[Guide] Mordekaiser, the Shield Master

Comment below rating threshold, click here to show it.

AshenWolf

Member

02-26-2010

Quick guide explanation: This is a guide to turn Morde in a mean bad-ass pusher, tank, and dps. The items suggested here may appear off but offer Morde a powerful platform that allows him to accel in many different situations. Thus there are a few situational changes to the item build depending on the composition of the enemy team.

Overviewof Mordekaiser: A powerful AoE tank champion. Capable of strong late game pushes into enemy bases with ult, and powerful early harassment with AoE mini-nukes.

-------------------------------------------------------
Abbilities:

Passive:20% of the damage dealt from ability is converted in to a temporary shield. Maximum shield strength is 600.00 health. The shield decays by 2% per second.

Q:Mace of spades:On next hit, Mordekaiser swings his mace with such force that it echos out striking up to 3 additional nearby targets, dealing his attack damage plus 20/40/60/80/100 bonus damage. If the target is alone, the bonus damage is doubled.

W:Creeping death:Unleashes a protective cloud of metal shards to surround an ally, increasing armor and magic resistance by 10/15/20/25/30 and dealing 16/32/48/64/80 (+.1 per ability power) damage per second to enemies in the cloud.

E:Siphon of destruction:Mordekaiser damages enemies in a cone in front of him, dealing 65/110/155/200/245 (+.25 per ability power) magic damage.
For each unit hit, Mordekaiser's shield absorbs an additional 8/12/16/20/24 health.

R:Curses an enemy champion for 8 seconds, stealing 3/3.5/4% life per second, plus an additional 0.1% per 100 AP.

If the target dies while under the effect of the curse, their soul is enslaved and will follow Mordekaiser for 30 seconds. During this time, Mordekaiser gains quarter of their ability power, and attack damage. the spirit gains 65/75/85% of Mordekaiser's adjusted damage, ability power, and health totals.

-------------------------------------------------
Ability usage

Q: Can anyone say evil? In a 1v1 situation it does serious damage with a very short cool down. In party battle it strikes almost their entire team. Oh, and don't forget that it charges your shield! This is particularity useful in party fights for keeping your shield up and drawing attention to yourself. After all your job in this guide is to initiate fights, soak damage and push like a god. Early on its a good harassment tool, but not nearly as good of a harassment tool as Siphon.

E: Your panic button, a shield charger, damage dealer, and team member assistant all wrapped into one nice neat little package. Do not underestimate the value of this skill. The AoE radius is more than you would expect. I have placed this on a chasing Yi and watched as it ripped of chunks of health from the felling enemy. In the case you where you are being chased there are a couple options. You can drop this on a minion ahead of you and for the enemy to avoid it or charge your shield, Or you can drop it on yourself and take that nice damage reduction all to yourself.

W: Sweet, Sweet harassment. This in my opinion is Morde's most powerful ability. Get used to it. Learn to love it, this is your new best friend. It charges your shield very well, even more so where they are many targets such as minions or an enemy team. Don't be daunted by the tiny effect area, its really all you are going to need. This lets you do some serious early harassment, as well as allow you to absorb early damage that would have pushed you back. Placement with this is key to Morde's survival, when you drop this you always want to hit at least two targets unless you are chasing, or fighting 1v1. The more targets the better. If you hit the entire team they are going to look at you and attack... but guess what? Your shield is up while your team chows down on them!

R:Honestly this was a bit of a let down for me. Since most players pack some for of a hp replenishment the ult, due to its long stretched out nature, doesn't do very much damage. However it still is very very useful. Whenever an enemy hero is being ganged up on or is very close to deal, drop this on them. It cuts their Hp regrowth, and best of all if they die its party time for you. Players underestimate your pet. Send that new toy tower diving! have it smack up players that are targeting you! if it was 5v5 before you got your pet the team battle is now 6v4! Want to push? Send that pet to go tank a turret! Morde's ult doesn't do much damage but when a player dies under it you have 30 seconds of aggressive pushing and attacking to do.

-----------------------------------------------
The Pre-game Setup

Alright here's where I'm going to start losing a few of you. Again I'm going to make the reminder that this build is designed to flex into any situation, and provide your team with what you need.

-----------------------------------------------
Summoner Spells

Heal - This is a MUST HAVE. I know suddenly i have lost about half of you. "Heal is useless..." BAH! Morde's weakness early on is the HP cost of his spells. and in the late game his lack of CC removal and CC effects. Heal gives you both the time you need and late game and the pushing power you want in the early game.

Flash - Once again another must have, trade-able only with Cleanse. Morde lacks CC removal. Flash allows you to escape from bad situations that you can't power your shield through.

-----------------------------------------------
Masteries

9/21/0 - Honestly im not going to require this. Most players have strongly different styles, thus Im going to leave it up to the individual.

-----------------------------------------------
Runes

Im going to lose a few more of you here due to what must appear as odd choices.

Red: PURE Greater Mark of Insight (+.95 magic penetration)
Yellow: PURE Greater Seal of Vitality (+19.44 hp at champion level 18)
Blue: PURE Greater Glyph of Celerity (-0.9% cooldown at champion level 18)
Quint: 3 Greater Quintessence of Fortitude (+32.4 hp)

Justifications:
Red: Grants powerful early harassment damage
Yellow: Tanking ability
Blue: Faster ability spamming resulting in greater shield maintainable.
Quint: You a freaking hard to kill bugger in the beginning and its results in a fear factor since you are harassing them constantly and will eventually become frustrated and try to kill you.

------------------------------------------------
Spell leveling Choice
This surprisingly doesn't change much. I'm going to cite the in game portion of the guide for why

1.E
2.Q
3.E
4.Q
5.W
6.R
7.E
8.W
9.E
10.Q
11.R
12.Q
13.E
14.W
15.Q
16.R
17.W
18.W

---------------------------------------------
Items

Starting: Rejuvenation Bead, 3x Hp pot
Bead->Emblem of Valor (give a fast hp steal/regen base to work from)
Boots of Speed -> Mercury Treads (Help with CC problems)

From here on it gets dynamic.
Banshee's Veil (If laning against two casters or an enemy caster has been fed)
Thorn-mail (If laning against heavy physical damage, or fed enemy physical)
Warmogs (If none of the above)

Emblem->Starks
Aegis of the Legion

Complete the remaining 2 items of the Veil-Thorn-War set

at this point your inventory is full, and you can begin to make altercations based on the feel of the game at your discretion.

Total gold cost for entire build: 13670 gold

---------------------------------

Stages of the game

Early Game: DO NOT SOLO. Morde is not a carry type, so leave the middle to someone like Teemo. Partnerup with someone who has crowd control or control removal effects, Morde needs them in case of gank and counter-gank. You job is to be agressive. Strike hard and strike fast they back up before they can focus fire your shield down. Your shield lets you act with impunity. Don't be afraid of walking within range of their attacks to drop a siphon on them. Eventualy they will focus more and more on you, giving your partner oppertunities for kills and you for assists. Keep you shield charged and you opponents under pressure the entire time. You job is to farm, if a kill chance arrives, take it but don't over commit.


Mid Game: By now you have the emblem, you boots, and are building your first item of the veil-thorn-war set. By now in regular lanes your shield should never be dropped. Your regen should be sufficient for you to be using abbilies the instant they charge up without worry of draining your health. Be agressive and push into their turret and take it out. Once that's down feel free to start helping with ganks and start shifting into a team battle.

Late Game: Your sitting on stark's, boots, aegis, and are finishing your veil-thorn-war set. You are an initiator. You items grant powerful party buffs and you are tough. Start leading you team in drives at theenemy territory. Dont forget to pop your ult on any enemy that your team picks on. You pet is now on of your teams most valuable assets. Use your pet to tank turrets or deal damage, push in and take out the inhibitors. Since you are AoE you should be racking up the assists and kills as well as gold. Make sure to spam abilities and keep your shield charged. Finish up your set and take out inhibitors. You are highly capable of backdooring thanks to your shield.
--------------------------------------

Best of luck to anyone giving Morde a try, hes fun and challenging at the same time.

May your shield always be up, and your enemies on the run!