A suggestion to rework Akali again + concept
I know, I like the difficulty of Akali, I love her cuteness too. I just want to play her. Let's set a middle ground of what she was before and what she is now.
Base Stats Attack Damage - 68 — 104 Health - 530 — 1860 Armour - 22 — 76 Magic Resistance - 29 — 47 Movement Speed - 350
[NEW] PASSIVE: Shadow Kama Akali's kama has two passives:
- Akali's next basic attack every 4 seconds deals 30 (+50% total AD) (+30% AP) bonus magic damage and heals for 10 (+15% total AD) (+10% AP) health.
- When Akali attacks enemy champions below 10% HP, her damage is converted to true damage.
[OLD] Q: Mark of the Assassin Akali throws her kama at an enemy, dealing them 30/50/70/90/110 (+25% AP) magic damage and leaving a mark on them for the next 4 seconds that she can destroy for an additional 40/65/80/105/130 (+40% AP) magic damage. In addition to the damage, Akali restores 15 energy on consumption of the mark, increased to 40 if she destroyed it using her Shadow Kama empowered attack. Cost: 70 energy Cooldown: 9/8.5/8/7.5/7 seconds
[CURRENT] W: Twilight Shroud Akali creates a smoke ring, in which she can hide, gaining Invisibility from enemies and can only be seen from true sight until she attacks an enemy unit or walks out of it. Within the ring she gains 20/30/40/50/60% bonus movement speed which decays over 1 second, but refreshes when she reveals herself and vanishes again. She regenerates energy twice as fast in her shroud. Lasts 3/3.75/4.5/5.25/6 seconds.
Cost: none Cooldown: 26/24/22/20/18 seconds
[SWAPPED, changed] E: Three Point Strike* Akali throws 3 kunai in a cone in front of her, dealing 50/75/100/125/150 (+50% total AD) (+35% AP) physical damage. This spell can trigger Mark of the Assassin's detonation. Cost: 50 energy Cooldown: 7/6/5/4/3 seconds
[CURRENT, tweaked] R: Perfect Execution
- PASSIVE: Shadow Kama true damage threshold increased to 15/17.5/20%.
- ACTIVE: Akali dashes twice, both times freely in any direction. The first dash deals a very small amount of damage but mini-stuns all enemies hit for 0.25 seconds. The second dash is a pierce, dealing massive amounts of damage, that increases based on the targets' missing health.
R1 Dash damage: 60/95/130 (+20% bonus AD) (+10% AP) physical damage. R2 Dash damage: 110/220/330 (+50% bonus AD) (+40% AP) magic damage, reaching the maximum damage of up to 220/440/660 (+100% bonus AD) (+80% AP) magic damage to targets at 30/35/40% HP increased at equal intervals.
Killing an enemy champion with this spell refunds 60/70/80% of its cooldown.
Cooldown: 160/140/120 seconds