Fixing Morde (Idea)
How I would fix Morde as he is obviously in a very poor state right now.
The first thing I complain about when playing with and against a Morde is the fact that his entire kit is so reliant on the enemy team NOT reacting to something. When he has a dragon, or his third hit on Q and the enemy priority target somehow managing to get into range of his E. Who feels outplayed when the Morde flash Q's for an entire hp bar? That isn't an outplay, that is just stupid. Mordes kit is just terrible as it is right now, it is full of something that he just isn't. This is a warrior with a metal suit of armor who for some reason gains movement speed and conditional damage, controls a dragon, (Why does this guy control a dragon? WHY? WHO? WHAT? WHERE? WHEN?) and he has just been completely out of the picture since his rework. If I was to fix Morde, this is what I would do:
P: Upon entering combat, Morde ignores 15% incoming damage. the 15% damage deducted will give him a shield based on a decaying value like galios shield does.
Q: Revert to previous Q and make this guy do area of effect damage in the form of AD. Remove AP scaling, give this ability a short cooldown. Imagine somebody as strong as Morde with huge amounts of armor, smashing his weapon down on the ground to cause instant damage around his foe. Like a small Rammus ultimate.
W: Morde coats himself, an ally or an enemy in metallic shards. If Morde is chosen, he will amplify his passive by another 10% during the duration. If an ally is affected, Morde shares his shield with an ally. If an enemy champion is selected, a constant source of damage will be applied to them until out of range or 10 seconds has passed. (The damage to enemies should be low in value but high damage over time, like a bleed effect.)
E: Smashing his weapon forward, Morde displaces his enemies. Enemy champions hit will refresh this cooldown by 2 seconds, if an enemy champion hits a wall they will be stunned for 1.5 seconds however increases the cooldown for each champion hitting a wall. (This ability should be low on cooldown on higher levels, and very high on lower levels. This is to prevent people from maxing the ability.
R: Morde has no ultimate ability, however another displacement ability. Morde grabs his weapon with both hands and twirls himself until hitting his first target, upon hitting the first target the same affect will continue for a short distance towards other targets in the same general area. Those unlucky enough to have the ability hit them will be thrown a somewhat brief distance away. (This ability can not stun people into walls but can set up a combo, and it should be able to push people away past environment, like forcing them to jump a wall. Good for outplays.)
When I see Morde, I see him as this big dude with a big weapon who can really cause mayhem. And to do this, he needs to be tanky. Sadly, AP items can't do this and so he would gladly take over the Juggernaut role. Sorry, the real juggernaut role, champions like
Who don't have a constant way to pull people in or charge into battle while ignoring slows.