Sustain swapped for mobility as per fighter vs assassin gameplay elements.
Passive is still subject to change but I figured I would just fix the broken part and leave it be for now.
Mark of the Assassin
RANGE:800 / 1200
COST: 30 energy
COOLDOWN: 6 / 5 / 4 / 3 / 2
Active:Akali throws her chained kama in a line, retracting it at the end of its trajectory. Upon its return, the kama impales itself on the first enemy or terrain it collides with, tethering Akali to them for up to 2 seconds and dealing physical damage if it impaled a unit.
While tethered, Akali may cast Shadow Dance or Wrench. Doing either will break the tether.
Any enemies tethered to Akali who dash to break the tether will be knocked down and dealt Wrench's damage, ending the tether.
RANGE:100 / 200
COST: 80 energy
Active:Akali becomes untargetable and dashes through the unit or terrain tethered by Mark of the Assassin, striking through all enemies in her path and dealing magic damage. Upon arriving at an enemy, she will immediately attempt to land a basic attack on her target. If Akali successfully attacks an enemy champion this way, she will restore 40 energy.
The strike-through distance increases the closer Akali was to her target before dashing.
Akali's live Q is a free harass tool, but is also her only means of farming early game.
Akali's R lacks counterplay and provides too much sticking potential.
Akali's early game lacks mobility and safety nets like Fizz's Playful/Trickster.
This iteration of a combined Q and R provides a remedy to all of these problems by giving her a wall jump, dash engage, and farming tool with E. Using the ability to engage refunds energy, while using it to run away will cost more.
RANGE:700 / 400
COST: 40 energy + 1 smoke bomb
Recharge Time:30 / 27 / 24 / 21 / 18
Passive:Akali uses a stock system on this ability; she stores a ‘’smoke bomb”, up to a maximum of 2 stored at once.
Bonus Movement Speed: 20 / 40 / 60 / 80 / 100%
Active:Akali throws down a smoke cover which lasts for 5 seconds. Enemies outside of the smoke cover lose all vision of units inside and the ability to target those units, while enemies inside the smoke cover become nearsighted.
Upon entering the smoke cover, Akali immediately gains bonusmovement speed that decays over 1 second, but refreshes each time she re-enters the smoke cover. In addition, Akali cannot be seen by enemies further than 400 units from her while she is within the smoke cover.
Enemies outside the shroud cannot see allies inside, nor can they target them with abilities.
Enemies inside the shroud cannot see outside of the shroud, and cannot see Akali unless very close to her.
This ability creates a very tense dynamic between Akali and her enemies. If Akali jumps the enemy ADC, the ADC's team must sacrifice vision of the rest of Akali's team to save the ADC or to find Akali.
COST: 60 / 55 / 50 / 45 / 40 energy
COOLDOWN: 5 / 4 / 3 / 2 / 1
Active:Akali flourishes her kamas, dealing physical damage to nearby enemies.
Akali rips the kama from her target tethered by Mark of the Assassin, dealing physical damage and pulling them a short distance towards her if she was tethered to a unit. Killing a unit with this ability restores 15 energy.
Landing a subsequent Vorpal Strike against a marked target will consume the mark, dealing bonus magic damage and restoring 30 energy. This bonus damage is increased by 1.5% for every 1% of target's missing health, up to double damage against targets below 33.3% of their maximum health.
Mark Duration: 6 / 7 / 8
Vorpal Strike resets the autoattack timer and may be cast during Shadow Dance.
This ability reinforces Akali's current playstle of waiting in the enemy team for opportunities to strike. This provides a powerful, but delayed execution that encourages counterplay. Enemies that are marked must choose between remaining in the area and risking execution, and running away and waiting out the mark.