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Mordekaiser Build Guide by Your Desired Username

Top Mordekaiser | The One-Way-Ticket to Brazil

Top Mordekaiser | The One-Way-Ticket to Brazil

Updated on May 1, 2022
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League of Legends Build Guide Author Your Desired Username Build Guide By Your Desired Username 76 12 57,782 Views 12 Comments
76 12 57,782 Views 12 Comments
League of Legends Build Guide Author Your Desired Username Mordekaiser Build Guide By Your Desired Username Updated on May 1, 2022
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Runes: Confident Frostfire

1 2 3 4
Legend: Tenacity
Last Stand


+8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
+15-140 HP (lvls 1-18)


1 2
LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Champion Build Guide

Mordekaiser | The One-Way-Ticket to Brazil

By Your Desired Username
About Me
My IGN is Hausbrandt, my peak is Master. I've peaked Rank 1 in EUW on LeagueOfGraphs' Mordekaiser Leaderboard. I've peaked Rank 2 on Lolalytics' Mordekaiser Leaderboard and Rank 1 on OPGG's Mordekaiser Leaderboard. My winrate with him this season is 59% in 240 games.


I stream on twitch, so check out my channel!

TwitchTV Link

Strengths and Weaknesses


+Easy to pick up
+Good Mid to Late-Game
+Powerful in low elo
+Hard to take down
+Deals notable damage
+Good dueling


-Hard to pull off in high elo
-Low skill ceiling
-Weak without his Ultimate
-Weak early





Conqueror is the best keystone for Mordekaiser and should be taken 99% of the time, simply because it perfectly complements his playstyle, which is extended fights. It's also good in every stage of the game.

Grasp of the Undying

Grasp of the Undying is a viable but slightly worse keystone than Conqueror, as your extended fights aren't that good. The good thing about Grasp of the Undying is, though, that your laning phase becomes slightly easier and you could argue that it carries over into the late-game with it's permanent max-health, but it's just not as good as Conqueror.

Lethal Tempo

Lethal Tempo is a pretty cheesy and overstat keystone that gives you an easier time in lane but sort of falls short vs. Conqueror in the late game. This keystone is also only really worth it if you are going the Riftmaker build, as your AA's won't deal much damage otherwise and the Attack Speed will be somewhat wasted.

Everything else

Every other keystone than these three rarely find play on Mordekaiser, as they just simply don't fit his playstyle. I recommend never going any of these unless you're going a For-Fun-Build.
Non-Keystone Runes

Precision Tree

The Precision Tree is the best one for Mordekaiser and should always be taken as first or secondary.


Triumph is not only inherently good on Mordekaiser, as it lets you dive better, 1v2 better and teamfight better, but also are the other two runes in this row completely useless on Mordekaiser, so always take Triumph.

Last Stand

Mordekaiser can make very good use of Last Stand if he uses his Indestructible correctly, which is as soon as you got the max bonus from Last Stand, or in other words, at 30% HP. The maximum bonus of Last Stand is bigger than that of Coup de Grace and is granted for longer, so always take Last Stand.

Legend: Tenacity

Legend: Tenacity grants you Tenacity , which is important on Mordekaiser in every game. Take Legend: Tenacity if you know that you won't be taking Mercury's Treads, otherwise you will get deminishing return of it.

Legend: Alacrity

Take Legend: Alacrity over Legend: Tenacity if the enemy team has little to no CC. This, however, is pretty rare and usually attack speed is not that important on Mordekaiser anyway, so, by default, go with Legend: Tenacity.

Resolve Tree

The Resolve Tree is the second best tree for Mordekaiser and should also always be taken as first or secondary.


Conditioning is in my opinion the best rune to take in the Resolve Tree, partly because I am confident enough in winning lane without either Second Wind or Bone Plating, but also because it gives you so much free gold worth of stats, roughly 600g on average.

Bone Plating

Bone Plating is a powerful rune in the laning phase that lets you outtrade an opponent that is normally stronger than you. Take it into champions, that can't proc it from range, such as Jax or Wukong. Personally though, I am confident enough in winning lane without it, so I usually take Conditioning instead.


Revitalize has more value when going Riftmaker, as you will be healing more. Still, Revitalize is also a good rune when going Frostfire Gauntlet, it just comes down to preference which rune to take, as they are all good.


Unflinching is extremely useful when the enemy team has alot of slows or generally tons of CC. It should be taken into champions like Dr. Mundo, Ashe or Tahm Kench.


I like Overgrowth for a similar reason to Conditioning. They are essentially the same runes, just one grants Health and one grants Armor and MR. I like the gold in stats it grants for free, which is around 700g per game.

Second Wind

Second Wind, similar to Bone Plating, is mostly useful in the laning phase and should be taken into poke lanes like Gnar, Teemo or Quinn if you are otherwise not confident in winning these lanes.

Shield Bash

Shield Bash is not bad but in my opinion just a worse version of Revitalize, but in the end if you prefer it then take it. It is viable.


Demolish's value obviously depends on how often you use it. You usually only have access to the enemy's turret if you are ahead of them or if they are missing, because you either killed them or they went roaming. So, take this rune if you are absolutely sure that you will stomp your opponent or if you know that your opponent will be roaming alot.

Inspiration Tree

The Inspiration Tree is somewhat niche and is exclusive to the Riftmaker build for reasons that I will clarify now:

Approach Velocity

Approach Velocity grants you 7.5% movement speed towards movement impaired enemies, doubled if you are the source of the impairment. Effectively, what this means is that, when you are chasing someone with the help of Rylai's Crystal Scepter, you will permanently benefit from the 15% movement speed buff. As I explained below in the Items section, buying Rylai's Crystal Scepter is only really worth it when also building Riftmaker.

Magical Footwear

The only other rune in the Inspiration Tree that is worth taking is Magical Footwear. Not only this, but also is it pretty good in itself; you get free boots that also have a permanent 10 movement speed buff. The only problem with this rune is that, in a hard match-up that requires either Plated Steelcaps or Mercury's Treads to be rushed, you will not have access to them until around minute 10, which forces you to either rush Bramble Vest instead of Plated Steelcaps or to just sit on a Null-Magic Mantle until minute 10. With all this said, resort to only taking this when you are either confident to win lane without boots or if you have an easy match-up to begin with.

Everything Else

Every other rune than the ones stated have little to no synergy with Mordekaiser and should never be taken, unless you are going for a For-Fun-Build.

Rune Stats

For the Rune Stats, there are a few combinations that you can choose from, depending on your preferation and the build you will be going for.

Frostfire Default (Personal Favorite)

When building Frostfire Gauntlet, Attack Speed is not as important, as you will not be stacking AP, so we take Ability Haste instead. In the next row, take AP. Why AP, you ask? Well, 9 AP is worth more gold than 6 Armor or 9 Magic Resist. In the third row, take scaling HP, because it's stats are way better than that of Magic Resist or Armor. Additionally, Health always retains the same value, no matter how much you already stacked. Armor and Magic Resist's value, on the other hand, deminishes the more you have, and you will stack alot of resistances on Mordekaiser.

Frostfire Defensive

Instead of taking Adaptive Force, you can take Armor or Magic Resist in the middle row. This is a better option for when you are less confident in a specific lane or on Mordekaiser in general.

Riftmaker Default

When building Riftmaker, you will have more AP than on Frostfire Gauntlet, so Attack Speed will have higher value. In the second row, take Adaptive Force. In the third row, take Armor or Magic Resist depending on your match-up.
Summoner Spells

Summoner Spells


As an immobile champion, Mordekaiser needs Flash, as it will be his only means to beat slippery and kitey champions. It also gives him outplay potential. Not taking Flash will render you useless.


Ignite is the best Summoner Spell to take on Mordekaiser along with Flash, and here's why: Mordekaiser's stigma is the "Late game immortal raid boss teamfighter". The problem is that most of these titles are only appliccable if Mordekaiser is fed, and this is where Ignite comes into play, eliminating his weakness early and allowing him to snowball, while not completely sacrificing his late game power. Ignite also fixes most of your bad matchups. This will require you to learn how to lane without Teleport, which is in itself not a bad thing, but it might take a while to get used to.


Teleport should be taken into a lane that you are not confident in winning even with Ignite or into match-ups that offer ABSOLUTELY NO kill pressure pre-6 no matter how hard you try, for instance some of the ranged match-ups. You will not kill them pre-6 (assuming they play well) and after 6 you will not need ignite in order to kill them. Still, this is very rare and I still like to take Ignite in these lanes to be sure I can kill them post-6.

Mythic Choice




Choosing between Riftmaker and Frostfire Gauntlet is relatively easy. Two factors go into this decision: The amount of DPS your team has and the amount of DPS the enemy team has. The latter is slightly more important. If the enemy team has alot of DPS, go Frostfire Gauntlet. If it doesn't, go Riftmaker. If your team has alot of DPS already, go Frostfire Gauntlet. If not, go Riftmaker. General rules of thumb are: If the enemy team has 2 or more low DPS champs, go Riftmaker. If your team has only 3 or less damage dealers, go Riftmaker. If none of these apply, go Frostfire Gauntlet. As you can see, you will be going Frostfire Gauntlet more often, as the last few seasons have added way too much damage to the game. Personally, I would love going Riftmaker every game but it's just not possible with all this damage. You can be full items with a Riftmaker build and literally get oneshot by an assassin if they have Serpent's Fang.


Frostfire Gauntlet


+Alot tankier
+Slows every 4 seconds
+Easier Waveclear


-Less sustained damage
-No Omnivamp



+Sustained damage
+Shreds Tanks
+More healing


-Relies more on hitting abilities
-Gets killed more easily

Starting Items

Dark Seal (Highly recommended)

Dark Seal is the single best starting item for Mordekaiser and I build it in around 99.9% of my games, because I am confident in winning lane and if you do win lane, it becomes insanely gold efficient, roughly 500% when fully stacked. It should be noted that you can only go this item if you took Ignite (which you should also always take) because winning lane becomes so much easier with it. With the 150g remaining, buy Refillable Potion, not triple Health Potion. If you're not confident in winning lane, took Teleport or don't like Dark Seal for some other reason, try the items following this.

Doran's Ring (Not recommended)

Build Doran's Ring into every melee match-up with little to no poke.

Doran's Shield (Not recommended)

Build Doran's Shield into poke lanes.

Early Rush Items



Plated Steelcaps

Rush Plated Steelcaps against all Champions that deal most of their damage with Auto-Attacks. Perfect examples are Tryndamere, Yone, Yasuo, Jax, Sett and so on.

Mercury's Treads

Mercury's Treads are very effective against AP heavy or tank champions that have some sort of CC that can help them escape, such as Kennen, Ryze, Heimerdinger, Karma, Malphite, et cetera.

Bramble Vest

Bramble Vest should be built against AD healing champions that you've fallen behind or are already insanely strong regardless of gold. The latter would include Olaf, Warwick or Darius.

Oblivion Orb

Build Oblivion Orb into every other healing champion.


If none of the above applies to your lane opponent or if you are confident to win without them, build straight into Frostfire Gauntlet or Riftmaker. If you are building Riftmaker and are ahead of your opponent, build Blasting Wand first instead of Leeching Leer because you won't need its defensive stats.

Core Items/Most Games

Demonic Embrace

Demonic Embrace is arguably the best legendary item for Mordekaiser, because your passive procs its burn, applying it permanently on your enemies during a fight. Also, you will be stacking HP with essentially every item you buy, which grants you extra AP with Demonic. You should build it in every game as your second or third item.

Spirit Visage

Spirit Visage is also a core item of Mordekaiser because of its great synergy with his kit. His shield, which is already big, will get amplified and the heal afterwards aswell. You conqueror healing will also be amplified. Even if the enemy has no AP source, build this item.

Randuin's Omen

Randuin's Omen is the best armor item for Mordekaiser, and should be built if the enemy team has at least 2 AD Champions. It is better than Thornmail because Thornmail's 60% healing debuff can only be procced by your Death's Grasp, which can miss and also has a pretty long cooldown. If you need healing reduction, go Morellonomicon.

Riftmaker Exclusive

Zhonya's Hourglass

Zhonya's Hourglass is a core item for the Riftmaker build, though not so much for the Frostfire Gauntlet build. Here's why: The effectiveness of Zhonya's Hourglass on a certain Champion is dictated by the relative amount of time you can survive the enemy's damage that is added by Zhonya's Hourglass. As an example, we can take the amount of time you can tank 5 people with the two different builds, and compare how much 2.5 seconds are in relation to that time. On average, a full Frostfire Gauntlet build will let you tank the entire enemy team for roughly 4-5 seconds. With a Riftmaker build, this number drops to around 2-3 seconds if we assume the enemy has anti-healing. What we end up with is 60% vs. 100%. Thus, building Zhonya's Hourglass is way more effective when going Riftmaker. On a side note, the average Mage tanks the enemy team for around 0.4 seconds. This makes the percentage of Zhonya's Hourglass's time relative to that number around 600%.

Rylai's Crystal Scepter

Rylai's Crystal Scepter is a snowbally item that should exclusively be built when going Riftmaker, because the slow from Frostfire Gauntlet does not stack with the slow of Rylai's Crystal Scepter. If you have this item, an opponent without a dash will simply not be able to escape you, which makes it a great buy for when you are ahead. It is also a great rush item if you already got a few kills in lane. If you come back to lane with this item and hit one E on your opponent, you can simply run them down with the perma-slow. It also has a fairly low cost, making it easier to rush.



Morellonomicon is better than Thornmail as I explained above and if 2 or more Champions in the enemy team have healing, build it.


The only situations, in which you should build Thornmail instead of Morellonomicon is if you are up against a full AD composition or if the enemy has an insane amount of DPS and you really need the tankiness.

Ahead/Offensive Items

Cosmic Drive

Cosmic Drive is a fun item when you are ahead, or vs a low DPS comp. Every single one of its stats are super good on Mordekaiser and its passive also synergises well with Mordekaiser's kit.

Nashor's Tooth

Nashor's Tooth is a niche but effective item for when you are up against a tanky enemy team. It doesn't give you any defensive stats, so only build it when you are ahead or vs. a low DPS comp. It also makes you win practically every 1v1.

Mejai's Soulstealer

Mejai's Soulstealer is even more niche than Nashor's Tooth, because Mordekaiser, unlike most Champions who build Mejai's Soulstealer, needs to come close to the enemy in order to engage in a fight with them and is thus more prone to dying. So, if you want to build this item you either have to be fed enough to simply not die anymore or you have to play more safe, which I personally find boring so you should probably just sit on your Dark Seal.


Shadowflame is a situational item that you can build vs. shield heavy comps or matchups if you would be having difficulties otherwise.

Defensive Items

Force of Nature

Force of Nature is an insanely efficient item when facing a heavy AP team. It makes you so much tankier vs magic damage and it also gives you a ton of MS. Make sure to only build this item if Spirit Visage is not enough, though.

Abyssal Mask

Build Abyssal Mask instead of Force of Nature if your team is AP-heavy. It gives you insane utility, tankiness and, of course, increased damage. Depending on how little AP damage the enemy team has and how much your team has, you can even build this as your only MR item.

Gargoyle Stoneplate

Gargoyle Stoneplate should be built as a last item if the enemy team has too much DPS. It lets you tank 5 people and use your W twice if you use Gargoyle Stoneplate's active in between of the W's. Additionally, nobody expects you to have this item, so you can bait them with low hp and when they try killing you, you can surprise them with a 3000HP shield.

Item Set

If you want these items as a set ingame, you can copy this text and import it into your client:

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Laning Phase


Fake-Leashing is the act of not showing on lane before 1:45 when your jungler started bot-side. This way, the enemy team cannot exclude the possibility of your jungler starting top-side. Of course, showing up late requires you to sacrifice some lane-prio. Thus, this should not be done against certain champions that make excellent use of early lane-prio, such as Tryndamere, Irelia, Yone or Yasuo.


Mordekaiser's base stats are terrible and you level your W at level 3, so you get one-shot before that. Pretty much everyone beats you in this stage, so play safe and don't get engaged, you will probably lose half of your HP or more. You can use this stage to poke down your enemy with Q's to prepare for an all-in as soon as you hit level 3, but I recommend just getting as much CS as possible. Even better, if you can poke the enemy AND get CS, do it.


If you are up against a champion that is very weak in the early game or someone that yielded lane-prio for some other reason and lacks waveclear, the Cheater-Recall is an excellent way of "cheating" your way into an early advantage and allowing you to freeze. The execution is quite simple: First, get early lane prio. Obviously, into most match-ups for Mordekaiser, this is quite hard and sometimes even impossible, but just in case you did actually get early lane prio, follow the second step: Slow push the first two waves. This means to first of all push, but to also not have your wave crash into the enemys tower, so that it can stack up as many minions as possible. As soon as the third wave arrives, push it as hard as you can. As your stacked up wave crashes into the enemy's tower, recall. If you didn't miss too many minions, you will be able to afford a Ruby Crystal or Cloth Armor or even a Null-Magic Mantle if you're vs. AP. Assuming your lane opponent has low wave-clear, he should not be able to fully shove the wave before you return to lane. This means that you can now freeze the wave that is pushing toward you. I've explained freezing further below in this same Tab. The enemy will also not be able to simply break your freeze, because you have an item advantage.

Levels 3-5

You will still lose against roughly half of all toplaners during these levels, unless you have poked them down enough. If your enemy is not that strong early-game or poked down, try for an all-in. If both is not the case, keep poking and farming from afar. You can go for trades but keep them short. Use the Basic Short Trade in this stage of the game. I have explained the Basic Short Trade in the Mechanics/Combos-Tab.


This is where you get really strong. Your Realm of Death + Ignite makes you an insane duelist. You can 1v1 most toplaners at this point, so try forcing all-ins.

Farming under Turret

Farming under turret isn't something that can really be taught, it just comes with experience. What you should know, though, is that Mordekaiser sucks at farming under turret and you should try avoiding it at all costs. Alternatives include: Freezing, clearing the wave before it crashes or to just perma-shove but this is not the best option most of the time.


Freezing is an insanely effective method of consolidating a lead by starving out your opponent. If a freeze can be pulled off, it's really strong and should be done. Freezing requires 3 prerequisites. These include:

Your ability to freeze
Obviously, a freeze can only be pulled off if you know how and what a freeze even is. If you don't, a freeze is essentially a wave state where you have the waves crash into each other on your side of the lane and to keep the waves there by always having the enemy wave have 3 caster minions more.

You being stronger than your opponent
If your opponent is stronger than you, he will simply "thaw out" the wave by killing your minions and having them crash into your turret. This way the waves will reset and crash in middle of the lane again. If you are stronger than your opponent, you can punish him whenever he tries to touch the wave/cs.

The wave state allowing it
You can only initiate a freeze if the enemy wave is pushing towards you. You can manipulate the wave to push toward you either by crashing multiple waves into the enemy tower with a slow push, or to briefly tank a reset wave in front of the enemy turret so that the waves crash on the opponents side of the lane. This will cause a slow push towards you.

The beauty of a freeze lies mostly in the fact that you are ungankable and if the opponent tries to even get xp, he will be prone to a gank. The only problem with freezing as Mordekaiser is that you will break the freeze yourself if you bully the opponent. So, if you want to bully the opponent, be sure to always all-in him, otherwise you will be left with a thawed out wave. If you kill him, hard shove the wave and back. When you are back to lane, the enemy wave will slow push into you again, allowing you to freeze once more.

Here's a diagram to better understand the wave state that is required for a freeze: (It's a bit older but it still applies)


This strategy is pretty simple and essentially consists of this: You hard-shove every wave under the enemy's turret and poke your oppponent with isolated Q's as they are farming the minions you just shoved. Once they are low enough, dive them, preferably using the E-R combo. This strategy has 2 prerequisites:

1. You are ahead/stronger than your opponent
In order to shove the waves, you obviously need to be stronger than your opponent, otherwise they will just kill you.

2. Your opponent does not have anti-poke/sustain or is too tanky
If your opponent can't be poked down low enough and just keeps sustaining your damage, you can't dive him. Similarly, tanky champions take way too long to reach an adequate amount of HP to be dove. These champions include most tanks, such as Ornn, Sion, Tahm Kench, Dr. Mundo or Cho'Gath. As an example for Champions that simply sustain your poke you can take Sett. In addition to all this, Champions that can CC you while you are poking them under turret are also immune to this strategy, as they can simply CC you, such as Darius' Apprehend, and have you take more damage than them or even kill you. If you are ahead against any of these kinds of champs, try freezing to press your lead.

You should also note that, when applying this strategy, you don't really need to ward the river bush right next to the lane, because you are ahead enough to simply 1v2 the jungler and toplaner. Rather than that, save your wards for vision on their buffs or generally choke points in their jungle. If your opponent under turret ever just Recall s and does NOT Teleport back, try getting at least one turret plating and make sure to clear one more wave, even if that means going behind the enemy turret to clear it.

After Killing your Lane Opponent

Generally after you kill your opponent, you want the wave to push toward you as you come back to lane and guarantee the enemy toplaner to not be able to fully shove it, so that you can set up a freeze and consolidate your lead. In this case, we would always try to come back to lane at the same time as our opponent, to first of all get as much as possible while they are dead (which ALWAYS includes shoving the wave, and getting platings IF the time allows it) and second of all to not allow them to shove before we arrive, as this would cause the wave to reset. For this, we need to simply Recall when the opponent's death timer is at 8 seconds. This will guarantee for both to return to lane at roughly the same time. All this, though, does not apply when you are making use of the "Perma-Shove" Strategy. Here, a reset wave doesn't really bother you, as you will just be shoving it again, so you can get more platings, as long as the opponent is not there. Also, if you are ever really ahead, what you can do is, after you kill your opponent, shove the wave and walk into the lane bush closest the opponents turret. This will make them think you Recall ed, but in reality you were just waiting for them to come back. When they walk past you, just kill them again.

Objective Macro

Whenever there is about a 1 minute timer on Dragon and you know that your team can contest it, push out the top wave and walk to Dragon . If you know that your team cannot contest it, splitpush top and try to get the t2 tower. Whenever Baron Nashor is up or about to come up, try not to be too far away from it. If you know that your team cannot contest it, splitpush bot. The enemy will be at Baron Nashor , which is the opposite of the map. If they are NOT on Baron Nashor , and instead try to 3v1 you, signal your team to do Nashor. Otherwise, if your team could theoretically keep the enemy from doing Nash, stay close to it. Even better, if your team can force a Nash, go for it. If you took Teleport (Why), you can Splitpush while an objective is coming up or is up on the opposite of the map and use it when your team starts fighting (if that will result in your team winning).
If Baron Nashor , Dragon or even Rift Herald are on low HP, you can indirectly "secure" it by ulting the enemy jungler. In your Realm of Death he cannot interact with said objective, leaving your jungler to freely smite it and get it with a 99% probability. I highly recommend doing this whenever the enemy jungler has potential to steal an objective. Place a Ward over the wall and just ult him. You will not kill him, but that is worth it.


Teamfighting with Mordekaiser is fairly straightforward.

Before the fight
Before anything happens, choose your prefered ult target. I've explained the process in the Ability Usage-Tab.

You can be the one to engage, but I would strongly advise against it. Your only "Engage"-Ability is your E, if you can even call it that. Your E, though, is not reliable at all and will most likely not hit more than 2 people. If, though, you can be sure to hit at least 3 people with an E, definitely go for it. If you absolutely need to be the one to engage and are not sure to hit E, chances are you won't be able to ult your prefered target, as you will have to immediately ult someone to not be oneshot.

If your team has an engage, just walk to your target and ult. If your target is not already in your melee range, use the E-R Combo. If you don't know, what the E-R Combo is, look it up in the Mechanics/Combos-Tab. If both teams are even, the result of the teamfight depends heavily on you killing your target in Brazil. If you don't, your ult will be somewhat wasted and Mordekaiser without his ultimate is kind of weak. Also, if you do kill your target inside Brazil the fight will turn into a 5v4 in your favor. After leaving Brazil, always try to E the backline if it still exists. They are the only ones that can bring you down. If you hit, try killing the enemy you hooked. If you miss your E or there is no backline, just fight the people in front of you and try surviving for as long as possible.

Farm, Farm, Farm!

Keep up your CS! Even if that means taking some jungle camps. CS is the biggest and most reliable source of Gold, and can sometimes even bring you ahead of someone with many kills. If you are ever moving somewhere, always make sure to take CS there, or get at least 1 kill, otherwise moving there will be wasted. Rule of Thumb is to never go below 6CS per minute.

Keep up in XP!

Arguably even more important than your gold, especially when considering that Mordekaiser has a few level scalings in his kit itself, so make sure you are NEVER behind in levels. The stats a champion gets with one level is roughly equal to one kill or two waves worth of gold. When you are ahead in levels, you feel like a raid boss. Equally, when you are behind, you feel really weak and you just get one-shot.


Mordekaiser's late game is not as strong as it once was, but by no means weak. Not much changes here, Macro-wise, except for making sure to not die and always being at Objectives in time, as they get shred this late into the game. If you're trapping/going for catch plays, always make sure the enemy does not have vision on you.
Ability Usage

Q - Obliterate | Positioning

Isolating Q

As you already know, your Q deals 160% damage if it hits only 1 enemy. When fighting near or inside minions, try aiming your Q so that it hits only the enemy champion. Not only will this deal more damage to your enemy, but also will you not push the wave this way. Depending on your game plan, this will be a huge benefit.

W - Indestructible | Timing

Timing in short and long trades

In a long trade/all-in make sure to ALWAYS use your max shield. If not, it's wasted potential and it often makes the difference in early fights. Short trades are different. If you try to go for the max shield in a short trade, chances are you won't even get to use it until the trade is already over. So, try using it as you are still fighting, without laying too much value on getting the max shield. Obviously, you need to make sure to NOT carry it over into a long trade if your shield was too small. Another thing to keep in mind is to only go for short trades if your shield is already at least 1/3 full.

Early to Mid-Game

On Mordekaiser, you will be taking Last Stand. If you shield at around 30% HP, you gain the most out of Last Stand because it will be active for longer than if you use W any earlier. This only applies to all-in fights.


At this stage in the game, your W's cooldown will be low enough to use it twice in one fight. For this reason, try to W as early as possible in order to be able to use it once more.

Consuming W

If you can know for sure that a fight won't be happening for the next 8-ish seconds, you can consume your W shield for healing.

E - Death's Grasp | Come Here!

Normal Usage

The normal usage of your E is to obviously bring people closer to you so you can beat the **** out of them. It's hitbox is pretty thin and it's cast time is rather slow, making it hard to hit.


As you might already know, your E works like this: It gets spawned on the ground and a hand swipes from top to bottom. Enemies only get dragged if they are hit by the hand, meaning that the further away they are from the top of your E, the easier it will be for them to dodge it. If you want to increase its chance of hitting, place the top of your E as close to your opponent as possible while also excluding the possiblitly of them escaping towards the top of it.

The E Self-Peel

Many already know this one but most of the players execute it the wrong way, by having their cursor too far ahead of Mordekaiser when using E. This often leads to the E not even hitting the champion that is chasing them. For those who don't know, as you are running away from someone, you can plant your Death's Grasp right in front of you so that it essentially spawns below you. The enemy chasing you will either have to walk back or get pulled back, both resulting in you getting away from them. Higher skill level players will expect you to do this, so they will try to chase beside you. When they do this you can try to place the E on the side he is running.

Here's how it looks:

R - Realm of Death | Brazil

Usages of Ult

To win the 1v1
The most obvious reason. You steal 10% of your targets stats and gain those stolen stats, effectively becoming 20% stronger than your target. Some champions, such as Trundle, also have a stat stealing gimick, just like Mordekaiser. It is preferable to steal their stats after they steal yours, so that you gain some of the stolen stats back.

Common Misconception:
The description of Realm of Death says 10% of the target's CORE stats. This leads many to believe that Mordekaiser is simply stealing their BASE stats, meaning the stats they would have without any items or runes, only from levels. THIS IS FALSE. In this context, CORE stats stands for a select few stats, which include Attack Damage, Ability Power, Max Health, Armor, Magic Resist and Attack Speed, of which 10% of their TOTAL value is stolen, NOT their BASE values or BONUS values.

Effectively, what this means is that whenever you are fighting an enemy that has some form of stat boost in their ultimate, such as Renekton, Nasus or Volibear, ulting them AFTER they have used ult gives you an advatage over ulting before them, as you steal part of the stats they gained from ulting.

To remove other champions/To make a X>1 vs. 1 a 1vs1
Also fairly obvious. Better to fight 2 1v1s than to fight a 1v2.

To stop the enemy's retreat
Your target cannot walk outside the bounds of the Realm of Death, so he can't run away from you.

To save a teammates life/To peel
When you see the fed Kha'Zix jump onto your ADC, ult him and save your ADC's life.

To deny the enemy jungler from smiting/stealing an objective
If you ult the enemy jungler before the objective's health bar drops to around 2000 HP, you effectively guarantee your team to get said objective, as he can no longer interact with it inside the Realm of Death.

Choosing Ult Target

1st Priority:
Your target has no way to Cleanse your ultimate. This includes Quicksilver Sash, which ADC's often like to build vs. Mordekaiser, Gangplank's Remove Scurvy, Alistar's Unbreakable Will, Olaf's Ragnarok, and so on. If they do have a Cleanse and use it on your ult, it is wasted. Weirdly enough, though, the actual Summoner Spell Cleanse does NOT cleanse your Ultimate, so don't be afraid of ulting the ADC if he took it.

2nd Priority:
You need to be able to actually kill your target in the Realm of Death, otherwise your Ultimate was wasted. Even worse, if your target can beat you, then you essentially played yourself, because you too cannot escape the Realm of Death before the 7 seconds are over.

3rd Priority:
You need to be able to reach the target/catch up to them. If the target jumps over a wall or perma kites you, your ultimate is wasted.

4th Priority:
Your target needs to be useful to the enemy team. Your ultimate is essentially wasted if you use it on the 0/17 Nunu that has been rolling it down mid the entire game. Ulting the Diana, for example, who is really good at teamfighting, would be way more effective.

Ult Timing

1st Priority:
When you are on the verge of death. Don't wait any longer, ult NOW!

2nd Priority:
When your target is adequately low. If your target is at full HP at the time of ulting him, chances are you won't be able to kill them in time. Even in a 1v2 situation you should wait before your targets HP is low enough to be able to kill him in the Realm of Death. This does not apply as much to squishier targets as they are usually easier to kill, unless they have good means of escape.

Fighting inside your Ultimate

If your target is actively fighting you inside the Realm of Death:
Nothing to add to the usual fighting, just fight like you would fight outside.

If your target is running from you inside the Realm of Death:
Do NOT use your E as your target is running from you, you will miss it 90% of the time. The target is going to expect you to throw your E and run in a wavy line. Instead, just run at them until you can throw an Auto-Attack at them. This will slow them and guarantee you next spell to hit, which would preferably be your E, so that you can also guarantee your Q to hit right after.
Regarding Mechanics and Combos, Mordekaiser does not have much to offer, there are a few mentionable ones, though.


E-Q Combo vs. Q-E Combo

Most Mordekaiser players always use the E-Q combo, which is not bad, but the Q-E combo is better in most situations and here's why:

1. The Q-E Combo is faster

Assuming you start walking toward your opponent after you've hit the first spell of your combo, you can start walking after Q'ing because your E does not need you to stand still. In the E-Q combo, after hitting E you would still have to stand still once again because of your Q. Additionally, Your Q ending frames overlap with the beginning frames of your E.

2. The Q-E Combo is easier to land

People do not expect you to throw your E right after your Q, making it easier to hit. When you are chasing someone, they will expect you to use your E first and we all know that hitting your E is practically impossible when they know you will be using E. Your E is harder to hit than Q because of its long cast time and thinner hitbox. If you Q them first, which will more probably hit than E, they will reveal their dodge pattern or maybe not even try dodging anything else afterwards, thinking you do not have E up, because if you did, you would have used it first, making it easier to hit E.

3. It's more satisfying

This one is obviously a more personal reason to use this combo but I just think its more satisfying than the E-Q combo.

When is E-Q better?

If the enemy you are intending to hit is not within your Q range, forcing you to E first in order to be able to hit Q.

Watch the 2 combos in-game and decide for yourself:


Is the opponent running from you in wavy lines?

Everytime they do this it seems like you can't hit any spells, and that's exactly why we won't use any spells. Them running in a wavy line makes them slower, allowing you to catch up to them and AA them until they notice that their strategy isn't working and will start running from you in a straight line again. Now you can hit your spells.



Basic Short Trade

In the laning phase, especially early, this combo will come in handy if you only want to Q-E-AA without extending the fight further. It consists of Q'ing the enemy, then using your E behind you so that it pulls the enemy away from you. While your E is still on the ground, autoattack the enemy. This will guarantee the enemy to be pulled away and to not be able to extend the fight. Use this combo vs. early game powerhouses like Darius, Trundle, Sett, Warwick, and so on, that you would rather not fight for longer.

You can also choose to auto-attack first:


The E-R Combo

If you are fighting a fast champion post-6 that makes it hard to hit E, use the E-R combo to guarantee it to land.

Why does it guarantee the E to land?
Your R has a 0.5 second cast time, during which the target is slowed by 75%. If you immediately R someone after planting your E right below them, it is practially impossible for them to dodge it. This is obviously ineffective vs. champions with dashes.



Most will know this already, but you can Flash in the middle of Obliterate's animation. This interaction, however, does not behave like most [Ability]-Flash combos: After flashing, your Q will not retain its original direction, but rather its original aim location, which you need to keep in mind when making use of it. This will lead to some very weird looking interactions. The only good scenario I can think of where this interaction actually benefits you is when someone throws an important skillshot at you while you are Q'ing. This way you can flash somewhere else, with that location still being in range for hitting Q. You would stand somewhere else but still hit Q and you dodge the skillshot.

Q-Flash Interaction: (Watch the cursor closely)


Masking R Animation with Q

"Masking" might not be the most accurate word to describe it but it is applicable to some extent. This mechanic is mostly used against a champion that has a spell that briefly makes him unstoppable or gain a spell shield, such as Ornn, Volibear, Kled, Nocturne, Fiora or Sivir. Your R animation hast a cast time of 0.5 seconds, which allows for the enemy to cast their CC-Immunity spell right before your R goes through, putting it on cooldown without actually going through. Most players don't expect you to R right after Q so they won't be as alert.


Here's how it looks in-game:
Dear Iron Revenants

Hi there, King!

You, yes, you reading this. Thank you so much for reading my Mordekaiser Mobafire guide! I've put alot of work into this, so I hope you found this guide helpful and learned a few things. If you did, make sure to give this guide an upvote, it would mean the world to me. If you didn't like this guide, please let me know why and I will try to improve it in that regard. Have a nice day and good luck in your SoloQ games! Also, feel free to ask me any questions in the comments, I'll be happy to answer them.

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