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Akali Build Guide by DixonTheGuideMaker

Middle šŸ’”Complete Akali Guide by Dixon ā˜‘ļø

Middle šŸ’”Complete Akali Guide by Dixon ā˜‘ļø

Updated on November 9, 2023
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League of Legends Build Guide Author DixonTheGuideMaker Build Guide By DixonTheGuideMaker 5,187 Views 0 Comments
5,187 Views 0 Comments League of Legends Build Guide Author DixonTheGuideMaker Akali Build Guide By DixonTheGuideMaker Updated on November 9, 2023
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Runes: Conqueror (power in extended fights)

1 2
Precision
Conqueror
Presence of Mind
Legend: Tenacity
Coup de Grace

Resolve
Bone Plating
Overgrowth
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist

Spells:

1 2
Flash + Ignite
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

šŸ’”Complete Akali Guide by Dixon ā˜‘ļø

By DixonTheGuideMaker
INTRODUCTION
Hello everyone and welcome to one of my guides! This guide contains useful information and general knowledge based on my own game experience + open source info from Internet about the champ šŸ’”šŸ“ššŸ“ˆšŸ”

My name is Max Dixon and i'm League of Legends content creator. I started to play LoL in 2016. My highest ELO at the moment is šŸ’ŽDiamond 1 (soloQ) and šŸ’ŽDiamond 4 (flexQ) on EU-West server. I've got three times to Diamond in different season and now I'm more focused on creating guides and videos with reviews of the strongest players in the world, growing my channel by sharing my experience and training new champions for the marathone to Master+ in the future.

I also want to invite you to subscribe to my YouTube channel where I'm going to make League of Legends content:
https://www.youtube.com/@TheGamedictedCapy-ve7jg/videos
I would be very happy to build my first audience with 1000+ subscribers and start streaming😊

I hope this guide will help you to improve your champion's understanding so it would be more fun to play!

Let me know in the comments section if you find any mistakes or outdated information so I could fix it! Thanks in advance!

Have a nice reading! šŸ“–šŸ¤“
PROS & CONS
PROS:
1. Very fun to play
2. Can easily escape and survive enemy ganks
3. Nice mobility
4. She is a great threat to squishy champions. Sometimes Akali can literally 100>0 one shot them
5. Strong outplay and carry potential


CONS:
1. Hard to master
2. Hard to play from behind
3. Hard to play against teams with lots of CC
4. Weak early game
5. Melee AA range with short abilities range
6. Akali cannot clear minion waves as fast as many her lane opponents
7. She is squishy and can be quickly killed
ABILITIES

Thanks to this passive, Akali can inflict additional magic damage and regenerate energy. It should be taken into account that Akali gets the bonus the moment he crosses the boundary of the circle. It sounds very complicated, and in the beginning new players have difficulties with the implementation of the passive ability. The easiest way to activate the passive effect is with the Five Point Strike and Shuriken Flip abilities. In both cases, we can deal damage from a distance and then, as we get closer to the target, we can safely activate the bonus damage. Standing Q+AA or E+AA is a big advantage in the lane and it's a good idea to use that. Against enemies with ranged attack it is very hard to activate the passive, but it will help you during the team battles in the future.


This is one of Akali's main skills, with which the champion deals very good damage to a group of enemies and slows them down a bit. The damage gain of the ability comes from AD and AP at the same time. Because of this, it is sometimes advantageous to buy items with simultaneous bonuses to these traits for Akali. At max level, the ability starts to deal bonus damage to minions and monsters, noticeably increasing the speed of clearing waves of minions.


This is a slightly unusual and important skill in the champion's arsenal, which opens up a large number of combinations and possibilities for Akali. In the League of Legends there are two types of stealth: invisibility and disguise. In a nutshell, stealth is the most reliable but generally only lasts a short time, while cloaking can be easily controlled by wards but can give a good tactical advantage when moving long distances. Akali's smokescreen is exactly what gives invisibility. Additionally Akali gets a bonus to his movement speed. The range of the smoke is large enough to really confuse enemies in a team battle. In teamfights the smoke is probably the most important ability, as it also increases the champion's survivability. You will have to get used to this ability and in the first few games you are most likely not able to use the full potential of the smoke screen, but gradually you will get used to it and you will be able to fool your enemies. An important advantage of this skill is that it allows you to restore a large amount of energy at once.


This ability allows you to increase the mobility of the champion in the first place. The thing is that with the first jump you can, for example, bounce back or even jump up to the target. In some cases, it is really better to throw a shuriken backwards, in order to shorten the distance. After all, if you miss the fleeing enemy, on the contrary, you will increase the distance. In some ways, the ability is very similar to Lee Sin's Sonic Wave / Resonating Strike. The main difference is that Akali bounces back the first time he uses it, which gives him more options. Again, you'll have to get used to the ability and hone your skills. After some time, you will already begin to understand when and in what direction to throw the shuriken. If you do everything right, and most importantly combine shuriken with other champion skills, you can achieve very good results. If you learn how to use E correctly, you'll be able to trade damage on the line with the enemy very profitably.


Akali ult seems simple at first glance, but it also has its own nuances. First, the first and second strikes have different types of damage. The first strike deals physical damage, while the second deals magic damage. Secondly, the second strike deals increased damage if the target has incomplete health. That is, it is better to use it to finish the target, waiting a bit and inflicting damage. You won't be able to use two hits instantly, because there is a 2,5 second delay between them. But there is enough time for the second strike, 7.5 seconds to be exact. Usually during team battles, this time is enough to use the main abilities of the champion and to make the second strike as profitable as possible. The most important thing is not to get under the hard control of the enemy, but here a smoke screen usually helps. Although the range of the jerk is not the most impressive, but Akali can deal damage to multiple targets at once. This feature makes the hero very useful during team battles.
MY YOUTUBE VIDEOS
HOW KOREAN CHALLENGER PLAYS AKALI GAMEPLAY REVIEW:
MORE OF MY VIDEOS YOU CAN FIND HERE: https://www.youtube.com/@TheGamedictedCapy-ve7jg/videos
BUILDS & ITEMS
is one of core items for ability power based champions. This item gives you extra dash and damage which helps you to catch mobile or high ranged enemies. The passive of the belt gives additional magic penetration which is very useful to destroy squishy targets with low HP.

is a great item for most AP champions with burst type of damage, especially if the enemy team has a lot of champions with shields.

is most effectively used against abilities that have a downtime before they can affect full damage to the target like Chum the Waters, Unleashed Power, Death Mark, Life Form Disintegration Ray, Death Lotus etc.

buy this item if you want to cut enemy's healings, life steal and vampirism. Together wiith Liandry's Torment the Grievous Wounds time can be extended for an additional 4 seconds.

is made to help magical champions to destroy their targets really quickly by ignoring almost half of enemy's magic resistance. This item works well against both tanks and squishy targets.

is a powerful item for pure ability power casters, and is also very effective on burst assassins and hybrid champions that take advantage of Lich Bane for additional burst. This item provides tons of pure ability power, but it shouldn't be bought early on since its passive gives you more profit when you already have some ability power.

makes a good couple with Liandry's Torment. This is a perfect item for champions with AOE abilities and works also well against champions who buy ot stack a lot of HP during a game.

is a strong item against magic damage but is most valued for its ability to prevent crowd control or counter poke damage. As such it is highly recommended to build Banshee's Veil when you are being focused by crowd control effects, or when the enemy has initiation or pulling abilities like Enchanted Crystal Arrow and Rocket Grab. Combined with Zhonya's Hourglass, Banshee's Veil will make you very resilient to both magic and physical damage.

is a very good item for ability power-based champions, as it allows you to ignore 18 points of your enemy's magic resistance. Sorcerer's Shoes are less efficient against enemies with high magic resistance. However, they synergize well with other magic penetration items, percentage items such as Void Staff in particular. It is possible to sell these boots at late-game once you have Void Staff, as the extra magic penetration is arguably negligible.
RUNES

This rune gives your champion good amount of damage and some sustain, especially in extended fights. The rune fits better for melee champions since it's twice faster to stack it up and it scales well into the late game.


This rune is able to help you a lot with your energy problems during team fights when you get lots of takedowns.


The rune can help you against teams with lots of crowd control abilities like stuns, slows, roots etc. Thats why its going to be harder for them to disable your champion for long period of time.


The rune increases your damage to enemies with low amount of HP. This rune is better that Cut Down and Last Stand if you can decrease health points of your enemy fast enough.


That rune is very good since it gives you a great boost on your burst damage that can makes the difference between a running 50hp opponent and a sweet boost of 300 gold in your pocket.


This rune increases your damage by giving some amount of lethality and magic penetration to your champion. Sometimes it can be decisive and make the difference between a running 50hp opponent and a sweet boost of 300 gold in your pocket.


This rune gives you some amount of AD or AP whenever you score a takedown (but this amount of AD\AP gain is limited).


This rune allows you to use your Ultimate ability noticably more often.


This rune can be a good choice against teams or champions with lots of burst damage like Renekton, Riven or Rengar. However, it doesn't scale as good into the late game as Conditioning or Second Wind. This rune is better option for squishy champions so they would be better protected from a threat to be one shot by some enemy combo.


This rune will give you 200+ additional HP in the late game which can be a matter of life and death for your champion sometimes. This rune is also an indirect protection against assassins and other champions with strong burst damage. Thanks to the rune, you can survive their combo and be able to respond somehow by using abilities, summoners spells or active items.
SUMMONER SPELLS
+

+




Flash is the most frequent choice of all players in League of Legends. Such popularity of the spell is caused by the fact that Flash is able to instantly teleport you on a short distance. This distance is enough to dodge some hostile abilities or to jump back and avoid an unexpected gank. With the help of Flash, you can overcome various obstacles like walls, pillars and other different obstacles. Flash is equally good to use for both attack and defense. This gives the spell some versatility. The summoner spell cannot be used if you have been silenced (you cannot use skills for some time). Also, Flash cannot be used under the effect of hard control abilities such as stun or fear.



This summoner spell applies additional true damage that sometimes is crucial to secure the kill. Ignite provides players an offensive utility and damage spell that scales with level. A well-placed healing reduction debuff from Ignite can severely limit the effectiveness of enemy healing items, as well as healing abilities from champions like Soraka, Aatrox, Vladimir, Volibear and Warwick. It is considered a direct counter to Dr. Mundo, Soraka, Aatrox and Swain because they are reliant on their healing-based abilities. The healing reduction debuff also applies to life steal, omnivamp, etc. Overall Ignite can help you to win the early game domination over your opponent in lane.



Teleport is mainly used to minimize laning downtime after Recall or respawning, to prevent enemy laners from gaining an advantage. Teleport is also used to quickly switch lanes to defend an unguarded turret. Unleashed Teleport is great for ganking if the enemy commits to a fight and is around friendly minions, turrets, or wards. Another use for Unleashed Teleport is a backdoor maneuver where a high damage per second champion places a ward inside or near the enemy base and teleports himself to that ward. From there that champion will attempt to bring down as many turrets and inhibitors as possible. Unleashed Teleport can be used to prolong or save the life of an allied Zac by making one of Zac's Passive's drops ( Cell Division) invulnerable for the Teleport duration.
GAMEPLAY INFORMATION & TIPS
EARLY GAME
Akali is quite a weak champion early on. In most match ups it's better to safely farm. Sometimes it means to stay healthy by giving up some CS. Second Wind and Doran's Shield help her to stay healthy as well. If you play against a bad player and you see his mistakes then you can punish him, but don't expect much to do kills before level 6. Don't stay with less than 70% HP if you play against a champion with burst damage and he is level 6. Even when your enemy at level 5 you should think about who of you two is going to get level 6 first.

Level 6 is your first important power spike. It's advisable to make first Recall and be back in lane with additional AP items like Hextech Alternator. Your killing potential is going to be huge! You can do a short trade with your basic abilities to reduce enemy's HP to <75%. If you use Electrocute and bought Hextech Alternator then wait up their cooldowns. After that you can all in and kill your enemy by using everything you have including Perfect Execution and Ignite.


MID GAME
During the mid game you should roam a lot. Every time your Ult is ready you should seek to kill someone. This is how most assassins have to be played. You should try to push waves and attack side lanes or to help your Jungler to get some objectives. If the enemy champion in front of you have better wave clearing and tries to force you to farm under your tower then call the Jungler and attack him together. Squishy mid laners usually have no chances to withstand combined damage from Akali and her Jungler.

Akali has a bad jungle cleaning so hunting down enemy champions is the best business to do in the mid game while it's possible to catch them alone and still without defensive items. If your hunt was successful then look around, maybe there is a tower your can destroy or a dragon you can kill with help of your nearby allies.


LATE GAME
Late game is harder for Akali since enemy champions will have protective items with magic resistance and HP. They are going to group and it's harder to attack single champions. This phase of the game isn't too different from mid game. Any mistake can cost you the game and your Perfect Execution doesn't deal that much damage anymore because of magic resistance and HP enemies get from late game items. Squishy enemy carry champions are your target during team fights. But don't forget about positioning and hostile CC abilities. If your team has tanks then it's better to let them to start the fight and consume some damage. Then you can attack their back line from behind or flanks. Zhonya's Hourglass and Twilight Shroud should keep you alive during the fight.



Wow, have you really read the guide till this moment? I hope it was useful and interesting for you. Let me know it please by voting!

And don't forget to visit and check my YouTube channel! Maybe you will like it! šŸ˜‰ https://www.youtube.com/@TheGamedictedCapy-ve7jg/videos
AKALI BIOGRAPHY
Ionia has always been a land of wild magic, its vibrant people and powerful spirits seeking to live in harmony… but sometimes this peaceful equilibrium does not come easily. Sometimes it needs to be kept in check.

The Kinkou are the self-appointed keepers of Ionia’s sacred balance. The order’s loyal acolytes walk the spirit and material realms, mediating conflicts between them and, when necessary, intervening by force. Born among their ranks was Akali, daughter of Mayym Jhomen Tethi, the renowned Fist of Shadow. Mayym and her partner Tahno raised their daughter within the Kinkou Order, under the watchful leadership of Great Master Kusho, the Eye of Twilight.

Whenever her parents were called away, other members of the order stepped in as Akali’s surrogate family. Kennen, the Heart of the Tempest, spent many hours with the young girl, teaching her shuriken techniques, and emphasizing speed and agility over strength. Akali was a precocious child, and soaked up the knowledge like a sponge. It became clear to all that she would follow her parents’ path—along with the Great Master’s son and appointed successor Shen, she would lead a new generation dedicated to preserving Ionia’s balance.

But balance can be fleeting. The order found itself divided.

A wayward acolyte named Zed returned, and clashed violently with Kusho, wresting power in a bloody coup. Akali fled into the eastern mountains along with Mayym, Shen, Kennen, and a handful of other acolytes. Sadly, Tahno was not among them.

Zed’s transformation of the Kinkou into the merciless Order of Shadow was almost complete. But, as the new Eye of Twilight, Shen intended to rebuild what had been lost. They would return to the Kinkou’s three fundamental philosophies: the pure impartiality of Watching the Stars, the passage of judgment in Coursing the Sun, and the elimination of imbalance by Pruning the Tree. Even though they were now few, they would train neophytes to restore and grow their numbers once more.

When Akali came of age at fourteen, she formally entered her Kinkou training, determined to succeed her mother as the new Fist of Shadow.

She was a prodigious fighter, and mastered the kama and kunai—a handheld sickle and throwing dagger. Though she did not possess the magical abilities of many of her fellow acolytes, she proved to all she was worthy of the title, in time allowing her mother to step down and help mentor the younger neophytes.

But Akali’s soul was restless, and her eyes were open. Though the Kinkou and the Order of Shadow had come to an uneasy accord in the wake of the Noxian invasion of Ionia, she saw that her homeland continued to suffer. She questioned whether they were truly fulfilling their purpose. Pruning the Tree was meant to eliminate those who threatened the sacred balance... yet Shen would always urge restraint.

He was holding her back. All the mantras and meditations could quiet her spirit, but such platitudes would not defeat their adversaries. Her youthful precociousness turned to outright disobedience. She argued with Shen, she defied him, and she took down Ionia’s enemies her way.

In front of the whole order, she declared the impotence of the Kinkou, all its talk of spiritual balance and patience accomplishing little. Ionians were dying in the material realm, and that was the realm Akali would defend. She was trained as an assassin. She was going to be an assassin. She did not need the order anymore.

Shen let her go without a fight, knowing this was a path that Akali must walk alone. Perhaps that path would bring her back one day, but that would be for her to decide.
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