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Spells:
Ghost
Ignite
Ability Order
Darkness Rise (PASSIVE)
Mordekaiser Passive Ability
Guide
Introduction (get it?)
Welcome to my Mordekaiser guide! I'm MTG Gideon and this guide will show you how I play and build for Mordekaiser and ideally make you a better Morde. I would like to take this to ask that you read this guide before voting (especially down voting) and leave any comments that will help me make this guide better.
Mordekaiser is a tanky AP carry. His early game can be slow (emphasis on can) but level 6+ he's nuts. This champion requires some practice, patience, and a killer instinct but trust if you play you'll get there =). Try and read through most or all of the guide. I tried to make the Items section pretty informative and there can be a lot of variance when it comes to building Morde. Now on to the good bits.

Change Log
9/07/11: Updated the Runes section and the Abilities-in-Depth section.
8/30/11: Swapped


8/29/11: Added more details to Runes section and the Items section. Slightly adjusted Item order by swapping


8/28/11: Re-published. Runes section updated. Added

8/27/11: Published.
Pros+High Survivability. +Great Pusher/Farmer. +Awesome ![]() ![]() +Easy to learn. +A Rockstar. |
SPACE |
Cons-Susceptible to CC. -Weaker away from enemy minions. -Difficult to master. -You get focused. -Other players will judge your performance critically. |
Runes

Greater Mark of Insight x9
Cost: 3690 IP (410 IP)Magic Penetration: +8.55
Tip: Magic pen is great for Morde since 90% damage is magic damage. Honestly I couldn't anyone using anything but magic pen Marks.

Greater Seal of Resilience x9
Cost: 1845 IP (205 IP)Armor: +12.69
Tip: Flat armor runes will help your early game out a lot and isn't to bad mid/late game. Actually armor is always good unless say the enemy team is all AP or something.
Or

Greater Seal of Evasion x9
Cost: 7380 IP (820 IP)% Dodge Chance: +6.75%
Tip: Dodge runes are pretty good in general but especially in 3's. They go really good with


Greater Glyph of Focus x9
Cost: 7380 IP (820 IP)Cooldown Reduction: +5.85%
Tip: These reduce Cooldowns a lot and allow you to use your abilities more frequently which is great pretty much all the time.
Or

Greater Glyph of Potency x9
Cost: 3690 IP (410 IP)Ability Power: +8.91 (0.99)
Tip: Flat AP is really really good early game.

Greater Quintessence of Swiftness x3
Cost: 6150 IP (2050 IP)Movement Speed Increase: +4.5% (1.5%)
Tip: I start with boots and have

Or

Greater Quintessence of Resilience x3
Cost: 3075 IP (1025 IP)Armor: +12.78 (4.26)
Tip: This with Dodge seals will give you the most survivability early game so if you are having trouble surviving early game these should be a big help (not to mention they are pretty cheap).
Items
Early Game

Boots of Speed
Cost: 350gUNIQUE Passive: Enhanced Movement 1
Tip: Start off with boots and


Force of Nature
Cost: 2610g (1000g)Effect:
- +40 Health Per 5 Sec
- +76 Magic Resist
- +8 Movement Speed
Tip: The first time you go make sure you buy 1 if not 2 of


Sorcerer's Shoes
Cost: 1100g (750g)Effect: +20 Magic Penetration
UNIQUE Passive: Enhanced Movement Speed 2
Tip: When you have 750g go back and pick up t2 boots. These will last you for awhile and go ahead and pick up a potion or two if you can, maybe a ward.
Mid Game

Hextech Revolver
Cost: 1200g (330g)Effect: +40 Ability Power
UNIQUE Passive: 15 Spell Vamp
Tip: I'm sure some of you are thinking 'Finally an offensive item!' well not exactly. I get this item mostly for the spell vamp. It increases your survivability tremendously and it has the added AP bonus which makes the Revolver another great 2 for 1 item.

Rylai's Crystal Scepter
Cost: 3105g (700g)Effect:
- +80 Ability Power
- +500 Health
Tip: The AP is good but even better is the slow it gives. This will let you close the distance when chasing after hitting them with


Or

Rabadon's Deathcap
Cost: 3600g (1140g)Effect: +140 Ability Power
UNIQUE Passive: Increased ability power by 30%.
Tip: This item is ridiculous. It has a massive 140 AP and a bonus passive of a 30% increase in AP. This bonus actually means you are actually getting 182 AP from Deathcap alone. Typically however you should always build a

Late Game

Hextech Gunblade
Cost: 3625g (600g)Effect:
- +60 Attack Damage
- +75 Ability Power
- +20% Life Steal
- +25% Spell Vamp
Tip: This really just improves on the Revolver and has the added lifesteal and attack damage which can be relevant sometimes. The active (which heals you from spell vamp) is also a nice bonus but you will probably always forget about it (I do unfortunately). If you do decide to go Gunblade here, go ahead and buy it last.
Or

Will of the Ancients
Cost: 2100g (465g)Effect: +50 Ability Power
UNIQUE Aura: Gives nearby allied champions +30 ability power and 25% spell vamp.
Tip: If another teammate (and only one other) has this or if your team is really AP heavy (atleast 3 or 4 of 5) then I'd get this over Gunblade. Its not as good (although a lot cheaper) as



Abyssal Scepter
Cost: 2550g (1050g)Effect:
- +70 Ability Power
- +57 Magic Resistance
Tip: This item improves your offense a lot late game. AP and magic pen are both things that we want on Morde and it has a plus of giving us some magic resist. Another 2 for 1! (you might be noticing a trend here)
Note: Do not, DO NOT, get this item if another member of your team already has one as its bonus does not stack. If they do grab

Or

Void Staff
Cost: 2295g (1000g)Effect: +70 Ability Power
UNIQUE Passive: +40% Magic Penetration.
Tip: Grab this if someone on your team already has


Situational Items
How about... maybe a... that might help if... Yeah Morde doesn't really need to build for other champions. They build for him.

Thornmail
Cost: 2000g (1000g)Effect: +100 Armor
UNIQUE Passive: On being hit by standard attacks, returns 30% of damage taken as magic damage. A minimum 15 damage must be received.
Tip: This could be pretty relevant against a fed AD carry like



Sunfire Cape
Cost: 2610g (800g)Effect:
- +450 Health
- +45 Armor
Tip: Against fed champions like



Guardian Angel
Cost: 2600g (1200g)Effect:
- +68 Armor
- +38 Magic Resistance
Tip: If the other team has a lot of DPS or focuses you or you have some other reason you need to stay alive this item can definitely go in the last slot.
Abilities-in-Depth
Or
Tip: This second ability sequence gets


Iron Man
Passive: 25 / 27.5 / 30% of the damage dealt from abilities is converted into a temporary shield, absorbing incoming damage. Maximum shield strength is 90 + (30 x level). The shield decays by 3% per second.Tip: This ability is what makes Mordekaiser, Mordekaiser. While laning this ability makes you damn near unkillable if you have minions to build up your shield with. Now the bad thing is that without minions you have a much harder time generating your shield and therefore a lot easier to kill so beware when they aren't minions around to build up a shield. Basically never initiate a fight without some shield built up.

Mace of Spades
Cost: 25 / 32 / 39 / 46 / 53 healthCooldown: 8 / 7 / 6 / 5 / 4 seconds
Magic Damage: 80 / 110 / 140 / 170 / 200 (+1.0 per bonus attack damage) (+0.4 per ability power)
Magic Damage (One Target): 140 / 192.5 / 245 / 297.5 / 350 (+1.75 per bonus attack damage) (+0.7 per ability power)
Tip: And then we have this. Granted not a bad ability but the worst on Morde by far. Its decent for last hitting because you hit 4 minions with it and it does a nice amount of damage but its not worth putting to much time getting the AD to improve it. This ability is best used against enemy champions when there are no enemy minions nearby because it does double the bonus damage which is pretty nice and just like everything else it feeds your shield.

Creeping Death
Cost: 26 / 32 / 38 / 44 / 50 healthCooldown: 20 / 18 / 16 / 14 / 12 seconds
Armor & Magic Resist Bonus: 10 / 15 / 20 / 25 / 30
Magic Damage Per Second: 24 / 38 / 52 / 66 / 80 (+0.2 per ability power)
Tip: Very solid ability. This creates a shield which is pretty good and it acts as a quasi





Siphon of Destruction
Cost: 24 / 36 / 48 / 60 / 72 healthMagic Damage: 65 / 105 / 145 / 185 / 225 (+0.6 per ability power)
Additional Shield Health: 1 / 2 / 3 / 4 / 5 per unit hit
Tip: This is your everything. Harasser, shield builder, farmer, and damage (hint: this is why you max this first). First thing to really learn if you are a new Morde is the range on this ability. I've found that the range on this ability is slightly larger than what it shows on screen when you hover over the icon so you really have to go with your gut after awhile and when you have it down it is an amazing harass. Early game it is especially important that you get all the value you can out of it. By that I mean don't just hit an enemy champion with it or just a minion wave. Try to time it so you hit both a champion AND a minion wave. This way you build your shield, harass, and farm. Now granted this isn't always possible but try.

Children of the Grave
Cooldown: 120 / 105 / 90 secondsInitial Magic Damage: 12 / 14.5 / 17% (+0.02% per ability power)
Magic Damage Per Second: 1.2 / 1.45 / 1.7% (+0.002% per ability power)
Tip: Sweet. This ability is the best. Ever. This +


When a champion dies to this ability you get a ghost of that champion whose stats scale with Mordekaiser's. Also your ghost has the passive ability of the champion it kills (sweet). You can control your ghost wtih the 'Alt' key. Now unfortunately your ghost used to have a lot more independence but now it doesn't like to venture to far away but that still doesn't mean you shouldn't try to make good use out of it. Whenever you have a ghost always try to get some mileage out of it for example; they make great targets for turrets, they can harass with no downside, they can put out a lot of damage late game. Important little point here, if your ghost is attacking an enemy champion under a turret, the turret will target you if you are in range so don't rely on it keeping turret aggro.
There are a few ways to stop this ability.







Summoner Spells
Recommended Summoner Spells

Ignite
Cooldown: 180 secondsTip: This +


Ghost
Cooldown: 210 secondsTip: I'd also this ability is pretty necessary on Mordekaiser. Its by far better than


Exhaust
Cooldown: 210 secondsTip: This ability is always pretty good. It can lock down an enemy champion from escaping and works pretty well with


Flash
Cooldown: 255 secondsTip: Flash is a great alternative to

Not Recommended Summoner Spells
Afterword
Thanks for reading and I hoped it helped! If you found any spelling errors or grammatical mistakes please let me know in a comment. Please let me know what you think and give me ideas so that I can improve it (up vote too if you liked it).
MTG Gideon



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