A lot of Riot's recent updates are decent, but miss the mark slightly. This is an attempt to fix em'
Akali
What went well
- Assassin's mark is a great ability
- The entire kit flows together really well
What went poorly
- The champion has too many options.
- Because her CD's are low and she refunds energy constantly, her damage is only gated by your mechanical skill and the amount of reliable CC/Burst on the enemy team.
- Cannot be balanced.
- If the goal was to make Akali a hybrid champion, you failed.
- Akali's healing, which is a pretty core aspect of her kit, is just gone.
- You did not manage to make Twilight Shroud healthier than it was.
Solution
Roll back Akali slightly, making her something between live Akali and Akali 1.5.
- P - Assassin's Mark
- Damage reduced
- Movement speed normalized to 50% at all levels.
- Energy restore normalized to 15 at all levels.
- Can now be stacked up to three times
- While attacking champions with Assassin's Mark active, gain spell vamp and attack speed
- Q - Five Point Strike
- CD increased from 1.5 seconds to 5
- Cost reduced to 80/75/70/65/60
- CD is now reduced by 1 second when you attack with Assassin's Mark
- W - Twilight Shroud
- No longer expands into a massive ring.
- No longer refunds energy.
- Cast time increased to 0.25 seconds.
- Fade time normalized to 0.625 seconds after attacking or casting.
- Once again has 270 cast range, causing the shroud to appear centered at Akali's old location.
- Once again permeates over terrain.
- Casting Twiglight Shroud once again has a 0.5 second global CD to all abilities.
- If you had any Assassin's Mark circles on the ground, casting Twilight Shroud consumes them into marks.
- Cost increased from 0 to 60/55/50/45/40 Energy.
- E - Shuriken Flip
- Unchanged
- R -
Perfect ExecutionShadow Dance - Largely a revert to old Akali's ultimate.
- If you have no stacks of Assassin's Mark, you travel more slowly. Your target and all enemies you pass through take a small amount of Physical damage and are stunned for 0.1 seconds. Only your target generates a circle for the purposes of Assassin's mark.
- If you have at least one stack of Assassin's Mark, your target and all enemies you pass through take a moderate amount of magic damage.
Galio
What went well
- The concept of a magic absorbing colossus is cool.
What didn't go well
- His entire kit is clunky
- Despite his concept and lore screaming that he should be a big tanky boy (who could totally fit in as a Juggernaut, Warden, or Vanguard), he's just a melee mage.
- Hit ult is nearly useless in solo queue but broken in competitive
- He doesn't deliver on the concept of a magic absorbing colossus. He has MR ratios and some
Solution
A small rework to solidify his role as a big boy who fucks up mages.
- General
- Make this boy Huge. I'm talking "10 stack, level 16 Cho'gath with an Elixir of Iron".
- Stats
- Above average base defenses.
- A phat basic attack
- sub-325 movement speed
- Low attack speed with a long windup
- P - Shield of Durand
- Every 60 seconds, gain or refresh a shield for 10/15/20/25% of your maximum health
- Whenever a nearby enemy casts a spell, reduce the remaining CD of this refresh by 3 seconds.
- So long as this shield is up, Galio resists 20% of magic damage taken.
- So long as this shield is up, 10% of magic damage taken by nearby allied champions is redirected to Galio.
- Q - Winds of War
- Instead of two arcing windblasts, Galio sends one blast dead ahead that explodes into a tornado for moderate damage.
- As a nod to old Galio, a wind trail will form in the path of the windblast, hasting allies and slowing enemies.
- W - Colossal Smash
- Pretty much the same as the ability you know, only it's an active auto reset witha 9/8/7/6/5 second CD.
- A 0.5 second knockup to targets struck could be good here to make up for the removal of his taunt.
- E - Justice Punch
- Cast time increased slightly.
- Cast range increased slightly.
- R - Hero's Entrance
- To mimic the absolute badass we saw in the Warriors Cinematic, Galio now lands directly on his target. Enemies are knocked away as Galio curls protectively around his allies, intercepting incoming damage.
- As an alternative to a knockup on Colossal Smash, you could have Galio taunt anybody he knocks away.
Swain
What went well
- The new look is perfect.
- His kit plays smoothly.
- Unlike old Swain, all of his abilities are at least interesting.
What didn't go well
- You turned Swain, the guy defined by DoT and Drain Tanking, into a mildly durable burst mage.
Changes
- P - Ravenous Flock
- Swain's abilities generate stacks of Demon Mark on enemies hit, lasting for 5 seconds.
- Swain can send a crow to rip the soul out of enemies with five stacks of Demon Mark, leaving them Decrepit for 4 seconds.
- Decrepit enemies grant Swain 10% spell vamp against them.
- Ripping out a soul pulls the target slightly towards Swain and steals a small amount of HP as magic damage.
- Q - Death's Hand
- Base damage increased to 60/90/120/150/180 (+.55 AP)
- Damage bonus for hitting with multiple fingers changed from 15/20/25/30/35% bonus damage per finger (based on rank) to 20/25/30/35% bonus damage based on the number of fingers landed.
- Now applies one stack of Demon Mark per finger landed.
- W - Vision of Empire
- After a 1 second delay, deploy a murder of crows to a target area (350 radius, 3500 range) for 5 seconds.
- Enemies in the area are revealed, slowed by 20%, and take 1/1.5/2/2.5/3% (+1% per 100 AP) magic damage per second.
- No longer applies immediate burst damage or a unit-bound slow.
- Now applies one stack of Demon Mark for each second they remain in the murder.
- E - Nevermove
- Reverted entirely to old Swain
- Instantly applies five stacks of Demon Mark if landed.
- R - Demonic Ascensio
- Swain ignores unit collision while transformed.