I wonder why more teams don't send a ganky tank mid instead of the usual suspects. It's always a squishy carry type there since they need the cash and XP to be useful. But there's about a 8 or so levels where an even scaling tank character like Mord or even Mundo has too much HP for a naked low level carry to punch through and can take down a tower or two.
My current "most wins" are with Ashe and Yi. Unless the team just gets utterly annihilated early and the opponents start sending a crowd mid Ashe can get enough gold to do well. Yi can jungle and then back door turrets and inhibitors (much like tf & teleport). Playing a highly gear dependent glass cannon carry does increase the odds of winning on a mediocre team, but don't help speed up the win if you get a great team. And can be very painful if the opponents deny you the ability to farm or have a good Twitch.
Mundo is another interesting solo tower pusher. But unlike Yi he doesn't kill the towers fast enough to avoid a whole team gank.
Yeah, a ranged carry will keep a Morde at bay through the first 4-5 levels. But after that he's getting enough shield generation from his skills that he'll be able to push and shrug off their attacks. And when I play Ashe, I prefer to dual lane. You have a better chance of cornering and killing someone in concert with a teammate and your slows. Plus I can get away from the lane and not advertise I'm going for a gank on another lane.
They released the new champion, Akali, on the test realm. Here's her skills. Some of the numbers are a bit off as they're based on people's recollection.
Twin Disciplines (Passive):
Upon obtaining 20 ability power, Akali's hit deals 10% bonus magic , damage increased by 1% for every 5 ability power gained thereafter.
Upon obtaining 10 attack damage, Akali gains 10% spell vamp, increasing by an additional 1% for every 20 attack damage gained thereafter.
Mark of the Assassin [Q]
60 Energy
6/5.5/5/4.5/4 sec Cooldown
Akali deals 50/75/100/125/150 (+.4 per ability power) magic damage and marks her target for 6 seconds.
If she hits a marked target, the mark triggers dealing 50/75/100/125/150 (+.4 per ability power) magic damage and restoring 20/25/30/35/40 energy.
Twilight Shroud [W]
100/95/90/85/80 Energy
20/20/?/?/18 sec Cooldown
Akali throws down a cover of smoke for 6/6.5/7/7.5/8 seconds, becoming stealthed while in the area. Enemies in the smoke have 10/20/30/40/50% reduced movement speed and 13/20/27/34/40% reduced attack speed.
Akali restealthes 1 second after performing an action within the area.
Crescent Slash [E]
60 Energy
7/6/5/4/3 sec Cooldown
Akali flourishes her kamas, hitting nearby units for 30/55/80/105/130 physical damage plus 30% Ability Power + 60% Attack Damage.
Shadow Dance [R]
No Cost
2/1.5/1 sec Cooldown
Akali moves through shadows to quickly strike her target, dealing 100/175/250 (+.5 per ability power) magic damage and consuming an Essence of Shadow.
Akali stores an Essence of Shadow once every 30/25/20 seconds up to 3 total.