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I agree that the utility bonuses are pretty good to have. But the bonuses you get from the 9 offense points are better for tanking.
Other tanks might not have the same use of them. But what makes Mordekeiser unique is that he tanks better the more damage he does with his spells.
His spells give shield depending on how much dmg he does and his ulti gives hp(lifesteals) more depending on his magic dmg.
Also; while this build may be very good for tanking most of the time, it can easily be countered by getting Madred's Bloodrazor. Most good enemies get it when an enemy stacks hp..
I don't want to stray too far into the DPS realm with this build, as I have bigger plans for an ability power Morde
I use the runes I do because someone fighting me on their own(especially amongst minions) has nowhere near the burst damage to take me down, so I would rather point my runes more towards end-game and the evolution of my character rather than how high of base health he starts out with as I can just pick up a ruby crystal for the "extra health" if I need it..but the health regen/5 item works out nicely when you buy it first.
Idk why I've never taken ignite. I've tried it before it honestly doesn't match my play style with him. You can get merc treads...that's a matter of your opponents. I tend to do about twice as much damage with this build than I do with my of my other builds(granted, I'm not farming the whole time with them but most of them do a lot of AoE).
Also, I haven't used ignite now that it can't be cleansed, but I do see a large improvement in my ultimate now that it can't be cleansed either. I could test it out, but I get enough kills/assists with fortify that I find it viable. It will either deter them from the tower in time for you to get there, or do enough splash damage to them that you can run in behind them and R/alt-W/E/Q up into them. If you have another friend with you they can stun them and they will asplode.
The magic pen talent in offensive? Because I'm tanking, and the abilities do enough damage to keep my shield up. Not having the grab the prerequisite talents allows me to get cool masteries like the +6% health regen,+xp,+gold instead of +ap,-cd%,magic pen. The health regen keeps me alive longer and the xp/gold help me reach my final stage quicker. I sometimes run this build with either experience or gold quints for the extra 6% xp or extra 3gold per 10..silly, but it helps. I do see that Ardor is kind of silly for this build though, and I've been thinking about taking the points out of it and putting them into black physical damage and the leftover in minion damage reduc.
I find warmogs more applicable to this style of play because it has much more health regen, and both the health and regen build up over your farming which is -ungodly- easy with morde(and it won't go away if your teammates leave you stranded in a 1v5). I get force of nature sometimes because it does have the immense health regen, but usually later in the game unless they're heavy magic based.
Mostly Magic - spirit visage, merc boots, warmogs, force of nature, anything(maybe another warmogs..I do it sometimes because they stack and I can get ridic health.)
Mostly Physical - warmogs, ninja tabi, spirit visage, thornmail, randuins, warmog's.
Halfish - spirit visage, ninja tabi, warmogs, thornmail, force of nature, guardian angel.
But sure, record a match and comment on why this build works better than other ones.
I wanna know why there's no ignite, why you don't get the magic pen mastery, why you don't get mercury's threads, why you get those runes(and why they're better than others ofc) and why this is better than 3sunfire+force of nature+rylai's.
If you could explain that I'd re-think my opinion of this build.
Also, tank morde is the best morde in imho. He's a threat because he doesn't die, he doesn't need to do damage. (Thats what dps' are for)
+1
http://i26.tinypic.com/24gn37s.jpg
You should provide actually feedback instead of just rating -1 and saying "wrong"
So many things that should be changed that I won't even bother mentioning them..