An attempt to a Mordekaiser Rework - tbh it can't get worse than the live version anyways, so...
... let's do this!
First of all, Mordekaisers theme and fantasy are solid. No work needing to be done here. Maybe someone give him a new VO. Like many old champs he has so few lines... And some touchups on his model would be nice...
Things that are awesome/unique:
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Raise the Dead
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Metal-Control. I really liked the W sfx before the rework...
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Crush people with that Mace - could be done much better than it is right now
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Being one tanky mofo
Things that are kinda lame:
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The exp passive. Scrap that.
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The entire "reliant on allies" thing. Mordekaiser does not care about mere cannon fodder, even when it happens to be on his team. And he can easily display his full power without them. Thematically Morde was actually the LAST champ I'd try to put into a duo lane, not sure what CertainlyT was smoking back then.
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Weirdly reliant on hybrid builds, somewhere lost in limbo between tank, AD and AP.
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Overly reliant on

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Probably the easiest-to-kite champ in league while himself being entirely useless when getting kited.
I think that should conclude it about the current state, so we now know what to keep and what needs to be fixed. Personally I'd recommend turning him into a full-scale juggernaut, making him entirely about Attack Damage and Tankyness. Mordekaiser is not primarely a mage. Or an undead spellwraith/banshee. He's one badass warlord who, when he already was the strongest bro around, tried to become the very best, like no one ever was - or will be. And so he turned to magic. Therefore, the first and most important part of his identity should be on the "warlord" aspect, and not on the fancy magics he picked up later to spice up his fighting style.
Therefore the scalings on his abilities also should change into AD and HP scalings.
Passive: Iron Man. A core part of what makes Morde's identity, so of course we are going to keep it. However, I'd make the maximal amount it scale with HP, and the damage-to-shield conversion scale with base AD. That allows for slightly more offensive builds without him becoming a full glass cannon while still being useful for tankier builds.
Q: For a short time, Mordekaiser slows himself, charing up his mace, before swinging it violently, striking all enemies in front of him, dealing damage based on the charge time (Scaling on AD). If an enemy champion is hit, Mordekaiser gets a speed-boost and can recast this abilitly, swinging again for maximum damage. If this strike connects again, the boost refreshes and he can cast the ability again, swinging for a TON of damage.
W: First of all, give it back it's fancy metal sfx! Then make it 100% selfcast. This should function as it did before, as his tanky-dps-tool for close combat. I'd propose making this a toggle with a short CD that drains a flat amount of HP while it is active.
E: Mordekaiser leaps a short (like, really short) distance, performing an heavy overhead-smash with his mace (scaling with AD and HP). Enemies directly hit take massive damage and are slowed, enemies in a cone in front of the impact zone also gain some damage and are slowed if they try to move away from Mordekaiser.
R: Undead Authority: First of all, I'd recommend scrapping the Point&Click. WOWOW, don't come with the pitchforks and stakes now, I'm not making it into a skillshot here. Instead, this creates an area of effect around Mordekaiser for 10-20 seconds that slightly damages enemies (damage: enemy %max hp.). Not very impressive, but what's important is what happens when they die: every hostile minion, jungle mob, pet, etc turns into a ghost that will keep attacking enemies while this is active, but they cannot be controlled. They just jump at nearby enemies or whatever Morde is attacking.
However, when an enemy champion dies the ability ends and Morde gains the ghost of the defeated champion to control. All "lesser spirits" vanish a few seconds later after the ability ends.
Also, the range of W is increased during this ability being active, and Morde's abilities and attacks deal vastly increased damage to minions and monsters.
I think that way we could fix this sorry mess that is Mordekaiser right now without changing what his spells do by too much.
Passive still keeps him tanky at the expense of the enemies suffering,
Q is mace swinging, just more brutal now;
W is the surround dps, that now interacts with his kit a bit more;
E is still cone damage usable for catching enemies at range (and can now slow without an item, helping somewhat with the kiting);
and the Ult is still "raising the dead", but amplified by A SHITTON.
I think this new version of the ult would fit his theme as a dark overlord way better - because it's just common sense that an Undead Empreror has an army of the dead at their command to trample and enslave his enemies, right? And even better: he uses the spirits of the enemy's own minions to fight him. If that's not fitting for an evil overlord I don't know what is.
Ok can someone call Malicious Metal and ask him what he thinks of this? I think he is the expert in all Mordekaiser things after all.
Of course I'm happy for all feedback you guys can give me too. We all should try to fix this abonimation that is this failed rework as fast as possible after all!