Mordekaiser vs Ornn Matchup Guide
Mordekaiser
Top Lane Juggernaut-Mage
The Iron Revenant - AP juggernaut who chips with Obliterate, banks every trade through Indestructible, and drags a single target into Realm of Death to finish the fight alone
Ornn
Top Lane Tank
The Fire below the Mountain - forge tank whose Volcanic Rupture pillars, Searing Charge collisions, and Call of the Forge God turn a slow laner into a real teamfight threat once he has room to build
Champ Select Cheat Sheet — Mordekaiser vs Ornn
Matchup Dynamics
How This Matchup Works
This lane comes down to a poke war between
Obliterate
Q – ObliterateMordekaiser smashes the ground with his mace dealing damage to each enemy struck. Damage is increased when hitting a single enemy. and
Volcanic Rupture
Q – Volcanic RuptureOrnn slams the ground, sending out a fissure dealing damage and slowing enemies hit. After a small delay, a magma pillar forms at the end location., which matches Federals1's skill-matchup rating on the sheet: neither champion has a dash. Chip his last hits at max Q range, keep
Indestructible
W – IndestructibleMordekaiser stores damage he deals and takes to create a shield. He may consume the shield to heal. up before any trade, and read a
Searing Charge
E – Searing ChargeOrnn charges, dealing damage to enemies he passes through. If Ornn collides with terrain while charging, the impact creates a shockwave around him which deals damage and knocks up enemies. into a standing Rupture pillar as his all-in tell.
Liandry's Torment
Liandry's TormentCharge up in combat to deal high damage over time, especially against durable enemies turns the mid game in Mordekaiser's favor against a target this tanky; the cost is a late game where Ornn's forge upgrades and
Call of the Forge God
R – Call of the Forge GodOrnn summons a massive elemental at a location which travels toward him with increasing speed. Enemies run over by the elemental take damage, are slowed and are made Brittle. start pulling equity back.
Early Game (1-5)
Skill Matchup - Level 1-2 is a poke exchange between two immobile kits; whoever lands the first isolated
Obliterate
Q – ObliterateMordekaiser smashes the ground with his mace dealing damage to each enemy struck. Damage is increased when hitting a single enemy. or a clean
Volcanic Rupture
Q – Volcanic RuptureOrnn slams the ground, sending out a fissure dealing damage and slowing enemies hit. After a small delay, a magma pillar forms at the end location. sets the pace. Ornn has no early trading tool beyond that fissure, so holding max Q range denies him a reason to walk up.
Mid Game (6-11)
Mordekaiser Favored - Two to three items in, Liandry's percent-health burn starts eating through Ornn's health bar faster than his armor and magic resist stacking can offset. This is Mordekaiser's strongest stretch of the whole game, and it lands while Ornn is still assembling his tank core.
Late Game (12+)
Ornn Favored - A full-build Ornn brings
Call of the Forge God
R – Call of the Forge GodOrnn summons a massive elemental at a location which travels toward him with increasing speed. Enemies run over by the elemental take damage, are slowed and are made Brittle. into every skirmish and upgrades his whole team's items from the forge. Federals1's own guide says most games should not run past 24-28 minutes, and this is exactly the matchup where sitting past that
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. costs the lead.
Key Interactions
Obliterate
Q – ObliterateMordekaiser smashes the ground with his mace dealing damage to each enemy struck. Damage is increased when hitting a single enemy. poke denies Ornn a reason to engage: Chip his last hits from max Q range and angle the slam to avoid the wave for the isolated proc. Ornn has nothing to punish the poke with unless he closes the gap first, and
Searing Charge
E – Searing ChargeOrnn charges, dealing damage to enemies he passes through. If Ornn collides with terrain while charging, the impact creates a shockwave around him which deals damage and knocks up enemies. telegraphs that commitment well before it lands.
Indestructible
W – IndestructibleMordekaiser stores damage he deals and takes to create a shield. He may consume the shield to heal. has to be up before
Searing Charge
E – Searing ChargeOrnn charges, dealing damage to enemies he passes through. If Ornn collides with terrain while charging, the impact creates a shockwave around him which deals damage and knocks up enemies. lands:
Bellows Breath
W – Bellows BreathOrnn advances, breathing fire. Enemies hit by the final gout of flame become Brittle. and a landed
Searing Charge
E – Searing ChargeOrnn charges, dealing damage to enemies he passes through. If Ornn collides with terrain while charging, the impact creates a shockwave around him which deals damage and knocks up enemies. shockwave both hit hard in the same window. Step into that exchange with the shield down and it goes to Ornn on raw damage alone; bank it, trade, then back off to let it refill.
Death's Grasp
E – Death's GraspMordekaiser pulls all enemies in an area. punishes a committed charge: Once
Searing Charge
E – Searing ChargeOrnn charges, dealing damage to enemies he passes through. If Ornn collides with terrain while charging, the impact creates a shockwave around him which deals damage and knocks up enemies. is out, Ornn cannot stop or redirect it. Pull with
Death's Grasp
E – Death's GraspMordekaiser pulls all enemies in an area. the moment he commits and the trade turns one-sided; the pull's passive magic penetration adds up against his stacked resistances.
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. cuts Ornn off from his own forge: Isolating him for the full seven seconds removes
Call of the Forge God
R – Call of the Forge GodOrnn summons a massive elemental at a location which travels toward him with increasing speed. Enemies run over by the elemental take damage, are slowed and are made Brittle. as an option and denies any ally who might otherwise back him up. Ten percent of his current stats go with him into the realm, and there is no exit once it locks.
Mordekaiser
Strengths
- Obliterate's isolated proc punishes a target with no ranged answer of his own, and Ornn cannot poke back beyond his own Q
- Liandry's percent-health burn turns stacked armor and magic resist into a slower death rather than a real wall
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. removes
Call of the Forge God
R – Call of the Forge GodOrnn summons a massive elemental at a location which travels toward him with increasing speed. Enemies run over by the elemental take damage, are slowed and are made Brittle. from the fight entirely, along with any ally Ornn would otherwise call in
Weaknesses
- No dash, so a well-timed
Searing Charge
E – Searing ChargeOrnn charges, dealing damage to enemies he passes through. If Ornn collides with terrain while charging, the impact creates a shockwave around him which deals damage and knocks up enemies. into a standing Rupture pillar still catches him whenever
Indestructible
W – IndestructibleMordekaiser stores damage he deals and takes to create a shield. He may consume the shield to heal. is down - Federals1's guide marks the early game as rough in general, and this lane offers no early trading tool beyond Q to make up for it
- Falls off games that run past the guide's own 24-28 minute marker, right as Ornn's forge upgrades start to matter
Ornn
Strengths
- Living Forge's bonus armor and magic resist scale him into a genuine wall by full build
Searing Charge
E – Searing ChargeOrnn charges, dealing damage to enemies he passes through. If Ornn collides with terrain while charging, the impact creates a shockwave around him which deals damage and knocks up enemies. into a
Volcanic Rupture
Q – Volcanic RuptureOrnn slams the ground, sending out a fissure dealing damage and slowing enemies hit. After a small delay, a magma pillar forms at the end location. pillar is a real knockup combo that punishes a caught
Indestructible
W – IndestructibleMordekaiser stores damage he deals and takes to create a shield. He may consume the shield to heal.-down trade
Call of the Forge God
R – Call of the Forge GodOrnn summons a massive elemental at a location which travels toward him with increasing speed. Enemies run over by the elemental take damage, are slowed and are made Brittle. threatens from off-screen range and disables nearby towers on landing, a late-game tool this lane's damage race does not answer
Weaknesses
- No dash and no disengage; once
Death's Grasp
E – Death's GraspMordekaiser pulls all enemies in an area. lands on a committed charge there is no way to reset the trade - Nothing punishes max-range Q poke before he closes the distance himself
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. removes him from the fight the moment he is caught alone, forge upgrades and all
Power Curve Comparison EXPERIMENTAL
Power Curve Visualization
Win Conditions
Mordekaiser's Win Condition
- Hold max Q range on every last hit; Ornn has no poke of his own to punish the distance
- Bank
Indestructible
W – IndestructibleMordekaiser stores damage he deals and takes to create a shield. He may consume the shield to heal. before any trade, especially the moment
Searing Charge
E – Searing ChargeOrnn charges, dealing damage to enemies he passes through. If Ornn collides with terrain while charging, the impact creates a shockwave around him which deals damage and knocks up enemies. starts moving - Complete
Liandry's Torment
Liandry's TormentCharge up in combat to deal high damage over time, especially against durable enemies before he finishes his tank core and spend the mid game punishing his health bar - Save
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 instant he commits
Searing Charge
E – Searing ChargeOrnn charges, dealing damage to enemies he passes through. If Ornn collides with terrain while charging, the impact creates a shockwave around him which deals damage and knocks up enemies. or steps in alone; the isolation costs him the forge and any help
Ornn's Win Condition
- Farm safely behind minions until Living Forge's bonus resistances and a finished tank core come online
- Land
Searing Charge
E – Searing ChargeOrnn charges, dealing damage to enemies he passes through. If Ornn collides with terrain while charging, the impact creates a shockwave around him which deals damage and knocks up enemies. into a standing
Volcanic Rupture
Q – Volcanic RuptureOrnn slams the ground, sending out a fissure dealing damage and slowing enemies hit. After a small delay, a magma pillar forms at the end location. pillar for the knockup that opens a real trade - Save
Call of the Forge God
R – Call of the Forge GodOrnn summons a massive elemental at a location which travels toward him with increasing speed. Enemies run over by the elemental take damage, are slowed and are made Brittle. for group fights where its range and tower-disable matter, not a lane skirmish - Stretch the game past Mordekaiser's comfortable window; his own build wants to close things out well before 25 minutes
Laning Phase Guide
| Level/Phase | Mordekaiser | Ornn |
|---|---|---|
| Level 1 | Start |
Starts |
| Level 2 | Take |
Second point usually goes into whichever ability was skipped; still no real gap-closer, so the poke exchange continues on Mordekaiser's terms. |
| Level 3 | Full basic kit online. Bank a short trade behind |
First real access to the |
| Level 4-5 | Keep poking from range and bank the shield off every trade; hold the bigger wave since he has no clear tool beyond the fissure to contest it. | Farms toward his first tank component; a missed |
| Level 6 | ||
| Level 7-8 | Still assembling the tank core; Living Forge's bonus resistances are climbing but not enough yet to blunt Liandry's. | |
| Level 9 | Bloodletter's Curse next on the build path; keep trading on |
Approaching a real tank core; the matchup starts closing as his resistances catch up to the burn. |
Power Spikes
Level Spikes
| Mordekaiser | Ornn | ||
|---|---|---|---|
| Level | Description | Level | Description |
| 3 | Minor Full basic kit; |
3 | Minor First access to a |
| 6 | Major |
6 | Major |
| 9 | Major |
13 | Major Living Forge's scaling resistances start meaningfully blunting magic damage |
Item Spikes
| Mordekaiser | Ornn | ||
|---|---|---|---|
| Item | Description | Item | Description |
| First completed item; the slow keeps a caught Ornn inside |
Typical wave-clear and skirmish tank pick that also punishes standing in Brittle range | ||
| This row's |
Scaling resistances that compound with Living Forge's own bonus armor and magic resist | ||
| The mid-game swing item; percent-health burn against a naturally tanky target | Magic resist answer once Liandry's and Bloodletter's Curse start adding up | ||
| Bloodletter's Curse | Fourth on this row's build path; stacks with Liandry's to keep shredding a full-build tank | ||
| Closes the row's build; bigger |
|||
Best Build for Mordekaiser
Starting Items
Core Items
Doran's Ring
Doran's RingGood starting item for casters is the starting buy.
Rylai's Crystal Scepter
Rylai's Crystal ScepterAbilities slow enemies comes first for the slow,
Boots of Swiftness
Boots of SwiftnessEnhances Move Speed and reduces the effect of slows beats Steelcaps here since nothing in this lane punishes movement speed the way an auto-attacker would,
Liandry's Torment
Liandry's TormentCharge up in combat to deal high damage over time, especially against durable enemies follows for the burn, then Bloodletter's Curse adds more shred before
Spirit Visage
Spirit VisageIncreases Health and healing effects rounds out the healing.
Runes
Primary: Precision keystone is
Conqueror
ConquerorGain stacks of adaptive force when attacking enemy champions. After reaching 12 stacks, heal for a portion of damage you deal to champions., same as most rows;
Legend: Haste
Legend: HasteTakedowns on enemies grant permanent Basic Ability Haste. over Alacrity is the pick here, rounded out by
Triumph
TriumphTakedowns restore 5% of your missing health and grant an additional 20 gold. and
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. (Inspiration); the free
boots
BootsSlightly increases Move Speed slot and the chase speed toward a slowed target both matter in a lane with no early trading tool to punish
Summoner Spells
Flash
FlashTeleports you a short distance toward your cursor. +
Teleport
TeleportAfter a brief channel, become untargetable and travel to an allied unit. Upgrades into Unleashed Teleport, which significantly increases travel speed.
Priority Build Path
Starting item off this row; early sustain and AP to hold the poke war
First completed item; the slow keeps a caught Ornn inside
Death's Grasp
E – Death's GraspMordekaiser pulls all enemies in an area. range
This row's
boots
BootsSlightly increases Move Speed pick; flat move speed over armor since Ornn brings no auto-attack pressure to punish
Liandry's percent-health passive does the actual mid-game work; Ornn's armor and magic resist stacking cannot keep pace with a burn that scales off his own max health
Stacks with Liandry's to keep shredding resistances through a finished tank core
Closes the row's build; bigger shield and reactivate
heal
HealRestores Health and grants Move Speed to you and target allied champion. for a game that runs long
Situational Adjustments
Zhonya's Hourglass
Zhonya's HourglassActivate to become invincible but unable to take actions: a shield break or burst threat shows up on the enemy team late; the standard closing slot on most other rows
Riftmaker
Riftmaker70 Ability Power350 Health15 Ability HasteVoid CorruptionFor each second in combat with enemy champions, deal 2% bonus damage, up to 8%.: the game trends into a pure dueling contest rather than a poke-and-burn lane; omnivamp over the Bloodletter's Curse shred
Key Patterns
Lethal Combos
E >
Q >
W
Q >
E >
W
Trading Combos
Q >
E >
W
Q >
W
Lethal Thresholds
- Mordekaiser Kill Range: No clean HP-percent kill window before items; once Liandry's is online, stacked percent-health burn plus an
Obliterate
Q – ObliterateMordekaiser smashes the ground with his mace dealing damage to each enemy struck. Damage is increased when hitting a single enemy. isolate is the core damage race.
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. removes his forge access regardless of either side's HP. - Ornn Kill Range: Needs a landed
Searing Charge
E – Searing ChargeOrnn charges, dealing damage to enemies he passes through. If Ornn collides with terrain while charging, the impact creates a shockwave around him which deals damage and knocks up enemies. knockup to open any real damage window; without one he is limited to poke trades he cannot win outright. - Critical Levels: 3 (both kits complete) / 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. vs
Call of the Forge God
R – Call of the Forge GodOrnn summons a massive elemental at a location which travels toward him with increasing speed. Enemies run over by the elemental take damage, are slowed and are made Brittle.) / 9-11 (Liandry's online against his still-forming tank core)
Level by Level Game Plan
| Level | Primary Goal | Lane Position | Trading Opportunities | Kill Windows | Setup Opportunities |
|---|---|---|---|---|---|
| 1 | Poke his last hits | Wave edge, max Q range | Low | Watch for an early |
|
| 2 | Punish a telegraphed walk-up | Hold max range | Low | Track which basic ability he skipped | |
| 3 | First |
Near minions for cover | Shield up, short trade, back off before |
Medium | Confirm his Rupture pillar is down before respecting the combo |
| 4-5 | Hold the wave lead | Deny his farm rhythm | Short and out; nothing extended | Low | Watch for jungler pathing before pushing |
| 6 | Counter-R the |
Anywhere he over-commits | High off the isolate | Hold R rather than opening with it | |
| 7-8 | Rush |
Hold lane, push when safe | Poke continues; still no reason to all-in early | Medium | Track his tank core progress |
| 9 | Liandry's online | Push for plates | Full trade pattern once the shield is up | High with the percent-health burn | Bloodletter's Curse next recall |
| Mid Game (11-16) | Play the burn race | Side lane or group, either works with R up | Only with |
High while he is mid-build | Track his forge visits and |
| Late Game (16+) | Close the game before the 26-minute |
Group; do not solo a full-build Ornn | Avoid extended fights once his tank core is done | Low without a pick | Force fights before his forge upgrades finish the team |
First Back Goals
Teamfight Tips
| Aspect | Mordekaiser | Ornn |
|---|---|---|
| Primary Role | Isolates the highest-priority target with |
Frontline initiator by kit design; opens with |
| Target Priority | Whoever Ornn's forge upgrades made hardest to punish 1v1 Backline carries the realm can reach Ornn himself once the elemental is spent |
Squishiest target Whoever is out of position after the knockup |
| Objective Control | Start pit fights with the isolate on their frontline initiator Deny his forge visits by holding pressure elsewhere on the map |
Living Forge's team-wide item upgrades make his group stronger the longer the game runs |
| Positioning | Save Stay out of the elemental's telegraphed path rather than trading position for damage |
Lead with the elemental from max range before committing the charge Brittle stacks reward follow-up crowd control from teammates, so time the engage around them |
| Other Tips | Past the guide's own 24-28 minute marker, a finished forge starts making every teammate harder to burst down |
Living Forge's team-wide upgrades are the real late-game win condition, not just his own stat line Call of the Forge God's tower-disable window is worth setting up a dive around, not just a poke |
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