Baron Lane · Wild Rift Guide
Mordekaiser Baron Lane
Mordekaiser Baron Lane Guide
Mordekaiser Baron Lane Wild Rift overview and best build snapshot
Best Build
Quick snapshot of the default setup for this guide.
Items
Boots
Items
Summoner Spells

Spell 1
Flash

Spell 2
Ignite
How to play
Land three hits to start your damage aura Use spells and attacks, then stay close enough for the aura to keep dealing damage.
Save your shield for a heavy hit Damage dealt and taken builds up your 2nd ability's shield. Activate it before a heavy hit instead of spending it while it is still small.
Take a target you can beat into your ultimate Remove an important enemy from the fight without trapping yourself with someone much stronger.
Guide author
Royal
Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.
Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.
Strengths
- Wins long melee fights through target-max-health aura damage, innate penetration, and a stored shield that can be partially converted into healing.
- Realm of Death (Ult) removes one champion for seven seconds, heals Mordekaiser for 8% of their maximum health, and shifts 8% of several current stats from the target to him.
- Naturally tanky juggernaut who only gets harder to kill the longer a fight lasts.
Weaknesses
- No mobility at all, so kiting, slows, and ranged poke are very hard for him to answer.
- Weak before his first item, and early bullies can put him behind.
- His ultimate is a big commitment: using it on the wrong target can lose the fight outright.
Mordekaiser Baron Lane Wild Rift best build, items, runes, summoner spells, and skill order
ITEM BUILD
Best Wild Rift build for Mordekaiser Baron Lane, including items, runes, summoner spells, and skill order.
STARTING ITEM

Early health, which survives the lane and also feeds a shield built from a share of the damage he takes.
BOOTS

Armor and health, which let him win the extended trades his shield mechanic is designed for.
CORE BUILD

Ramping bonus damage and Omnivamp during long fights, and his ultimate forces the long duel he wants.

His ultimate is a fixed cast that starts a duel, and this turns that same cast into a blizzard on whoever he dragged away.

His passive already carries magic penetration, and shredding magic resist on top compounds the aura damage he deals constantly. It is best when Mordekaiser has other magic-damage allies who can exploit the team-wide shred; if Mordekaiser is the team's only significant magic threat, build Void Staff instead for stronger personal penetration.

Damages nearby enemies and heals him for it. He is either surrounded or in a forced duel, so it is always active.

Build this when you are fighting in the middle of the enemy team and need both armor and magic resist. His passive and Realm of Death (Ult) force extended combat, giving Twinguard time to activate before the duel is decided.
SITUATIONAL ITEMS

Cuts the magic resist that blunts his aura. The healing on takedown also helps the team that followed his engage. Choose it when enemies have not built much magic resist, so trading Void Staff's extra damage for more ability haste and an area heal after takedowns is worthwhile.

A gap closer for a champion whose only way to start a fight is walking at someone.

The slow keeps enemies inside his aura, which is the only way a damage-over-time pattern works.

His aura never stops ticking, so the max health burn is permanently applied to whoever is near him.

The raw penetration alternative to Cryptbloom. Build it when a magic resist frontline is what turns off his aura. Choose it over Cryptbloom when enemies are stacking magic resist and maximum personal damage matters more than ability haste and team healing.

Build this against healing. The Grievous Wounds applies from your own damage as well as when they attack you, so the carry he banished cannot heal through the duel.

Build this when the enemy has shields that keep absorbing the aura damage he grinds out.

Build this when the enemy team has multiple crit champions. Realm of Death (Ult) can force Mordekaiser into a duel with their marksman, and crit reduction makes that isolated fight much safer.

Build this for fights where he has to survive rather than win, since his shield alone is not always enough. Buy Seeker's Armguard early for the armor and ability power.

Boot swap against heavy magic damage and crowd control. Tenacity prevents a disable from consuming too much of Realm of Death (Ult), where every lost second delays his passive and shield.

Replace Unending Despair when repeated magic damage threatens Mordekaiser more than melee opponents he can drain. Repeated champion magic damage stacks extra Magic Resistance and movement speed, making it a sustained-magic-damage answer.

Replace Unending Despair when Mordekaiser loses too much health to magic poke or burst before his shield can carry the duel. High Magic Resistance and a magic shield protect against AP poke or opening burst. The shield needs time without taking magic damage to return.

Replace Zeke's Convergence when a nearby attack-speed carry is the main target Mordekaiser needs to survive. He cannot use the mana, so prioritize this only for its defensive aura. Armor, mana, and haste come with a nearby enemy attack-speed reduction. Stay close enough for the aura; it does not slow Master Yi's attacks during Highlander (Ult).
RUNES
KEYSTONE

His aura keeps him damaging enemies continuously, so he stacks fast and the healing compounds with his shield.
PRIMARY

He fights in the middle of the enemy team by design, which is when this gives the most.

His shield builds from damage dealt, and this covers the poke he takes when he has nothing to hit.

He wins by outlasting one target in his ultimate, and the pool is what decides that duel.
SECONDARY

His shield absorbs the damage that would kill him, so he spends the decisive part of every fight in this health range.
SITUATIONAL RUNES

Take this over Second Wind against an all-in lane. Bone Plating reduces the opening burst while Mordekaiser stores damage for his shield and activates his passive.

Take this over Overgrowth when crowd control is a bigger threat than long-term health. Its tenacity shortens most disables and grants temporary defenses while immobilized. The shorter disable wastes less of Realm of Death (Ult) and gives Mordekaiser time to activate his passive and shield.

Take this over Last Stand against teams that force repeated spell rotations instead of one low-health all-in.

Take this over Last Stand against durable melee opponents who stay within reach. Shorter Obliterate (1st) and Death's Grasp (3rd) cooldowns help Mordekaiser repeat his damage and pull a target back into his passive's range.
SUMMONER SPELLS
MAIN SPELLS

Flash
Must take. His mace is slow and telegraphed, and Flash is how he lands it on someone who is spacing him.

Ignite
Take this for early kill pressure in the solo lane, since one kill is usually enough to start snowballing it. The Grievous Wounds also makes it strong into champions with a lot of healing.
SITUATIONAL SPELLS

Teleport
Take this over Ignite when the lane is hard. His shield and drain need levels, so a free reset keeps him farming toward them.
SKILL ORDER
Skill Priority Order
- 11st Ability
Q - 23rd Ability
E - 32nd Ability
W
Mordekaiser Baron Lane Wild Rift matchups and counters
Wild Rift matchup guide for Mordekaiser Baron Lane, covering favorable lanes and difficult counters to prepare for in ranked.
Good Matchups
These champions are favorable matchups for this pick in Wild Rift. You have advantages against them and can play more aggressively.

Ornn
Darkness Rise (Passive) supplies sustained percent-health damage after Ornn's short Brittle trade, and Realm of Death (Ult) removes the tank from allies who would normally capitalize on his crowd control. Sidestep Searing Charge (3rd) away from terrain, pull him back with Death's Grasp (3rd) after Bellows Breath (2nd) ends, and reserve the realm for the objective fight where isolating Ornn removes his engage.

Malphite
Armor does not reduce Mordekaiser's magic damage, but Malphite still has a recurring maximum-health shield, a movement-speed swing on Q (1st), and Ground Slam's (3rd) attack-speed cripple; not only his ultimate. Build passive stacks with abilities when the cripple slows your attacks.

Teemo
Blind prevents Mordekaiser's basic attacks, which normally add Darkness Rise (Passive) stacks and carry his AP on-hit damage, so it can delay the passive aura. Use Q (1st) and E (3rd) to build stacks during blind, and remember Teemo can kite with movement speed even inside the realm.

Jax
Counter Strike (3rd) dodges Mordekaiser's basic attacks and on-hit damage and reduces other incoming champion area damage by 25%, including much of the passive aura and Q (1st). It does not dodge Q (1st) or E (3rd) outright, so build stacks with abilities and wait out the returning stun before committing the shield.
Mordekaiser Counters
These champions counter this pick in Wild Rift and can be difficult matchups. Learn how to play against them or consider banning them.

Riven
Riven's combo happens between your slow wind-ups and she dashes out before your burn pays off, though she falls off later while you do not.

Gwen
The mist makes her untargetable from outside while her percent damage shreds your big health bar, so she duels you on her terms and out-scales you too.

Ambessa
Her dashes slip your Q (1st) sweep and E (3rd) pull, and she trades in quick bursts before your burn pays off. You cannot stick to someone who keeps repositioning.
Mordekaiser Baron Lane Wild Rift game strategy and teamfighting guide
Wild Rift game strategy for Mordekaiser Baron Lane, from early lane control through mid and late game map play to final teamfights.

