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Choose Champion Build:
Spells:
Ignite
Flash
Ability Order
Darkness Rise (PASSIVE)
Mordekaiser Passive Ability
Introduction

Hey there, Mobafire! I'm aqueousme, and I play


Over the past year that I've really gotten into him, I've read just about every single

So if you're an experienced


March 16, 2012 - Build published!
March 20, 2012 - Guide title changed (included "offtank")
March 27, 2012 - Added endgame photo in "Items and Lane Sequence" and match history example in "Introduction."
August 6, 2012 - Updated runes (replaced


August 7, 2012 - Revamped item build, shortened some of the content and created new chapters to better organize information.
October 21, 2012 - Re-revamped item build, separating into builds for both mid and solo top lanes, created a couple of extra chapters to better separate and organization for mid and solo top lane sequence.
Please note that, as you'll see when reading through the guide,

Even more importantly, know that in most cases, but not all,

This doesn't at all mean that you should blame other teammates for a bad start, or a bad game overall. Read the section Wards, Your Mini-Map, and Team Communication near the bottom of the guide for some tips to better ensure domination, and potentially provide for a fun game experience overall, whether you win or not.
PROS

+ Highly sustainable champion early game with


+ One of the best farmers in game with

+ Can easily turn a 5v5 team fight into a 6v4 with

+ Doesn't require mana! You'll never run out of energy to power your abilities, you can spam them as much as you like, and it's encouraged that you do so, because not only will it help your farm, help your team in fights, and help to take down enemy turrets, every ability used that causes damage to any champion, minion, or monster, amps up your passive shield, which is described in more detail below.
+ When the game permits, can carry the team to a victory when the odds seem out of your favor.

CONS

- No CC whatsoever, unless you grab

- Easily harassed, especially by champions that have CC abilities and know how to properly counter a

- Can sometimes be heavily focused in team fights to prevent use of



This rune is pretty self-explanatory. Although


I use armor seals on



Also note that if you feel more comfortable with less armor and more health, or if you'd prefer to have a higher health regeneration in mid- to late-game, you're more than welcome to substitute this rune with either

Placing too many points into defense would certainly make you much more sustainable, but it would greatly hinder your damage-dealing abilities and make you a far less viable team player.

GREAT Picks

Ignite
This spell is a must for



Flash




GOOD Picks

Exhaust
A viable spell when running from a faster champion, but





Ghost
Also a good escape option. Can be used in place of


Teleport
Great for when you are solo laning (which you should be) and need to quickly go back to base to heal or buy an item, and return to your turret without risking turret damage or a pushed minion wave. Although this is a great spell, especially when you have a




BAD Picks

Heal
Good on other tanks, but with your build, you'll have more than enough health and health regeneration to justify taking this spell over



Smite


Cleanse
You're not a support, and you're not a tank. If you feel that enemy CCs are a problem in mid- to late-game, grab


Clairvoyance
Leave this to your allied support champion to take. If you're that curious to know where enemy champions are throughout the game (and you should be, actually), grab a few sight ward every time you base to heal or buy an item.

Passive - Iron Man
His passive ability is what makes


Q - Mace of Spades
Note that this ability is based off of both AD and AP damage. Because of this, it could be a good idea to upgrade your




W - Creeping Death
This will be your second max when leveling in game, and it's probably my favorite of Morde's abilities, as it's so versatile and serves many functions.



NOTE!



E - Siphon of Destruction
This ability is your bread and butter. You'll take your first level point in this spell, and you'll be maxing it first. Besides your ultimate,

This spell is also your main farming tool. After level 15, or if you've gotten a ****load of kills and assists before then and have progressed quickly along your item build, it's easy to focus an entire wave of enemy minions and take nearly all of them out in one hit.

R - Children of the Grave
This, your ultimate, is an absolutely devastating ability spell, not to mention ridiculously fun to use. If an enemy champion hit with this spell dies before the 10 second time limit is up, their soul will become your "pet" for 30 seconds, and can not only be used to turn a 5v5 team fight into a 6v4 team fight, but to tank turrets when your minions are nowhere near or to have them harass turret-hugging enemies (throw

- Another use for a pet: if you're nowhere near a turret to gank or you aren't involved in a teamfight, you can direct it into nearby bushes if you happen to be in the jungle, just to ensure your safety before you run into the bush yourself and get surrounded by a gang of enemies waiting to pounce.
- Of course, it's suggested that you save this spell for a time when you absolutely know you will earn a kill from it, but sometimes, when I've hit level 6 and the enemy turret in my lane isn't down yet, I'll use this spell to confuse my lane opponent and turn them away if they've gotten me down to low health. When using this spell to earn a kill, always





NOTE! To control your pet, hold down the ALT key and right-click.
ANOTHER NOTE! Keep in mind that if you direct your pet away from you, to chase an enemy away, for example, the pet will only go so far before returning back to you. So if you want it to go a far distance, you'll have to follow behind it.
What's up with all these damn notes? Also keep in mind that if you direct your pet under an enemy turret to harass or attempt to kill an enemy champion that's hugging, make sure that you're out of turret range. As soon as your pet starts attacking an enemy champion, the turret will focus you, not your pet.




If you're a more advanced



Playing mid-lane against another AP champion is not at all difficult, but my starting items are usually based off of how comfortable I am with whoever I'm up against in each game.
No matter what lane you're in or what champion(s) you're facing, early game is all about earning gold, not about getting first blood or putting yourself in a sticky situation by harassing too much and paying for it with an early death. So don't worry about the enemy champ before level 6. Ignore and dodge their harasses, poke them a little if they get too close, and farm, farm, farm.





If I'm expecting to solo top against an AD champion, I'll grab the




I'll repeat what I mentioned in the chapter above about the early game lane sequence. No matter what lane you're in or what champion(s) you're facing, early game is all about earning gold. Again, ignore and dodge their harasses, poke them a little if they get too close, and farm, farm, farm
Of course, in any situation and in any lane, if your jungler arrives for a gank, and all of the odds are in your favor for a quick and easy kill, go for it!


No matter your lane, you have an option when your minion wave is pushed to the enemy turret. If the enemy champion is dead or MIA, you can either go for the turret, or attempt a quick gank at other lanes that may be getting harassed. I usually choose the former option, as the quicker I get my lane's enemy turret down, the sooner I can focus nearly all of my time to help push other lanes. Also, if you've played safe but poked just enough to scare the enemy champ into keeping a distance from you, you'll almost always be the first lane to down an enemy turret.
Rush either







Below, I've listed other viable last items to replace


If you're facing heavy magic damage from the enemy team, take this item. It will still give you a little bit of damage to deal, but it can also keep you in team fights much longer to deal said damage and help to protect your allied champions. It grants 70 ability power, 57 magic resist, and it also lowers the magic resist of nearby enemy champions by 20, meaning you're more protected against them, and at the same time you're making them more vulnerable to your own damage.

If you can do without the little damage earned from




140. Ability. Power. Holy hell. This item pretty much speaks for itself, and if you are just dominating the game, crushing enemy skulls together while bellowing "HUEHUEHUE" from deep within the brush of the jungle and making your opponents wish they had just done their homework instead of playing League of Legends, but ended up being stuck playing against the beast of a


If you want just under the amount of damage to devastate your enemies as you'd get with [rabadon's deathcap], but with a little extra armor oomph, plus a pretty handy active stasis, grab this item. One trick I've learned with this item is to run into an enemy group at the start of a team fight (making sure your team is right with you, that is) and activate the stasis. A lot of the time, even though the stasis lasts only 2 seconds, the enemy team will focus you and allow your allies to get a few undisturbed hits on them before your active wears out.

If you or your team are feeding the enemy's AD carry, get this. It may be the only hope for humanity you've got left.

This is a good item for







This item can mean the difference between winning or losing a team fight. However, know that the odds turning in your favor are extremely rare. Although this item allows you to be brought down to zero health, only to respawn in the same spot with 750 health, it's hellishly easy for an entire group of enemy champions to stand around you while they wait for you to respawn, and take you down yet a second time. The effects of this item are more of a slight nuisance to the other team than a possible lifesaver for you. Also, this item has a five minute cooldown. Most of the time, this item is bought when it's basically already too late. You find yourself buying



I've seen AP champions rush this item early game and end up doing very well with it, but because you can't know early on whether you will feed or be fed, I wouldn't want to waste precious time and gold buying it, only to return it later. Even if you end up grabbing a few kills early game, buying this item won't guarantee that the killings will continue into mid- and late-game. Besides, there are other items that, when combined in a full build, can provide just as much, if not more, benefit to you in the long run. Also, buying this item is almost like running towards the enemy, spamming "KILL ME PLZ! :P" in /all chat. It just brings too much attention and focus onto yourself, and, more often than not, it's just not worth the risk.

The 99 armor you'd gain from this item is pretty tempting, but you've got way more than enough from your










The week that this guide was published was a free




Although this is a decent item, keep in mind that we're trying to go for a balance between armor, health, and ability power in our full item build. This item would appear from the outset to do just that, but because this item is used more by mana-hungry champions, and is bought very early in the game, it's not worth it for





Even though this item is a hell of a lot cheaper than




You don't need more armor, and extra health is always nice to have, but at this point in the game, you honestly won't need it, I promise. This item only deals 35 magic damage per second, and even when added to your other ability damage in team fights, I just don't see it as worthy of your last item slot when compared to other items, like



This item is just too damn expensive and still wouldn't be worthy on




Wards are a must. Whether you have a jungler or a support, or neither, always buy wards for yourself instead of expecting someone else to do it for you. Below is a map that shows the best ward placement, use it wisely and in relation to the lane you're playing in.





This item is also a must, especially when playing against a champion with stealth abilities or if your team has noticed that the enemy team seems to have a very uncanny knowledge of where you are at all times, especially when you're in your own jungle. Use




Know that wards alone cannot save you or your teammates throughout a game. Constant vigilance over your mini-map and constant communication with your team over enemy movement from lane to lane, in their jungle or yours, or warnings of incoming ganks, can be the difference between a win and a loss. Communicate, communicate, communicate!
Also keep in mind that League of Legends is a video game. It's nothing to be taken seriously if your team is losing horribly, or if one or two of your allies are feeding tremendously. Everyone has bad games, and even if all of their games are bad games, practice makes perfect, and bot games are too predictable and useless to really gain valuable skill and experience when testing a new champion. Be nice to others, please.
If you're reading this, it most likely means that you actually took the time to read the valuable information I have to offer when it comes to playing


I put a lot of time and effort into creating and organizing this guide to the best of my ability, so please consider upvoting if you've found any part to be of use to you, and if you downvote or disagree with anything in the guide or item build, I am completely open to questions and suggestions regarding the information I deemed to be sensible and valuable! I am always up for constructive criticism if it can potentially turn me into a better

A huge thanks go out to:
corruptsoul for the much appreciated feedback on the content and layout, as well as clarifying a hiccup I made regarding spellvamp stacking. His Morde guide is pretty damn sweet, too. You should check it out, also.
Thanks for reading, good luck with

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