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Recommended Items
Runes: STANDARD SETUP
1
2
3
4
5
Precision
Inspiration
+9 Adaptive (5.4 AD or 9 AP)
+2% Movement Speed
+10-180 Bonus Health
Spells:
1
2
3
STANDARD
Flash
Ignite
Items
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Akali
Zilean
The speedup is great on top of the revive. A lot of champions adore playing with Zilean.
Synergies
Ideal
Strong
Ok
Low
None
Zilean
The speedup is great on top of the revive. A lot of champions adore playing with Zilean.
Champion Build Guide
SEASON 15 NOTICE
Season 15 i about 1 month away from starting and I want you guys to know I will not instantly update all of the guides as I will need to do more testing for some of them. Some of them won't be an issue as close to nothing will change, one example of this would be Olaf, where he is basically the exact same. However, on someone like Dr. Mundo I will need to test more before actually updating it for season 15. It will probably take around a week or so for every guide to be fully updated. I will update the matchup spreadsheets where needed.
ABOUT ME/ FUTURE GUIDES
ABOUT ME
On League I go by Federals1, and since 2018 I have hit challenger with at least 900 lp every single season.
I have also hit Challenger on EUW
I was also the number 1 Darius in the world in season 9.
Over the years have gotten top 10/5 on Volibear, Dr. Mundo, Sett, Garen, Malphite, Olaf, Aatrox and Mordekaiser. Most of the time I will play on my main account, so you can check out what I do there.
I will be livestreaming at https://www.twitch.tv/federals123 , so if you want to check it out and see how it's going be sure to tune in! I will be answering any questions and trying to give my thought process while playing, giving general tips and such. I hope if you end up checking it you will enjoy your time.
FUTURE GUIDES
I will be making more guides in the future, some already being in the works. My goal is to make a guide for every single champion I am extremely confident with, and ones I've been playing for a very long time where I have unique insights to share.
I am currently working on multiple guides but I cannot give an exact date when they will be out. I will post them gradually as I finish them, so if you want to see when they are out for a new champion you can follow and be up to date. To make sure they are done quicker not all of them will them will have a matchup spreadsheet at the start, that alone takes me a week by itself, it's massive.
TIP BEFORE LANE STARTS
While you wait in the loading screen, or even before minions spawn, go on an external website and check what runes your opponent has. I use op. gg or u. gg, but any website that show runes in full works. You will be able to see exactly what your opponent's runes are, and it can play a big part in your very first trade and knowing exactly how you might want to play out the first few waves. Here's an example: you see the enemy has Resolve secondary. It's extremely important to see what he has in Resolve. You can check and let's say they have Bone Plating and Overgrowth. Now you know you should play out your first trade a bit differently, trying to proc down Bone Plating first, or knowing that if you go for a trade he has that extra block power. This is something you should look to do every single game to gain an advantage.
MATCHUP SPREADSHEET
https://docs.google.com/spreadsheets/d/1GyICr7ifX-8ASWfuj9-TCfXcWTzaYw68eCARSHDeP1Q/edit?usp=sharing
Here you will find every single champion matchup in the entire game and the way I tend to play them most often.
Here you will find every single champion matchup in the entire game and the way I tend to play them most often.
TABLE OF CONTENTS
xMid Game xLate Game
xCombos xAll final items explained |
xPros xCons |
EARLY GAME
Mordekaiser's early game is actually not that great. There's a lot of matchups that can actually beat you down decently well in the early game as you are extremely reliant on hitting your Q
and any champion that has mobility can usually dodge it easily. There's also the fact that there are just stronger duelists in melee range early on, such as Olaf, Warwick, Trundle etc. The most important thing in lane to do is to keep using your Q
from max range to slowly chip away at your enemy. Mordekaiser's Q
range is actually decently long, and you can basically always guarantee a hit on an opponent if they go to last hit a minion.
Your pull can also be great to keep the fight going if you are in a winning position, the only issue is that it's pretty telegraphed and can be dodged decently well. Like with your Q you can look to pull an enemy closer to you when they go for a last hit to ensure you have an easier time hitting it. One One big spike you get in the early game is at level 6. Your ultimate can allow you to swing a lot of fights in the early game and it makes a lot of matchups much more playable. You can turn around a lot of ganks by just turining the 2v1 into a 1v1 then going for the remaining player. However, you must keep in mind that there are champions who can make "dodge" your ultimate and not let you take them, such as Olaf with his ultimate or Warwick with his Q if timed properly.
Ideally look to just farm up until your first item, after which you can look to fight. Generally once you get your first completed item your dueling power is much better and you can start to fight for longer.
Your pull can also be great to keep the fight going if you are in a winning position, the only issue is that it's pretty telegraphed and can be dodged decently well. Like with your Q you can look to pull an enemy closer to you when they go for a last hit to ensure you have an easier time hitting it. One One big spike you get in the early game is at level 6. Your ultimate can allow you to swing a lot of fights in the early game and it makes a lot of matchups much more playable. You can turn around a lot of ganks by just turining the 2v1 into a 1v1 then going for the remaining player. However, you must keep in mind that there are champions who can make "dodge" your ultimate and not let you take them, such as Olaf with his ultimate or Warwick with his Q if timed properly.
Ideally look to just farm up until your first item, after which you can look to fight. Generally once you get your first completed item your dueling power is much better and you can start to fight for longer.
MID GAME
This is Mordekaiser's strongest point in the game by far. Generally, you will have 2-3 items by this point, and depending on your item combination you can be extremely threatening on side lane, especially to any champion with high health. If you have Liandry's Torment, your % health damage combined with the extra damage this item deals will allow you to go through most bruisers and tanks like butter in just a few seconds of sustained damage.
Side laning is also quite good, as you can always turn any fight from an unfair number's advantage, to a straight up 1v1 with your ultimate and at least trade 1 for 1, if not more. If your ultimate is not up, you generally never want to take teamfights. You absolutely need it to single out a target and kill them, or take them out of the fight by hard chunking them. You can still side lane, even though it's riskier, but in teamfights having your ultimate is an absolute must. If you do have it up, then you can just lock down a high priority target and ensure you kill them quickly, or you can use it as a peel tool, using it to stop whoever is diving onto your backline.
At this point into the game Ability Haste can be quite plentiful for a numerous amount of champions and it becomes much, much harder to hit your Q or E due to the large amount of dashes and how fast they come back up.
Take Riven for example. Realistically speaking, there's basically no way you can hit her as she has 3 dashes from her Q and then also her E dash. On top of that, she also builds a lot of haste so they will be back up quite fast too. The only tip I can give vs these types of champions is to unironically walk up to them and start auto attacking them down. Most of the time they will use their dashes looking to dodge out your incoming spell, but if you just hold them and not use any, they will basically lose melee dps, and if they do use them all then you can use your spells.
Side laning is also quite good, as you can always turn any fight from an unfair number's advantage, to a straight up 1v1 with your ultimate and at least trade 1 for 1, if not more. If your ultimate is not up, you generally never want to take teamfights. You absolutely need it to single out a target and kill them, or take them out of the fight by hard chunking them. You can still side lane, even though it's riskier, but in teamfights having your ultimate is an absolute must. If you do have it up, then you can just lock down a high priority target and ensure you kill them quickly, or you can use it as a peel tool, using it to stop whoever is diving onto your backline.
At this point into the game Ability Haste can be quite plentiful for a numerous amount of champions and it becomes much, much harder to hit your Q or E due to the large amount of dashes and how fast they come back up.
Take Riven for example. Realistically speaking, there's basically no way you can hit her as she has 3 dashes from her Q and then also her E dash. On top of that, she also builds a lot of haste so they will be back up quite fast too. The only tip I can give vs these types of champions is to unironically walk up to them and start auto attacking them down. Most of the time they will use their dashes looking to dodge out your incoming spell, but if you just hold them and not use any, they will basically lose melee dps, and if they do use them all then you can use your spells.
LATE GAME
In my opinion, you never really want to get to this point. Carry champions will get their strong damaging items, and 1v1s become much harder to win in a lot of matchups. Some like Camille can put up a huge fight and actually win out the duel in your Death Realm
. Then there's the champions who you can't catch or straight up anihilate you. Champions like Kayle or Vayne are completely unbothered by you ulting them at this point, because they can straight up murder you before you get to hit them a single time.
That being said, his scaling isn't super horrible. If you compare him to other juggernauts like Illaoi or Nasus, he doesn't get as kited as them because he can always take someone and look to 1v1 them, which is a big strongpoint of his, or if he can ever pull a high priority target it can win out a fight easily. It's just that most of the time you really don't want to get past 24-28 minutes because you start to lose out on your overall power and the enemy team can catch back up. You can still use your ultimate to stop diving champions who want to kill the more useful champions you have on your team.
IMPORTANT NOTE: If there is ANY shield breaking or shield reduction on the enemy team during the late game, you are basically getting 1 tapped if any carry is hitting you, as your W shield will never be enough to save you. The only exception to this is if you have Zhonya's Hourglass and use the stasis to buy some time.
That being said, his scaling isn't super horrible. If you compare him to other juggernauts like Illaoi or Nasus, he doesn't get as kited as them because he can always take someone and look to 1v1 them, which is a big strongpoint of his, or if he can ever pull a high priority target it can win out a fight easily. It's just that most of the time you really don't want to get past 24-28 minutes because you start to lose out on your overall power and the enemy team can catch back up. You can still use your ultimate to stop diving champions who want to kill the more useful champions you have on your team.
IMPORTANT NOTE: If there is ANY shield breaking or shield reduction on the enemy team during the late game, you are basically getting 1 tapped if any carry is hitting you, as your W shield will never be enough to save you. The only exception to this is if you have Zhonya's Hourglass and use the stasis to buy some time.
ABILITY TIPS AND TRICKS
DARKNESS RISE (P)
Not a whole lot to point out here, just that your ultimaterelam of death does not give you a passive stack. Also be mindful of the AOE effect when under the enemy turret to make sure you don't accidentally take damage.
OBLITERATE (Q)
Look to get as many isolated procs as possible. Try to angle out your Q to hit only the champion and no other units. Sometimes this is really tough to do as they stand right inside the minion wave, but always try to use your Q at an off angle to make sure it only hits the enemy champion. You can also combo it with Flash to catch enemies off guard or secure a kill.
INDESTRUCTIBLE (W)
This is going to be your main trading and sustain tool. You never want to trade with your opponent if this ability is not up. You basically need it in every single trade to go even in the early game. If it is fully stacked then you are able to gain a massive shield and possibly fight for longer, but generally speaking you want to use it to either do a short trade where the shield eats almost all the damage even if it's not fully stacked, then back off until it's up again, and repeat. You can also use it to just slowly get your health up during lane to outsustain opponents.
DEATH'S GRASP (E)
This ability is pretty telegraphed, and you are usually only hitting this if the enemy champion has no mobility spells, or if they are going for a last hit on a minion. It can allow you to extent trades, or you can use it to push people off you by flipping the direction it's going towards and taking them off you. This is especially important in the early game where champions such as Jax or Darius will try to stick to you and use their stronger early power to beat you down, so it is very important to pull them off you.
REALM OF DEATH (R)
This is your main 1v1 ability and what makes you such a powerful dueler. The 10% stat steal is actually really good in close fights, and it has some unique interactions with certain abilities. For example, if you use your ultimate correctly you can dodge something like a Nunu & Willump ultimate by taking someone to the realm and being out of the danger zone. It is also worth noting that once you get into the realm there is no way to get out of it, the only thing an opponent can do is make it to where they don't go there in the first place, but once they are in, they stay the full duration.
Another important thing to note is that the 10% stat steal will steal 10% of the CURRENT STATS an opponent has. So if you use it on a Rammus with his W on, you will steal 10% of the increased stats, even if it expires during the realm, and you get to keep the increased stats as well if you kill him.
Your ult can also be used as a peel tool, ensuring that if someone dives onto your backline and they are not cc immune you can take them off one of your carries, disrupting their plan and possibly killing them.
COMBOS
LANE TRADING COMBOS:
+ +
+ +
The first one gives you longer range to do the combo as you can start off with your pull while the second one can be used when you are closer to the target as you need to get into Q range first, which is quite a bit shorter than what your E is.
OTHER COMBOS:
+
Not much to say about this one, just used to catch the enemy off guard and to reposition your Q angle to guarantee a hit.
+
You only ever use this in melee range, and it's usage is to make sure you give less wiggle room for the enemy to escape, in the clip you can see how small his zone is, so he is forced to run the other way.
+
This one is especially good if the target is trying to run away. Your ultimate actually slows down the targeted enemy for a brief second, which allows you to line up your E more reliably.
ALL FINAL ITEMS EXPLAINED
Rylai's Crystal Scepter: Amazing item to have as it allows you to stick to people a lot more reliably, as once your passive
is up, the slow will always stay near you. This is also what makes my secondary setup work whenever I take Approach Velocity, as it means that whenever I am slowing down someone I gain an extra 15% Movement Speed that can't go down until my passive
goes down or I leave them.
Riftmaker: Has solid synergy with your champion. The damage amp is actually quite solid and the omnivamp can actually allow you to heal up a surprising amount of health.
Liandry's Torment: Extremely good item to melt through high health rargets like butter. This item combined with your passive will make you deal a very good amount of % health magic damage
Hextech Rocketbelt: I like this item a lot vs ranged champion or vs champions where you need to use your ultimate for max range most of the time, as the dash can allow you to catch the enemy by surprise and get them caught out. It also applies the slow from Rylai's to every target it hits.
Cosmic Drive: The Movement Speed feels great for Mordekaiser, but a very underrated aspect of this item is the Ability Haste. Generally you won't have more than 20/30 even at full build, but this item can change that and you can also rush it, meaning you can instantly make use of the lower cooldowns.
Zhonya's Hourglass: The stasis is absolutely amazing as it can give you extra time to do damage and if your passive is on it will keep doing damage even as you are in stasis. It can also buy a bit of extra time for you to possibly get a second W off, which can massively swing fights.
Nashor's Tooth: This item is very good to take vs champions who can dodge out your spells easily, as you can just walk up to them and auto attack them down, literally just killing them through your auto attacks and never using spells. You can 1v1 Irelia or champions like her in melee range and never need to use your Q as you just auto attack them down. The one thing that really sucks about it though is that it doesn't give any health.
Spirit Visage: Great item to get for Mordekaiser. It increases both your W and the healing you get for reactivating it.
Kaenic Rookern: Good item to take if you really need to eat up poke damage, but most of the time you will go Spirit Visage as the increase to your shield and heal is absolutely amazing.
Force of Nature: You take this if you really need more movement speed .
Jak'Sho, The Protean: Very good for overall tankiness. Usually you never buy this earlier than 3rd item, but it can beef you up by quite a bit.
Morellonomicon: Offensive heal reduction item.
Thornmail: Defensive heal reduction item.
Dead Man's Plate: Not built a whole lot, but always whenever there are slows on the enemy team, as the slow resist can help out a lot for that.
Abyssal Mask: Only really bought if the enemy team has a lot of tanks who took a lot of magic resist and you need the shred for your team, if not it's better to take Void Staff or Cryptbloom.
Void Staff: You only ever get this if you are playing against team comps or champions who get 300+ mr and you really need to shred them down.
Cryptbloom: Much like Void Staff, you only ever buy this vs hyper tanky targets, but it also provides a solid heal for your allies in exchange for some damage and pen .
Frozen Heart: Even if it seems wired to buy it because you don't have mana, the attack speed reduction is really good and can shut down a lot of different team comps.
Randuin's Omen: You only ever really buy this vs champions who buy crit , such as Yone, Tryndamere, Caitlyn, etc.
Mejai's Soulstealer: You only ever buy this if you bought an early Dark Seal and you stacked it up to 10, and you know you can push your lead even further. Just remember that dying is even more taxing when you have this item.
Stormsurge: You only really buy this if you are going for a more 1 shot focused Mordekaiser build to explode people.
Shadowflame: You only really buy this if you are going for a more 1 shot focused Mordekaiser build or as your 5th/6th item, otherwise it's almost never worth it, but it does make you deal a disgusting amount of damage to low health targets.
Rabadon's Deathcap: Can be bought as your final item to increase your ability power by a lot, in some cases literally doubling your ap.
Banshee's Veil: Solid for the spellshield effect, most of the time you will just buy Verdant Barrier and upgrade it into the full item later on, as you get the spellshield effect just from that component.
Riftmaker: Has solid synergy with your champion. The damage amp is actually quite solid and the omnivamp can actually allow you to heal up a surprising amount of health.
Liandry's Torment: Extremely good item to melt through high health rargets like butter. This item combined with your passive will make you deal a very good amount of % health magic damage
Hextech Rocketbelt: I like this item a lot vs ranged champion or vs champions where you need to use your ultimate for max range most of the time, as the dash can allow you to catch the enemy by surprise and get them caught out. It also applies the slow from Rylai's to every target it hits.
Cosmic Drive: The Movement Speed feels great for Mordekaiser, but a very underrated aspect of this item is the Ability Haste. Generally you won't have more than 20/30 even at full build, but this item can change that and you can also rush it, meaning you can instantly make use of the lower cooldowns.
Zhonya's Hourglass: The stasis is absolutely amazing as it can give you extra time to do damage and if your passive is on it will keep doing damage even as you are in stasis. It can also buy a bit of extra time for you to possibly get a second W off, which can massively swing fights.
Nashor's Tooth: This item is very good to take vs champions who can dodge out your spells easily, as you can just walk up to them and auto attack them down, literally just killing them through your auto attacks and never using spells. You can 1v1 Irelia or champions like her in melee range and never need to use your Q as you just auto attack them down. The one thing that really sucks about it though is that it doesn't give any health.
Spirit Visage: Great item to get for Mordekaiser. It increases both your W and the healing you get for reactivating it.
Kaenic Rookern: Good item to take if you really need to eat up poke damage, but most of the time you will go Spirit Visage as the increase to your shield and heal is absolutely amazing.
Force of Nature: You take this if you really need more movement speed .
Jak'Sho, The Protean: Very good for overall tankiness. Usually you never buy this earlier than 3rd item, but it can beef you up by quite a bit.
Morellonomicon: Offensive heal reduction item.
Thornmail: Defensive heal reduction item.
Dead Man's Plate: Not built a whole lot, but always whenever there are slows on the enemy team, as the slow resist can help out a lot for that.
Abyssal Mask: Only really bought if the enemy team has a lot of tanks who took a lot of magic resist and you need the shred for your team, if not it's better to take Void Staff or Cryptbloom.
Void Staff: You only ever get this if you are playing against team comps or champions who get 300+ mr and you really need to shred them down.
Cryptbloom: Much like Void Staff, you only ever buy this vs hyper tanky targets, but it also provides a solid heal for your allies in exchange for some damage and pen .
Frozen Heart: Even if it seems wired to buy it because you don't have mana, the attack speed reduction is really good and can shut down a lot of different team comps.
Randuin's Omen: You only ever really buy this vs champions who buy crit , such as Yone, Tryndamere, Caitlyn, etc.
Mejai's Soulstealer: You only ever buy this if you bought an early Dark Seal and you stacked it up to 10, and you know you can push your lead even further. Just remember that dying is even more taxing when you have this item.
Stormsurge: You only really buy this if you are going for a more 1 shot focused Mordekaiser build to explode people.
Shadowflame: You only really buy this if you are going for a more 1 shot focused Mordekaiser build or as your 5th/6th item, otherwise it's almost never worth it, but it does make you deal a disgusting amount of damage to low health targets.
Rabadon's Deathcap: Can be bought as your final item to increase your ability power by a lot, in some cases literally doubling your ap.
Banshee's Veil: Solid for the spellshield effect, most of the time you will just buy Verdant Barrier and upgrade it into the full item later on, as you get the spellshield effect just from that component.
ALL POSSIBLE RUNES
KEYSTONE RUNES:
Conqueror: The best keystone rune Mordekaiser has. Not much to say here, you basically always take this over any other one.
Lethal Tempo: This one is taken into some specific matchups where you really need the Attack Speed as it can be far too unreliable to look to damage enemies through using your spells because of their dashes, one example where I take it is Irelia.
RUNE SLOTS:
Triumph: Very consistent rune.
Absorb Life: Can be taken if you want the extra sustain on lane, though it's been nerfed quite a bit.
Legend: Alacrity: Can be taken instead of Legend: Haste if you need more Attack Speed.
Legend: Haste: Better than Legend: Alacrity in most cases.
Coup De Grace: Right now I only take this into Warwick, no other situation or matchup.
Cut Down: Can be taken into specific matchups where the enemy will typically be healthy during laning phase through stuff like lifesteal or items such as Kaenic Rookern, or generally just sitting on the healthier side. One matchup I take it into is Tryndamere, as he can hyper sustain in and out of lane so you get good value from it.
Last Stand: The best one out of the 3 from its respective space in almost every single situation.
Taste of Blood: The only real take on that particular tree slot
Eyeball Collection: Best one from its respective space generally.
Ultimate Hunter: Works well as Mordekaiser's ultimate is very important for him in fights.
Nimbus Cloak: Generally good rune that you can take in your secondary.
Transcendence: Can be done to get some extra ability haste as you go into the mid and late game.
Celerity: This rune has solid synergy with his passive speedup to give even more speed and make him even quicker.
Gathering Storm: Default take here that can allow you to scale into the late game much harder and give you a lot more damage.
Demolish: Solid rune if you want to take early tower plates or split push a lot.
Shield Bash: It can work with your W shield, but most of the time you don't really take it.
Conditioning: More scaling as you get into the mid game and you don't need Second Wind for lane sustain.
Second Wind: Best rune in its respective space for sustaining in the lane.
Bone Plating: Works best against combo based champions such as Sett, Riven or Renekton.
Overgrowth: Works best when you cannot take Revitalize because of a lane matchup or some other specific champions on the enemy team who can break your W shield such as Renekton or Rell, or if you want just a bit of extra health in general.
Revitalize: It amps up your W heal and shield and it can provide a great deal of tankiness and sustain. Works even better if you have enchanters on your team
Magical Footwear: This is usually my personal take on the secondary runes alongside Approach Velocity. If you also take the 2% movement speed small rune you won't even feel the fact that you have 335 base speed.
Cash Back: Can be taken if you want to just get to your spike items in the mid game a bit sooner, but I don't like it as much.
Triple Tonic: Decent rune, the extra pot at level 9 is pretty good, and the second potion can be used to spike up your level 6 even harder.
Biscuit Delivery: Can be used if you want extra sustain, but most of the time it's bad and you can just take Second Wind instead
Cosmic Insight: Generally good rune, the reduction on summoner spells feels pretty good.
Approach Velocity: I only ever take this if I am going Rylai's Crystal Scepter, but I absolutely ADORE IT. The extra speed feels so good and as long as your passive is on you will be able to gain 15% extra movement speed every single time you get close to any enemy champion, making it so much harder to escape from you.
Conqueror: The best keystone rune Mordekaiser has. Not much to say here, you basically always take this over any other one.
Lethal Tempo: This one is taken into some specific matchups where you really need the Attack Speed as it can be far too unreliable to look to damage enemies through using your spells because of their dashes, one example where I take it is Irelia.
RUNE SLOTS:
Triumph: Very consistent rune.
Absorb Life: Can be taken if you want the extra sustain on lane, though it's been nerfed quite a bit.
Legend: Alacrity: Can be taken instead of Legend: Haste if you need more Attack Speed.
Legend: Haste: Better than Legend: Alacrity in most cases.
Coup De Grace: Right now I only take this into Warwick, no other situation or matchup.
Cut Down: Can be taken into specific matchups where the enemy will typically be healthy during laning phase through stuff like lifesteal or items such as Kaenic Rookern, or generally just sitting on the healthier side. One matchup I take it into is Tryndamere, as he can hyper sustain in and out of lane so you get good value from it.
Last Stand: The best one out of the 3 from its respective space in almost every single situation.
Taste of Blood: The only real take on that particular tree slot
Eyeball Collection: Best one from its respective space generally.
Ultimate Hunter: Works well as Mordekaiser's ultimate is very important for him in fights.
Nimbus Cloak: Generally good rune that you can take in your secondary.
Transcendence: Can be done to get some extra ability haste as you go into the mid and late game.
Celerity: This rune has solid synergy with his passive speedup to give even more speed and make him even quicker.
Gathering Storm: Default take here that can allow you to scale into the late game much harder and give you a lot more damage.
Demolish: Solid rune if you want to take early tower plates or split push a lot.
Shield Bash: It can work with your W shield, but most of the time you don't really take it.
Conditioning: More scaling as you get into the mid game and you don't need Second Wind for lane sustain.
Second Wind: Best rune in its respective space for sustaining in the lane.
Bone Plating: Works best against combo based champions such as Sett, Riven or Renekton.
Overgrowth: Works best when you cannot take Revitalize because of a lane matchup or some other specific champions on the enemy team who can break your W shield such as Renekton or Rell, or if you want just a bit of extra health in general.
Revitalize: It amps up your W heal and shield and it can provide a great deal of tankiness and sustain. Works even better if you have enchanters on your team
Magical Footwear: This is usually my personal take on the secondary runes alongside Approach Velocity. If you also take the 2% movement speed small rune you won't even feel the fact that you have 335 base speed.
Cash Back: Can be taken if you want to just get to your spike items in the mid game a bit sooner, but I don't like it as much.
Triple Tonic: Decent rune, the extra pot at level 9 is pretty good, and the second potion can be used to spike up your level 6 even harder.
Biscuit Delivery: Can be used if you want extra sustain, but most of the time it's bad and you can just take Second Wind instead
Cosmic Insight: Generally good rune, the reduction on summoner spells feels pretty good.
Approach Velocity: I only ever take this if I am going Rylai's Crystal Scepter, but I absolutely ADORE IT. The extra speed feels so good and as long as your passive is on you will be able to gain 15% extra movement speed every single time you get close to any enemy champion, making it so much harder to escape from you.
PROS
+Solid sustain due to his W healing
+Can make it hard to escape a fight with him whenever his ultimate is up
+Can turn 2v1 and 3v1 fights around really well by ulting someone
+His ult cannot be broken out of once you enter it
+Actually pretty decent vs ranged champions if played correctly
+Very hard to beat out in the 1v1 if he is ahead due to his ult, so even if your team comes to help vs Mord, you will still probably die
+With his ult he can basically cc a super high priority target for 7 seconds in a fight, letting the team 4v4 without a main carry
+Shreds down basically every single tank in the game
+Taking out a squishy immobile target in a fight can be super easy due to his ultimate
+Can make it hard to escape a fight with him whenever his ultimate is up
+Can turn 2v1 and 3v1 fights around really well by ulting someone
+His ult cannot be broken out of once you enter it
+Actually pretty decent vs ranged champions if played correctly
+Very hard to beat out in the 1v1 if he is ahead due to his ult, so even if your team comes to help vs Mord, you will still probably die
+With his ult he can basically cc a super high priority target for 7 seconds in a fight, letting the team 4v4 without a main carry
+Shreds down basically every single tank in the game
+Taking out a squishy immobile target in a fight can be super easy due to his ultimate
CONS
-Immobile and slow, his base movement speed is not that great either and he usually gets kited easily
-His Q and E are quite telegraphed and can be dodged decently well, and basically impossible to hit a champion with multiple dashes
-Ultimate reliant in teamfights most of the time, if his ult is not up he struggles
-Even if he can take someone with his ultimate it's not a guarantee he can 1v1 them and just straight up get anihilated, like vs Fiora or Vayne, or get stalled from killing the person
-Abusable early game, a lot of champions can statcheck him in melee range if you aren't careful
-Shield reduction and shield breaks destroy him, he really needs his W to have some good tankiness
-His Q and E are quite telegraphed and can be dodged decently well, and basically impossible to hit a champion with multiple dashes
-Ultimate reliant in teamfights most of the time, if his ult is not up he struggles
-Even if he can take someone with his ultimate it's not a guarantee he can 1v1 them and just straight up get anihilated, like vs Fiora or Vayne, or get stalled from killing the person
-Abusable early game, a lot of champions can statcheck him in melee range if you aren't careful
-Shield reduction and shield breaks destroy him, he really needs his W to have some good tankiness
OTHER GUIDES
If you liked this guide, perhaps you would like to check out some of my other ones as well. As I make more guides for more champions this list will be updated to contain all of them. Simply click on the words below the champion portrait and it will take you to the respective guide.
Volibear Top Guide
Darius Top Guide
Olaf Top Guide
Dr. Mundo Top Guide
Garen top guide
Udyr Top Guide
UPDATE LOG
Here there will be a list of all the significant changes I am going to make going forward on the guide, so you can look here to see what the newest updates are, or old ones:
Patch 14.23
7th December 2024:
- added Udyr to the other guides chapter
6th December 2024:
- added Ionian Boots of Lucidity as another boot choice
- added a new rune page and build, both called "HIGH ABILITY HASTE"
- added a new 3 core setup called "HIGH ABILITY HASTE 3 CORE"
Patch 14.22
9th November 2024:
- added the link to the matchup spreadsheet as it has been completed
Patch 14.21
3rd November 2024:
- added Cut Down and Coup de Grace as possible rune choices
Patch 14.20
25th October 2024:
- added Overgrowth as a possible rune to take
Patch 14.19
8th October 2024:
- the publish date of the guide
Update Log
Patch 14.23
7th December 2024:
- added Udyr to the other guides chapter
6th December 2024:
- added Ionian Boots of Lucidity as another boot choice
- added a new rune page and build, both called "HIGH ABILITY HASTE"
- added a new 3 core setup called "HIGH ABILITY HASTE 3 CORE"
Patch 14.22
9th November 2024:
- added the link to the matchup spreadsheet as it has been completed
Patch 14.21
3rd November 2024:
- added Cut Down and Coup de Grace as possible rune choices
Patch 14.20
25th October 2024:
- added Overgrowth as a possible rune to take
Patch 14.19
8th October 2024:
- the publish date of the guide
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