An Idea for a Revamped Akali
With Akali. There is a general issue that is conceived with the current state of the champion. Most complaints being that she does too much damage, can escape too easily, and her ability to bypass turrets is just flat out not fun to play against. With players wanting her nerfed to not only be played (since she has such high ban rate in her current state) but to also not be so oppressive to play against. Here is what I propose. I believe that she actually only needs a few nerfs, and numbers to be moved around. I will explain below.
The current state of Akali's Q ability, Five point strike. Is generally a good way to cs and her primary source of damage and sustain within the game. This ability also applies a pretty decent slow when striking an enemy at the tip of the ability. This good damage source and sustain, along with a slow, is way too much for just a single ability. Especially since it can be used twice within a small trade. With the slow making it difficult for anyone to reciprocate. Down below I listed the description of the ability in further detail.
Five Point Strike TARGET RANGE: 500 COST: 100 / 95 / 90 / 85 / 80 ENERGY COOLDOWN: 1.5 Five Point Strike ACTIVE: Akali throws a flurry of kunais in the target direction, dealing magic damage to enemies hit. Enemies hit at maximum range are also slowed by 50% for 0.5 seconds.
MAGIC DAMAGE: 25 / 50 / 75 / 100 / 125 (+ 65% AD) (+ 50% AP) Five Point Strike 2 While at 180 energy or above, hitting at least one enemy causes Akali to Heal power heal for a percentage of Five Point Strike's premitigation damage.
HEALING PERCENTAGE:» 20 / 25 / 30 / 35 / 40% At rank 5, deals 33.3% bonus damage to Minions Killed icon minions and Monster icon monsters.
_What I suggest can be done with the ability. I will show below. _
Five Point Strike TARGET RANGE: 500 COST: 100 / 95 / 90 / 85 / 80 ENERGY COOLDOWN: 1.5 Five Point Strike ACTIVE: Akali throws a flurry of kunais in the target direction, dealing magic damage to enemies hit. Enemies hit at maximum range are Marked, This mark can be destroyed by an assassin mark buffed auto. When the mark is destroyed by assassins mark, the target will take bonus damage while also being slowed by 50% for 0.5 seconds. MAGIC DAMAGE: 15 / 30 / 45 / 60 / 75 (+ 33% AD) (+ 25% AP) When Mark Is destroyed PHYSICAL DAMAGE: 10 / 20 / 30 / 40 / 50 (+33% AD) (+ 25% AP)
Five Point Strike 2 While at 180 energy or above, hitting at least one enemy causes Akali to Heal power heal for a percentage of Five Point Strike's premitigation damage.
HEALING PERCENTAGE:» 20 / 25 / 30 / 35 / 40% At rank 3 deal 33.3 bonus damage to Minions and Monsters, and another 33% bonus damage to Minions and Monsters at rank 5.
With this the Q damage will be moved around to be the same damage, but will take more skill to obtain, while the slow from the Q will be more difficult to obtain as well. This would be a nerf to Akali's wave clear early on. However the wave clear will actually be stronger than before once Q is at rank 5.
Now, the big problem child. Akali's W Twilight shroud. I'm just going to make it plain and simple, keep it the same. However change the stealth mechanics. I suggest that the obscurity effect can be lifted from 2 true sight sources. What do I mean by this? I mean buy a pink ward, and place it under tower, this will completely destroy Akali's ability to tower dive freely. At least against those who know what they are doing. This will allow counter play for the enemy against shroud. This will also make for some new counters for Akali such as twisted fate and lee sin. Who, if buying a pink ward, can get 2 stacks of true sight on Akali without needing a turret present. This also means that if someone were to rush oracle lens and buy a pink ward, they can counter akali in this way too. However pink ward true sight should not stack up. That way Akali wont be useless in any high elo team fights.
For Akali's E Shuriken Flip, I just suggest giving it a range limit, similar to Lee sin Q. So change it up to look more like this.
Shuriken Flip TARGET RANGE: 650 / REACTIVATION RANGE: 1300 / GLOBAL COST: 30 ENERGY COOLDOWN: 16 / 14.5 / 13 / 11.5 / 10 Shuriken Flip FIRST ACTIVE: Akali Dash flips backward and fires a shuriken forward, stopping with the first enemy hit and dealing Attack damage physical damage.
PHYSICAL DAMAGE: 60 / 90 / 120 / 150 / 180 (+ 70% bonus AD) The shuriken marks the enemy or the last Twilight Shroud smoke section hit for 3 seconds. While the target is marked and in reactivation range, Akali can reactivate Shuriken Flip.
Shuriken Flip 2 SECOND ACTIVE: Akali Dash dashes towards the marked target, regardless of distance. Against enemies deals the same physical damage.
TOTAL DAMAGE: 120 / 180 / 240 / 300 / 360 (+ 140% bonus AD)
For the ultimate Perfect Execution I just suggest flat out nerfing the time that Akali has to hold onto the second part of the ultimate.
Perfect Execution TARGET RANGE: 600 / 750 COOLDOWN: 120 / 100 / 80 Perfect Execution FIRST ACTIVE: Akali Dash dashes in the target direction, dealing physical damage and Stun icon stunning enemies hit for 0.5 seconds.
PHYSICAL DAMAGE: 85 / 150 / 215 (+ 50% bonus AD) After 2.5 seconds, Perfect Execution can be reactivated within the following 5 (possibly even less) seconds.
Perfect Execution 2 SECOND ACTIVE: Akali Dash dashes in the target direction, dealing magic damage to enemies hit, increasing by 0% − 200% (based on target's missing health).
MINIMUM MAGIC DAMAGE:» 85 / 150 / 215 (+ 30% AP)
That's my idea on how to fix Akali. Please other league players respond on this page and tell me what you think, the more the better. Maybe we can even get a rioter to see and hopefully get this problem fixed once and for all.
Citation: http://leagueoflegends.wikia.com/wiki/Akali/Abilities http://leagueoflegends.wikia.com/wiki/Lee_Sin