Apparently Mordekaiser is in tier F. Apparently I don't care. Anyway, if your reading this you're probably wondering how to play Mordekaiser, but first! In order to understand Mordekaiser, one must understand his role.
I've seen him described as a tough melee character, a tough mage, a tank with no initiate, a tough, melee, spell casting tank with no initiate. It runs the gamut.
Well lets not bother mixing words if you wanna play Mordekaiser the Coolidge way, you better bet your sorry ass that you will be playing Mordekaiser as an Anti-Carry. What does that even mean? What does an anti-carry do? Well **** you man, you just answered your own question. Your anti-ing their carry by being an in your face tour-de-force. The way your gonna do that is by surviving, bursting, and controlling the laning phase as long as possible ... but how does one do that?!?!? Read the guide!
Summoner Abilities -
There are two acceptable options here.
Flash and Ignite.
Ignite - Your ultimate (Children of the Grave) is utter balls without ignite. With ignite however this thing is beastly. If your opponent doesn't have cleanse and are at 1/3 of their life then a simple flash->E (siphon of destruction) ->Ignite -> Ult will finish them as they run behind their turret and further lose valuable experience that is needed for the enemy carry to do well mid to late game.
If your opponent does have cleanse its going to take a slip-up on their part. The opening is slightly different though. Flash -> Q (Mace of Spaces) -> W (Creeping Death) -> E -> Ignite...(Wait For Cleanse)...-> Ult
HELL YEAH NO MORE WORRYING ABOUT CLEANSE
But imma leave that up anyway in case it gets put back in again.
This requires you to be closer in order for this to happen, and honestly there's not going to be many opportunities for this to work unless they slip up.
Flash - Great for both offense and defense. But if your doin' things the Coolidge way you need to save this for some extra offensive oomph. If you do get stuck in a bad spot, just flash over a wall. Congrats! You just survived.
Did I mention you can use it to avoid turret shots? Great for Oscar Mike-ing out of a potentially deadly exhaust when you dive a turret.
What not to Use for Summoner Spells
Cleanse -> you are not a frilly defensive Mord you are a go-getter. You grab life by the balls and caress 'dat sweet donk on the opponents carry all game long.
Exhaust -> Flash is a much better alternative in that its much easier to predict an exhaust than a sudden flash of massive damage!
Ghost -> Suffers from the same problems as exhaust. Too predictable.
Heal and Revive -> If you considered these two, I'd suggest you choose a different champion. One who uses a purse and spends all their day shopping like Soraka.
Smite, Rally, Clarity, Fortify, Clairvoyance - Stop it please.
Marks (Red) - Magic Pen (Insight)
Makes your spells do more damage (If you didn't know your AP ratios are bad... REALLY bad.)
Seals (Yellow) - Dodge (Evasion)
7% dodge, comes out to 7% less damage against you with auto attacks, and tons of hilarity with missed pick a cards.
Glyph (Blue) - Magic Resistance (Shielding)
The item build I use puts the front-end on stopping auto attacks, and by having glyphs to mitigate the early game spells it gives you even more staying power.
Quintessence (Purple) - Flat Health (Fortitude)
Have you seen Phreak's spotlights?!? Flat Health goes with everything. Bro.
This is what I use Right HERE (thanks wildfire)
Bla Bla Bla more defense means more shutting down their carries. You get the picture.
Item Build -
Start with a rejuvenation bead and 6, count 'em, 6 health potions.
First trip Back -
You should get a ninja tabi, and you should go back when you kill the enemy carry or the enemy carry ports back. You can dominate most carries with a rejuv bead and ninja tabi alone until mid-game, the increased move speed lets you chase better, and set up siphons better. A win-win. With any left-over dosh grab a regrowth pendent and if you have a few gold left go ahead and get yourself some wards and place them around mid. You've earned 'em.
Second Trip -
Get a negatron cloak and build a phage. Even more move speed is awesome and getting increased regen based on lost health increases your staying power.
Third Trip -
Turn your rejuv bead into a Warden's mail. You are now VERY hard to kill, and once team fights start you can do a decent job tanking, especially with a level advantage. With left over money either buy a giant's belt to turn into a frozen mallet if you are absolutely plowing the early game, or take a force-o-nature if you've only scraped up 1 or 2 kills.
Fourth Trip -
Buy whatever you didn't get from trip 3 so either Frozen Mallet! Often times I see people build Rylai's over Frozen Mallet, however I LOVE frozen mallet. Your ghost you control with your ult proc's Frozen Mallet as well, so you can actually set your little buddy on one guy while you hammer on another. Two slows! EGADS! Oh and also hex-tec revolver. More healin = more hurtin.
Or Force-o-nature, because run-speed and magic resist are truly, truly, truly outrageous
Fifth Trip (In All Likelihood Final) - Getting killed? Turn Wardens into Randuin's Omen.
You've got extra slots everywhere! Buy whatever you need! Gettin teh pwned? get a guardians angel! Gettin smacked by melee? Get a sunfire! Need more deeps? Abyssal Scepter! Gettin rocked by magic? Get the **** out!
Congrats you now build like Coolidge, but can you play like him?
BUT FIRST A QUOTE!
So many things wrong with this guide.
For starters, you advocate using Mordekaiser on Summoner's Rift. He's tier F for a reason, bro. Because he's terrible on Summoner's rift. He's amazing at Treeline, but on SR you're better off with just about anyone. Games tend to go to 25+ minutes on SR, and when it hits that point, Morde starts losing 1v1 versus pretty much any non-tank. In Treeline, he can bowl over a victory before that point.
For two, your item build. Always Tabi? What if their mid is a caster? What if they have 3-4 stuns? Mercury Treads needs to be in consideration, and you should at least mention that Sorcerer's Shoes are a possibility if for some reason the matchup calls for neither Tabi or Treads.
Force of Nature as your first real item? Kindly leave. Force of Nature is a situational item at best on Morde, that I'd only ever pick up if the enemy team was 4+ mages, and even then I'd wait until after my core items. What are his core items, you ask? Randuin's Omen and Spirit Visage. With these two items, you get 27% Cooldown reduction, which provides a lot more spammability on your skills (which means a lot more damage). You also get a ton of HP regen and an AOE Slow, which actually gives you the ability to somewhat initiate.
Next, masteries. 21 Defense is fairly obvious, but where you put your points is not. Do you seriously advocate Strength of Spirit? You realize that Morde has no Mana Pool, and thus those three points are 100% wasted, right? Additionally, 9 in offense is incredibly useful for Morde, as it gives him CDR and Magic Pen, his two best offensive stats. I'd advocate 9/21/0, 9/0/21 (full CDR), or maybe even 9/13/8 (getting the exp mastery in Utility, as that's very useful for Morde). Not taking 9 in Offense is a travesty though.
Next, Summoner Spells. Morde has some burst, but his main strength comes from being able to continuously dish out damage. Because of this, Ghost > Flash. You flash, you get to hit someone once with Mace/Siphon and then they get away. You Flash, you can chase them across the entire map, dropping Mace and Siphon on them the whole time. Also, Cleanse is very useful as you need to be not CC'd in order to launch your abilities in order to keep your shield up.
Next, Runes. mostly good here, but I'd say that CDR > MR in Glyphs, unless you're running 9/0/21 (at which point, more than 4% there is wasted once you get your core items).
Finally, Skills. I laugh every time I see a Morde take Creeping Death over Mace. Why? Leveling Mace greatly reduces its cooldown and increases the damage. With a full Siphon and a decently leveled Mace, you have all kinds of burst damage on a 4-6 second cooldown. Take an entire minion wave in a second. Knock 400 HP off of your lane opponent 5 seconds later. A few seconds later, take the entire wraith camp. Come back, knock down an entire creepwave. Harass your lane opponent again. Take his wraith camp.
What is Creeping death doing for you all this time? A minor Armor/MR buff and that's pretty much it. Creepwaves/wraith camps won't be alive long enough to leech from. Your opponent won't be standing next to you if they can help it. So you're taking an ability with a massive cooldown and a short window of usefulness that you'll maybe get 2 ticks worth of usage out of each time it cycles around. Whereas with a leveled Mace, it will always be up when you want it, as well as splashing more damage and thus giving you more shield.
I've read hear and over at Leaguecraft, repeatedly, that Mace of Spades does not scale well. Is this true? I don't know. Does it scale well when you get around to strapping on some AP? I dunno.
Either way, i agree with the guy above me, bad guide. Good try, but you're losing effectiveness by putting everything you have into health and AD items (and then runing Magic Pen).
Magic Pen runes = good.
Dodge runes = bad, you need HP regen.
MR runes are situational, go CDR/per lvl.
I believe there is a balance with Morde, and that is to get enough health regen and CDR, then start piling on the AP if you have the opportunity.
Sprit Visage > Sor/Merc Treads > Raduin's Omen > Ryali Sceptor (because you'll hit them with SoD if they run) > Insert AP itme here.
EDIT: I Actually looked up the tool tips on the 2 abilities.
Mace of Spades:
im pleasantly surprised, u give some good tips on how to play as morde, but the build is really lackluster in my opinion.
you started right, rejuv beads and health potions and u upgrade boots quick, also a good choice as morde, although, for ANY champ, boots are situational and i'll be honest, on morde swiftnessORsorc>tabi. This is because morde already has CRAZY defense against damage, his bane is stuns.
morde can take on 3v1 with ease in mid game...unless they stun you a few times. Cleanse is a good choice for morde, and merc treads are a MUST if there's more than two characters who can stun you on the enemy team.
I agree with most things Wildfire says, he's got good points, but he's missing a single core item that makes morde amazing: Abyssal scepter.
Magic Resist (GREAT)
Ability power(well...this isn't what we're buying the item for, but its a decent bonus)
Magic resist reduction (THIS IS GODLY, IT HELPS UR WHOLE FRICKEN TEAM SO MUCH)
Then morde's core becomes
Spirit visage, boots(sorc, swiftness, or merc treads), Randuins omen, and Abyssal
You have now two slots left and if ur morde you should be farming like a beast and have this by the 30min mark if ur doin half decent.
Those two slots now go into whatever resist you need to focus, a sunfire and thornmail for heavy dps, a FoN and a Wit's end(yes im serious) for casters. a aegis and guardian angel against mixed.
also, a guardian angel can be bought early to REALLY annoy your enemy and make morde able to easily solo push a lane mid-late game. When he does this, the enemy cant send just one champ, they have to send AT LEAST two to kill you, and probably three. otherwise you'll just kill them and continue.
Coolidge you're doing something right. I am a long-career morde player as well and Wildfire is not correct about most of what he says.
I do agree with Randuin's Omen, that's a good one. Primarily though I've followed Heat n' Serve's mindset of a threat-tank (a tank that has no incentive to be hit except for how much danger he is to a team fight so he gets focused).
I like to tank with just a hint of m-pen myself and I level creeping death to max before going into Mace. To each his own but the reason I stay on my path is because -I NEVER LOSE TO MORDEKAISERS WHO BUILD WITH WARMOGS OR START WITH MACE OF SPADES- so I do not see their perspective too clearly. A mace of spades-kaiser can be ignored and often with good results (i'm not speaking hypothetically, I'm speaking out of experience).
Thanks for your mordethusiasm. I'll give your build a try, nice record.
To any morde players who have never tried creeping death first, I pity you for your lack of interest in science. ****ing TRY IT before knocking it. It isn't a "minor boost" it is ABSURD how strong you are especially if you are leveled right. When you have max creeping death at 9 or 10 and they are all 9 or lower you are a catastrophe to be around (if you play smart and approach at the right times and, i dunno, TANK). You say they won't want to be around you? Is that in your experience? It seems to me they always want to focus me down first, I wonder what we're doing differently. Perhaps you are affording them the luxury of not having to worry about you.
Sorry, that was catty.
Anyway Creeping death >>>>>>>>>>>>>>>>>>> Mace.
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