Akama by Demolij

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Akama

By: Demolij
Last Updated: Apr 3, 2018
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Akama

Broken Elder

"The elder sage Akama is the leader of both the Ashtongue tribe and the elite of said tribe, the Ashtongue Deathsworn, a faction of Broken draenei supposedly in the service of Illidan Stormrage. Offered a chance at revenge against the orcs who decimated his people, Akama allied himself with the night elf/demon hybrid and aided in the overthrow of Magtheridon, only to later find that Illidan was no better than the pit lord. To all outward appearances, Akama remained a loyal servant of Illidan and led his Ashtongue Deathsworn in his service — but away from his prying eyes, Akama sought to end Illidan's reign."
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Akama is a melee support with a decent amount of healing geared around offensive play. He has average health and damage, and his abilities seem pretty generic, but what makes him special is the fact that pretty much all of his abilities have some sort of supportive feature to them. Plus he has an exceptionally useful Trait, Shade of Akama, which thematically is an evil clone of himself that ignores pathing and has half his health that he wants dead. When alive it can be used to block skillshots for you (it blocks hero-only skillshots but grants no quest rewards or experience) and if it dies... well, the healing is pretty huge and being able to fire off a bunch of abilities for a while means you're going to have tons more healing output. All in all you are great if your team can engage, but otherwise your healing is limited.

Vital Swing is a spammable damage heal and cc move all in one. By yourself it only ever deals damage to enemies, hitting them in a thin line away from your hero (similar to Zul'jin's Guillotine but much smaller), but if an ally attacks the same enemy you did then they get a small heal and the enemy is slowed. The short cooldown makes it pretty spammable too. Lifeleak is a unique ability, dealing a bit of burst damage to an enemy with short range but then healing all nearby allies for a sizeable amount, making it an outstanding healing ability in a fight if not somewhat dangerous. It can also be targeted onto your Shade for some out-of-combat healing or as a way to kill it faster. Shadowstep is a puny little shield on a long cooldown, that just so happens to be tied to your mobility to make it somewhat useful. It's extremely unreliable if you're trying to jump in when they're taking heat, so should generally be used more safely. One good tactic would be to place it in advance and then teleport when things get dicey.

Unbroken Spirit essentially gives an ally unkillable for the duration, but will instantly kill them if they took too much damage during the period. It's good for a hypercarry or to let someone pull off their clutch abilities before they die but isn't as likely to outright save them if they will die anyways and does nothing to stop cc. It has a super short cooldown though, the same with his other heroic, Purge. And ohhhh boy is this a big one. Being able to instantaneously remove Protected Unstoppable movement/attack speed spellpower armor and healing, with short range around 3-4, is an awesome skill! The raw disabling power of it without being an interrupt of any kind is amazing and can shut down most hypercarry teams, with the exception of one. The ability requires a target, which means that untargetable enemies (or enemies in Stasis/Time Stop) cannot be hit, and that includes Invulnerability. This doesn't really take anything away from the ability though, because being able to de-cleanse a cleanse is still amazing.
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HEALTH: 1876 +4% per level
REGEN: 3.91 +4% per level
DAMAGE: 73 +4% per level
ATTACK SPEED: 1.43 per second
RANGE: 1.5

Combat Trait

1
Shade of Akama
10s cooldown

Akama is pursued by a Shade that is healed for 50% of Akama's healing received but can be damaged by enemies and takes 100% increased damage from heroes. If destroyed Akama is instantly healed for 50% of his missing health and gains 50% cooldown reduction on his basic abilities for 10s.

Primary Abilities

1
Vital Swing
20 mana - 4s cooldown

Slash the target linear AoE dealing 144 (+4% per level) damage and marking enemy heroes for 2s. The first allied hero to damage a marked target consumes the mark and is healed for 180 (+4% per level) health while slowing the enemy by 20% for 2s.
2
Lifeleak
40 mana - 9s cooldown

Impale the target dealing 206 (+4% per level) damage over 4s and making them generate an aura, restoring 87 (+4% per level) health per second to nearby allies for 4 seconds. Can target your Shade.
3
Shadowstep
65 mana - 14s cooldown

Give the target ally a 245 (+4% per level) health shield that lasts 3s, reactivation while the shield lasts will teleport Akama to the ally's location. Can target your Shade.

Heroic Abilities

1
Unbroken Spirit
80 mana - 25s cooldown

Freeze the target allied heroes' health in place for 3s, after which any damage or healing applied during that duration is instantly applied. Final health modification ignores any damage/healing modification or immunity, and can be lethal.
2
Purge
65 Mana - 30s cooldown

Deal 26 (+4% per level) damage to the target enemy hero, removing all external buffs and preventing their reapplication, reducing all healing by 100%, and setting their armor to 0 for 2s.

Talents

[Level 1]
- Feeder: Vital Swing healing increased by 40%.
- Mended Spirit: Restore health equal to 10% of damage dealt to enemies.
- Invigorate: Shade of Akama grants 20% movement speed when destroyed.


[Level 4]
- Leaking Energy: Lifeleak AoE increased by 25%, and enemies near the target take 152 (+4% per level) damage over 4s.
- Focused Strike: Every 10 seconds, your next Basic Attack against a Hero deals 80% additional damage. Basic Attacks reduce this cooldown by 1 second.
- Lethal Swipe: If an ally attacks a hero marked by Vital Swing it deals a bonus 75 (+4% per level) damage.


[Level 7]
- Broken Prison: Shade of Akama has 15% reduced health.
- Shadow Dance: Shadowstep grants 70% movement speed and unit pathing for 1s.
- Dispersion: If an enemy hero affected by Lifeleak is slain, heal all allies in a large AoE for 304 (+4% per level) health.


[Level 10]
- Unbroken Spirit: Make an ally unkillable for a short duration.
- Purge: Remove all buffs from the target enemy.


[Level 13]
- Leech Strength: Lifeleak reduces the target's attack speed by 50% for 4s.
- Shadow Strikes: Basic attacks reduce the cooldown of Shadowstep by .5s and reactivation grants 50% attack speed for 3s.
- Shattered Limbs: Vital Swing slows all marked enemies by 20%.


[Level 16]
- Spread Life: Lifeleak additionally heals nearby heroes equal to 1.5% of the target's max health per second.
- Vital Stab: Vital Swing marks enemies twice, one ally cannot consume multiple stacks on the same enemy.
- Martyrdom: Shadowstep reactivation places the Shade at your former location redirecting all attacks onto it.


[Level 20]
- Enervate: Purge also silences and blinds the target for 2s.
- Recovery: Broken Seal increases the target's healing received and reduces their damage taken by 20%.
- Unkillable: Upon taking fatal damage become Unkillable for 1s. 30s cooldown.
- Spirit Link: 25% of damage taken by Akama is redirected to the Shade.

Notes

Currently we have 12 supports, 4 of which are melee. We could certainly use more supports, especially when half of them aren't really solo supports. Akama could certainly fit in as a solo support that could also be a secondary support. I know this design might seem like there's less effort than my other designs, but the base kit of his took a lot of time and thought to design in the first place. Usually the talents take the longest time to think up so I didn't even want to bother with this guy who's took so long in the first place. Still! I hope the League-of-Legends-skill-description level complexity doesn't drive people away.
If you want to see more of my stuff here is a list of all the designs I've made.

EDIT 1: Added talents.
EDIT 2: Moved healing aspects of Debilitate to other abilities, completely reworked Kama Cleave.
EDIT 3: Swapped skills between this and my Vorazun concept. Reworked into more of a support-y support.

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Challenge (8) | September 29, 2017 8:39am
Whats the point of having your trait activate an internal cooldown? And a very long one at what, 17 seconds is a long time, typically longer than most type fights before it can get applied again. Either way it punishes you heavily against any hero who can simply walk away for 3 seconds.

Why not lower the effect and duration and make it last forever if you can sustain it? You want to reward the player, the akama player, for good plays. If you can keep auto attacking/damaging someone, you should be rewarded with the lifesteal like effect. Otherwise having a 17 second internal cooldown would be insanely annoying to play with, not fun at all.

Also why does it apply a teamwide lifesteal? That last part seems hamfisted from the rest of the kit, as something to be there just to be there.

Q- I get it, it sounds interesting it works with the trait against enemies, but the numbers are way off. On an ally thats not topped off, thats 200 healing on a 8 second CD lvl 1. Ana does 250 per Q on a 2 second CD. So its weak on the support side

Chromies W which is the hardest hitting basic ability in the game, deals 480 damage.
On an enemy topped off, thats a point and click 400 damage ability.
On an enemy topped off, with the current trait, thats a point and click 560 damage ability, which IS legit the hardest hitting basic ability in game.
On an enemy with more than 600 health missing, that equals out to a 200 damage point and click ability
On an enemy with trait with more than 600 health missing, that equals out to a 400 damage point and click ability once again.

I think the issue is it teeters too much on either spectrum. You need to find a better balance of numbers between your Q and trait, the bread and butter of the build.

W- I like it, nothing else to say. Seems neat and interesting.

E- Seems a bit on the weak and boring side to be honest. Kharazim can dash to allies on a 12 second cooldown with 2 charges for 30 mana. Is a 1 second sprint really worth not having 2 charges, a higher CD, and 150% additional mana cost? I feel like you could redesign this one entirely to be honest, something less generic and more exciting.

R1-I also like the idea, but i wished you went more epic with it. Im talking something like, deal damage to EVERYONE in the area, including allies, than redistribute the damage done as healing back to all alies in the area. Just a giant aoe life drain. Otherwise this only works on enemy tanks who are doing super deep really, or maybe on an illidan. And even then, theres nothing stopping the target from just not standing in your team to heal them.

R2- I dont like the wording on it. I kinda of understand it, but its worded very poorly and doesnt explain it well. Ill hold off on thoughts of it until its rewritten cause i might just not understand it

What I love about this concept.
-Trait/Q interaction, thats very very smart and cool
-Took Akama in a different direction than expected while also making it interesting and feasible
-The lifesteal theme, something thats not currently in HoTs

What I dont like
-The number tuning on many/most of the abilities, such as the CD on trait or the pure numbers on Q
-The E, just boring and bland
-The overcomplexity of ults just for the sake of it, specifically the second. Just make it simple and tone down the excessive wording. Not everything has to be complex, sometimes simple is better.
1
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Demolij (1) | October 24, 2017 3:50pm
My goal with the Trait is to have an ability that encourages engaging the enemy. His kit is built around burst, and it's a lot of burst when he can get it off, but having that in conjunction with him being a support would be kinda overpowered. That's the reason for the long cooldown, to give periods of weakness where the enemy can punch through. Thing is, it's very hard to trigger the Trait on someone who you don't want to trigger it on, with everything except the second cast of W being short ranged or targeted. Even if you do misplay though, you can still heal and apply the Trait to other enemies!

I did change some aspects, I agree that the lifesteal is goofy. I reworked W a lot so it's less complicated but more synergistic with his kit and has uses outside of the Trait. I also attached stealth to E, something I wanted to fit in his kit for a bit now.

Thing about Q is that it has a really high impact value, but the value decreases afterwards. The initial heal is 600, which is more than an entire Regrowth or Plasma Shield, which can absorb a decent amount of damage by itself! Sure, the damage isn't ignored like a shield, but it can still keep an ally alive for a solid moment, and if the damage isn't delayed it will outright save them at low health since the damage is nonlethal to allies, so the 200 healing is just an afterthought. The damage meanwhile is mostly just effective on enemies near full health, otherwise it only adds up to 200 damage, which is also balanced against the Trait: you can probably only use it on a target once, after which you can't really cast it on them anymore or you will start healing them. (Also Kel'thuzad's Death and Decay deals 752 total damage if he completes the Trait level 1).

I have to be a bit limited with Lifeleak, because it has the potential to be way too strong. Sucking up to life of allies would have unintended gameplay issues (I don't want to wipe my own team!) and I don't want it to really affect nearby enemies or it will just be another AoE damage ability. I do want to add something to it though.
1
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direhuman (1) | September 28, 2017 4:12pm
This is some really good stuff! I definitely like the concept behind the Lifeleak ult.
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