ally, increasing armor and magic resistance and dealing magic damage per second to enemies in the cloud.

Cooldown: 20/18/16/14/12 seconds
Armor & Magic Res: Increase: 10/15/20/25/30
Magic Damage: 16/32/48/64/80 (+.1 per ability power)
Cost: 26/32/38/44/50 Health
Siphon of Destruction
Mordekaiser damages enemies in a cone in front of him, dealing magic damage. For each unit hit, Mordekaiser's shield absorbs additional health.

Cooldown: 6 seconds
Magic Damage: 65/110/155/200/245 (+.25 per ability power)
Additional Health: 6/9/12/15/18
Cost: 24/36/48/60/72 Health
Children of the Grave
Mordekaiser curses an enemy champion for 8 seconds, stealing life. 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 quarter of their ability power, and attack damage. the spirit gains a percentage of Mordekaiser's adjusted damage, ability power, and health totals.

Cooldown: 120/105/90 seconds
Life Stolen: 3/3.5/4% life per second (+0.002% per ability power)
Spirit Percentage: 65/75/85%
Cost: No cost

I believe thatandis the way to go. Ignite is a must-have, since it spices up your ultimate nicely and makes it harder for champions to heal their way to survival. Ghost is a great escaping/chasing move, and lasts longer than flash for those marathon escapes all the way up a lane.
- HP boost, HP regen and armor. This is REQUIRED. This lets you stay in lane and cast more skills during all of the match.
- Mag pen! You need it to charge your shield and deal good damage with abilities and sunfire, believe me, they will feel it.
- High MR, Movement speed and some HP regen.
/- Great HP and slow, mass slow.
- I severely underestimated this item. It really can turn the tides of teambattles.

Great Survivability
Good Damage
Good Harass
One of the best farmers in the game, early to late
Excellent Chaser once we get Frozen Mallet (Or Lizard Buff)

Squishy early game when shield is not up
No form of crowd control at all
No nuke

Playstyle / How To Play Mordekaiser

HitSiphon of Destruction, then target the creeps. Repeat every time it comes off cooldown. If you can hit the enemy champion AND the creeps, do it. If you cannot, always favor the creeps. You need to keep your shield up constantly so you can be in there last hitting. Keep pressure on whoever you are against, unless they have lifesteal. If they have lifesteal, just opt to keep castingSiphon of Destruction on as many creeps as possible and move in for last hits with your shield up.

At level 6, you can either do an+combo on the person mid, or you can head to the side lanes to go for a double kill gank. You'll want to prioritize the enemy with the least amount of health, followed by the enemy closest to the turret. If you can kill the guy under the turret, you also cut off the escape route for his teammate. Nothing is more frustrating than getting back to your tower to find a spirit waiting to clobber you.

Now just keep roaming and pushing your lane. You can push pretty quickly thanks to your farming abilities, so if you see there is no-one in middle lane feel free to push and whack at the tower for a bit.

Basically the same as playing solo. You want to keep castingSiphon of Destruction on creeps+enemy when possible, with a preference for creeps. Just stand in the middle of the creeps and keep last hitting like a madman while keeping your shield up withSiphon of Destruction every time it comes off cooldown. If an enemy gets too close to your creeps, punish him and laugh as he wastes mana to simply take down your shield. Ideally your teammate will not be auto attacking as well or else the fight can quickly end up under your enemy tower. Just be smart to try to manage it so it stays in the middle. At level 6, do your thing if they give you an opening. Your goal the first 8-9 levels of the game should be to make as much gold as possible. The biggest thing here is just staying alive.

Your best lanemates will be anyone with CC and a nuke. Mordekaiser can go with a lot of people, really, just make sure they understand that you have no CC or nuke so that they know what you are and are not capable of.


If you don't know by now, you use Alt+Right Click to control your spirit individually from your champion. This can be used for quite a few different purposes:

Chasing - As mentioned before, with Frozen Mallet applying to your spirits attacks, chasing becomes a strong suit of your ultimate. Use your spirit to chase after an enemy while you take an alternate route to cut them off and ensure the kill. Alternatively, have your spirit slow one target while you slow another, allowing for you and your team to get that important Ace.

Tower Diving - Especially early levels, tower diving with your spirit is a huge advantage. It can usually take 5-6 tower shots early game, and deal an impressive amount of damage to anyone cowering underneath. Early game what I like to do is after we kill 1 person in a lane and I get my spirit, I'll send the spirit under the tower to attack the enemy while I slip through their jungle to the gap between the two towers. As the enemy falls back to the 2nd tower to avoid the spirit, they run right into me waiting with a quickSiphon of Destruction for the finish.

Tanking - You can send the spirit in first to tank a tower just as you would when diving. Sometimes the seconds saved by having the spirit tank while creeps are incoming is enough to finish the tower off. You can also send him into the middle of a team fight to create quite a bit of confusion for enemies who are simply right clicking low health targets and waste their abilities on your spirit.

WARNING: If your spirit attacks an enemy while under a tower, and you are in range, the tower will attack you instead of the spirit.

I mentioned it before as well, but I just wanted to emphasize that whenever possible you should hit the enemy with Ignite when you use your ultimate. The difference is usually just enough to get the kill and give you that all important spirit. You can also tower dive using your passive shield just to get your ignite+ultimate off to finish an enemy. Generally the shield can take 1.5-2 tower hits at any level when it is maxed.