So when are they making Mordekaiser a juggernaut?
They announced it a three years ago, but we're still waiting. For over two years now he's just been building health-heavy mage items despite the nerfed synergy and scaling with them. He's not a juggernaut by any stretch of the imagination:
The actual juggernauts (those that are actually "juggernauts" by playstyle, not the bruisers or tanks later tacked onto the list arbitrarily) have several defining features:
- High base damage and/or AoE
- High Self-Sustain, either %HP or with high scaling
- Minimal, but present in-kit CC
- Armor shred and/or synergy with Black Cleaver which is specifically designed around them
- No mobility, aside from MS from Cleaver and runes

Mordekaiser, on the other hand has:
- Some of the lowest base damage on abilities in the game
- Sustain tied strictly to his damage items (whereas the form the others' sustain takes allows them the freedom to build defensively with no reduction to their healing)
- No in-kit CC whatsoever, forcing his weaker power "spike" to be tied to the completion of Rylai's
- No in-kit MR shred nor any item tailored to him with it, instead having to wait until he's finished two full items for a similar effect
The one thing Mordekaiser matches them in is the lack of mobility, though where they can get an extra 20 from Black Cleaver, there is no similar item for him.
It really seems like Mordekaiser became the catch-all for a bunch of gimmicks they wanted in the game, and they simply haven't bothered to update or revert them:
- Despite Shyvanna gaining 10% extra damage to dragons to synergize with her updated passive, setting a precedent for such things, he lacks any kind of boost to help him get the temporary ghost.
- Despite the fact he now has a ZERO percent play rate at bot lane at all levels of play, they haven't removed the needless experience modifier or reverted it to allow him the AoE damage of his W without standing near a minion.
- Despite the fact the double-doubled third Q damage proved too strong, was removed entirely, and he has no CC to keep opponents in range to auto, his Q still requires you land all 3 instances to match the damage of a single Q from any of the other juggernauts, save for Nasus until mid game.
- Despite the fact it hasn't been the priority focus since its nerf those years ago, his Q still increases scaling based on rank instead of having a flat scaling at all ranks.
What I'd really like is a full visual and gameplay update for him, scrapping his long-since outdated kit entirely while maintaining the thematic, like Sion or Galio. But that would mean waiting even longer for anything to be done. For now, it'd be great if they would address my four "despite" points above, and give him the strength he needs to be a viable top laner--- where he's meant to be played.
is exrtemely hard to kite with running ult
has even ranged auto attacks and only can be grouped in with juggs since his kit makes him want to fight in melee. the closer he is to his enemy, the faster he can circle him.
running targets down with cleavers is very much fitting a juggernaut, as is
and
are unique cases that I'd also put broadly as juggernauts. Neither have the engage of a vanguard or disengage of a warden. Cho'gath just has a bit more cc than is typical for the class. Neither are so far removed from the likes of Illaoi or Yorick that I could warrant them being categorized as anything besides juggernauts.
to combo with his ult, but the creep of burst has made the item a largely nonviable purchase, leaving him only usable if a target is dumb enough to stand right next to him whacking each other.
type items a minimum value.
Or give make his passive stronger/scale with health regen items. Is there a hp regen bonus keystone too maybe?

yet are magic damage. As it stands while champions were outright designed with this in mind and I think other champions would also benefit from such items existing,
are melee only,
melee only,
notable extra bonus if the user is melee,
the same situation.