Akali Build Guide

There is no escape (In-Depth)

Uploader woll3Y
Updated 5 years ago
  • 2
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 7
    Greater Mark of Attack Damage (+0.95 attack damage)
  • 9
    Greater Seal of Scaling Health (+1.33 health per level (+24 at champion level 18))
  • 9
    Greater Glyph of Ability Power (+1.19 ability power)
  • 3
    Greater Quintessence of Ability Power (+4.95 ability power)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Welcome to my Akali guide! :) This is my first guide, so I hope it doesn't disappoint. Akali is a very strong early/mid game champion who has the ability to kill enemy champions very quickly before they even realize they are in trouble. Akali is not played a huge amount in tournament play, but in low-mid elo, and I suspect even in high elo, she can be a very feared champion if you play her correctly. In the current metagame of AP carry mid, AD carry + support/roamer bot, jungler, and bruiser top, Akali should be the AP carry mid. She is a fantastic anti-carry and her 1v1 ability is hard to beat.

[imgext=http://i1221.photobucket.com/albums/dd470/woll3Y/AkaliRunePage.jpg] [title]Explanation:[/title] Yet again, Akali needs her passives at level 1. To do this, taking 7 Attack Damage Marks, combined with the 3 damage from your masteries, will give you the 10 needed to activate Discipline of Force. Taking Flat AP Glyphs and Quintessences will give you 24 AP at level one, more than enough to activate Discipline of Might. Another route to go with the seals is to get 5 Flat AP which, when combined with the Flat AP Quints and masteries, will activate your Discipline of Might, and then get 4 Flat Cooldown runes. I prefer the extra AP myself, but the cooldown can also be useful. I take HP/level Seals because at some point in the game, you WILL get focused by the enemy team. When that happens, more health is always good to have. More health also allows you to stay in lane longer. I have seen some players, like Westrice, swap out one AP Quint for a flat HP quint for more survivability, but I believe that the HP/Level seals are enough health to manage, and that more AP early game is more useful.

[title][img=skills/akali/p.png] Passive: Twin Disciplines[/title] [number]Upon obtaining 19.5 additional ability power, Akali's hits deal 10% bonus magic damage, increasing by 1% for every 5 ability power gained thereafter. Upon obtaining 9.5 additional attack damage, Akali gains 10% Spell Vamp, increasing by an additional 1% for every 10 attack damage gained thereafter. [/number] [title]Explanation:[/title] Akali's passive is, in my opinion, one of the best in the game. It allows her to stay in lane longer due to the spell vamp, while also allowing her to harass and last hit better with the extra magic damage on her auto-attacks. With both passives active at level one, you will be doing 73 damage per auto-attack, with 9.82% spell vamp. [title][img=skills/akali/q.png] Q: Mark of the Assassin[/title] [number]Akali spins her kama at a target enemy to deal 50 / 75 / 100 / 125 / 150 (+40% of ability power) magic damage and mark the target for 6 seconds. Akali's melee attacks against a marked target will trigger and consume the mark to cause 50 / 75 / 100 / 125 / 150 (+40% of ability power) magic damage and restore 20 / 25 / 30 / 35 / 40 energy. Cost 60 energy Range 600[/number] [title]Explanation:[/title] This is your bread and butter skill. You will get kills, harass, gain health, and last hit all with this one skill. It is the most vital skill Akali has. The Q+R combo is your primary burst, and will deal significant damage to anyone who isn't stacking magic resist. It should be noted however that the mark takes time to reach it's target. Therefore,since your ult automatically triggers an auto-attack as of last patch, you should wait to use your ult until the mark has almost reached the enemy. Another useful tip that most people don't notice is that you can have 2 marks on the same enemy at the same time. At level 5, Q's cooldown is 4 seconds. The duration of the mark is 6 seconds. So, if you get a mark off, and wait for the cooldown to refresh then use it again, you can do double the damage. Most players will not expect this tactic and will be surprised after you burst them down to 1/4 health with one hit. [title][img=skills/akali/w.png] W: Twilight Shroud[/title] [number]Akali throws down a cover of smoke that lasts for 8 / 8 / 8 / 8 / 8 seconds. While inside the area, Akali gains 10 / 20 / 30 / 40 / 50 armor and magic resist and becomes stealthed. Attacking or using abilities will briefly reveal her. Enemies inside the smoke have their movement speed reduced by 14 / 18 / 22 / 26 / 30%. Cost 80 / 75 / 70 / 65 / 60 energy Range 700[/number] [title]Explanation:[/title] This is Akali's primary defensive ability. Raised armor and magic resist are always helpful, but the best part about this is the stealth. Invisibility is always a plus. Some notes on this ability- It should NEVER be used to initiate. The energy cost is far to great to be leading with this spell. The only times it should really be used are when you need to juke someone, or when you think the extra armor/magic resist will give you the edge in the fight. The shroud is one of the best juking abilites when combined with flash. Since you are invisible in the shroud, you can easily double back on your opponent and get away. If there is no clear way out, you can flash from inside the shroud to any nearby bush or through a wall. An important part of this is that after you exit the shroud, you remain stealthed for about one second. So if you place the shroud close enough to a bush you can walk right into it without being seen. [title][img=skills/akali/e.png] E: Crescent Slash[/title] [number]Akali flourishes her kamas, hitting nearby units for 30 / 55 / 80 / 105 / 130 physical damage (+30% of ability power) + 60% Attack Damage. Cost 60 energy Range 325[/number] [title]Explanation:[/title] Crescent slash is Akali's only aoe damage ability (unless you get tiamat lolz). It can be very useful for clearing waves of creeps and also for proc'ing your rylai's slow on a group of enemies. However, in a 1v1 fight I would hesitate to use it due to it's high energy cost and low damage, compared to Mark of the Assassin, unless the enemy would get away otherwise. [title][img=skills/akali/r.png] R: Shadow Dance[/title] [number]Akali moves through shadows to quickly strike her target, dealing 100 / 175 / 250 (+50% of ability power) magic damage. Akali stores an Essence of Shadow on kills and assists as well as every 25 / 20 / 15 seconds up to 3 total. Cost 1 Essence of Shadow Range 800[/number] [title]Explanation:[/title] Akali's ultimate. With it you can dash to any enemy unit, doing damage and immediately proc'ing an auto-attack. Synergizes extremely well with Rylai's. Again, your Q+R combo is your main damage output. This spell can be used not only offensively, but also defensively. If you have an enemy chasing you, simply run into a bush, wait until they are in range, ult to them and run in the direction they were coming from. Most players will hesitate at least a fraction of a second which, combined with Rylai's, will most of the time be enough to help you get away. Another neat trick is to carry oracles and ult to the enemy's wards to get away. Always gets a good reaction. :)

[img=skills/akali/q.png][img=skills/akali/w.png][img=skills/akali/q.png][img=skills/akali/e.png][img=skills/akali/q.png][img=skills/akali/r.png][img=skills/akali/q.png][img=skills/akali/e.png][img=skills/akali/q.png][img=skills/akali/e.png][img=skills/akali/r.png][img=skills/akali/e.png][img=skills/akali/w.png][img=skills/akali/e.png][img=skills/akali/w.png][img=skills/akali/r.png][img=skills/akali/w.png][img=skills/akali/w.png] Obviously, max your ult at 6/11/16. Apart from that, maxing Q first is the most important thing to do. It gives you your primary burst and ability to get fed. After Q, maxing E will give you the most damage possible. Apart from getting one point in it at level 2 for defense, max W last because you should rarely be using it.

My build for Akali is centered around getting as many kills as early as possible, while still having enough survivability to remain in lane or get your health back up after you've been damaged. It is a very aggressive build early game, built for harassing a lot and killing at every chance you get. For those of you who prefer to play a more passive Akali, this may not be the build for you, but I give a few options for those who like to do so. [title]Starting Items-[/title] [img=items/boots-of-speed.png][img=items/health-potion3.png] OR [img=items/dorans-blade.png] [highlight]Explanation:[/highlight] With the rune setup I gave, you will have both of your passives at level 1. Since you don't have to buy damage or AP to activate your passives, get boots for mobility and chasing down enemies you have marked/escaping early ganks. The 3 pots also let you harass effectively while staying in lane. If you wait 10 seconds after creeps spawn you can get another pot, but you may miss a creep if you aren't fast enough. Without the rune setup I gave, Doran's blade is your best option. If you have nothing else, you need your spell vamp passive at level 1. It will allow you to stay in lane and harass much better. [title]First Trip Back-[/title] [img=items/sheen.png]- If you are winning your lane [img=items/hextech-revolver.png]- If you are having trouble in lane [highlight]Explanation:[/highlight] Sheen will give you the most damage out of any item you can get early game. It syergizes incredibly well with Mark of the Assassin. If you're getting harassed by your lane opponent, Hextech Revolver will give you the spell vamp needed to stay in lane and be able to keep last hitting. After you get one of these items, your next item should be the other one. [title]By Mid-Game (20/25 minutes) you should try to have-[/title] [img=items/mercurys-treads.png] OR [img=items/sorcerers-shoes.png] + [img=items/sheen.png][img=items/hextech-revolver.png][img=items/rylais-crystal-scepter.png] [highlight]Explanation:[/highlight] Most games, you can have these items all completed by 20 minutes if you are farming well and have gotten a few kills. Sheen's passive plus the AP from Rylais and Revolver will give you a significant amount of damage from your spells and the bonus magic damage from your passive; The spell vamp from the revolver will allow you to stay keep your health up in fights; And the slow on Rylai's will allow you to chase/escape very well. [title]What to do with that Revolver...[/title] [img=items/will-of-the-ancients.png]- If you are having issues taking sustained damage Extra spell vamp never hurts. [img=items/hextech-gunblade.png]- If you want more sustained damage If this is your choice, I would recommend not upgrading to the Gunblade until your last item, as you should be focusing on getting as much AP as possible. [title]Defensive Options-[/title] [img=items/abyssal-scepter.png]- Against Heavy AP Teams [img=items/zhonyas-hourglass.png]- Against Heavy AD Teams [highlight]Explanation: [/highlight] I believe that every carry should have at least 1 defensive item. You should adjust your build to deal with whatever damage the enemy is primarily dealing. [title]When you are doing TERRIBLY-[/title] [img=items/haunting-guise.png][img=items/elixir-of-brilliance.png] [highlight]Explanation:[/highlight] Whether we like to admit it or not, everyone has bad games on occasion. When these happen, you need to get in the mindset that you are behind and begin to counter it, not just keep building the same things you do when you are winning. To counter enemies that are stronger than you, the best thing to get is Spell/Armor Penetration depending on who you are playing. Obviously, Akali would get Spell Pen. Why Haunting Guise you ask? Extra heath for survivability, extra AP for added damage, and 20 Spell Pen. These things plus the AP and cooldowns from the Elixir or Brilliance will allow you to be a match to your enemy. [title]An Example Completed Build-[/title] [img=items/mercurys-treads.png][img=items/lich-bane.png][img=items/rylais-crystal-scepter.png][img=items/rabadons-deathcap.png][img=items/abyssal-scepter.png][img=items/hextech-gunblade.png] [highlight]Explanation:[/highlight] To build this build I would do the following: Start with Boots of Speed and 3 Health pots. Since I'm usually winning my lane, go back and get sheen at my first trip back with health pots if needed. Next I'd grab Hextech Revolver, or if I'm fighting a very strong high-burst caster like Annie I'd grab null-magic mantle. After that, I'd get Revolver and finish my Merc Treads. Then I'd immediately begin working on Rylai's. I prefer to start with the Blasting Wand and then get the Giant's Belt. After Rylai's is complete the game should be around 20 minutes. At this point I look at how my team is doing, how the enemy team is doing, and how I am doing. Considering all these things I move on to the next item. If my team and myself are dominating I will rush Deathcap for the continued dominance. If my team and I are struggling I will get Abyssal Scepter for the defense and the aura which will help the whole team. After I get one of those items I will finish Lich Bane. At this point, most games will be coming to a close. If the game goes on longer I will get the item that I didn't get earlier (Rabadon's or Abyssal Scepter) and then finish Hextech Gunblade as a final item. If you manage to finish a full build like this and the game is STILL going, use any extra cash to get elixirs. Blue elixir is top priority, with red second, and green last. [title]Other viable items for Akali-[/title] [img=items/guinsoos-rageblade.png][img=items/void-staff.png][img=items/moonflair-spellblade.png][img=items/guardian-angel.png] [highlight]Explanation:[/highlight] These are all items I do not personally play on Akali the majority of the time, but which I have seen other Akalis use frequently and I believe they could be good items depending on what situation you are in. [title]Trinity Force/Lich Bane-[/title] Some Akalis that I have seen opt to get Trinity Force instead of Lich Bane. I believe this is a terrible mistake. Late game, with a full build that focuses more on AD than AP, most Trinity Force procs on Akali will only give an extra 300-350 damage. With a build similar to the one I outlined, Lich Bane will proc for 500-600. That's more than twice what you could get with Trinity Force. Therefore, Trinity Force is not a viable item on Akali. [title]A quick note on builds in general:[/title] A build should not be something that you stick to every game no matter what. Depending on the other team, how you are doing that game, and how your team is doing that game, your build should change accordingly. Also take into account what kind of team you are playing on. Some teams are stronger early game, others late game. Try to build so that you are strongest at the point your team should be the strongest.

When choosing characters in ranked game, it is important to base your selections not only on who you can play well, but also on who your teammates and who the enemies have chosen. To that effect, here is a list of characters that Akali synergizes well with, followed by a list of characters that she will have a harder time playing against. [title]Allies:[/title] [highlight]Beefy CC champions-[/highlight] [img=champ/singed.png] [img=champ/alistar.png] [img=champ/irelia.png] [img=champ/nunu.png] [img=champ/taric.png] [img=champ/shen.png] [img=champ/blitzcrank.png] [highlight]Healers/Support-[/highlight] [img=champ/soraka.png] [img=champ/sona.png] [img=champ/zilean.png] [img=champ/janna.png] [highlight]Explanation:[/highlight] The champions that can help you the most are the ones that will allow you to get kills. That being said, I have found there are two types of champion who best help Akali do this; Beefy CC and Support. The Beefy CC class are champions who are tanks or almost tanks, and have at least one good CC to initiate with. If your teammate can initiate correctly, you can jump onto the nearest carry and nuke him down before he realizes what just happened. Support characters are also your friend, because most of them have some sort of buff they can give you, which will either enhance your poking ability or heal you, allowing you to poke more. Some supports, like Zilean for example, also have a good CC that they can use right before you focus an enemy, so that your damage will be as effective as possible. In the current metagame, the AP carry is mid, so you shouldn't have a laning partner. But if you do, these are some of the better champions that you could have at your side. [title]Enemies:[/title] [highlight]Tanky DPS-[/highlight] [img=champ/mordekaiser.png] [img=champ/rumble.png] [img=champ/udyr.png] [img=champ/singed.png][img=champ/sion.png] [img=champ/renekton.png] [img=champ/jarvaniv.png] [highlight]Explanation:[/highlight] Akali's worst enemies are characters with lots of health that have the ability to deal significant damage, either in a quick burst or sustained over time. These champions can outlast Akali's burst and then fight back in the short duration that her combos are down. Most of these champions are late-game champions and should not be too hard to gank until late game when their health significantly outweighs yours. Again, the current metagame is to have the AP carry mid, so you should never see these champions in that capacity, unless the enemy team sends on of them mid directly to counter you. If that does happen, see what type of player the opponent is. If he is passive, harass him and try to zone him out with Mark of the Assassin. If he is aggressive, use your Mark to last hit, and avoid taking damage until you have a clear advantage and you know you can kill him.

Early game, Akali is one of the strongest characters you can play. She is hard to push out of lane, does immense harass with her marks, and can last hit incredibly well with the increased damage from her passive and using her Q and E. Since you have a solo lane, you should have the most farm on your team, or at least be even with your AD carry. If your team is following the current metagame, you will be going mid with Akali. In a 1v1 lane, you should be focusing on last hitting EVERY creep. Do your best not to miss any. You should also be zoning out your opponent with your Mark of the Assassin. If they aren't afraid of you, kill them. Mark of the Assassin will take out at least 1/3 of most carries' health early game if you get the auto-attack off. Don't be afraid to trade hits, as you can get your health back with your increased spell vamp and your 3 health pots. If you see that your opponent has a Doran's item, harass them nonstop. An enemy without pots is one that you can either kill easily after wearing them down, or at least force them to go back to base and give you free farm for a bit. You should be outzoning them for the entirety of lane phase. This does mean though that you may draw an early gank from a jungler if they have one, so be aware of your surroundings. If you are completely destroying your lane, try ganking a lane that needs help while your opponent is back at base. Akali ganks VERY well, and can take out large portions of the enemies' health in a very short amount of time. If the enemy team has no jungler, then feel free to push up all the way to their turret, as long as you're keeping an eye out for any MIAs. However if the enemy does have a jungler, you should be very careful when crossing over the halfway point of the lane. Before level 6 Akali can be caught out of position by a jungler coming from behind her, so I would advise not to cross mid-way at least until you have your ult. If you do get ganked before 6 though, throw down your Twilight Shroud and flash out. If flash is on cooldown, try to juke them by going toward one of the jungles, instead of straight toward your turret, after you use your shroud. [imgext=http://i55.tinypic.com/2z8c50y.jpg] This is a great image which shows the areas you are safe/in danger from ganks. Full credit goes to Gallowz for it. His explanation: "If you are in the GREEN section, you are most likely safe from a one or two man jungle gank. If you are in the YELLOW section, you at putting yourself at slight risk to a gank, but you should still be able to escape a gank without Flash or using your ultimate. The ORANGE section means you are in danger. If there are enemies missing on your mini map from another lane or they have a really strong jungle ganker, you should NOT be here. You should be able to escape a gank here if you use Flash/ultimate, and it is almost certain death if you have neither. The RED section means that if there are people from other lanes missing you are going to die unless you back up. It is possible to live after a gank from here with a well timed Flash and ultimate, but it is likely that they still may get you." This is a link to Gallowz original post in his Cass guide- http://www.solomid.net/guides.php?g=1852 If you take nothing else from this guide, remember that positioning is KEY. It is the one thing that will drastically improve your gameplay at every level.

By mid game you should have a high amount of farm and a few kills. Sheen, Revolver, your choice of boots, and Rylai's should all be completed by 25 minutes at the latest. Getting those 4 items is very possible in 20 minutes, and is actually what usually happens, unless I'm having a bad game. At this point you should be looking for lanes to gank, as long as your tower isn't being pushed too hard. Try to keep ganking where you can and throw the enemy into chaos. Don't get too sure of yourself though, because heavy CC can bring Akali down. Make sure your positioning is good before you fight, and always have an exit planned. [highlight]Tower Killing:[/highlight] At this point your team should be focusing on getting/timing dragon and destroying all of your opponents' tier 1 towers. Remember to stay with your team if you are working on a group objective (Dragon, killing a tower, etc...). When your team is destroying a tower, it is important to use your Sheen proc to do massive damage. The best way to proc it is with your E if there are no creeps around. If there are enemy creeps there, then use your Q on a creep, hit the tower with the proc, and then auto attack the creep, which activates the mark and gives you energy back. [highlight]Team Fighting: [/highlight] When the team fights start, you should be in the back. Akali should NEVER initiate. Your shroud will not protect you that much, and they can see you inside it if you are attacking them. The best plan is to wait until a teammate initiates and then jump on one of the enemy carries and kill them before they can do any damage to your team. After you've killed on carry, don't immediately move on to the closest person. Reposition yourself and then hit the next carry. If the carries are all dead, focus on who the rest of your team is hitting. Again, remember that POSITIONING IS EVERYTHING. With good positioning, a team that is underfed and underleveled can beat a fed and leveled team that has bad positioning. If your team is having issues with team fights, 7 times out of 10 this is why. Before every fight think to yourself, am I in a position to: A) Jump on an enemy carry right after the initiation, B) Be safe from any enemies that try to focus me before I can kill said carry, C) Still be in a position to help my team after I kill said carry. Those things are just the basics of what needs to run through your mind before every fight as the anti-carry. Mid-Game is usually the part of the game that you can begin to tell which team is stronger and who the strong players on each team are. As such, this is the time that you need to start thinking about your build and mixing it up to counter whatever the enemy is throwing at you.

If the game is still going on at late game, (40 minutes), you should have the majority of your build completed and be running with your team the whole time. Akali slightly falls off late game if she hasn't been fed properly. If that's the case for you, definitely make sure you are with the team at all times. Your team should be focusing on Baron, killing the remaining enemy towers, and getting inhibitors. Your job in all this is to destroy any enemy carries who have been fed. Focus them immediately. If you have been fed, you will likely be focused yourself. Don't worry about this. Just remember that you should NEVER be initiating fights and you will be fine. Focus their carries and then whoever is still alive after them. At late game your Lich Bane proc will be doing huge roughly 1/3 of a tower's HP, so make sure you are hitting those turrets/inhibitors when your team pushes them. If your team is winning convincingly in kills and towers, but can't seem to end the game, take charge and try to keep your team on track. Ending the game when you're ahead can be one of the harder things to do in the game. Most players will get 3 down and then go back to base without pushing towers while they have an advantage. If your team is doing this, become a captain and organize them. Tell them what to do and make sure it gets done. If a team is allowed to turtle at their base towers and farm they only get stronger, which makes winning the game that much harder. If your team is the one losing, try to keep your other teammates from giving up and throwing away the game. League of Legends is an incredibly mental game. If a player gives up, its hard to bring him back and have him be a useful part of the team. Hard, but not impossible. I can speak from experience on this for both sides of that coin. :P So if you're down late game, remember to build correctly, keep your team from wasting time, manage your lanes correctly, keep track of Baron, and if you see an enemy who is out of position don't hesitate to jump on them. If you can eliminate one person, then fighting a 4v5 at your tower should be a win and you can get some momentum going in your favor. A play that is very common in tournaments is if the defending team manages to make the enemy all blue pill back to base, they rush Baron immediately. Getting Baron for a defending team is huge. It allows you to fight back when your towers/inhibitors are getting pushed. This play can change the entire flow of the game and get you off defense and onto offense. If your team is defending against a team with Baron, everyone on your team should buy elixirs. They are the only way to stay even with a team that has Baron.

Countering an Akali is not the hardest thing to do if you communicate with your team and plan for her. She is easily shut down by heavy CC and beefy enemies. To kill her in a 5v5 team fight, wait until she ults onto your carries, and save at least one hard CC for her. Then turn everyone's focus onto her before the CC has worn off. At the least she will be forced to use flash or a similar escape ability and will be out of the fight. Countering Akali early game is much more difficult. Since she is a very strong early game champion, the best way to counter her is to just farm and make sure you don't give up any deaths trying to harass her. Buying some form of Magic Resist will give you the ability to last through her initial burst, so that you can then turn on her while her spells are on cooldown.

Akali is one of the strongest Anti-Carries in the game and has the ability to single-handedly carry a game. For ranked game picking, it is not recommended to pick Akali first, as she can be countered by the other teams picks. It is better to have her as your 4th or 5th pick, especially if the enemy team has 3 or more carries. Always think about your positioning and who you need to be hitting and she'll do the rest. I hope this was helpful to anyone who reads it. :) When I find a video capture program that will work on my computer and produce a quality video, I'll add some videos with basic plays Akali players should know, maybe even a full match or two. Shoutouts to Westrice for most of the Rune setup, to Pr3lude for the Terrible Game idea, and to Gallowz for the great image.

July 18- Guide submitted July 20- Guide Approved :)

Comments coming soon!
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