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Recommended Items
Runes:
Spells:
Ignite
Smite
Items
Ability Order
Assassin's Mark (PASSIVE)
Akali Passive Ability
Threats & Synergies
Introduction
With the complete build, or even while on the build path to the complete build, you can generally delete champions.
Hextech Gunblade is your bread and butter, it should be one of the first items (if not THE first) that you get. Get it through the Hextech Revolver path, this adds a lot to your early combos. If you need more lifesteal, then go for the Bilgewater Cutlass side of the build path. Once Gunblade is completed, you get a lot of lifesteal and your active can be thrown in with your R to open up extremely deadly ambushes.
Lich Bane helps a lot because Akali's kit focuses on using abilities immediately before using autoattacks. Lich Bane has a Sheen effect that buffs autoattacks if they happen right after abilities. It is great for attacking objectives including towers. Take towers, for example. Even if your ability doesn't hurt the tower you are attacking, use an ability anyway (on a minion or something) then autoattack the tower for extra damage against that objective. Void Staff just adds more AP potential, Rabadon's gives stupid amounts of extra AP and Rylai's slow effect helps you stick to targets. Sorcerer's Shoes add speed and Magic Penetration.
It should be noted that if you want more damage earlier without the defensive capabilities of W, you can take Q or E third instead and then take your first point in W sometime at level 4 or later.
There is a case to be made for waiting until level 8 to take W, and instead alternating Q and E instead. (Example: Q-E-E-Q-E-R, max Q, get W.) This gives you a lot more damage, but you will be sacrificing the defensive options and concealment offered by W. If you take this route, you will hit harder but you will need to be careful because you won't have the concealment or blink from the shroud.
Passive - Twin Disciplines: Akali's first two basic attacks are empowered. Discipline of Might: Akali's first basic attack heals her for 5 - 60 (based on level) (+ 60% bonus AD) (+ 45% AP) health. Discipline of Force: Akali's second basic attack within 4 seconds deals an additional 10 - 100 (based on level) (+ 50% bonus AD) (+ 65% AP) on-hit magic damage. Twin Disciplines works against buildings and objectives.
Even though Spellvamp was widely removed, this new reworked passive gives a similar heal. I still preferred the old passive though.
Q - Mark of the Assassin: Active: Akali throws her kama at the target unit, dealing magic damage and marking them for 6 seconds. Basic attacks detonate the mark, dealing bonus magic damage and restoring 40 energy.
Q is your bread and butter for poking and preparing for autoattacks. It is good to Q before using your ultimate so that the Q is ready for the basic attack that comes with the ultimate.
W - Twilight Shroud: Active: After a 0.25 second delay, Akali blinks to a nearby location, leaving a smoke cover for 8 seconds at the location before cast and causing a global cooldown of 0.5 seconds to all her other abilities. The smoke cover grants Sight icon sight of the area and Slow icon slows all units within it. While inside the smoke cover, Akali immediately gains true invisibility and movement speed. If Akali uses a basic attack or ability inside her smoke cover, she will reveal herself for 0.65 seconds.
I prefer this reworked shroud to the old one. This can also be used to jump over walls.
E - Crescent Slash: Active: Akali flourishes her kamas, dealing physical damage to all units around her. Crescent Slash base cooldown is reduced to 2 / 1.8 / 1.6 / 1.4 / 1.2 seconds whenever it kills at least one unit.
Your E is really good for dealing damage to enemies all around you. It is Akali's form of Area of Effect (AOE) damage and it is a key part of her burst combo.
R - Shadow Dance: Passive: Akali uses a stock system on this ability; she stores an Essence of Shadow periodically and upon taking down an enemy champion, up to a maximum of 3 stored at once. Akali immediately gains 3 Essences of Shadow upon learning the ability.
Active: Akali dashes to the target unit, dealing them magic damage. Akali will land between 100 and 200 units on the far side of her target based on how close they were, halved versus Mark of the Assassin.png Marked targets.
This ultimate was the cause of a lot of controversy during the rework. Before the rework, the cooldown was extremely low and it did a ton of damage. Now it is mainly used to stick to a target and ambush them from a distance without the heavy damage it used to have. I prefer the old R.
(Citation.)
1. Akali has a lot of natural sustain in the jungle from her passive.
2. Akali's ultimate is perfect for ganking squishy targets because she dashes a great distance in a short amount of time, especially when paired with her W blink or Flash for added distance.
3. Akali's shroud conceals her and blinks, allowing her to reposition during combat and ganks. It also allows her a second to take off camp aggro while waiting for abilities to reset. Her dash and W blink allow her to easily stick to targets and can even be used to position quickly to hit Rift Herald's eye on its back.
Cons of Akali Jungle:
1. Akali is very squishy. You have to dive in and then back out fast to avoid getting caught out.
2. Akali was weakened in the rework so that her combos often take two or three rounds to actually kill them if they aren't squishy. This is where your teammates and your W come into play. Use your teammates and your W to reposition and cover yourself until you can dash again.
3. Akali Jungle is not 'meta', which will inevitably invoke whining from your teammates on occasion until you end up carrying the team by devouring squishies and objectives.
Start allied blue buff (Smite if necessary), kill it then move to kill allied Gromp. Kill wolves then move to kill the nearest Scuttlecrab for extra vision and healing. From there, you can either move immediately into invading the enemy red buff or move to take your own buff. Kill red buff, then take raptors, then take Krugs. Move to take that Scuttlecrab. Then back, buy according to the build path. During this time, watch for possible ganks because Akali can actually gank fairly okay at lower levels if she backs out quickly.
Taking red first can give you more damage on your E.
Once I've cleared my camps, I then just start to focus on counterjungling and eating enemy camps as they spawn while looking for ganks. My main focus as Akali Jungle is killing squishy champions through ganks and killing camps on my way to those ganks.
In order to obtain a high rating in Akali Jungle games, you need to have a mix of good kill/death/assist ratios (assists count) along with an extremely high Creep Score (CS) count. If you keep killing camps as you move to gank throughout the game, you can easily hit over 200+ CS with Akali Jungle.
Smite is a must on Akali Jungle to kill objectives and it also becomes part of your burst combo when you complete a jungle item.
After the Herald is dead, if you or anyone on your team killed it, you can pick up the 'Eye of the Herald' that spawns at the Rift Herald's pit by standing on it. You'll know you got it because it says you 'captured' the Rift Herald. This is different from 'defeating' the Rift Herald. Make sure you actually capture the eye. Then, go to a lane, help clear the lane of enemy champions and hit 4. Wait a few seconds and the Rift Herald will spawn, running right down the lane and attacking enemy structures for massive damage. It will also fight minions and champions for you but you need to protect it. It is entirely possible to take down three towers and maybe even an inhibitor with one Rift Herald summon if you protect it right and assist it.
You need to be careful when summoning the Herald because if the enemy uses some crowd control on you, it can cancel the summon and you can lose the item entirely. You also need to remember that you have a limited amount of time to summon the Rift before it expires. Rift Herald only appears once per game before it is replaced by Baron Nashor.
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