Mordekaiser Wild Rift champion guide - Baron Lane

Baron Lane · Wild Rift Guide

Mordekaiser Baron Lane

Mordekaiser Baron Lane Guide

Updated for Patch 7.3E
S Tier

Mordekaiser Baron Lane Wild Rift overview and best build snapshot

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.
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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

Ruby Crystal

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

BOOTS

Armored Advance

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

CORE BUILD

Riftmaker

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

Zeke's Convergence

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

Bloodletter's Curse

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.

Unending Despair

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

Amaranth's Twinguard

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

Cryptbloom

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.

Hextech Rocketbelt

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

Rylai's Crystal Scepter

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

Liandry's Torment

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

Void Staff

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.

Thornmail

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.

Oceanid's Trident

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

Randuin's Omen

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.

Zhonya's Hourglass

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.

Chainlaced Crushers

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.

Force of Nature

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.

Kaenic Rookern

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.

Frozen Heart

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

Conqueror

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

PRIMARY

Unshakeable

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

Second Wind

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

Overgrowth

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

SECONDARY

Last Stand

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

SITUATIONAL RUNES

Bone Plating

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.

Perseverance

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.

Transcendence

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

Legend: Haste

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

Flash

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

Ignite

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

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

  1. 1
    Q Ability
    1st Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    W Ability
    2nd Ability
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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.

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.

Early Game

Levels 1-8
Make every trade last longer than the enemy wanted. Obliterate (1st) has no special center hit; it deals increased damage when only one enemy is struck, so angle it away from the minion wave for isolation damage. Death's Grasp (3rd) pulls and then slows, helping land the next attack or Q (1st) needed for three passive stacks. Cast W (2nd) after filling Potential Shield, and recast for healing only when preserving health matters more than keeping the remaining shield.

Mid / Late Game

Levels 9+
Crash the Baron wave before leaving for Herald or a river skirmish, then choose the Realm of Death (Ult) target based on cooldowns and position. The cast heals Mordekaiser for 8% of the target's maximum health and transfers 8% of several current combat stats for seven seconds. Mobile duelists can still win inside and the realm can be dispelled, so do not use it only because a non-tank enters range. Removing the enemy jungler or main damage dealer is valuable only if Mordekaiser's team can handle the remaining fight. Push a side wave only when you can rejoin before Baron or Elder is contested. A carry is often the best Realm of Death (Ult) target, but banishing the enemy jungler can remove Smite during an objective secure. Check whether the isolated duel is favorable and whether your team needs Mordekaiser to frontline outside. If the target can dispel the realm or win the duel, hold the ultimate and keep applying passive pressure in the grouped fight.

Teamfights

5v5 Combat
Choose the Realm of Death (Ult) target before entering the fight. Use Death's Grasp (3rd) to pull a reachable threat into Obliterate (1st) and build the passive, then cast the realm when removing that champion improves the outside fight and the duel is winnable. At Baron or Elder, prioritize the enemy jungler when denying Smite matters more than reaching a carry. If your team needs a frontline, remain outside and zone with the passive instead of isolating yourself immediately.
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