The State of Akali; as Balance Dictates
Overview
This article will discuss Akali the champion, her recent nerfs, and put forth some ideas on how to fix her. Any implied or explicit comparisons to other champs or design philosophies are for perspective only and are in no way a flame against said champion or design philosophy. I care about Akali, not FotM champion X.
About Me
I am unranked, and relatively new to the game. However, I have played Akali as my main since level 3 or 4 (got her with RP). In fact, she is the reason I started playing (she looked and sounded fun, and my goodness did I suck at her). I have done a ton of research into how to play her as well as how the game works in general (a habit from my decade or so of progression raiding). This has led to me being accused of being a smurf when I was leveling, but that is neither here nor there.
The fact that I am new and do not yet play ranked (I don't have time to commit to a team right now) may discredit my arguments to some of you. That is alright. However, understand that fresh blood and fresh ideas will keep the game alive; thinking outside the box, the herd, and the meta is a good thing.
I had hoped to have a prototype champion evaluator application up and running before Akali was once again targeted by the Nerf Arrow-Storm so that when it came time to make a post like this, I had real hard numbers and comparisons to use.
Instead, I will use some statistics I can find on the net and do a bunch of proverbial hand waving.
The Problem with Akali
The problem with Akali is twofold. The first is one of perception, and the second is one of mechanics.
The perception problem stems from low ELO gameplay in solo play where she stomps any player that doesn't play her nor think vision is a good gold expenditure. This leads to quite a bit of flaming on the forums and on Reddit which in turn (due to human nature and herd mentality) creates a general feeling that she is an OP champ. As an Akali player, I hate facing such players; I don't become better by having an easy lane. Fortunately I haven't played against such players in quite some time. More often than not I play against someone who knows what they are doing, knows how Akali works, and either deletes me from the game entirely or at least manages my threat by playing smart. As long as the game isn't super one sided across the board, I actually enjoy the challenge.
This leads to the second problem: the mechanics of Akali.
Akali, like all champions, does well when is fed and not so well when is not. Akali, unlike other champions, does really well when fed and does really, really, really bad when not.
There are a few reasons for this.
- Akali has no early game. She is dominated easily in lane against most champs pre-6, which puts her behind in CS. She needs kills to close the income gap.
- She is heavily item dependent, which makes her as gold dependent as an ADC early on. Once she has
, she is completely different champion, which is why if she is fed early she is so dangerous. This one item is killing Akali (more on that later). With the recent changes,
is getting up there as well. - Her passive works too well with
. - Her E makes her passive/
synergy beyond amazing. - Her scaling is compensation for her lack of early game. I actually think her scaling is pretty solid. I will cover how to address her issues in a bit.
- Her Shroud nerf pushed her scaling curve even further into late game dominance (and snowball effect); see nerfs below.
Oh god, the nerfs...
Alright, the removal of her Armor and MR from her shroud may have been a fair change. I can see why thematically they made sense (it's hard to hit something you can't see, so this effectively made attacks "glancing" or "dodged" on average; this could have been made to work better, more on that later).
The speed boost compensation looks good on paper, but in practicality it doesn't help all that much until you put some levels in W, which has never been worth buying beyond rank 1 until you have maxed Q and E. So again, late game boost at the cost of early/mid game survivability.
Where did this leave Akali?
- She is super squishy, and now even more reliant on spell vamp to survive.
- Getting ahead becomes even more important to take advantage of the MS boost of shroud as it is not tactically sound to level it early.
- Akali snowballs even harder when fed, and suffers even more when starved.
So instead of fixing Akali's problems, this just made them more extreme. Let's talk about 5.2 and what it means to Akali.
Ultimate (R)
- Reduced range.
- Stacks visible to enemies (again)
The reduced range has made Akali even more devastated by CC, more easily kited, and made it even hard to use her ULT as an escape as max range R to an enemy minion doesn't get you far enough away from super mobile ADCs or anything with extreme range. Again, she needs to feed to get the damage to kill you before you get away now more than ever. Again, we are continuing to push the extremes of her feast or famine design. She is more and more binary and it makes her "unfun" to play against.
The stacks visible to enemies is unfair. While we are at it, let's make the time left on Katarina's ULT visible to all. Same with Fizz. Same with Zed. Why should any champion (Akali, Ahri come to mind) have anything about the status of their cool downs visible to the enemy? I just think this is a bad design decision trying to band-aid the wrong problem.
Crescent Slash (E)
I don't even have words at how horrid the removal of E as a proc trigger for Q is to Akali's gameplay. Her kit always felt a little stiff but now...
- There is no longer a decision as to should you E to proc Q or wait for one of her ponderous auto attacks. You must AA.
- CC and slow are an even bigger deal now (to a champion that has none of her own or counters such as Evelynn's W) as you can't hit E to snag that Q proc while the enemy is putting distance between you and his or herself.
- What is the point of E now other than to heal up in a minion wave? Which brings us back to some of the problems I mentioned earlier;
.
Gunblade
The changes to
while technically not a nerf have hurt Akali. Why you might ask? The reduced AD bonus actually reduces the damage of E making it even more useless (AD adds damage to E at a 2:1 ration vs AP; E scales with 60% of AD and 30% of AP).
On the flip side, the reduced E damage does reduce her ability to spell vamp a minion wave and get back into the fight. However, the increased AP means her ability to heal via spell vamp against a champion with Q and Q proc increases slightly.
What does this mean? We have hurt Akali's early laning by side effect by taking down her sustain via an item change. Late game, this small change is not that big of a deal. Again, Akali is forced to get to her late game as fast as possible to be of any consequence.
Some Statistical Facts
While win rate is never a good metric (I wish I had something better), I would like to talk about it briefly, since people do pay attention to these things (look at the PBE changes for Ahri based on her post 5.2 win rate spike).
All stats are sourced from lolking.net. I only look at 5v5 as that is the most popular game mode.
Normals
- Akali is less popular, sitting at a 10% pick rate before 5.2 and down to 6.8% post 5.2.
- Akali has dropped from about a 51% win rate to a 44% win rate.
- Thoughts: I expect a slightly better than 50% win rate on a champion in a mode that tends to favor champions that do well against disorganized teams or less experienced players, just as I expect to see less than 50% win rate on team oriented champs in such modes. The 51% was not surprising, the 44% is rather telling.
Ranked, Solo
- Similar to normals, Akali sat at about 10% pick rate overall and is down to 5.45%.
- Similar to normals, Akali sat at about 51.5% win rate and is now down to 44.5%.
- Thoughts: Same thoughts as Normals; Solo Q has less team players especially at lower ELO.
ELO Breakdown (P%/W%):
- BRONZE: 11.6/51 down to 8.7/45.2
- SILVER: 10/51 down to 6.2/43
- GOLD: 8.6/52 down to 4.6/43
- PLAT: 7.5/52 down to 3.1/45
- DIAMOND: 7/53 down to 2/44.7
- MASTER+: Too few data points for statistical significance; the graphs are all over the place due to smaller pool of players.
As we can see, she is less popular at the higher levels of play due to her hard counters and available counterplay. Her win rate remains constant as those that are choosing Akali at higher levels know her really well. However, I do find her win rate a bit high prior to nerf (which is probably why she was looked at in the first place). She has dropped in both popularity and win rate; her hardest loss of popularity are in the higher tiers.
Ranked, Team
- Far less popular than in Solo and Normals, coming in with a 5.9% at her best popularity rating. She has the least drop off, coming in at just under 3% post nerf.
- A 49% win rate has dropped to the low 40s (due to less popularity, the graph is less normalized).
- Thoughts: It makes sense that a champion that struggles against well coordinated teams (voice comms, pings) would be less popular and have a sub 50 win rate. It also makes sense that some team comps that like to utilize Akali would still use her in spite of the nerfs due to experience and practice, stemming a raw numbers drop. However, this is still a significant drop (about 40% vs the 50% we saw in Solo) in popularity and on par with other modes in terms of win rate drop.
ELO Breakdown (P%/W%):
- BRONZE: 6.2/49 down to 3.6/41
- SILVER: 5.7/49 down to 3.2/41
- GOLD: 5/51 down to 2/42 (Numbers are less stable due to fewer data points)
- PLAT: ~4/~48 down to ~2/~38 ((Numbers are far less stable due to fewer data points)
- DIAMOND+: Too few data points for statistical significance; the graphs are all over the place due to smaller pool of players and lack of popualrity.
She seems to underperform in team situations... which is exactly what one would expect. On average, her numbers were fairly balanced before 5.2... now she is not doing so hot.
Where do we go from here?
I have illustrated what I believe the problems are with Akali, shown statistical evidence that she has been deeply hurt by the recent changes, and now all that is left is to share what I think should be done.
- Put her ULT range back.
- E should proc Q or be redesigned/replaced entirely. I think it can be salvaged as her win rate was never obscene.
Now that Akali is back to where she was before 5.2, let's talk about fixing her.
- Reduce spell vamp on Gunblade. Seriously, 20%? How about 18 for starters, and 15 if that doesn't work? Force Akali to play tactfully instead of kill, run to minions, E, kill again. The Gunblade problem was what the Shroud nerfs failed to fix! By reducing item impact, you make her less snowball oriented.
- Restore armor and MR to shroud if the attacker does not have vision on you. This fits thematically and reinforces the fact that if you can see her, you can hurt her. This will compensate her for the loss of vamp when fighting champions. By making her more ability dependent, you level her gameplay a bit and reduce the pain if she isn't ahead while still providing hard counters (someone hit her once, now she takes full damage form everyone else; oh you bought a pink ward or are Kallista, go to town and kick Akali's butt).
Conclusion
Personally, I have always felt Akali was relatively weak compared to other assassins. Hell the first time I played Katarina I had a fantastic KDA... on a champ I had never played before. That being said, I am not calling for a Katarina nerf. Like Akali, she has her counters and isn't in that bad of a spot. Sure she is a bit better than Akali mechanically, but that is because Akali's nerfs haven't targeted her feast/famine problems.
I also feel that by design, assassins will always do well in Solo Q as they are designed to take advantage of discord in a team. They will always be less effective against good communication as they can be mitigated more effectively. This assumes they are balanced in the first place, which I personally believe (and the statistics support) Akali can be with changes to Gunblade and some minor compensation buffs.
Thank you for taking the time to read this.
"As balance dictates."
EDITS
Rather than change the main post, I will leave what I have said but as people make points that change my mind or position I will note them here.
Update-01
An excellent point from Belisarius09 (NA):
Where I disagree with you however is shroud, both on points you mention, and on points you fail to mention. Removing the resistances as a tradeoff for the MS buff was fine in my opinion. The shroud change weakens Akali in late game team fights, which you highlighted as her strong point, and strengthens her during her weaker landing phase. Thus I think the shroud change was a move in the right direction.
What you failed to mention was the binary nature of Akali's shroud, and the fact that it is the single weakest stealth in the game. Unlike other champions who utilize stealth, you never have to question where Akali is. As far as the effectiveness of shroud Akali might as well just be un-targetable but visible, we all know she's in that small contained circle of smoke. Other stealth champions can roam around and really surprise their opponents (rengar, twitch, eve, talon etc.) If Akali were visible, but un-targetable in shroud, it could remedy the binary nature of her shroud, and prevent her from being make or break due to the presence or lack of presence of a pink ward. The game of cat and mouse, of Akali taking action (losing her un-targetability) and her opponent trying to predict when Akali will try to attack could add much needed counter play all while solving her binary problems.
Update-02
While I don't necessarily agree entirely with this, Hexten (NA) brings up a well thought out argument for alternate ways of improving Akali by the Reddit user /u/Sayath:
Update-03
After a long discussion with Sayath (EUW), I now believe that
is in fact an exacerbating factor and that the problem is not Akali's spell vamp. While I stand by my post, I know realize I only talk about the symptoms and complicating factors of the problem.
The real problem is Akali has no depth. As both Sayath (EUW) and Treebornfrogger (NA) have pointed out, Akali is a stat check. Either your numbers are good enough or they aren't. No amount of skill is going to save you if you don't have the numbers to kill your opponent. Again, this ties back to feast or famine argument that was one of my central themes; this boolean check is what makes the feast or famine symptom so pronounced. It also ties into my comments regarding her item dependency.
I now believe the way to give those like Treebornfrogger (NA) who correctly point out Akali needed counter play can be satisfied without major changes to Akali.
Here is what I now believe (and I cannot take credit for this; credit goes to Sayath (EUW) and his persuasive arguments.
- Restore her ULT range to 800.
- Leave the E proc nerf in place. This gives that window for counter play that was intended with the nerf.
- Change E to reset the AA timer. This will allow E to feel like it synergies with her kit, but not provide that instant nuke that frustrated Akali's opponents. It will smooth the clunkiness while still allowing a window of reaction on the part of the marked player. Other changes to E might work as well.
for the first time last night after her most recent changes, and I agree that she just feels wrong now with no mark proc from her E. It takes longer to proc the mark with an AA than it did to cast her E, so you open the window of retaliation longer. If you're against a ranged opponent, your window is already wide because you have to get in range to hit them with Q.
,
,
), but they all have other items they can get instead. The reason Akali really spiraled out of control at the beginning of this year was the change to dragon. Dragon buffs attack damage AND ability power by a percentage. Akali is one of a few champions who builds both every single game and profits hugely from both with her ability scalings and the scaling on her passive.
then she can either find an opportunity to shove while her opponent is backed and roam or she can win trades with 2 stacks of ult and her sustain she gets from
(a weak early game champion and my favorite champ)
.

(If the Yasuo loses level 1 and 2 trades she can win ezpz)
, she sits at 40% spell vamp. I spam on her all day long once i have
. No one is complaining about her 40% because player skill is actually a factor in her play. And don't give me the "mana as power mitigation" argument; mana is only a problem for the first 5-10 minutes of the game (at least on Morgana)... the same time window where Akali has serious energy issues and is incredibly weak.
outside of ARAM; it is typically a situational pick for me. However, I do want to start bringing Morgana mid and this might be a interesting choice for my build; I have to play with it and see.
admits that balance is weakness. You're clearly in the same camp with him so you should stop lying to yourself.
are the only AD and AP items out there, so hitting any one of them hits all of the hybrid champs.
thrown in for good measure. Tristana (or Caitlyn, or Sivir, or any ADC that has AP scalings on abilities) build almost exclusively full AD or in some cases, especially Tristana or Varus, full AP. None of these champions build Gunblade.