Mordekaiser vs Garen Matchup Guide
Mordekaiser
Top Lane Juggernaut
Melee AP juggernaut whose isolated Obliterate poke, banked Indestructible shield, and isolating Realm of Death punish anyone who trades into him without a plan
Garen
Top Lane Juggernaut
Spinning juggernaut with a silence, a damage-reducing shield, and a true-damage execute that punishes anyone who lets his HP climb back up
Champ Select Cheat Sheet — Mordekaiser vs Garen
Matchup Dynamics
How This Matchup Works
Federals1 rates this an Easy matchup on the Mordekaiser sheet, and Garen's own coaching agrees even harder, calling it Extremely Hard and abandoning his usual page for a full Sorcery kiting setup. He has no ranged answer to an isolated Q and no gap-closer beyond a
Decisive Strike
Q – Decisive StrikeGaren gains a burst of Move Speed, breaking free of all slows affecting him. His next attack strikes a vital area of his foe, dealing bonus damage and silencing them. sprint, so free poke stacks up before he ever reaches auto range.
Liandry's Torment
Liandry's TormentCharge up in combat to deal high damage over time, especially against durable enemies turns the mid-game into a rout, and
Realm of Death
R – Realm of DeathMordekaiser 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. closes out any fight he does manage to force: no sprint outruns an inescapable realm.
Early Game (1-5)
Mordekaiser Favored - He has no way to answer an isolated Q from range, and Decisive Strike's speed burst is his only tool to close the gap. Chip him down before he ever reaches auto range, and bank W the moment he does.
Mid Game (6-11)
Mordekaiser Favored -
Liandry's Torment
Liandry's TormentCharge up in combat to deal high damage over time, especially against durable enemies turns the free poke from earlier levels into a rout. The percent-health burn keeps ticking through the recovery window his passive needs to restart, so he never fully resets between trades.
Late Game (12+)
Skill Matchup - Demacian Justice's true-damage execute makes him a real teamfight threat once he is itemized, and Courage's shield holds up against a burst that has fallen off past the 24-28 minute
mark
MarkThrow a snowball in a straight line at your enemies. If it hits an enemy, they become marked, granting True Sight, and your champion can quickly travel to the marked target as a follow up..
Key Interactions
- Q punishes the walk, not just the last hit: Nothing in his basic kit threatens you outside auto range, which means an isolated
Obliterate
Q – ObliterateMordekaiser smashes the ground with his mace dealing damage to each enemy struck. Damage is increased when hitting a single enemy. lands clean on every approach he makes. Decisive Strike's speed burst is the one tool that shortens the exposure. - W has to be up before
Judgment
E – JudgmentGaren rapidly spins his sword around his body, dealing physical damage to nearby enemies. lands: His spin deals sustained physical damage in one tick rather than a single burst; activate the shield the moment he commits to it, since a trade without W just hands
Judgment
E – JudgmentGaren rapidly spins his sword around his body, dealing physical damage to nearby enemies. free damage. - E only lands on a rooted target:
Death's Grasp
E – Death's GraspMordekaiser pulls all enemies in an area. only connects when he is stuck on a last hit or already spinning; outside of those windows, save it rather than telegraphing a miss he can walk away from. - R closes what
Decisive Strike
Q – Decisive StrikeGaren gains a burst of Move Speed, breaking free of all slows affecting him. His next attack strikes a vital area of his foe, dealing bonus damage and silencing them. can't escape: Once the realm locks, no speed burst outruns it. Hold
Realm of Death
R – Realm of DeathMordekaiser 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. for the moment he commits rather than trading it early, since a caught Garen has nothing left to disengage with.
Mordekaiser
Strengths
- No ranged tool on his side means an isolated Q chips him for free on every approach, and Decisive Strike's speed burst is his only real answer
- Liandry's percent-health burn keeps ticking through the recovery window
Perseverance
P – PerseveranceIf Garen has not recently been struck by damage or enemy abilities, he regenerates a percentage of his total health each second. needs to restart, so he never fully resets between trades - Once
Realm of Death
R – Realm of DeathMordekaiser 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. locks, no sprint escapes it; the duel plays out entirely on your terms
Weaknesses
- His own coaching abandons the standard aggressive page for a kiting Sorcery setup, so expect a Garen who plays for scaling instead of a lane fight
- Your power dips well before his execute threat does, so a game that runs long hands the true-damage finisher back to him
Serpent's Fang
Serpent's Fang55 Attack Damage15 LethalityShield ReaverDamaging an enemy champion reduces Shields they gain by % for 3 seconds. If they were not already affected by Shield Reaver, reduce Shields on them by %. is a coached pickup on his side aimed squarely at stripping the W shield
Garen
Strengths
- Courage's shield and Perseverance's regen both hold up reasonably well against a lane he cannot otherwise contest
- Demacian Justice's true-damage execute scales with missing HP and threatens a teamfight kill even from behind
Judgment
E – JudgmentGaren rapidly spins his sword around his body, dealing physical damage to nearby enemies. deals free wave clear and trade damage on no mana cost, at least once he is close enough to land it
Weaknesses
- No ranged tool and no gap-closer beyond a
Decisive Strike
Q – Decisive StrikeGaren gains a burst of Move Speed, breaking free of all slows affecting him. His next attack strikes a vital area of his foe, dealing bonus damage and silencing them. sprint, so an isolated Q goes uncontested on the walk-up - His own sheet calls this Extremely Hard and rebuilds the entire rune page around surviving rather than dueling
- Liandry's percent-health burn keeps his passive regen switched off longer than a single burst hit would
Power Curve Comparison EXPERIMENTAL
Power Curve Visualization
Win Conditions
Mordekaiser's Win Condition
- Chip him down with isolated Q on every approach; he has no ranged tool of his own to answer with
- Hold W for the moment he commits to
Judgment
E – JudgmentGaren rapidly spins his sword around his body, dealing physical damage to nearby enemies. rather than trading blind - Finish
Liandry's Torment
Liandry's TormentCharge up in combat to deal high damage over time, especially against durable enemies before forcing extended fights; the burn keeps his passive regen from ever fully kicking back in - Bank
Realm of Death
R – Realm of DeathMordekaiser 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. for his commit; no sprint escapes the realm once it locks
Garen's Win Condition
- Rebuilds the entire rune page around a Sorcery kiting setup rather than the usual aggressive one, per his own sheet
- Leans on
Perseverance
P – PerseveranceIf Garen has not recently been struck by damage or enemy abilities, he regenerates a percentage of his total health each second. and
Courage
W – CourageGaren passively increases his Armor and Magic Resist by killing enemies. to survive lane rather than force fights he cannot win - Builds through
Serpent's Fang
Serpent's Fang55 Attack Damage15 LethalityShield ReaverDamaging an enemy champion reduces Shields they gain by % for 3 seconds. If they were not already affected by Shield Reaver, reduce Shields on them by %. specifically to strip the W shield before an all-in - Times
Demacian Justice
R – Demacian JusticeGaren calls upon the might of Demacia to attempt to execute an enemy champion. for the teamfight stage, where the true-damage execute matters more than the lost lane
Laning Phase Guide
| Level/Phase | Mordekaiser | Garen |
|---|---|---|
| Level 1 | Starts |
|
| Level 2 | Second point fills out W or E depending on the trade; keep chipping with Q on cooldown since he still cannot close the gap. | Looks for a |
| Level 3 | Full basic combo online: isolated Q from range, W up before any real exchange, E only if he gets stuck on a last hit. | |
| Level 4-5 | Keep stacking free Q damage; there is no reason to extend a trade he cannot punish you for skipping. | Leans on Perseverance's regen between pokes rather than forcing anything; his sheet plays this stretch passively. |
| Level 6 | ||
| Level 7-8 | Sheet path adds |
|
| Level 9 |
Power Spikes
Level Spikes
| Mordekaiser | Garen | ||
|---|---|---|---|
| Level | Description | Level | Description |
| 3 | Minor Full basic combo online; isolated Q keeps stacking free damage on every approach | 3 | Minor |
| 6 | Major |
6 | Minor |
| 9 | Major |
13 | Major |
Item Spikes
| Mordekaiser | Garen | ||
|---|---|---|---|
| Item | Description | Item | Description |
| Sticking power against a champion with one speed burst to close distance | Coached starting item for the matchup | ||
| The standard |
Coached pickup aimed squarely at stripping the W shield | ||
| Omnivamp and the damage amp once extended contact starts | Adds the mobility to finally close distance on his own terms | ||
| Its DOT overrides the recovery window his passive regen needs to restart | Late mobility and burst pickup, chasing what the lane never gave him | ||
| Coached close on the matchup row; extra haste and mobility once the lane is already won | |||
Best Build for Mordekaiser
Starting Items
Core Items
Rylai's Crystal Scepter
Rylai's Crystal ScepterAbilities slow enemies (slow),
Plated Steelcaps
Plated SteelcapsEnhances Move Speed and reduces incoming basic attack damage (armor),
Riftmaker
Riftmaker70 Ability Power350 Health15 Ability HasteVoid CorruptionFor each second in combat with enemy champions, deal 2% bonus damage, up to 8%. (omnivamp),
Liandry's Torment
Liandry's TormentCharge up in combat to deal high damage over time, especially against durable enemies (burn),
Cosmic Drive
Cosmic DriveMassive amounts of Cooldown Reduction (haste)
Runes
Primary: Federals1's Garen row keeps the standard Precision shape:
Conqueror
ConquerorGain stacks of adaptive force when attacking enemy champions. After reaching 12 stacks, heal for a portion of damage you deal to champions.,
Triumph
TriumphTakedowns restore 5% of your missing health and grant an additional 20 gold.,
Legend: Haste
Legend: HasteTakedowns on enemies grant permanent Basic Ability Haste.,
Last Stand
Last StandDeal more damage to champions while you are low on health.
Secondary:
Magical Footwear
Magical FootwearYou get free boots at 12 min but you cannot buy boots before then. Each takedown you get makes your boots come 45s sooner. and
Approach Velocity
Approach VelocityBonus MS towards nearby enemy champions that are movement impaired, increased for enemy champions that you impair. from Inspiration handle the
boots
BootsSlightly increases Move Speed slot; shards run adaptive force, movement speed, scaling health
Summoner Spells
Flash
FlashTeleports you a short distance toward your cursor. +
Ghost
GhostGain Move Speed and ignore unit collision for the duration., a swap off the usual
Ignite
IgniteDeals true damage over time to target enemy champion and reduces healing effects on them for the duration. pick
Priority Build Path
Sticking power against a champion with one speed burst and nothing else to close distance
Unmodified
boots
BootsSlightly increases Move Speed pick for this matchup, unlike rows that swap to
Sorcerer's Shoes
Sorcerer's ShoesEnhances Move Speed and magic damage
Adds the sustain that turns a won lane into an unkillable side-lane threat
The DOT that keeps overriding his passive's recovery window between fights
Coached close on the matchup row in place of the usual Zhonya's slot
Situational Adjustments
- Bloodletter's Curse: his own row picks this over a defensive item entirely, betting the whole build on outracing whatever he scales into
Zhonya's Hourglass
Zhonya's HourglassActivate to become invincible but unable to take actions: his team picks up a shield-breaking item late; stasis is the only real answer once W stops covering the burst
Key Patterns
Lethal Combos
R >
E >
Q >
W
Q >
E >
R
Trading Combos
Q >
E >
W
Q > AA >
E
Lethal Thresholds
- Mordekaiser Kill Range: No published percentage; the read is an isolated Q chipping him down before he ever closes distance, with Liandry's burn compounding once it completes.
- Garen Kill Range:
Demacian Justice
R – Demacian JusticeGaren calls upon the might of Demacia to attempt to execute an enemy champion. deals true damage scaled by the target's missing HP, so the execute threshold moves earlier the lower they already are; his own sheet times it for the teamfight stage rather than the lane. - Critical Levels: 3 (basic combo online, though he still can't reach you for free) / 6 (
Realm of Death
R – Realm of DeathMordekaiser 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. closes what
Decisive Strike
Q – Decisive StrikeGaren gains a burst of Move Speed, breaking free of all slows affecting him. His next attack strikes a vital area of his foe, dealing bonus damage and silencing them. can't escape) / 9-11 (Liandry's compounds an already-banked lead)
Level by Level Game Plan
| Level | Primary Goal | Lane Position | Trading Opportunities | Kill Windows | Setup Opportunities |
|---|---|---|---|---|---|
| 1 | Poke on cooldown | Wave edge, out of his engage range | Q for last hits or a clean poke | Low | Rank-1 Q goes entirely unanswered at this range |
| 2 | Keep chipping | Hold the space, don't cede the wave | Second basic ability joins Q; still no reason to stand and fight | Low | Watch for a |
| 3 | Full trade kit online | Near minions in case he gets stuck on one | Isolated Q leads, W up before any real exchange | Medium | Bank W before he ever reaches auto range |
| 4-5 | Stack the free damage | Hold the wave lead | Q-led pokes only, no reason to extend | Low | His own sheet plays this stretch passively |
| 6 | R as the closer | Push for a kill if he overextends | Only commit with a real cooldown read | High once he is caught without a sprint up | No |
| 7-8 | Hold lane, push when free | Extended contact snowballs an already-won lane | Medium-High | Track his |
|
| 9+ | Liandry's nears completion | Look to close the lane out or roam | Full pattern whenever he is caught alone | High | His mobility items are still incomplete |
| Mid Game (11-16) | Convert the lead | Side lane or group, whichever pressures more | High on a caught cooldown | Confirm |
|
| Late Game (16+) | Respect |
Frontline, watch the execute threshold on allies | Whenever his defensive cooldowns are down | Track whether |
First Back Goals
Teamfight Tips
| Aspect | Mordekaiser | Garen |
|---|---|---|
| Primary Role | Isolation threat first, frontline second; pulling their best piece into a private duel is worth more than trading blows in the main fight | Frontline brawler leaning on |
| Target Priority | Whoever wins the isolated duel inside Garen himself once Backline targets his allies can't otherwise reach |
Frontline contact to spin Whoever |
| Objective Control | Open pit contests by dropping their best duelist into the realm before the rest of the fight even starts A target sitting in Liandry's burn during a long objective fight loses far more than it looks like on the health bar |
Contests once Stridebreaker's active can close the distance Waits for |
| Positioning | Keep W timed for his initial spin, not the follow-up Commit R only once his defensive cooldowns are spent |
Waits behind Courage's shield before engaging Looks for |
| Other Tips | An unpeeled target is worth more to Courage's shield window runs out well before Liandry's stops ticking, so a longer fight favors the burn over his block |
His own coaching plays for the teamfight execute rather than the lane, so expect patience over aggression |
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