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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Darkness Rise (PASSIVE)
Mordekaiser Passive Ability
Preface



Mordekaiser is a champion that has not seen much competitive play but does pretty well in solo q due to his ability to tank, nuke targets instantly, and the extremely powerful ult that can cripple/make the opposing teams MVP into your personal puppet to turn a team fight on its head. He is also very capable of being built into many different roles and be put into either the mid or top lane.
This guide is built to address the rise of S5s tank meta, remedying some of Mordekaiser's weaknesses in the laning phase and further strengthening his immense strength and kill pressure in fights.
This guide is built to address the rise of S5s tank meta, remedying some of Mordekaiser's weaknesses in the laning phase and further strengthening his immense strength and kill pressure in fights.
Mordekaiser is a very unique champion who offers little to no team fight utility but provides an immense amount of damage, kill potential and durability should he be given the chance.
Pros :
- Tons of damage with notable scalings on his abilities
- Deceptively high ability to tank
- Lots of area of effect spells
- Can kill even tanks with ease
- Ability to turn your enemies strongest asset against them in a team fight
- Low cooldowns on most abilities at higher levels
- Does not use mana for skills
- Has exceptional wave clear
- Exceptional trades if the passive is used properly against an opponent
- Has the option to farm the jungle and lane effectively to reach power spikes before other champions
- One of the strongest late game champions to carry a game due to his ridiculous potential stemming from his ultimate and passive
- Has a lot of threat range given his
Flash
Siphon of Destruction
Ignite
Children of the Grave combo
Cons :
- Health Costs causes the Murder Emperor to go murder himself as well as everyone else
- Squishy to high amounts of CC burst damage from untargetable sources (
Fizz/
Syndra/
Fiora)
- Suffers from the lack of mobility in team fights and often relies on team mates
- Slow to roam or take advantage of openings on the map
- Mid to low range makes getting to the back line hard with all the tanks in the current meta
- Weak early game
- Easy to become ganked and fall behind quickly without support
- Is heavily item dependent for damage so falling behind early game is devastating
- Cannot provide much help to team mates if they get caught
- Unlikely to get a penta kill due to no mobility unless the entire enemy team runs into him
Pros :
- Tons of damage with notable scalings on his abilities
- Deceptively high ability to tank
- Lots of area of effect spells
- Can kill even tanks with ease
- Ability to turn your enemies strongest asset against them in a team fight
- Low cooldowns on most abilities at higher levels
- Does not use mana for skills
- Has exceptional wave clear
- Exceptional trades if the passive is used properly against an opponent
- Has the option to farm the jungle and lane effectively to reach power spikes before other champions
- One of the strongest late game champions to carry a game due to his ridiculous potential stemming from his ultimate and passive
- Has a lot of threat range given his




Cons :
- Health Costs causes the Murder Emperor to go murder himself as well as everyone else
- Squishy to high amounts of CC burst damage from untargetable sources (



- Suffers from the lack of mobility in team fights and often relies on team mates
- Slow to roam or take advantage of openings on the map
- Mid to low range makes getting to the back line hard with all the tanks in the current meta
- Weak early game
- Easy to become ganked and fall behind quickly without support
- Is heavily item dependent for damage so falling behind early game is devastating
- Cannot provide much help to team mates if they get caught
- Unlikely to get a penta kill due to no mobility unless the entire enemy team runs into him
I use these runes to help win early trades in lane while also building towards the mid and late game damage items.
Greater Mark of Magic Penetration helps with overall damage output and has a lot of synergy with our core build as it will allow us to deal true damage to everyone who does not yet have 40+ MR.
Greater Seal of Armor will help when dealing with auto attack trades in lane and works even better should you grab Doran's shield.
Greater Glyph of Scaling Cooldown Reduction are there to help us with our late game damage and to be honest we dont need the ~10 ap early on since we are relying on base damage and MR pen to carry us until we get our massive ap items like
Rabadon's Deathcap
Greater Quintessence of Spell Vamp are significantly better than any other alternative since we don't have to spend a lot of our gold into a
Hextech Revolver which doesn't provide as much durability or damage as a
Haunting Guise for more early game power.







For summoner spells go with flash ignite for threat range and burst if you need the additional mobility go with ghost flash. You can also use flash smite to clear the jungle faster and reach power spikes quicker although I don't recommend it since it reduces your ability to outright kill a target either by bursting them with ignite or running them down with ghost and
Lich Bane.
Flash : When used properly it can greatly increase your pick potential, threat range, grants movement over walls, and can enable your close range spells to hit targets in the back line. If used in conjunction with your e and ult you have really high pick potential against moderately low targets and is heavily recommended.
Ignite : Greatly increases the ability to burst a target, negate last second healing, and helps overall threat in a fight.
Ghost : A close second to flash and ignite but should be used against very mobile champions with appreciable range that you can run down with the distortion enchant.




You should rank up the skills in the following order R>E>Q>W and putting 1 point in
Creeping Deathat level 4.
This will give you multiple options of wave clear, and ways to trade in lane depending on your situation.
Mace of Spades : Good once you have a lot of points invested into it but it suffers from being a melee range ability and a relatively long cooldown at low levels.
Creeping Death : Effective ranged AoE dps ability that also bolsters the defense of your initiator/tank but should be leveled last since you want as much burst as possible to nuke anyone in a teamfight.
Siphon of Destruction : This is your main skill that provides exceptional wave clear, is ranged, deals considerable damage, and is on a much lower cooldown than your q at lower levels.
Children of the Grave : One of the most powerful ultimate abilities in the game that should always be ranked up whenever possible. It has bad scaling in the early game but is absolutely devastating to anyone in the late game with its massive % max health damage, hefty duration, and the extremely powerful ghost if you kill someone with this ability. This ability also provides sustain by outright draining your opponent's health and giving it to you. Use this skill wisely since it can be used to survive damage, threaten a carry, cc someone (rylai's), or be used as an execute on a frontline tank/assassin to remove them from the fight and gain an early numbers advantage. Usually people will state that you should always ult the carry for more damage potential but sometimes it is better to drain a massive portion of hp and possibly even kill the tank for more durability and the ability to push down towers with ease after a potentially won teamfight.

This will give you multiple options of wave clear, and ways to trade in lane depending on your situation.




Starting Items
Boots and
Doran's Shield helps against champions reliant on skill shots or heavy auto attack trading at early levels. You can also pick up the
Boots in case if you want to harass your opponent more.
Early/Mid Game Core Items
The reason to grab these items
Sorcerer's Shoes
Haunting Guiserather a
Will of the Ancients is to help win in early fights. Doing true damage, bypassing the base MR of most enemies with your skills and moving significantly faster to get off more damage is much greater than the minor 20% spellvamp and 10% CDR solely because of your passive (if you think about it the passive acts as if it is giving 105% spellvamp against champions and 45% against minions that can overheal from your abilities since all your abilities excluding the ult are aoe and spellvamp is reduced to just 1/3rd for these skills). If you really need hp in a fight your ult should also provide a lot of additional sustain and it works better with damage rather than spellvamp since it already drains for 100% of the damage dealt.
Mid/Late Game Build
The plethora of magic penetration from
Sorcerer's Shoes
Haunting Guiseand
Void Staff should allow you to deal the most damage possible against teams with
Locket of the Iron Solari while the enhanced ap ratios from
Rabadon's Deathcap threatens even the squishies of the opposing team of getting blown up instantly. There is also 2 addtional slot for any situational items you choose depending on what will give you the most benefit when fighting.
The
Rabadon's Deathcap and Voidstaff should always be part of your end game core items that will help you deal as much damage possible to also synergize with your passive and should never be skipped.
Uber Late Game Build
The build varies depending on the match since pretty much anything happens in solo q and you have 2 free slots to build any answers to whoever presents the greatest threat on the opposing team. You can even sell of the Haunting guise for a more powerful/situational item if the game goes on long enough.
Situational Items
Lich Bane greatly helps in overall damage especially in team fight brawls as it gives you an additional magic damage modifier.
Lich Bane also greatly increase your burst damage with a
Creeping Death
Flashauto attack
Mace of Spades combo proccing it 2 times in quick succession.
Luden's Tempest is a late purchase against prolonged team fights where you can reliably get a lot of procs, kiting and when you have a significant amount of cooldown reduction.
Mejai's Soulstealer is another viable pickup but only if you are winning extremely hard and your opponents are very unlikely to kill you.
Rylai's Crystal Scepter is extremely powerful against targets that have to burn dashes defensively or those with absolutely no mobility whatsoever such as Ahri, Pantheon, Viktor, Nasus, etc.
Will of the Ancients/
Banshee's Veil greatly helps against poke as they either negate damage or allow you to heal the damage taken.
Zhonya's Hourglass is almost mandatory depending on whether or not your are facing a champion with a really high damage ult or burst combo (Fizz, Fiora, Zed, Leblanc, etc)
Mercury's Treads is good against heavy damage early game AP carries such as
Annie or
Swain
Abyssal Mask greatly helps in most AP match ups and gives a really good debuff to amplify your damage in fights.



Early/Mid Game Core Items
The reason to grab these items



Mid/Late Game Build
The plethora of magic penetration from





The

Uber Late Game Build
The build varies depending on the match since pretty much anything happens in solo q and you have 2 free slots to build any answers to whoever presents the greatest threat on the opposing team. You can even sell of the Haunting guise for a more powerful/situational item if the game goes on long enough.
Situational Items















Take smart trades by positioning yourself so that your AoE will hit the opposing laner and their minions. Use Creeping Death to generate shield at a safe distance then walk in if you think they might try to burst you and you are low on shields. If you are up against a champion who has a lot of kill potential you can either nuke the wave and shove it to their turret to reset the wave or farm conservatively at a range with
Siphon of Destruction while allowing the minion wave to push towards you. If you intend to push out there is high chance that you will get ganked so it is best to buy wards and stay closer to the side of the lane they are on.

You can start doing the camps (wolves and raptors) effectively post level 7. You should only do so when your jungler is off ganking another lane or if it is on the opposite side from them so it will probably respawn when they come back. You also should consider your opponent's ability to wave clear since the opposing creep wave might be shoved into your tower. If anything push your wave to their tower and immediately run back to work on the jungle camp. Do not attempt to do this if there is a highly aggressive jungler (Shaco/Xin Zhao) in the game that can easily force you to back to base or burn summoners since your skills would most likely be on cooldown.
This Mordekaiser build tends to work best with heavy ad/initiation/burst comps that forces CC or damage away from him and allows him to dominate a teamfight with almost true damage.
Good champions that excel with Mordekaiser are
Wukong
Jarvan IV
Ashe
Lissandra
Zedetc.
Mordekaiser also works well against some squishy assassins/offtanks and those who deal damage up close but lack the ability to burst him down that have a lot of HP (
Vladimir/
Olaf/
Ahri/
Diana/
Kassadin). He is also really strong against squishy close range assassins/adcs that can be easily punished with brute force such as
Vayne
Quinn
Zed
Draven and if your team has good reliable cc/lockdown then
Fizz.
Unlike most Mordekaiser build this build is more geared towards the mid game for heavy tower pushing/aggression once he obtains his core but still transitions well into the late game through significant magic resist penetration and good scaling against high hp targets.
Good champions that excel with Mordekaiser are





Mordekaiser also works well against some squishy assassins/offtanks and those who deal damage up close but lack the ability to burst him down that have a lot of HP (










Unlike most Mordekaiser build this build is more geared towards the mid game for heavy tower pushing/aggression once he obtains his core but still transitions well into the late game through significant magic resist penetration and good scaling against high hp targets.


















































































































In a parallel position to the enemy


In a more perpendicular position to the




























































































































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