Üst
ÜstThin the wave before trading so Q lands isolated, let dash champions commit first, then drag them back with E; a lot of bad Mordekaiser lane play is just turning off your own real damage with crowded waves and early pulls
Realm of Death should remove the piece your team cannot play through—sometimes the jungler at the objective, sometimes the diver or choke-holder—not just the fanciest carry target on screen
Mordekaiser is less punished than comparable bruisers for an ugly first ten minutes, but the real breaking point is falling far enough behind that R stops being a winning duel and your passive no longer traps people in the fight
Group once the next objective is close enough that one more side wave no longer changes your item timing but does change whether your R can shape the fight. If dragon, grubs, or Baron setup is starting, shove first, make someone show to catch, then move before the map resets around you. Stay side longer only when the enemy answer is someone you can actually threaten or force low. If the response is a safe clearer, a ranged kite champ, or multiple people disappearing off vision, your side value is already spent. At that point, Mordekaiser usually gets more from arriving early and choosing the right ult target than from squeezing one extra wave.
Mordekaiser gains a powerful damage aura and Move Speed after landing 3 attacks or spells against champions or monsters.
Mordekaiser smashes the ground with his mace dealing damage to each enemy struck. Damage is increased when hitting a single enemy.
Mordekaiser stores damage he deals and takes to create a shield. He may consume the shield to heal.
Mordekaiser pulls all enemies in an area.
Mordekaiser drags his victim to a different dimension with him and steals a portion of their stats. If he kills them, he keeps the stats until the victim respawns.