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Champ of the Week: Akali Wrapup

Nurse Akali

I wrapped my Akali Champ of the Week with four losses, none of which made me particularly happy. Two of the games featured serious trolling by my teammates, once in the form of AP Pantheon, once a Singed who intentionally fed. In another, the enemy team had Orianna, Janna, and a hugely farmed Irelia, not to mention a very farmed Gangplank. If I remember correctly, the final game my team had a leaver. In short, it was not a fun way to wrap what had been a mostly enjoyable week, but it did highlight some of Akali’s weaknesses.

I’ll start by saying that I think Akali is almost always a strong pick for a team. She has incredible burst and, provided your teammates can provide a little initiation, she can bring down a carry faster than anyone else in the game. She has a very strong laning phase, thanks to the cover provided by Twilight Shroud and the burst from Mark of the Assassin. With boots at level one, she can almost always get in range to nuke off some enemy health while staying healthy in the cover of Shroud.

That said, she can be countered, but that counter often leaves a team vulnerable to their own counter strategy. Akali does struggle against teams that can mitigate her burst. It isn’t healers – it’s the shielders that give her trouble. Orianna, Lux, Janna and Jarvan can all eat a significant chunk of her burst up front, which means she needs to slowly wear them down over the course of a fight. That’s okay in lane, where there’s plenty of time to set up a kill, but in a teamfight someone else needs to nuke those shields so that Akali can get down to business. If your team can’t do that for you, it’s going to be a tough game.

In my game against Janna, Orianna, and Irelia, there was so much shielding on their melee carry that it was impossible to burn her down. Also, Orianna does quite well against Akali, thanks to the combination of her shields and the AoEs she can use in Twilight Shroud. It takes some very careful play to outlane Orianna.

On the whole, though, I think Akali is among the strongest champions in the game. Once farmed, she absolutely melts anyone with less than 3000 health, and even those targets drop alarmingly fast. If I could change one thing about her, it would be to limit the refresh mechanic on Shadow Dance. As it stands, Akali refreshes her Essence of Shadow every time she gets a kill. I’d like to see it have some sort of activate, something like Master Yi’s Highlander. The skill could refresh Essences only while active, maybe for a period of 15-20 seconds. It would force Akali players to carefully plan an attack, instead of freely dashing all over the map. It would also limit situations in which Akali can get a kill, duck into brush to wait on a Shroud cooldown, and then blow anyone up that comes to find her. She wouldn’t snowball nearly as hard, which I think is exactly the kind of thing she needs.

How many tribunal cases do you judge per day?

When the Tribunal first launched, I was pretty impressed with the whole system. The reports were and still remain easy to read, easy to understand, and it was novel enough to keep me coming back, for a time anyway. Well, that time has passed, but I’ve lost interest in the Tribunal for another reason – I’m not sure I have the same standards as many of the people both reporting and judging cases.

I logged into the Tribunal last week to find a case of reported Verbal Abuse. The chat log was three lines long, with only one word from the player in question. Yes, the reported player said one word that match – “shitbags” – seemingly unrelated to the other chat in game. Without any context, it was impossible for me to punish the guy.

That’s exactly the situation that likely prompted Riot to include multiple matches in each Tribunal case, but what about the players with just a couple matches. I had an Alistar the other day with 3 matches in his case. Now granted, sometimes three cases is plenty to merit a punishment, but those players also typically rack up far more than three cases. I pardoned the guy, but it made me wonder why he was in the Tribunal in the first place. I also had a few cases that were less than clear for punishment. I pardoned, and later found out that I wrongly judged a couple cases. Most of my punish cases are so clear that I can only imagine it was the pardons.

The Tribunal is definitely a cool idea – giving the community a chance to weigh in on behavior management is pretty fascinating – but without a focused, clear definition of what is acceptable and what isn’t, Tribunal cases can take a decent amount of time to judge. Intentional feeding and blatant racism are obviously punishable, but someone saying “shitbags?” There’s a language filter and an ignore function, and I don’t think doling out a ban for something a player can easily avoid makes much sense.

Champ of the Week: g-g-g-godlike

An Akali Champ of the Week is exactly what I needed after the mess that is Mordekaiser. I’ve been spending some good time on the melee ninja, darting around the map and dominating my opponents. Where Mordekaiser felt dependent on my enemies, Akali allows me to focus on my own play. Every fight feels like a puzzle, working out just how hard I can hit an enemy to grab that last hit, refreshing my Essence of Shadow for a dash out from under turret fire and back to safety. I’ve only lost one game with her so far, thanks to a Singed player who thought he needed to troll. I was 20-4.

I have a couple buddies with whom I often chat about game balance. Whenever we’re talking about whether a champion is OP, we always talk about the two tiers of OP. The lower tier is a champion that is godlike in the hands of a skilled and attentive player. The upper tier is champion that any player, regardless of skill, tends to have a good game with. Akali is absolutely lower-tier OP. With even the most moderate farm she becomes a wrecking ball at level six, able to burst down just about anyone that isn’t a true tank. With a little bit of map awareness she can quickly take over a game, cutting down squishy champions and building a massive item farm. Once she has Rylai’s and Lichbane, very little can stop her.

I think I’m going to save the Akali counter discussion for another post. For now, I’ll leave you with my rune and build choices so you can start tearing up Summoner’s Rift. I use the runes pictured above, taking AP quints, 7 physical damage marks and two magic pen., flat armor seals, and flat AP glyphs. The total stat bonus is 6.6 physical damage (rounded to 7), 1.9 MPen, 13 armor, and 24 AP. With the 3 damage from offensive masteries, this gives Akali both her passive bonuses without any items, allowing me to take boots and three pots at level one.

As for build, I now rush Rylai’s exclusively. I tried Gunblade a few times, and though it was fun in the early game against single targets, Rylai’s gives her much more survivability along with a slow on every skill, not just a targeted nuke on a 60-second cooldown. From there, I take Lichbane followed by Deathcap unless I’m having serious survivability problems. As for boots, it’s really up to you. I like Sorcerer’s Boots, but I take Merc Treads often for the added survivability.

Check back this weekend for more on this amazing assassin. I’ll cover the characters that counter her best and some methods for being successful against a tank-heavy team.

Yorick Impressions: He needs that buff

Undertaker Yorick.

I saved my Yorick impression post for late in the evening because I figured Riot would have to weigh in on his current status. Most everyone is claiming that he is horribly underpowered, and for the most part I have to agree. His early game is incredibly lacking and he is highly reliant on a strong team comp to maximize his potential. That said, late in the game with the right comp he does pump out some damage. Riot recognizes his relative weakness and has already stated that he’s going to receive a buff, but we all know that won’t stop me from sharing an opinion or three.

One of the biggest problems I’ve had with Yorick is his damage output from level one to eleven. The burst from his ghouls seems just barely too low, mostly because he doesn’t have the damage to improve them for quite some time. They also die fairly quickly, which isn’t a big problem when they don’t deal much damage but becomes a larger issue in the mid game. I think a mana cost reduction would also help a lot here, and I’m glad to see that Riot is considering that sort of adjustment.

The other major issue plaguing (yeah, I did it) Yorick is the design around his ultimate. Pet design that is based around champion clones feels misguided at the very least. The scaling gets really hard to manage late game and can even be overwhelming in the early game. When a jungler comes around for a gank and Yorick also ults, the 4v2 is frustrating. I haven’t felt outplayed by a Yorick yet, just outnumbered (only by his ult, the ghouls die too fast to really matter), which is pretty boring. Getting outplayed is a good thing – it teaches me how to play better. I wish he had something that felt more skill based.

One of the biggest problems facing Yorick, at least for me, is that he’s following Orianna. I’m starting to realize just how perfect a champion release Orianna was. She’s a blast to play, fairly difficult to pick up, and strong with a quality team around her. She takes more than one game to learn and a whole bunch of games to master, both of which are great things for a champion. Her design makes me want to get better with her, while Yorick’s design just makes me wish he was better. Hopefully the upcoming buff will give him a little boost in the early game.

Will Ashe catch the next nerf?

Alternate Ashe Splash.

Today’s patch included some widespread (and pretty severe, in some cases) nerfs for many of the champions we saw used and abused in the Season One Championship at Dreamhack. One champion was not only notably absent from the nerf list, but also notably present and incredibly victorious at the tourney: Ashe. Ashe played in a whopping 17 games at Dreamhack, only bested by Nunu and Janna at 18 a piece. Ashe’s team won 13 of the 17 games in which she appeared, boasting a 76 percent win percentage. I’d like to think we’re beyond the point that we call that luck. Is she overdue for a nerf?

My own opinion is yes. After the nerfs doled out to champions like Miss Fortune and Vayne and the Last Whisper changes that rocked Tristana, Ashe somehow retained an extremely powerful skillset. The majority of her strength is obviously caught up in Enchanted Crystal Arrow. That one skill allows her to contribute incredible utility long before the other ranged carries really start to shine. When you factor in the free CV she gets every 60 seconds, it’s tough to see how she’s escaped the nerf bat.

I actually think she remains unnerfed for the same reason she is so strong – most of her power is in her ult. Change that skill the wrong way and suddenly she’s below Tristana in terms of team utility – no escape mechanism, poor early game damage aside from her level 1 crit, and a fairly mediocre gold multiplier. I do think she could use a bit of a cooldown increase on her ult while they figure out something else to do with it.

In case you missed it, some friendly player made an awesome spreadsheet breaking down all of the Champions, Summoner Spells, players, and raw data from Dreamhack and shared it as a Google Document. Check it out when you have a chance – you might find someone on the list worth checking out.

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