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Idea for Decoy

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Senior Member


Decoy is a bit of a weak escape ability in its current state for a character that isn't a carry (trickiness aside, against a good player its as transparent as glass.) So I was thinking about things to make it better while still maintaining that sort of reward for skillful use of it.

A good rework of the abilities functionality would be if the decoy put a slow debuff on anyone who attack it, making the "stop-juking" trick a more valid tactic, and also keeping that fairness (if you don't convince the enemy that they are still attacking you, they will just avoid attacking the decoy all together, and then they don't get slowed.) I think this would be a balanced change, while making wukong a little bit more able to get away from a fight.

Any thoughts?