Akali Rework Idea
I think everyone can agree Akali is in a rough spot right now. She's either OP beyond hell (pre-nerf), or damn near unplayable (post-nerf). The issue is that she's an older champion whose abilities are outdated and offer little to no counterplay. In thinking of a rework for this champion, three things came to mind:
- How do I ensure that every part of her kit has the right amount of ooomph factor, has a reason to be there (hello E), without any ability being OP?
- How do I create counterplay in such a point-and-click champion?
- This was a personal points: League needs a hybrid assassin that actually builds hybrid damage. Not Hextech and full AP, something like boots/Hextech/Guinsoo's/Rabadon's/Zhonya's or Rylai's/Bloodthirster How do I make Akali that?
So the changes are as follows:
PASSIVE: TWIN DISCIPLINES
Discipline of Force: Unchanged
Discipline of Might: Spell Vamp ratio: 1% per 6 bonus AD -----> 1% per 12 bonus AD
As we're adding in a lot of AD scaling later, nerfing the amount of spell vamp she gets ensures she can't heal to full with one burst, but still gives her enough to sustain back up while diving in.
Q: MARK OF THE ASSASSIN
Targeted -----> Now a Skillshot
Range: 600 -----> 850
Initial hit: 35/55/75/95/115 (+40% AP) -----> 35/55/75/95/115 (+50% AD)
Mark Duration: 6 ----> 4
The idea with this ability is to provide counterplay with the skillshot, and to set up a strong combo with her ultimate. With the build I suggest, the mark will deal about 250 damage on hit, about 400 on detonation. The mark is on for less time as to decrease Akali's
W: TWILIGHT SHROUD
Duration: 8 -----> 4 seconds
Balance required for the buff to W she gets with her ult.
E: TWIN KARMA
Physical Damage: 30/55/80/105/130 (+30% AP) (+60% AD) -----> (20/35/50/65/80 (+60% AD)) +1% per 20 AP
Magic Damage: None -----> (20/35/50/65/80 (+30% AP)) +1% per 10 AD
This is where the hybrid damage build comes into effect. This skill also becomes relevant now, at 600 hybrid damage at max build.
R: SHADOW DANCE
Ratio: (+50% AP) -----> (+20% AP)
NEW: Targets marked with Mark of the Assassin can be dashed to from 800 range, instead of 600. If the dash takes Akali more than 400 range to a marked target, it detonates the mark, dealing 50% increased damage.
NEW: Dashing from inside Twilight Shroud carries the shroud with Akali, and increases its duration by 2 seconds.
Here is where things get fun. The dash is now designed more for utility than damage. Q allows for a better engage, and this gives Akali a new way to do her famous Q ----> wait ----> detonate ----> Q -----> AA combo, while allowing it to be counterplayed by either dodging the Q, or counter engaging before she can engage you (less damage if you engage first.) In addition, Akali taking the shroud with her encourages more tricky plays with it.
Let's look back at the three questions above to see how they were accomplished.
- Q is now a strong engage tool, and one of the two major sources of damage. W can travel with Akali, increasing its utility. E deals damage now. Ult is designed for utility, combining with Q and W to make tricky plays
- Q being a skillshot that increases the dash range allows you to dodge or hide behind minions to prevent engages, while a lower mark and shroud duration, as well as reduced damage when engaged upon, allow opponents to take advantage of windows against Akali. Because of this, Akali can have moments where she wins fights she starts and loses those that she gets caught in, stopping the hyper-carry or dead weight Akali has commonly been.
- E is now very reliant on both AD and AP, and Q's initial hit is now an AD ratio. Simple enough.
TL;DR: Q is a skillshot with a bit less damage on hit, E does legitimate damage scaling with hybrid builds better, Mark and W last shorter, Ult has more utility and damage when used on marked target or when shrouded.