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Darkness Rise
Darkness Rise.png

Innate: Mordekaiser's basic attacks deal 40% AP bonus magic damage on-hit.

Damaging basic attacks and basic abilities grant Mordekaiser a stack for 4 seconds for every enemy Champion icon.png champion or large Monster icon.png monster hit, stacking up to 3 times. At 3 stacks, Mordekaiser gains Darkness Rise. Subsequent damaging attacks and basic abilities against enemy champions and large monsters refresh the duration.

Darkness Rise: Mordekaiser deals「 5 − 15.2 (based on level) (+ 30% AP) (+ 1% − 5% (based on level) of target's maximum health) magic damage per second 」「 0.63 − 1.9 (based on level) (+ 3.75% AP) (+ 0.13% − 0.63% (based on level) of target's maximum health) magic damage every 0.125 seconds 」to all nearby enemies and gains Movement speed icon.png 3% bonus movement speed. The damage against monsters is capped at 28 − 164 (based on level).

  • Mordekaiser has a stack counter under his health-bar that is not visible to other champions.
  • Darkness Rise's damage doesn't refresh Darkness Rise's buff.
  • Dead Man's Plate's Dead Man's Plate's bonus damage gives one bonus stack for Darkness Rise, even at 0 Momentum stacks.

WIDTH: 160
COOLDOWN: 9 / 7.75 / 6.5 / 5.25 / 4

Active: Mordekaiser smashes the area in the target direction, dealing magic damage to all enemies hit, Critical strike magic icon.png increased if it hits only one enemy.

Magic Damage:
5 − 139 (based on level) (+ 75 / 95 / 115 / 135 / 155) (+ 60% AP)
Damage Increase:
20 / 25 / 30 / 35 / 40%
Maximum Bonus Damage:
90 / 118.75 / 149.5 / 182.25 / 217 (+ 72 / 75 / 78 / 81 / 84% AP)

  • Applies Disintegrate.png spell damage if it hits one target and Death Lotus.png area damage to multiple targets.
  • Obliterate will cast from wherever Mordekaiser is at the end of the cast time.

COOLDOWN: 14 / 13 / 12 / 11 / 10

Passive: Mordekaiser stores 35% of the post-mitigation damage he deals and 15% of the pre-mitigation damage he takes,「 reduced by 75% for non-champion sources 」「 reduced to 8.75% of damage dealt and 3.75% of damage taken for non-champion sources 」, as Potential Shield on his secondary resource bar, up to Health icon.png 30% of his maximum health. The Potential Shield decays by 8 − 25 (based on level) every second after not dealing or taking damage for 1 second, down to a minimum of 5% of his maximum health.

Active: Mordekaiser consumes all his current Potential Shield to Hybrid resistances icon.png shield himself for 4 seconds for the same amount. At start the shield decays very slowly but exponentially increases near the end. Indestructible can be recast after 0.5 seconds.

Indestructible 2.png

Recast: Mordekaiser consumes the remaining shield, Heal power.png healing for a percentage of the amount.

40 / 42.5 / 45 / 47.5 / 50%

  • Both casts count as ability activations for the purposes of on-cast effects such as Spellblade and stacking Force Pulse Force Pulse.

Death's Grasp
TARGET RANGE: 700 / 900
WIDTH: 200
SPEED: 3000
COOLDOWN: 24 / 21 / 18 / 15 / 12
Death's Grasp.png

Passive: Mordekaiser gains Magic penetration icon.png magic penetration.

Magic Penetration:
5 / 7.5 / 10 / 12.5 / 15%

Active: Mordekaiser grants Sight icon.png sight of the target area briefly and, after 0.5 seconds, Airborne icon.png pulls all enemies within for 250 units, dealing them magic damage.

Magic Damage:
80 / 95 / 110 / 125 / 140 (+ 60% AP)

  • Death's Grasp will still Airborne icon.png pull even if Mordekaiser Death.png dies.
  • Death's Grasp is always cast from the original casting position.

Realm of Death
COOLDOWN: 140 / 120 / 100
Realm of Death.png

Active: Mordekaiser Slow icon.png slows the target enemy Champion icon.png champion by 75% during the cast time, after which they're Suppression icon.png banished together with Mordekaiser to the Death Realm for 7 seconds.

Units between realms see each other as spirits, considering each other dead and negating any interactions between the two. Only the target and Mordekaiser will enter the realm; other champions cannot follow them. Everything that occurs inside the Death Realm is hidden, and all non-champion pets still inside are killed at the end.

For the same duration, Mordekaiser also consumes the target's soul, reducing their current Attack damage icon.png attack damage, Ability power icon.png ability power, Attack speed icon.png total attack speed, Health icon.png maximum health, Armor penetration icon.png armor, Magic penetration icon.png magic resist, and size by 10%, in addition to gaining them for himself. If the target dies while inside, Mordekaiser keeps their partial stats until they respawn.

If one of the two affected champions leave the Death Realm, because of having died or having it dispelled, the other will do so as well, but the stats will remain stolen for the full duration.

"Welcome to oblivion."


Ally Spirit

Enemy Spirit

  • Realm of Death will cancel and go on cooldown after its cast time if:
  • Realm of Death will cancel but not go on cooldown if during the cast time:
    • Mordekaiser loses Sight icon.png sight of the target.
    • The target is too far away.
    • The target becomes Playful.png untargetable.
    • Mordekaiser or the target Death.png dies.
  • Spell Shield.png Spell shield will not block the initial Slow icon.png slow.
  • If the target's Health icon.png health is lower than the amount that should be stolen, they will be brought down to 1 health. Mordekaiser will still get the usual amount of maximum health.
  • Unlike the other stats, Mordekaiser does not steal enemy total size; instead he gains 10% of his own size and reduces the enemy's size by 10% of theirs (all size modifiers stack additively).
    • Mordekaiser grows in size over 0.25 seconds after successfully stealing his targets' stats, and shrinks over 0.25 seconds after the buff runs out again. The target shrinks over 0.25 seconds after their stats are stolen, but grows back to normal size instantly when the effect ends.
  • Entering or leaving the Death Realm will cause all targeted Projectile.png projectiles to be Bullet strikethrough.png destroyed.
  • The transition in and out of the Death Realm doesn't interrupt Channeling icon.png channels.
    • The only exception is Grand Starfall Grand Starfall, which will be interrupted when that ability's caster enters the Realm of Death.
  • The boundaries are not considered terrain (Unstoppable Onslaught Unstoppable Onslaught exception), and enemies that try to move out of the area will be displaced back inside.
    • Dash.png Dashes, Flash.png blinks, Airborne icon.png displacements and other forms of movement will cap their effect range to the boundary. Targets will stop at the boundary even after it expired.
  • Multiple Death Realms (possible through a hijacked hijacked Realm of Death or if multiple Mordekaisers are in the same match) spawned will exist in the same dimension, allowing champions to see and interact with champions bound to other circles. Champions are only affected by their boundaries and are not able to see the others.
    • Tahm Kench's Tahm Kench's Devour Devour can carry a target outside of their circle, but they will be displaced back inside once Regurgitated Regurgitated.
    • An active Assault and Battery Assault and Battery on a target outside the perimeter will cause Vi Vi to continue her charge until her circle ends. She can knock back and damage secondary targets multiple times.
  • Realm of Death will not be dispelled if either of the two affected champions enter Revival icon.png resurrection after taking lethal damage. It is dispelled if the target enters a Omen of Death.png zombie state.
  • Realm of Death can be dispelled (excluding death and duration) if:
  • Any active Focused Resolve.png tether effects (both friendly and hostile ones) existing on either of the two champions entering the realm will be broken (unless the tether is between those two).
  • Structures exist in all realms at the same time. Turret icon.png Turrets will behave normally as if all units were in the same realm.
  • The allied health, resource, and ultimate indicators (champion portraits located on the screen) will not update between realms as the players have no Sight icon.png vision of them.
  • Realm of Death's interactions with other elements/abilities:
Type Cast time
Attacking Disabled
Abilities Disabled
Movement Disabled
Items Usable Shurelya's Reverie Shurelya's Reverie Righteous Glory Righteous Glory Youmuu's Ghostblade Youmuu's Ghostblade Spellbinder Spellbinder Gargoyle Stoneplate Gargoyle Stoneplate Randuin's Omen Randuin's Omen Seraph's Embrace Seraph's Embrace
Disabled All the other item-actives are disabled
Interrupted by N/A
Consumables Usable
Spells Usable Barrier Barrier Clarity Clarity Cleanse Cleanse Exhaust Exhaust Ghost Ghost Heal Heal Ignite Ignite Smite Smite Flash Flash
Disabled Teleport Teleport Recall Recall Hexflash Hexflash
Interrupted by N/A
Interrupted by
  • Death, unless protected by Revival icon.png Resurrection
  • Tips & Tricks
    • While in lane, Realm of Death is best used while the target is between you and your turret. This is so the target doesn't have much space to go towards their turret, since the area of the Death Realm is created in front of Mordekaiser, leaving little space to move behind him.

    Map-Specific Differences
    Nexus Blitz icon.png Nexus Blitz differences
    • When certain Events begin, both Mordekaiser and his target immediately leave the Death Realm.


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