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Jungle · Normal DraftMatchup guidePatch 16.20.1

Mordekaiser vs Vex

Build, runes, abilities and practical pre-game checks in one queue-aware reference.

MordekaiserVSVex

Matchup guide

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Search every champion, choose the assigned role, then open the exact queue page.

VS
Role
Selected laneJungle

Choose two champions from the list.

Role fit

JungleMordekaiser

Mordekaiser has a reviewed secondary role here. It is less common than the primary roles, but it has a recognisable role-specific plan.

Reviewed secondary
Review patch unknownRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
— Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Normal Draft · Jungle

Mage jungle reference

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Reviewed secondary
S
Draft / Ranked opening · separate from item 1

Gustwalker Hatchling

450 gold

Provides Smite and a jungle companion before the first camp.

1
First clear item

Liandry's Torment

3,000 gold

Adds sustained spell damage for clearing camps, but does not prove that this champion has a healthy or reliable clear.

2
Boots

Sorcerer's Shoes

1,100 gold

Adds movement and magic penetration against low-resistance targets.

3
Core damage

Shadowflame

3,200 gold

Adds damage after the route can already clear camps and reach fights.

4
Late power

Rabadon's Deathcap

3,500 gold

Multiplies late ability power after the functional clear is established.

5
Vs resistance

Void Staff

3,000 gold

Adds percentage magic penetration only when enemies buy meaningful resistance.

6
Repeated spell rotations

Cosmic Drive

3,000 gold

Adds movement speed and ability haste for repeated late-game spell rotations after the core is established.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingMorellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.View full route

Best when: Morellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.

  1. First clear itemLiandry's Torment
  2. BootsSorcerer's Shoes
  3. Morellonomicon
  4. Late powerRabadon's Deathcap
  5. Vs resistanceVoid Staff
  6. Repeated spell rotationsCosmic Drive
AlternativeThey burst meZhonya's stasis can absorb a committed dive or lethal burst window.View full route

Best when: Zhonya's stasis can absorb a committed dive or lethal burst window.

  1. First clear itemLiandry's Torment
  2. BootsSorcerer's Shoes
  3. Zhonya's Hourglass
  4. Late powerRabadon's Deathcap
  5. Vs resistanceVoid Staff
  6. Repeated spell rotationsCosmic Drive
AlternativeOne spell stops meBanshee's spell shield can protect the first important cast against you.View full route

Best when: Banshee's spell shield can protect the first important cast against you.

  1. First clear itemLiandry's Torment
  2. BootsSorcerer's Shoes
  3. Core damageShadowflame
  4. Banshee's Veil
  5. Vs resistanceVoid Staff
  6. Repeated spell rotationsCosmic Drive

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingMorellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.View full route

Best when: Morellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.

  1. First clear itemLiandry's Torment
  2. BootsSorcerer's Shoes
  3. Morellonomicon
  4. Late powerRabadon's Deathcap
  5. Vs resistanceVoid Staff
  6. Repeated spell rotationsCosmic Drive
AlternativeThey burst meZhonya's stasis can absorb a committed dive or lethal burst window.View full route

Best when: Zhonya's stasis can absorb a committed dive or lethal burst window.

  1. First clear itemLiandry's Torment
  2. BootsSorcerer's Shoes
  3. Zhonya's Hourglass
  4. Late powerRabadon's Deathcap
  5. Vs resistanceVoid Staff
  6. Repeated spell rotationsCosmic Drive
AlternativeOne spell stops meBanshee's spell shield can protect the first important cast against you.View full route

Best when: Banshee's spell shield can protect the first important cast against you.

  1. First clear itemLiandry's Torment
  2. BootsSorcerer's Shoes
  3. Core damageShadowflame
  4. Banshee's Veil
  5. Vs resistanceVoid Staff
  6. Repeated spell rotationsCosmic Drive

Runes and summoner spells

Runes and summoner spellsMordekaiserJungle

Build value through repeated combat while keeping Smite for camps and objectives.

Normal Draft
Primary tree

Precision

ConquerorTriumphLegend: AlacrityLast Stand
Secondary tree

Domination

Sudden ImpactRelentless Hunter
Summoner spells
FlashSmite
Keep Smite

Smite is part of Jungle companion progression and objective security. The movement or combat spell beside it is the adjustable slot.

Change the movement spell

Ghost can fit sustained access; Flash can fit one immediate reposition. Use the champion's route and intended fights to choose.

Matchup notes

What changes when Vex is opposite you?

Pre-game kit comparison
Kit comparison

Respect the opponent's reliable threat

Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.

Your plan

Use the route you prepared

Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.

Ability reminders

Mordekaiser reminders

  • Offense is your defense. Keep fighting to build up larger Indestructible shields.
  • Hitting multiple champions with the same ability can help quickly activate Darkness Rise.
  • Use Realm of Death on a low health enemy to guarantee the kill and keep their stats for the rest of a teamfight.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Only when enemy healing is deciding fights

Oblivion Orb

Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.

Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.
They burst me

Zhonya's Hourglass

Zhonya's stasis can absorb a committed dive or lethal burst window.

One spell stops me

Banshee's Veil

Banshee's spell shield can protect the first important cast against you.

Ability reference

Compare both kits

Ability reference Data Dragon 16.20.1

Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1

Mordekaiser

  1. P
    Darkness Rise

    Mordekaiser gains a powerful damage aura and Move Speed after landing 3 attacks or spells against champions or monsters.

  2. Q
    Obliterate

    Mordekaiser smashes the ground with his mace dealing damage to each enemy struck. Damage is increased when hitting a single enemy.

    Cooldown (s) 8/7/6/5/4 · Listed range (units) 675
  3. W
    Indestructible

    Mordekaiser stores damage he deals and takes to create a shield. He may consume the shield to heal.

    The exported range is not a verified gameplay distance. Check the current ability tooltip.

    Cooldown (s) 12/11/10/9/8
  4. E
    Death's Grasp

    Mordekaiser pulls all enemies in an area.

    Cooldown (s) 16/14/12/10/8 · Listed range (units) 700
  5. R
    Realm of Death

    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.

    Cooldown (s) 120/110/100 · Listed range (units) 650

Vex

  1. P
    Doom 'n Gloom

    Vex periodically becomes empowered, causing her next basic Ability to fear enemies and interrupt dashes. Whenever a nearby enemy dashes, Vex applies a mark that can be consumed for bonus damage that also reduces the cooldown of her empowered state.

  2. Q
    Mistral Bolt

    Launch a damaging missile that accelerates mid-flight.

    Cooldown (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range (units) 1200
  3. W
    Personal Space

    Gain a shield and damage nearby enemies.

    Cooldown (s) 16/15/14/13/12 · Cost 75 · Listed range (units) 475
  4. E
    Looming Darkness

    Summon a damaging and slowing zone that applies Gloom to enemies.

    Cooldown (s) 12 · Cost 70/80/90/100/110 · Listed range (units) 800
  5. R
    Shadow Surge

    Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.

    Cooldown (s) 140/120/100 · Cost 100 · Listed range (units) 2000/2500/3000

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Keep the clear moving and choose high-information plays

1
Pathing

Track opposing camps and lane states instead of forcing the first visible target.

2
Map play

Trade sides of the map when contesting would require weaker lanes to move first.

3
Fights

Save important control for the enemy who threatens your carries or objective access.

Pings, movement and objectives

Mordekaiser Jungle map plan

Link each clear to the next informed decision. Pings should tell lanes where you are pathing and whether the team is contesting or trading an objective.

Ahead

Turn tempo into controlled territory

Ping
Use On My Way before entering a lane, Assist Me before an objective and Danger when nearby lanes cannot move to an invade.
Path or gank
Gank when the lane has reach, damage and a safe exit. Do not wait beside a protected target while camps and the next objective disappear.
Objective
Establish vision with the nearest winning lane, keep Smite available and avoid chasing away from the objective after gaining control.
Even

Choose the play with the clearest information

Ping
Use On My Way early enough for the lane to prepare, Assist Me only when nearby lanes can move, and Retreat when the contest has already become late.
Path or gank
Prefer a lane with crowd control, damaged opponents or a favourable wave. A visible opponent is not automatically a usable gank.
Objective
Check Mid and Bot priority before Dragon, or Mid and Top before Herald. Set a safe entrance before beginning the objective.
Behind

Trade the map instead of forcing recovery

Ping
Ping Retreat from lost contests, Danger on likely invades and On My Way when covering a vulnerable lane or remaining camp.
Path or gank
Counter-gank or help only when allies can survive until arrival. Repeated low-chance ganks deepen the camp and level deficit.
Objective
If entry is unsafe, trade for camps, a wave, vision or the opposite objective. Keep Smite and crowd control for a contest the team can actually reach.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Before the route

    Decide which camps lead toward the objective and ping the nearby lanes before they spend the wave or recall timing.

  2. 2
    Check priority

    Confirm which nearby lanes can move first. Do not convert an isolated objective marker into a forced fight.

  3. 3
    Control entry

    Move with a teammate, sweep one entrance and keep Smite available before committing damage to the objective.

  4. 4
    Finish or turn

    Call whether the team is finishing, fighting or leaving. Mixed decisions are more dangerous than either clear choice.

Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.

Keep preparing

Use the champion page or choose another opponent

The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.

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