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General Information
TitleThe Iron Revenant
Release DateFebruary 24, 2010
Cost1350 BE 585 RP
Health Mini Icon.png Health530 (+ 78)
HealthRegen Mini Icon.png HP Regen4 (+ 0.3)
MovementSpeed Mini Icon.png Movespeed325
AttackDamage Mini Icon.png Attack Dmg61 (+ 5)
AttackSpeed Mini Icon.png Attack Speed0.601 (+ 2.2%)
Range Mini Icon.png Range175
Armor Mini Icon.png Armor25 (+ 3.75)
MagicResist Mini Icon.png Magic Resist32.1 (+ 1.25)
Dragon Knight MordekaiserReleased: 2010-02-24 / 520 RP
Infernal MordekaiserReleased: 2010-02-24 / 520 RP
Pentakill MordekaiserReleased: 2010-09-21 / 975 RP
Lord MordekaiserReleased: 2011-05-10 / 975 RP
King of Clubs MordekaiserReleased: 2015-05-21 / 750 RP


For outdated and now non-canon lore entries, click here.
  • Biography
  • Story
The baleful revenant Mordekaiser is among the most terrifying and hateful spirits haunting the Shadow Isles. He has existed for countless centuries, shielded from true death by necromantic sorcery and the force of his own dark will. Those who dare face Mordekaiser in battle risk a horrific curse: he enslaves his victims’ souls to become instruments of destruction.

Mordekaiser was once mortal, a brutal warlord-king who ruled the lands of eastern Valoran long before the rise of Demacia or Noxus. He waded into battle bedecked in heavy iron armor and slaughtered all who opposed him, crushing them beneath his ensorcelled mace, Nightfall.

As hated as he was feared, his enemies finally rallied to end his dark reign. After a long and bloody day of battle, Mordekaiser met his fate standing atop a mountain of corpses, surrounded by his foes. He laughed even as he died, pierced by arrows, swords and spears, promising his killers that he would come back for them.

His body was hurled upon a immense pyre amid great celebration from his enemies. While the flames were unable to do more than blacken his armor, Mordekaiser’s body was reduced to charred bones.

The fires burned for days on end, but as they finally died down and the victors moved on, a coterie of sorcerers slunk forward and sifted through the ashes, gathering up Mordekaiser’s armor and bones. They bore them away in secret, and on a moonless night they laid the skeleton upon a rune-carved slab and enacted a spell of vile, necromantic sorcery. As their dark magicks reached a crescendo, a shadowy form appeared upon the slab. The deathly shade rose to its feet, leaving the skeleton behind.

It was a wraith formed of pure darkness, yet its eyes burned with malice. The fire-blackened pieces of armor slammed into place around the shadowy spirit, as if drawn to a powerful lodestone, and the sorcerers dropped to their knees before their risen master. They had been promised great power for their service, but had not foreseen how they were to be rewarded.

With newfound mastery over the necromantic arts, Mordekaiser gifted the sorcerers with undeath, trapping them between life and death. They became vile liches, living corpses cursed to serve him until the end of time.

Over the next decade Mordekaiser saw all those who had defied him slain. He cursed them into eternal servitude, drawing out their souls and forcing them to obey his undying will.

Having assumed the mantle of Iron Revenant, Mordekaiser’s nightmarish reign of darkness lasted many centuries. Several times he was seemingly slain during this period, yet always he returned, brought back by the power of his soul-bound liches.

Mordekaiser’s bones were key to his unholy reincarnation, and as the centuries rolled on he became increasingly paranoid about their safety. He constructed a monolithic fortress at the heart of his empire that came to be known as the Immortal Bastion. Locked away at the core of this epic stronghold he hid his remains.

The Immortal Bastion was eventually besieged by a concentrated alliance of tribes and warbands. During the siege, an unknown thief infiltrated the mighty fortress, bypassing its fiendish defenses to steal Mordekaiser’s skull. His skeleton needed to be complete in order for his resurrection to be enacted, yet fearful of their master’s wrath, his enslaved liches kept the theft a secret.

On the walls of the Immortal Bastion, countless enemies fell before Mordekaiser, yet it was not enough to stave off defeat. His fortress was overrun and he was dragged down by sheer weight of numbers. His deadly mace was torn from his grasp and great chains wrapped around his limbs. The booming of his laughter echoed through the darkness – he had no reason not to believe he would be reborn anew, as he had been many times before. The chains binding him were hitched to hulking Basilisks, and with a barked order the immense scaled beasts ripped him apart.

Mordekaiser’s skull was taken across the sea to the Blessed Isles, a land hidden in mist and legend. The wise adepts of that land knew of Mordekaiser, and of his weakness. They had stolen his skull in order to rid the world of his unholy presence, placing it in a vault deep beneath the ground, secured behind locks and magical wards. Mordekaiser’s servants were scattered to the corners of the world, seeking his lost skull, but were always unable to locate it. It seemed Mordekaiser’s reign was truly over.

Years rolled into decades, decades to centuries, until a cataclysm was unleashed upon the Blessed Isles. A king whose mind had been ruined by grief and madness unleashed a terrible spell that condemned the isles to darkness, turning them into a twisted realm of the undying – the Shadow Isles. During that great sorcerous explosion, the vaults securing Mordekaiser’s skull were torn asunder.

Drawn like moths to a flame, Mordekaiser’s liches made their way to the newly born Shadow Isles. They bore with them their master’s bones, and digging his skull from the ruins, were finally able to unleash him upon the world once more.

Mordekaiser has since carved out his own empire upon the Shadow Isles, enslaving a growing army of the dead. He looks down upon these newly formed undying spirits as a lesser breed, for he chose his path freely, while these others are merely lost souls. Nevertheless, he sees their use; they will be his foot-soldiers in the conflicts to come.

Unlike the lesser spirits, Mordekaiser is not bound by the Black Mist – he is too powerful for that – yet its baleful energy grants him considerable power. For now at least, the Shadow Isles serves as the perfect place to build his strength.

While he consolidates his power, and constantly obsesses over making his bones ever-more secure, Mordekaiser has begun to look across the seas, towards Valoran. He has set his sights on the empires and civilizations that have risen since his absence. In particular, his attention is drawn to the Immortal Bastion, that mighty fortress that now acts as the capital city of the upstart empire called Noxus.

A new era of darkness beckons.

All things must die… and yet I live on.

- MordekaiserSquare.png Mordekaiser


The Black Mist coiled and twisted like a living creature as it rolled forward to encircle the isolated, grey-stoned castle.

A massive, armored figure walked within the darkness of the Black Mist. His heavy warplate gleamed like oil, and orbs of cruel witchfire burned within his horned helm.

Grass withered underfoot as the armored revenant marched towards the castle’s gatehouse. He could see movement on the walls. They knew death had come for them. His own name drifted on the wind, whispered in fear:


Arrows sliced through the night. Several struck Mordekaiser, ricocheting from his armor. One sank into the gap between his helm and gorget, but his inexorable approach did not slow.

A heavy iron portcullis barred Mordekaiser’s advance. The revenant extended a gauntleted hand and made a wrenching motion in the air. The lattice ironwork screamed in protest as it was twisted out of shape before being hurled contemptuously aside, revealing the heavy oak gate beyond.

White hot warding runes burst to life upon the gate, forcing Mordekaiser back half a step. The Black Mist roiled around him, and it was possible now for the defenders to see other forms within it - hateful, shadowy specters that hungered for living souls.

Mordekaiser stepped forward, brandishing his immense spiked mace, Nightfall. A weapon of dark renown, thousands had fallen before it. With a powerful swing, he slammed the weapon into the oak gate.

The runes exploded, Mordekaiser’s dark sorcery overcoming the petty protective spells of his enemies. The gate smashed inwards, ripped off its hinges.

The Black Mist flowed through the breach, Mordekaiser striding within it.

The garrisoned soldiers and men-at-arms waited for him in the courtyard beyond. Weaklings all. His gaze swept over them as he sought a foe worthy of his attention. His undying gaze settled on a silver-clad knight that stepped out to meet him, sword drawn.

“Begone, revenant, or I shall see you banished,” said the knight. “This hamlet and its people are under my protection.”

Rising to this threat, a host of specters and translucent warriors manifested in the Black Mist behind their master.

“This one’s soul is mine,” Mordekaiser said, holding the eager spirits at bay. His voice was deep and sepulchral, the timbre of death itself.

Mordekaiser pointed, and a cone of malignant unlife burst towards the knight.

The knight’s armor shone brightly for a second, then returned to its normal, mundane form, leaving him unharmed by Mordekaiser’s necromantic sorcery.

“Demacian steel,” sneered Mordekaiser. “It will not save you.”

He stepped forward and brought his spiked mace down toward the knight’s skull. The strike was met with a two-handed parry, though the power of it forced the knight to his knees. Mordekaiser towered over him.

The knight spun away, avoiding Nightfall as it swung toward him in a lethal arc. He sidestepped and sank his blade deep into Mordekaiser’s side, biting through the banded links and chain. To a living man, it would have been a mortal blow, but to the armored behemoth, it was as nothing. Mordekaiser backhanded the knight across the side of his head, sending him reeling.

The Iron Revenant stepped in to end the fight, but the knight turned aside his strike with exquisite skill, and rammed the point of his blade into Mordekaiser’s chest with all his strength and weight.

With a wrench of metal, the blade punched through the breastplate above the heart. There was no resistance from within, as if the suit were hollow.

Mordekaiser grabbed the knight by the throat in one giant hand and lifted him off the ground.

“You thought you could protect these mortals,” said Mordekaiser. “But know that it will be you who slays them.”

He squeezed, tightening his grip on the knight’s throat. The mortal’s feet kicked in the air.

Mordekaiser watched closely, eyes burning, as the life drained from the knight. Finally, he dropped the lifeless corpse to the floor.

Mordekaiser knelt and placed a hand upon the dead knight’s chest. When the armored giant rose, he drew forth the shade of the dead warrior.

The spirit of the knight looked around it, horror writ in its spectral eyes.

“Now,” commanded Mordekaiser, knowing that the shade was powerless to resist him. “Kill them all.”


Iron Man.png Iron Man [Passive]

Innate: Mordekaiser's abilities cost health, but he converts 25% of the magic damage they deal into a temporary shield.
  • Maximum shield is 25% of Maximum Health.
  • The shield decays by 1.5 of Base Health per second when above 25% shield.
  • Shield conversion is halved against minions.
Mace of Spades.png Mace of Spades [Q]
Cost: 20 / 23 / 26 / 29 / 32 Health Cooldown: 10 / 8.5 / 7 / 5.5 / 4 seconds

Active: Mordekaiser's next three hits are empowered. The first two strikes deal bonus magic damage. The final strike deals 2 times the bonus damage of the previous strikes. 1st and 2nd Hit: 10 / 20 / 30 / 40 / 50 (+50 / 60 / 70 / 80 / 90% total) (+60%)
3rd Hit: 20 / 40 / 60 / 80 / 100 (+100 / 120 / 140 / 160 / 180% total) (+120%)
Harvesters of Sorrow.png Harvesters of Sorrow [W]
Cost: 25 / 35 / 45 / 55 / 65 health Cooldown: 20 / 18 / 16 / 14 / 12 seconds Range: 1000 Area of Effect: 250

Passive: Mordekaiser gains bonus experience for killing Minions near allies (bonus is 50% of experience lost from sharing).
Active: Target an ally, linking them to Mordekaiser:
  • Both gain 75 Movement Speed toward one another.
  • When they touch, both deal magic damage over 4 seconds (does not stack).
  • Reactivate to both instantly steal health from nearby enemies (25% heal on minions, max 2 unites; deals magic damage).
Damage Over Time: 140 / 180 / 220 / 260 / 300 (+90%)
Activation Damage: 50 / 85 / 120 / 155 / 190 (+33%)
Siphon of Destruction.png Siphon of Destruction [E]
Cost: 24 / 36 / 48 / 60 / 72 health Cooldown: 6 / 5.75 / 5.5 / 5.25 / 5 seconds Range: 675

Active: Mordekaiser deals magic damage in a cone.

For each Champion hit, he gains a percentage of his maximum shield.

Magic Damage: 35 / 65 / 95 / 125 / 155 (+60% total) (+60%)
Shield per Champion: 15 / 17.5 / 20 / 22.5 / 25%
Children of the Grave.png Children of the Grave [R]
Cost: No Cost Cooldown: 120 / 105 / 90 seconds Range: 650

Passive: Damaging the Dragon will Curse it for 10 Seconds.
Active: Curse target Champion and steal health.

Curse Effect: When killed by Mordekaiser's team, the Cursed unit's soul will follow Mordekaiser.

Mordekaiser gains 30% of their ability power and 25% of their bonus health.
The ghost gains 100% of Mordekaier's bonus attack damage and 15% of Mordekaiser's maximum health.
Magic Damage: [25 / 30 / 35% (+4% per 100) target's max]
(25% initially, 75% over 10 seconds)
Ghost Duration: 45 / 60 / 75 seconds
Dragon Attack Range: 500 / 575 / 650
Dragon Movement Speed: -50 / 0 / 50

Patch History


BASE HEALTH : [525] 530
BASE ARMOR : [20] 25

Cleaned up Mordekaiser’s Ghost AI.

Children of the Grave.png R - Children of the Grave

PRIORITIES : The ghost prioritizes champions and towers over minions when looking for something to attack
STAY ON TARGET : The ghost continues its previous action once crowd control effects wear off
STAY ON TARGET : The ghost chases its target to the last known location if it loses vision
VALOR, TO ME? : The ghost can be ordered to follow Mordekaiser by targeting Mordekaiser himself with R or Alt-Right Click
IDLE HANDS ARE THE DEVIL’S WORKSHOP : The ghost looks for things to attack after 8 seconds of being idle, prioritizing champions and towers over minions
DID I STUTTER? : The ghost doesn’t cancel its basic attacks when ordered to attack a unit it was already attacking

W no longer ignores Mordekaiser’s target selection on Howling Abyss.

Sorry, Mordekaiser.

Harvesters of Sorrow.png W - Harvesters of Sorrow

BUGFIX : Fixed a bug where Harvesters of Sorrow would always target the ally closest to Mordekaiser, regardless of who he cast it on

5/9/2016 Balance Update

Children of the Grave.png R - Children of the Grave

bugfix : Spawning a Dragon ghost no longer breaks the minimap's respawn timer (scoreboard timer was unaffected)

Shield takes longer to decay. W is not castable on minions. R gives Mordekaiser's attack damage, and does more damage over time.

Following up our changes in 5.23, these are similarly focused on cementing Mordekaiser's pattern as a slow but terrifying Juggernaut (capital J). Weakening ability power builds in favor of more hybrid ones is the name of the game, favoring sustained threat over time instead of '1-shot comboing your soul into pieces.' Reverting some of his shield decay and W's ally-target functionality, Mordekaiser should find himself able to pick fights while solo or duo to keep on shredding.

Iron Man.png Passive - Iron Man

DELAY ON SHIELD DECAY : [1 second] 1.5 seconds

Harvesters of Sorrow.png W - Harvesters of Sorrow

now with more sorrow Can now be cast on allied minions (melee and caster minions have smaller rings)
TEMPORARY HARVESTERS : Effect now ends if Mordekaiser or his ally dies

Children of the Grave.png R - Children of the Grave

GHOST BONUS ATTACK DAMAGE : [10/20/50 attack damage] 1.0 of Mordekaiser's bonus attack damage
DAMAGE SPLIT : [50% on-cast + 50% over 10 seconds] 25% on-cast + 75% over 10 seconds (total damage unchanged)

Q damage's paradigm changed. W damage up. E grants more shield regen. R's Dragon now scales with rank.

Oh Mordekaiser. Perhaps one of the more contentious champions in League, we're taking another pass at him to make his combat pattern more aligned with a Juggernaut and a less spiky, snowbally experience overall.

We've talked about it before, but here's the recap: as a Juggernaut, you trade mobility for high sustained damage, becoming a walking battering ram. If you (or your team) figure out how to get you into position, you'll wreck faces. Fail to do that and you'll flail around without accomplishing much. For the most part, Mordekaiser actually holds up - it's the 'sustained damage' bit that isn't as smooth as we'd like it to be, leading to those flash Q one-shots that don't leave much to the imagination.

Another part of these changes is making Mordekaiser someone we can support long-term, which is where the dragon and E changes come in. He doesn't seem to be running rampant in preseason, but doing these changes now can help push Morde to a healthier spot, where he becomes a strategic pick for specific purposes, rather than a 100% pick/ban at some world tournament (sorry about that).


ATTACK RANGE : [200] 175

Mace of Spades.png Q - Mace of Spades
First hit increase, second hit the same, third reduced. Essentially x3/x3/x6 instead of x1/x3/x9

EXPONENTIAL SCALING Successive hits no longer deal exponentially higher damage (1-3-9). Instead, the first and second hit deal equal damage (slightly less than the old second hit) with the third hit dealing double damage.
FIRST HIT MAGIC DAMAGE : [4/8/12/16/20 (+0.25/0.2625/0.275/0.2875/0.3 total attack damage) (+0.2 ability power)] 10/20/30/40/50 (+0.5/0.6/0.7/0.8/0.9 total attack damage) (+0.6 ability power)
SECOND HIT MAGIC DAMAGE : [3x first hit damage] 10/20/30/40/50 (+0.5/0.6/0.7/0.8/0.9 total attack damage) (+0.6 ability power)
THIRD HIT MAGIC DAMAGE : [9x first hit damage] 20/40/60/80/100 (+1.0/1.2/1.4/1.6/1.8 total attack damage) (+1.2 ability power)

Harvesters of Sorrow.png W - Harvesters of Sorrow

ACTIVATION DAMAGE : [70/95/120/145/170] 50/85/120/155/190

Siphon of Destruction.png E - Siphon of Destruction

SHIELD GAIN ON CHAMPION HIT : [15% of maximum health] 15/17.5/20/22.5/25% of maximum health

Children of the Grave.png R - Children of the Grave

IT JUST KEEPS GOING : Fixed a bug where shield decay wouldn't kick in while Children of the Grave' is damaging an opponent
HOW TO BUGFIX YOUR DRAGON : Fixed a bug where Rylai's Crystal Scepter applied the full 40% slow instead of 20% for the Dragon's basic attack
DRAGON ATTACK RANGE : Now scales 500/575/650 with rank
DRAGON MOVEMENT SPEED : Now scales -50/0/50 with rank

Mordekaiser's experience share on killing units is halved.

This one's pretty simple. The experience sharing mechanic's been vital for Mordekaiser's success in a duo lane but the amount's clearly off - turning what was intended to help him survive against his ranged oppressors into something that only serves to further snowball Mordekaisers that get ahead. We're pulling back to strike a balance, seeing if we can maintain Mordekaiser as a viable pick without becoming the mandatory dragonlord he is at present.


MUCH BETTER THAN LORD OF DEATH : Title changed from [the Master of Metal] the Iron Revenant. Thanks to NA summoner Veraska for the suggestion!

Harvesters of Sorrow.png W - Harvesters of Sorrow


Children of the Grave.png R - Children of the Grave

BUGFIX : Jungle monsters no longer ignore Mordekaiser's Dragon ghost

Base stats down early game. W can now be self-cast, has a health cost, but the damage no longer overlaps with his ally. Healing is increased vs. champions, but worse vs. minions.

Perhaps the most notorious of the Juggernauts, Mordekaiser’s problems heading into 5.18 are twofold - as a duo laner, Mord’s sustain and waveclear give even his toughest opponents little-to-no window to punish his lack of range. On the flipside, solo-lane Mordekaiser’s lack of sustain makes him underperform when under pressure, folding to common lane freezes or jungler intervention.

The changes below are aimed at bringing this disparity closer together for Mordekaisers of all flavors. Attacking the effectiveness of Harvesters’ zone play means duo lane Mord’s healing less, dealing less damage, and generating less shield for those early lane-trades and all-ins that slant heavily in his favor. Letting Morde self-cast the skill should give him some more punch back in solo lane, but, for this patch, we’re more focused on seeing how it all plays out before assessing our next move.


ARMOR  : [24.88] 20
ARMOR GROWTH STAT : [3.5] 3.75

Harvesters of Sorrow.png W - Harvesters of Sorrow

WELCOME BACK Can be self-cast even when alone
EMPEROR [DON’T LET ME INTO MY ZONE] Damage no longer doubles when the zones overlap
COST : [No Cost] 25/35/45/55/65 health
ZONE RATIO : [0.6 ability power] 0.9 ability power
DEACTIVATION DAMAGE : [50/70/90/110/130] 70/95/120/145/170
MAXIMUM UNITS DRAINED : [3 targets] 2 targets


Afraid of divers and assassins? Is your team stacked to the brim with physical damage? Have a penchant for going all-in with your support? Look no further - Mordekaiser’s one of our oldest champions, yet in that time he’s never firmly latched onto a particular role or position that fits him best. He’s just sort of always there, whacking dudes with his mace and stealing their souls. We think that part’s pretty cool, so we’re cranking his damage potential to the skies while optimizing him as the farming half in a duo-lane. We’ll give you a sec to re-read that last bit.

While still serviceable in a solo lane, Mordekaiser’s potential is truly unlocked when he has a buddy to smack folks around with. This doesn’t mean you’ll be building like a traditional marksman would (though feel free to follow your dreams, we’re not here to judge) - thanks to his experience bonus killing minions and Mace of Spades’ earth-shattering damage output, Mord has to worry far less about itemizing traditionally; opting to think less of the item system as ‘which of these give me the most damage’ and instead ‘If i’m guaranteed to wreck anyone i get close to, what items help me get the speed and stickiness to reach them?’

Mordekaiser’s update may not be for everyone, but his ability to shake up a game is undeniable. Toss in the fact that he can now steal the Dragon’s soul as a sieging tool, and bottom-lane Mord sounds more like A Real Thing and less like a Siv HD video. We’ll let y’all feel out how he plays in a duo lane, but don’t be afraid if you never want to go back to traditional lanes again.

P.S. Try double Relic Shield with your support grabbing one too. It’s pretty spicy.

Losing a lot of base stats in favor of scaling. Attack Range increased.

HEAVY AND METAL : Recommended items updated
MOVEMENT SPEED : [340] 325
BASE HEALTH : [555] 525
HEALTH REGEN : [3.3] 4
ATTACK RANGE : [125] 200

Iron Man.png Passive - Iron Man
Iron Man's shield can no longer decay below a certain point, and it now scales with maximum Health.

SHIELD DECAY : [3% per second] 1.5% Base Health per second
STAY OF DECAY Iron Man's shield no longer decays below 25%
MAXIMUM SHIELD : [120~630 (90 + 30 per champion level)] 25% of Mordekaiser's maximum Health
SHIELD GENERATION : [35% of damage dealt] 25% of damage dealt

Mace of Spades.png Q - Mace of Spades
Reworked. Mordekaiser’s next three hits are empowered. Each deals 2-3x the last by spell rank, up to a billion damage.

COST : 20/23/26/29/32 health
COOLDOWN : 10/8.5/7/5.5/4 seconds
3-HIT ACTIVE Now empowers Mordekaiser's next 3 attacks. Each attack deals 2/2.25/2.5/2.75/3 times the previous attack's damage (so if your first attack does 100 damage, the second deals 300, and the third deals 900 damage).
DAMAGE : 4/8/12/16/20
RATIOS : (+0.25/0.2625/0.275/0.2875/0.3 total attack damage) (+0.2 ability power)
MAXIMUM DAMAGE : 180 (+2.7 total attack damage) (+1.8 ability power)

Harvesters of Sorrow.png W - Harvesters of Sorrow
Mordekaiser and Target allied champion gain 75 Movement Speed while moving toward one another. When close to one another, both deal magic damage to nearby enemies over 4 seconds. Mordekaiser no longer splits experience for any lane minions he kills.

I DON'T HAVE A JOKE FOR THIS Mordekaiser now receives full experience from any lane minion he kills
No cost :
COOLDOWN : 12/11/10/9/8 seconds
DAMAGE : 140/180/220/260/300 over 4 seconds.
AFFLICTION FOREVER : At the end of Harvester’s duration (or when Mordekaiser reactivates it), he deals 50/70/90/110/130 damage to all nearby enemies, healing both Mord and his ally for the damage dealt.
METALLIC MASTERY : Both Harvesters of Sorrow’s DoT and its detonation can overlap, dealing damage twice to enemies hit by Mordekaiser and his ally
SOUL SAVANT : [Reduction] Mordekaiser can cast Harvesters of Sorrow on his enslaved soul

Siphon of Destruction.png E - Siphon of Destruction
Deals much less damage and scales with total Attack Damage in addition to Ability Power. Now grants a bunch of shield on champion hits.

DAMAGE : [70/115/160/205/250] 35/65/95/125/155
RATIO : [0.6 ability power] 0.6 ability power + 0.6 total attack damage
COOLDOWN : [6 seconds] 6/5.75/5.5/5.25/5 seconds
YOUR SICKNESS SUSTAINS ME Now grants 15% of Iron Man's maximum shield when hitting champions

Children of the Grave.png R - Children of the Grave
Mordekaiser can steal the Dragon's soul. That's not a typo.

GHOST STATS : [20/50/100 attack damage] 10/25/50 attack damage
DRAGON FORCE Dealing damage to the Dragon curses it. If Mordekaiser's team slays it, the Dragon's soul is enslaved and follows him around. This removes any champion ghosts Mordekaiser has active.
HOW TO TRAIN YOUR DRAGON : While commanding the Dragonforce, Mordekaiser cannot case Children of the Grave.

W doesn't stop your movement to cast and auto-targets the nearest ally when self-cast.

"The last time we visited the Master of Metal, we changed Creeping Death to be all about bringing people together (so you could crush your opponents and command their souls). We're adding some improvements this patch to benefit Mordekaiser and all of his murder-buddies when engaging in their favorite pastime."
  • Creeping Death.png W - Creeping Death
    • CAN'T STOP THE ROCK : Mordekaiser can now move while casting Creeping Death (previously would be instant when cast on self, but stopped a quarter second to cast on allies)
    • MISERY LOVES COMPANY : Now automatically targets the nearest Allied champion if self-cast

Mordekaiser's health costs are down for Q and W. Q gives Morde a range bonus for the empowered hit. W got the Blood Boil treatment, where it buffs both Mordekaiser and his buddy he casts it on. Also, Morde and his buffed buddy get bonus movement speed when moving toward each other. Mordekaiser's ghost gives him bonus health and ability power, rather than attack damage and ability power. Ghosts also get a flat attack damage bonus, as opposed to a portion of Mordekaiser's bonus stats.

It's no secret we've long considered Mordekaiser a thematically confused champion out the gate. Visually speaking, this guy's a walking, talking suit of armor with a giant mace. If that doesn't say scrappy fighter, we're not entirely sure what does. That said, Morde's found far more success in the present game as a bursty AP mage, picking up an early Deathfire Grasp to blow up and, subsequently, convert enemy marksmen into their team's worst nightmare.
So what's all this mean? Well, as customer numero uno for DFG (he actually might have been second with Veigar leading the way, but we're not ones to get in the way of a good reference) we didn't want to just take away Mordekaiser's core build without any form of compensation (although as we mentioned in the patch 5.2 foreword, the results have been a little off of expectation). We also wanted to take this opportunity to try tying Mordekaiser and his thematic identity a little closer together (scrappy tank man!), but when we finally arrived at that world, we realized it wasn't a very exciting one.
And here we are now.
These changes aren't going to solve Morde's identity crisis in the present, but we did find a few ways to clean up his ghostly interactions so he can get the most out of his exploitative ways. Additionally, we really liked the new Creeping Death 'magnet' mechanic we were testing out with fighter Mordekaiser, so we figured we could give some extra utility love when he's hunting high priority targets with a dive buddy. So, once again: not a holistic solution but one we felt was better at preserving Mordekaiser's unique identity.
  • General
  • MaceofSpades.jpg Q - Mace of Spades
    • [NEW] YOU'RE GONNA NEED A BIGGER MACE : Mace of Spades now grants Mordekaiser +75 range for the attack
    • COST : 25/32/39/46/53 health 20/25/30/35/40 health
  • CreepingDeath.jpg W - Creeping Death
    • [NEW] CREEPING BUDDIES : Mordekaiser now also gains the effects of Creeping Death if he casts it on an ally
    • [NEW] MAGNETIC BUDDIES : Mordekaiser and any ally with Creeping Death gain +60 bonus movement speed when running toward each other
    • WE'RE NOT CRAZY : Enemies will not take double damage from Creeping Death if they're beside both Mordekaiser and his Creeping Death'd buddy. Just in case you thought that and got scared.
    • COST : 26/32/38/44/50 health 20/25/30/35/40 health
    • DAMAGE : 24/38/52/66/80 (0.2 ability power) magic damage per second 20/32/44/56/68 (0.15 ability power) magic damage per second
  • ChildrenoftheGrave.jpg R - Children of the Grave
    • AD MORDEKAISER ISN'T A THING : Enslaved champions grant Mordekaiser +20% of their attack damage and ability power +25% of their bonus health and +30% of their ability power
    • [REMOVED] THIS HAD SOME WEIRD IMPLICATIONS : Enslaved champions no longer gain 75% of Mordekaiser's ability power
    • WHAT DID WE JUST SAY ABOUT AD MORDEKAISER : Enslaved champions gain 75% of Mordekaiser's total attack damage 25/50/100 attack damage as a bonus

v5.3 Mass Texture Rebalance (Part 7)

"We're continuing our comprehensive pass at the game's older character textures. As with previous installments, our goal is to improve parity with newer releases and make sure everybody looks at home on the newly-updated Rift. "
  • FiddlesticksSquare.png Fiddlesticks
    • Base, Bandito, Fiddle Me Timbers, Pumpkinhead, Spectral, Surprise Party, Union Jack
  • KennenSquare.png Kennen
    • Base, Arctic Ops, Deadly, Karate, Kennen M.D., Swamp Master
  • MordekaiserSquare.png Mordekaiser
    • Infernal, Lord
  • VeigarSquare.png Veigar
    • Base, Baron Von Veigar, Curling, Greybeard, Leprechaun, Superb Villain, White Mage


  • Iron Man
    • Now displays shield amount in segments, similar to health segments


  • Recommend items updated


  • Siphon of Destruction


  • Base Movement Speed increased by 25.
  • Splash art updated


  • Fixed - Mace of Spades now damages wards properly


  • Increased the size of his model


  • Updated art assets


  • Children of the Grave's initial damage now correctly draws turret aggro


  • Children of the Grave
    • Reactivating while the Ghost is active now allows you to control your pet, similar to Alt+Right Clicking
    • You will also see a self-only targeting particle when using this ability, depicting what command your pet is following


  • Fixed a bug where Mordekaiser could cause minions to attack themselves.


  • Iron Man (Passive) shield amount increased to 35% from 30%
  • Siphon of Destruction damage increased to 70 / 115 / 160 / 205 / 250 from 65 / 105 / 145 / 185 / 225


  • Creeping Death now properly gives assists


  • Iron Man
    • Shield regeneration adjusted to 30% at all levels from 25 / 27.5 / 30%
    • Shield regeneration is now half effective versus minions
  • Mace of Spades bonus damage reduced to 65% from 75%
  • Siphon of Destruction no longer adds additional shield for each unit hit


  • Fixed a bug where Mace of Spades was providing the diminished spell vamp effect even if used against a single target
  • Fixed a bug where Children of the Grave would fail to clone targets if they were nontargetable when they died (Sanguine Pool, Alpha Strike, etc)
  • Fixed a bug where Children of the Grave could clone a clone


  • Iron Man's shield generation is no longer reduced if the damage done is shielded
  • Fixed a bug where Children of the Grave could steal enemy passive abilities permanently



  • Fixed a bug where Mordekaiser's per-level health, armor, attack speed, damage, and magic resist were lower than intended


  • Mace of Spades ability power ratio increased to 0.4 from 0.2


  • Fixed a bug with Iron Man where the tooltip said it had 5% decay but was actually 3%
  • Shield generation increased to 25 / 27.5 / 30% from 20 / 25 / 30%


  • Shield decay reduced to 3% from 5%


  • Mace of Spades now resets the attack timer when used
  • Iron Man
    • Shield generation reduced to 20 / 25 / 30% from 30% at all levels
    • Shield decay increased to 5% from 3%


  • Mace of Spades
    • Now has a 0.2 ability power ratio
    • Fixed a bug where it didn't gain proc effects from Sheen, Lich Bane, and other similar items


  • Mace of Spades
    • Base damage increased to 80 / 110 / 140 / 170 / 200 from 20 / 40 / 60 / 80 / 100
    • Now scales off of only bonus damage rather than all damage
    • Now deals 75% bonus damage if Mace of Spades only hits 1 target
    • Health cost reduced to 20 / 25 / 30 / 35 / 40 from 30 / 35 / 40 / 45 / 50
    • The main target of Mace of Spades now generates shield for Mordekaiser
  • Creeping Death
    • Base damage increased to 24 / 38 / 52 / 66 / 80 from 16 / 32 / 48 / 64 / 80
    • Ability power ratio increased to 0.2 from 0.15
    • Increased missile travel speed when casting Creeping Death on an ally
  • Siphon of Destruction
    • Damage reduced to 65 / 105 / 145 / 185 / 225 from 85 / 110 / 155 / 200 / 245
    • Ability power ratio increased to 0.6 from 0.4
    • Base shield generation reduced to 1 / 2 / 3 / 4 / 5 from 6 / 9 / 12 / 15 / 18
  • Children of the Grave
    • Now steals 24 / 29 / 34% of the target's maximum health over the duration up form 24 / 28 / 32%
    • Now deals half damage to the target initially and half damage over time
    • Duration increased to 10 seconds from 8
    • Total ability power ratio over the duration increased to 0.04 from 0.016
    • Fixed a bug where it was improperly blocked by Black Shield
    • Mordekaiser now gains 20% of the pet's ability power, reduced from 25%
    • Mordekaiser now gains 20% of the pet's attack damage, reduced from 25%
  • Children of the Grave Pet
    • The pet now gains 75% of Mordekaiser's ability power and damage at all 3 ranks and the ratio itself no longer increases with Mordekaiser's total ability power
    • Pet health bonus reduced to 15% from 50%
    • Fixed a bug where the pet was not generating shield for Mordekaiser when hitting inhibitors
  • Iron Man
    • Shield generation increased to 30% from 25%
    • Fixed a tooltip bug
  • Fixed bugs where several components of some spells generated shield equal to 20% of the damage dealt instead of 25%
  • Fixed bugs where several tooltips did not properly reflect cooldown values with cooldown reduction factored in
  • Fixed a bug where occasionally Mordekaiser could generate shield multiple times from a single source of damage (causing a huge spike)
  • Reworded/simplified several tooltips


  • Pentakill Mordekaiser's size has been increased


  • Fixed a bug with Children of the Grave where it was granting permanent ability power and damage in some circumstances


  • Fixed a bug where Children of the Grave would sometimes create a copy of the target even when they didn't die


  • Fixed a bug where Mordekaiser would infrequently gain health from Mace of Spades or Syphon of Destruction while Children of the Grave was on his target


  • Siphon of Destruciton shield bonus per hit reduced to 6 / 9 / 12 / 15 / 18 from 8 / 12 / 16 / 20 / 24
  • Iron Man
    • Shield decay rate increased to 3% a second from 2%
    • Damage to shield conversion ratio increased to 25% from 20%
    • Level 1 maximum shield value reduced to 140 from 175
    • Level 18 maximum shield value increased to 650 form 600
  • Fixed a minor tooltip type with Children of the Grave

MordekaiserSquare.png Mordekaiser released

Additional Content

Champion Information

Related Lore

Journal of Justice




Chinese Login Screen