Akali Build Guide

Return of the Jungle Ninja

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 Armor (+1 armor)
  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 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

Here's my guide to jungle / tanky Akali, with a few slight twists since the gunblade nerf. She's an adept jungler, with somewhat weak ganks until 6. However, jungling akali allows your team to do very crazy things. For example, but not limited to: [.]Double AP! (1 from the jungle, 1 from mid) [.]Let champions like Karma mid! You are the ap carry, so she can farm all she wants mid and run another support bot. (FYI Karma usually doesn't work because she's a support that needs farm. She is very competent solo but does not usually fit into teamcomps well.) [.]Akali does not need buffs. (Maybe red sometimes) Give your swain, zilean, kog'maw, etc your blue. Sure it helps you, but you should not need it. [.]Counter-jungling from 6 on (more on this later) If you have any questions, please ask. I always take and try suggestions because I'm sure there is stuff you guys can come up with that I don't even think of.

5x AP/level blues + 4x flat AP blues + flat ap quints gives you just enough starting ap to activate your passive. This allows you to start whatever item you want, letting you be very adaptable to the other team. Gives you a bit of extra damage right from level 1 in the jungle, letting you clear your starting point faster. Flat Armor yellows. I thought about dodge yellows, but taking the dodge mastery was not possible due to the absolute need for the experience mastery. Flat AD reds. People disagree with me here - some run 2 magic pen reds + 7 AD reds. That is fine as well, but I prefer the 9 AD for a few reasons. Every bonus 10 AD gives you more spell vamp. The 2 just gets you that much closer to more spell vamp. The extra AD also helps you clear the jungle faster. These runes help you establish a mid game as well as a late game. Early game is mostly jungling anyway.

Start Wolves. Q when it's up, it will heal you when you cast Q and when you consume the mark. Q a small wraith, immediately smite big wraith before they attack. Consume mark. Move on to finish wraiths and finish small golems as well. Gank. Rinse repeat until 6, after vamp scepter you can take blue and red. (if you want) You should be level 3 without taking buffs on the first jungle clear. That should put you 1/2 to 3/4 of a level above bottom lane, or equal to top / mid. Watch the replays for more info. It's easier to watch and then try it yourself than for me to write it out. Notice the timing of my skills when I clear the jungle the first few times. I try not to waste skills / try to hit as many at one time with my e for max spell vamp. Make sure you will not kill the creeps with your Q initially, so that you can consume the mark for the spell vamp and the energy regen.

Remember smite works off of spell vamp as well. You will gain a nice bit of hp when you smite golems, so don't forget to take that into account when figuring out if you have enough hp to take a buff or not. Use up your ulti if you want if you know you're going back. Anything to help you farm and get CS as quickly as possible. (do not take CS from lanes unless they are ok with it / the situation is acceptable) Your ulti stacks will be back by the time you get back to lane.

Final thoughts: While jungle Akali is fun, I'm pretty sure it can be useful in the right situation as well. However, I have found that it is definitely more fun than useful, even though I win almost every game I play as jungle Akali. Pro's: [.]You're Akali. You're terrifying in lane. Imagine you're the other team. Akali that is 100% of the time MIA. Still has terrifying burst. Not tied down to mid lane or top. They will QQ all day. [.]Insane ganks after rylai's and level 6. Fun as hell too. Good chase. [.]Can counter jungle after 6 by warding and jumping through walls at any of the camps. Useful against fiddle for example if he gets low at blue. (free kill for you!) [.]In general, high mobility, as well as stealth. Stealth is never bad. Con's: [.]Very Vulnerable [.]High Difficulty (a little help from your laners and you'll be fine when ganking) [.]Can be countered by a few champions [.]Somewhat easy to get behind - just depends on teamcomp really Replays: What's important here is the jungle strategy as well as some of the combos you can pull off. Do not expect me to be perfect, I am good but I make mistakes. I know I have stuff that I need to work on. Please use these replays for how I jungle and gank. That is what is most important. Replay 1 (before GB nerf, normal 5's. In with a party of 5. Before I revamped my strategy with akali) http://www.mediafire.com/?vtw7vkfw59q7qry Replay 2 (10/23/11 after GB nerf, duo que w/ tristana. Game went way too long due to unhelpful team) http://www.mediafire.com/?4kp3fa17qkn3c28

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