I'm Bored, so I tried reworking Mordekaiser
I said I'd do this on one of Malicious Metal's threads a while back, and now I finally got around to it! Be aware that I am somewhat pulling numbers out of a hat.
Passive: Iron Man
Similar to live, although the changes across the rest of the kit would perhaps necessitate Mordekaiser gaining a bit less shield from his abilities.
Q: Mace of Spades Costs 1/1.25/1.5/1.75/2% max HP per hit Toggle
When toggled on, Mordekaiser's auto attacks cost a percent of Max HP to cause his basic attacks to deal bonus AOE magic damage equal to (0.2/0.25/0.3/0.35/0.4 AD) + (0.1/0.125/0.15/0.175/0.2 AP)
Thee idea here is that by maxing the cost a percentage, Mordekiaser has to balance whether keeping Mace of Spades on is worth it if the damage he's taking is too much, while also hopefully making Morde move to a more sustained pattern. I did consider changing the scaling to an AD/ bonus HP scaling, and have Morde essentially forgoe his old AP ways. Not sure if that's the path people would want.
W: Creeping Death 20/40/60/80/100 HP
Mordekaiser surrounds him and an ally champion or minion in a metal swarm, which increases resistances by 10%, and grants the two 50/60/70/80/90 Movement Speed towards each other. The swarm deals 25/35/45/55/65 (+0.1 AP) magic damage and can overlap. fields beyond the first deal 50% damage. Lasts for 4 seconds.
Hopefully this would encourage Morde to go tanky to make the most out of the resist increase, and it's largely a utlity spell here.
E: Siphon of Destruction 40/50/60/70/80 Health
Mordekaiser deals damage in a cone in front of him, dealing 60/110/160/210/260 (+0.3 AD) + (0.4AP) and gaining 25% of his max shield per champion hit.
Shifting some of his shield gaining into his E will hopefully mean his shield will be easier to break when E is on cooldown, hopefully easing the problem Morde has had before of being too strong because his shield is never down, or too weak because it breaks too easy.
R: Children of the Grave
Mordekiaser surrounds himself in the Black Mist for 8 seconds. During this time, any champion who dies, all or enemy, becomes a ghost, and heals Mordekiaser for 4/6/85 of his missing Health Ghosts will go to targets Mordekaiser is attacking, even in the target is out of his attack range, each ghost deals 20% AD per second, or 10% AP depending on which is largest. Multiple ghosts can attack at once, but each ghost lasts 5 seconds. In the case of multiple ghosts, the most powerful ghost deals full damage, and all others deal 50% damage. Ghosts can live beyond the ult duration.
The ghosts essentially act like a ranged placeable DoT, as I really liked how the current ult has your opponent withering under the effect, but disliked the burst portion. This will hopefully make gaining a little ghost army feel impactful, while still making Morde center of the battle, as Morde won't get a ton of ghosts during the duration on his own, his team has to help him burst people down in time. It also makes Kindred a counter to Morde, which is all lore-appropriate.