Mordekaiser Build Guide

Murderkaiser - In Depth Season 4

Updated 3 years ago
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[center][title]The Terrifying Tin Shed[/title][/center] [center][imgext=http://images.wikia.com/leagueoflegends/images/4/4d/MordekaiserSquare.png][/center] Congratulations, you made it to the actual guide! *backpat* I'm SlappyBaggins Oceanic Shoutcaster and Mordekaiser enthusiast, not a high level player in ranked personally (Mid Gold seasons 2 & 3) but I've played a lot, and watched more so don't discount this guide because I'm not a Challenger player pentakilling my way into LoL Valhalla. That being said, I'm a pretty decent Morde player (if such a statement makes sense). [.][number]This is primarily an AP carry Morde guide which will be based on you taking the Mid lane and being your team's primary source of magic damage.[/number] Many people assume that the 'skill-cap' for Morde is pretty low and I generally agree, his kit isn't hard to use and his shield gives you a fair bit more margin for error as far as soaking unnecessary harass in lane is concerned. It's the players that understand how to use this effectively, and capitalize on it, that will play Morde to his full potential. [title]Pros:[/title] [.]High burst potential [.]Strong pusher [.]excellent harass [.]naturally tanky with his shield up [.]scales extremely well with items [.]excellent sustain with the right setup [title]Cons:[/title] [.]No CC without [imgsmall=items/rylais-crystal-scepter.png] [.]weak early game [.]extreme pushing makes him naturally susceptible to ganks [.]no effective escape ability [.]squishy without any shield OH AND! Morde es #1 -_-' [number]Credit to Abstinant for the name =D[/number]

[center][title]Never buy a Warmogs on Mordekaiser!![/title][/center] [center][img=items/warmogs-armor.png][/center] [center][highlight]Do not build flat health on Morde, EVER.[/highlight][/center] One thing people don't seem to get is that Morde's shield takes into account his Magic Resist and Armor. Morde spams his spells to generate shield, if he can keep generating shield he won't lose health (apart from ability cost before spell vamp) and therefore you could theoretically have a tiny health pool but still be able to take a lot of punishment. Using damage mitigation such as Armor and Magic Resist instead of Flat Health is more beneficial because it effectively gives you a larger shield and therefore a much larger 'effective health' pool. Because Morde's shield is continually being generated by his abilities and will generate at a static rate building more Armor and Magic resist effectively causes his abilities to generate more shield. The above also applies in a similar way to spell vamp. Because spell vamp is also generated at a static rate, having less health but more resistance means you get more effective health back from your spell vamp than you would with a larger health pool therefore adding to it's value in your build. For the above reasons you should look to [imgsmall=items/thornmail.png], [imgsmall=items/spirit-visage.png] (I am aware of the health on this item but the other stats are what makes it so good on Morde) and [imgsmall=items/guardian-angel.png] as defensive items over [imgsmall=items/warmogs-armor.png]. [number]Other items that fit into this catagory for those interested are:[/number] [.][imgsmall=items/sunfire-cape.png][imgsmall=items/frozen-mallet.png][imgsmall=items/banshees-veil.png]*[imgsmall=items/randuins-omen.png]* *While these are (in their own right) decent items and do have excellent uses I would suggest against them on morde in favor of other, non-health alternatives ([imgsmall=items/zhonyas-hourglass.png][imgsmall=items/abyssal-scepter.png][imgsmall=items/quicksilver-sash.png][imgsmall=items/thornmail.png])

Mordekaiser should always take a solo lane. The question that is still in debate is whether it should be solo top or mid lane. In my experience, since the change to Morde's shield generation, Morde is better suited to the Mid lane. Since it has become harder to generate enough shield to withstand heavy, consistent harass (think [imgsmall=champ/gangplank.png], [imgsmall=champ/kennen.png], [imgsmall=champ/nidalee.png], [imgsmall=champ/riven.png], [imgsmall=champ/yorick.png], [imgsmall=champ/shyvana.png][imgsmall=champ/elise.png][imgsmall=champ/rumble.png] or [imgsmall=champ/renekton.png] to name a few) Morde struggles to hold control against toplane bruiser type champions. A lot of champions in top lane have very strong early game damage too, which counters morde's reletively weak early laning. For these reasons I like to play Morde in the mid lane as a pseudo beefy AP carry, somewhat like [imgsmall=champ/swain.png] or [imgsmall=champ/sion.png]. [number]Morde also suits Mid lane for a number of other reasons:[/number] [.]Easy counterjungling the enemy Wraith camp. [.]Shorter distance to tower in the case of a gank (Very useful as Morde has no natural escapes). [.]Easy access to top and bottom lane for ganks. [.]Short run distance from base to maintain lane control without [imgsmall=summoners/teleport.png]. This being said, Morde can still be played in the top lane, I just wouldn't take it over mid if you have the choice (we all know how solo-queue works). If you are top, just make sure you keep your lane warded and farm as much as you can without overpushing your lane.

As I have previously mentioned Morde's early game is his weakest point. Especially before you hit level 3 as you will have only a limited ability to generate shield. For this reason you want to stay behind your wave and last hit as best you can with [imgsmall=skills/mordekaiser/e.png]. Once you're level 2 you can start putting [imgsmall=skills/mordekaiser/w.png] on a creep that is not getting hit by enemy creeps (you don't want to waste [imgsmall=skills/mordekaiser/w.png] by not getting use of its full duration). Once you hit level 3 you have to assess how your lane is going. If you've not been too heavily harassed and have managed to land a couple of [imgsmall=skills/mordekaiser/e.png] on the enemy I highly recommend taking a point in [imgsmall=skills/mordekaiser/q.png] to keep your shield up and help your farm. If you're getting pushed behind your creeps consistently though you may want to consider taking another point in [imgsmall=skills/mordekaiser/e.png] for the safe poke harass and easier ranged farm. [highlight]The key point at this early stage of the game, especially for Morde, is map awareness.[/highlight] Try to keep an eye on where you have seen the enemy jungler and if you haven't make sure you have an escape plan in lane. You are susceptible to ganks at this point so should be very wary, try not to push your lane until you've bought a ward and if you do, hug the side that you've warded so you can make a quick escape.

By Mid Game (about lvl 6) you should have [imgsmall=items/boots-of-speed.png] and [imgsmall=items/hextech-revolver.png] and have your lane warded. At this point you need to think about securing dragons and making sure you have key points warded (see FootSpaz's warding guide: http://www.solomid.net/guides.php?g=14856 ) [number]Your mindset at this point should be maximizing your farm, protecting yourself from ganks/maintaining good positioning and coordinating ganks on your/other lanes with your team.[/number] [center][highlight]Two Major facts about Mordekaiser you need to know about[/highlight][/center] [.]Mordekaiser farms like a monster. [.]Mordekaiser has no CC. Because of this a couple of things are true: [.]You will, more often than not, push your lane to the enemy tower every wave. [.]You will be susceptible to ganks. Because you now know of these things you can use it to your advantage: [.]You can take your wraiths or wolves when the enemy mid is farming at the tower. [.]You can take enemy wraiths (be careful, try to ward enemy wraith camp). [.]Gank other lanes. The last point is the most important. Running bot just after you hit 6 is a great idea. If you can successfully kill their AD carry with your ult then that is most likely a dead bot turret. [highlight]Things to aid your disadvantages:[/highlight] [.][img=items/sight-ward.png] [.]WARD! WARD WARD WARD!! [.]WARD! [.]Keep your shield up and harass the enemy. [.]Don't linger in your lane when it's pushed. Warding will allow you to assess whether you can compete in a 2v1 if the enemy jungler tries to gank. If you've harassed your lane opponent they will be at lower health so you can think about competing for a countergank or leave the lane when you know you can't get the kill. Map awareness is key, you can't make use of a ward if you don't look at your map (that's a whole other story though). [highlight]REMEMBER TO WARD YOUR LANE![/highlight]

Late Game is where Morde really shines. By this point you should be doing scary damage with a lot of durability from your shield and items. Some towers will be down, Baron/Dragon fights will be taking place and you should be moving as a team to secure these objectives and towers. Team fights should be erupting frequently and there is one key thing you must know about Morde in a teamfight: [center][highlight]Mordekaiser is not a tank![/highlight][/center] I cannot stress this enough, if you initiate on the enemy team you will die (unless you're stupidly fed). You are your team's AP carry and you need to have the mindset of one. Stay behind your tanks and wait for them to initiate then unload on the enemy AD carry. Your main damage combo will be: [center][img=items/deathfire-grasp.png][img=items/hextech-gunblade.png][img=skills/mordekaiser/r.png][img=summoners/ignite.png][img=skills/mordekaiser/e.png] and if in range [img=skills/mordekaiser/q.png][/center] If you successfully land this full combo on the opposing team's AD carry they will be dead, no question. Also, remember to use your [imgsmall=skills/mordekaiser/w.png] intelligently, if you notice someone in the middle of the fight taking most of the damage throw it on them for added damage to the enemy, maximum shield generation and extra defence for your teammate. This being said, casting it on yourself is never a bad idea as you will inevitably be in the middle of the fight trying to hit some unlucky carry with [imgsmall=skills/mordekaiser/q.png]. [center][highlight]Remember to use the clone you create with your Ultimate![/highlight][/center] This is imperative! The clone of an AD carry will do devastating damage to the enemy team. If you are unaware of this (or didn't fully read the skills section) you can control the clone with Alt + Right mouse click so try to immediately get it on the opposing AP carry (or their main damage threat). [number]Remember Clones of champions that have passive abilities attached to their auto attacks keep the passive as a clone.[/number] Primary Targets: [imgsmall=champ/vayne.png][imgsmall=champ/caitlyn.png][imgsmall=champ/graves.png][imgsmall=champ/kogmaw.png][imgsmall=champ/sivir.png][imgsmall=champ/teemo.png][imgsmall=champ/missfortune.png][imgsmall=champ/ashe.png][imgsmall=champ/corki.png][imgsmall=champ/ezreal.png] Other good choices: [imgsmall=champ/tryndamere.png][imgsmall=champ/masteryi.png][imgsmall=champ/olaf.png][imgsmall=champ/xinzhao.png][imgsmall=champ/riven.png][imgsmall=champ/jax.png][imgsmall=champ/irelia.png][imgsmall=champ/garen.png][imgsmall=champ/gangplank.png][imgsmall=champ/fiora.png] Champion clones of note: [.][imgsmall=champ/nautilus.png] - The clone will keep the passive stun of his autoattacks. [.][imgsmall=champ/poppy.png] - Keeps passive making her a very durable clone. [.][imgsmall=items/trinity-force.png]/[imgsmall=items/phage.png]/[imgsmall=items/frozen-mallet.png] - anyone with these items keeps the proc chance as a clone making [imgsmall=champ/ezreal.png] and [imgsmall=champ/corki.png] fantastic clones. After you have won the fight, get your clone to tank Towers (unless you go for Baron, this allows for safe pushing even without minions at their tower.

In this chapter I will throw out a few options for strange builds I've tried (and mostly failed with) that I have found amusing. [center][title]UltraVampSteal Morde![/title][/center] [center][img=items/will-of-the-ancients.png][img=items/sorcerers-shoes.png][img=items/hextech-gunblade.png][img=items/hextech-gunblade.png][img=items/spirit-visage.png][img=items/guardian-angel.png][/center] I'm sure I'm not the first to think of this, Morde likes his Spell Vamp, he also due to [imgsmall=skills/mordekaiser/q.png] he also auto-attacks so lifesteal ain't all bad (but pretty bad). I would keep the runes and masteries the same as the main build in this guide as you will still have a very similar earlygame build. The core to this build would look something like: [imgsmall=items/boots-of-speed.png][imgsmall=items/hextech-revolver.png][imgsmall=items/spirit-visage.png] Basically the aim is to always have a [imgsmall=items/hextech-revolver.png] in your inventory. When you upgrade to [img=items/hextech-gunblade.png], buy a [imgsmall=items/hextech-revolver.png] When you upgrade that to a [imgsmall=items/hextech-gunblade.png] or [imgsmall=items/will-of-the-ancients.png] buy another [imgsmall=items/hextech-revolver.png]. [imgsmall=items/guardian-angel.png] works quite well with this build style too, because you have so much Vamp/Steal you can get most of your health back just seconds after you revive. [center][title]Hybrid/Attackspeed Morde[/title][/center] [center][img=items/mercurys-treads.png] / [img=items/berserkers-greaves.png][img=items/hextech-gunblade.png][img=items/trinity-force.png][img=items/guinsoos-rageblade.png][img=items/nashors-tooth.png][img=items/malady.png][/center] Now where the build above this one may seem viable, this is stretching things a little. As with the above guide, the early phase of this build will be somewhat similar to the main build in this guide so you can leave the runes/masteries the same if you like. For masteries I would leave them mostly the same but swapping [img=masteries/4134.png] and [img=masteries/4144.png] for [img=masteries/4122.png] and [img=masteries/4132.png]. For runes I would just swap the AP glyphs for flat Magic Resist seeing as this build has almost 0 defensive stats, you could also consider Attack Speed Marks and Quints if you really want to commit to this playstyle. The core would be: [imgsmall=items/boots-of-speed.png][imgsmall=items/hextech-revolver.png][imgsmall=items/phage.png] You would then focus on finishing [imgsmall=items/trinity-force.png] (for \"tons of damage\") followed by [imgsmall=items/guinsoos-rageblade.png]. The boots are up for debate though, if you're confident you can swap [imgsmall=items/mercurys-treads.png] for [imgsmall=items/berserkers-greaves.png] but seeing as you're relying on your autoattacks so much more in this build you need to avoid as much CC as possible. [center][title]Unkillakaiser[/title][/center] [center][img=items/mercurys-treads.png] or [img=items/ninja-tabi.png][img=items/thornmail.png][img=items/spirit-visage.png][img=items/hextech-gunblade.png][img=items/rylais-crystal-scepter.png][img=items/guardian-angel.png][/center] Where the build above this one was pretty ridiculous, this build is actually quite viable if you're in a tight spot or have a large level of trust in the damage of your team mates. This build will have you doing far less damage than any of the others I've mentioned and dips away from my \"carry Morde\" mentality. This build gives you enormous effective health though and allows you to take a massive amount of punishment. [highlight]Core vs AP[/highlight]: [imgsmall=items/mercurys-treads.png][imgsmall=items/hextech-revolver.png][imgsmall=items/spirit-visage.png] [highlight]Core vs AD[/highlight]: [imgsmall=items/ninja-tabi.png][imgsmall=items/hextech-revolver.png][imgsmall=items/thornmail.png] [highlight]This build give you the ability to initiate fights and stay in them almost indefinitely without taking any significant damage[/highlight] [number]summoner spells[/number]: running [imgsmall=summoners/ignite.png] and [imgsmall=summoners/ghost.png] is still ideal, same ideals apply as is in the main guide. [number]Masteries[/number]: I would recommend a full offense mastery page (the same one from the main guide) because you will be building tank items primarily and need the damage boost to avoid being ignorable. [number]Runes[/number]: I would recommend keeping them the same as the main build. [highlight]*NOTE*[/highlight]If you have a look at the [highlight]A Note On Warmogs And Flat Health[/highlight] Chapter you will get a bit more insight into the idea behind this build. [center][title]Toplane Bruserkaiser[/title][/center] [center][img=items/ninja-tabi.png] or [img=items/mercurys-treads.png][img=items/trinity-force.png][img=items/thornmail.png][img=items/spirit-visage.png][img=items/hextech-gunblade.png][img=items/guardian-angel.png][/center] I'm putting this up in the theoretical stage of the build, definitely deserving of the \"unorthodox\" title, this build is designed to be completely impervious to your opponent in the early levels through items and runes and relies on you knowing what you'll be up against in the top lane. [highlight]Core Items[/highlight] The core items in this build will be the same as the above \"unkillakaiser\" build as they are both aimed at heavy resistance to your lane opponent. [highlight]Starting items and Runes[/highlight] [number]Against AD[/number] Start [imgsmall=items/cloth-armor.png][imgsmall=items/health-potion5.png] [.]Magic Penetration Marks [.]Armor Seals [.]Armor Glyphs [.]Armor Quints [number]Against AP[/number] Start [imgsmall=items/null-magic-mantle.png][imgsmall=items/health-potion2.png] [.]Magic Penetration Marks [.]Magic Resist Seals [.]Magic Resist Glyphs [.]Magis Resist Quints [highlight]Masteries[/highlight] I would recommend 24 6 0 to keep your damage up in lane and maximize shield generation. I'm really excited to perfect the use of this build, with [imgsmall=items/trinity-force.png] your movement speed will be through the roof and with the [imgsmall=items/phage.png] effect and the active on [imgsmall=items/hextech-gunblade.png] you will be able to stick to your target all day. My favorite part though is starting the game with a crazy amount of effective health while still looking squishy at first glace, this not only means that you can withstand harass but you will also possibly be able to catch your opponent off guard by taking way more punishment that they expect. The downside to this build is a lack of damage from your spells and very large pricetag. [center][highlight]More unorthodox builds coming soon...[/highlight][/center]

[highlight]07/02/12 (UK date system)[/highlight] Updated item build slightly, fixed quints to include the new spell vamp ones (solomid had not added them at the time of writing this guide. Corrected formatting and spelling issues. [highlight]08/02/12 (UK date system)[/highlight] Added Unorthodox build chapter, Added other items chapter, Added A Note on Warmogs chapter, updated rune chapter, removed triforce from item build section (was troll anyway). [highlight]09/02/12 (UK date system)[/highlight] Fixed Masteries images, Added new \"unorthodox build\", updated other items chapter, bit of reformatting. [highlight]10/02/12 (UK date system)[/highlight] Updated Laning tips and tricks chapter and introduction to include which lane is recommended. [highlight]13/02/12 (UK date system)[/highlight] Restructured last few chapters to include where to lane, early game, mid game and late game. Moved around some text, general reformatting. [highlight]22/02/12 (UK date system)[/highlight] Added new unorthodox build option. [highlight]29/02/12 (UK date system)[/highlight] Added new unorthodox build option. [highlight]08/03/12 (UK date system)[/highlight] Added Lane matchup chapter and made some minor formatting changes. [highlight]13/03/12 (UK date system)[/highlight] Updated Item Build slightly, Added Sunfire to steer clear of, Added more to the 'Late Game section', Updated 'A note of warmogs and flat health' section, updated spirit visage sub-section. [highlight]4/04/12 (UK date system)[/highlight] Updated Runes section. [highlight]4/05/12 (UK date system)[/highlight] Complete change to item builds to include the revamped DFG, minor reformatting to body of guide. Removal of Rylai's from core build completely. [highlight]10/07/12 (UK date system)[/highlight] Updated preferred runes, updated masteries (a little bit), fixed typo's, added to the \"A note on warmogs and flat health\" chapter. [highlight]18/07/12 (UK date system)[/highlight] Updated Item builds chapter, Updated Skill Order chapter, Changed name, Added Kat to lane matchups. [highlight]30/04/13 (UK date system)[/highlight] Updated everything to Season 3, was over quite some time and the whole guide has been changed. See future changes as morde gets patched or new playstyles come to my mind. [highlight]6/12/13 (UK date system)[/highlight] Season 4 update complete! please feel free to point out mistakes/grammar issues as you see them =D

Thank you for reading my guide. If you have any questions, feedback or corrections feel free to leave a comment or send me a PM. I hope you enjoyed reading my guide and that it will allow you to melt more faces in the future. Also, if you found this guide to your liking and would like to see something like this for other champions, click the like button. SlappyBaggins.

Comments coming soon!
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