
The Disappointing State of Akali at Release in Classic
Akali is coming to League Classic tomorrow, and after looking through Akali's patch history, I think it's worth pointing out just how unusually weak the version we're getting in Classic actually is.
On patch V1.0.0.129 (November 15, 2011), Akali's passive and Q were nerfed:
- Twin Disciplines
- Initial spell vamp gained upon obtaining 10 bonus attack damage reduced to 8% from 10%.
- Additional spell vamp reduced to 1% per 6 attack damage from 1% per 5 attack damage.
- Initial magic damage bonus upon obtaining 20 ability power reduced to 8% from 10%.
- Additional magic damage bonus reduced to 1% per 6 ability power from 1% per 5 ability power.
- Mark of the Assassin
- Projectile base damage and proc based damage reduced to 45 / 70 / 95 / 120 / 145 from 50 / 75 / 100 / 125 / 150.
This is a considerable nerf to her passive and a smaller nerf to her Q damage. Personally, I think these changes are reasonable, and I'm not necessarily against keeping them in Classic.
However, on patch V1.0.0.142 (July 7, 2012), months after the nerf, she received this buff to her E:
- Crescent Slash
- Energy cost reduced to 60 / 55 / 50 / 45 / 40 from 60 at all ranks.
- Now activates Mark of the Assassin's secondary damage.
Since we're getting June 2012 Akali, this significant change to her kit that was made in July is left out. This means we're getting a weaker version of Akali that existed between those two patches.
And this is important because the E that could detonate Q's mark became a key component of Akali's kit. After this buff, Crescent Slash remained unchanged throughout the rest of Season 2, all of Season 3, all of Season 4, and into Season 5. It existed for far longer than the version of Crescent Slash that did not detonate her mark.
Why do I think the E change is a big deal?
The difference isn't just about damage numbers. Without the mark interaction, E feels significantly less connected to the rest of the kit.
During an early-game trade, a basic attack can deal comparable damage while also interacting with Akali's passive mechanics, without costing 60 Energy and without locking Akali into place during the E cast.
That can make Crescent Slash surprisingly difficult to justify in certain situations. You're spending a large amount of Energy for relatively little additional damage, while also briefly committing yourself to the cast animation.
Against an opponent who is trying to disengage, using E can even be inconvenient because it gives them an opportunity to create distance.
Its most obvious use becomes waveclear, but even that is heavily restricted by the 60 Energy cost.
Repeatedly using a 60-Energy ability to clear waves can leave her energy-starved. This becomes particularly problematic when dealing with large waves or Super Minions. If Akali is behind, there can be situations where she simply can't clear a difficult wave efficiently by herself.
But the Energy cost and damage aren't even the biggest issue. The bigger problem, in my opinion, is that E no longer feels like part of Akali's combo.
"Akali should be incentivized to auto attack"
Phreak’s reasoning for not allowing E to proc the mark is that Akali is supposed to be a champion who is incentivized to use basic attacks.
I understand the reasoning behind this.
However, I don't think preventing E from proccing the mark is necessary to accomplish that goal.
Basic attacks are already an important part of Classic League, and Akali herself already has a strong reason to weave them into her gameplay because of her passive and itemization.
Giving E the ability to proc the mark doesn't remove that incentive. It simply gives Akali another option for how she chooses to interact with the mark.
Akali isn't a champion like Master Yi who necessarily wants to follow an enemy around and continuously auto attack them.
A significant part of her gameplay involves using Twilight Shroud, waiting for an opportunity to strike, and then deciding how to continue the engagement.
There are situations where you absolutely want to consume the mark with an auto attack, and there are other situations where being able to consume it with E would be more useful.
That's what I think is missing from the current version: choice.
For example, with Lich Bane Akali, you may very clearly want to consume the mark with an empowered basic attack. But after doing so, you can decide whether E is worth using or whether you should immediately return to Shroud.
In other situations, you may prefer to use E to consume the mark and preserve your positioning or avoid committing to a basic attack.
Removing E's ability to proc Q doesn't necessarily make Akali's gameplay more skillful; it can instead reduce the number of ways you can execute the same basic combo.
I started playing in Season 2, and I know some of the OG Akali players who started earlier, or in Season 1, remember the version of Crescent Slash that didn't proc Q. But allowing E to proc the mark gives Akali more options, not fewer.
So why am I saying Akali is weak?
Not simply because we're getting the unfortunate post-V1.0.0.129, pre-V1.0.0.142 version of Akali.
On top of that, there are two other discrepancies that don't fit the June 2012 version we're supposed to be getting.
The first is a nerf to her ultimate.
In Season 5, patch V5.2 (January 28, 2015), Akali received this nerf:
Shadow Dance
- Shadow Dance
- Range reduced to 700 from 800.
For some ungodly reason, this Season 5 nerf has been applied to the Classic version of Akali currently on the PBE.
I understand that Akali can be a problematic champion.
But if you've played Classic League, you already know how many powerful and sometimes ridiculous interactions, abilities, and champions exist in this version of the game. And honestly, that's part of what makes Classic fun. This isn't a complaint about the state of the game.
So I don't think a Season 5 nerf should be applied to a June 2012 version of Akali, especially when we're already getting her in a relatively weak state.
Her R should be 800 range, as it was during the period we're recreating.
The other discrepancy is actually a buff to the Shroud.
On patch V1.0.0.86 (June 1, 2010), Akali received this change:
- Twilight Shroud
- Stealth is now removed when you actually attack, rather than when you begin your attack animation.
This change wasn't included in the current version of Classic Akali.
Personally, I can completely understand leaving this one out. It seems like it could make Akali considerably more frustrating to deal with, and I'm not arguing that every historical buff needs to be restored.
But it is worth pointing out that we're already taking a pre-E-buff, post-passive/Q-nerf version of Akali, adding a Season 5 Shadow Dance nerf, and we're still leaving out this buff that Akali received in 2010, far before 2012.
What I think should change
I'm not asking for the Shroud change to be added.
And I think it's fair to keep the passive and Q nerfs from V1.0.0.129.
I think there are two changes worth reconsidering:
1. Restore the V1.0.0.142 Crescent Slash changes
- 60 / 55 / 50 / 45 / 40 Energy
- Crescent Slash activates Mark of the Assassin's secondary damage.
This makes E feel like part of Akali's combo rather than an awkward, situational filler.
There are situations where you want to consume the mark with an auto attack, and situations where you would rather use E.
You should be able to make that decision.
2. Restore Shadow Dance to 800 range
The reduction from 800 to 700 range is a Season 5 nerf and should have no place in a Classic version of the game, especially with the huge, or outright global, ranges we have in this beautiful mode.
My final thoughts
Akali might still turn out to be a viable or decent champion in Classic. At the very least, she won't be unplayable. But she is definitely missing a significant amount of the power she had.
Between the pre-E-buff version from June 2012, the Season 5 R range nerf, and the missing W buff, we're ending up with a combination of changes that results in a uniquely underpowered version of Akali compared to the versions that actually existed in old League.
If you agree, feel similarly, or simply believe this deserves consideration, please give the post some visibility. Hopefully, it can eventually reach the Classic developers and get Akali into a better state sometime after release.