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Zilean is a squishy champion with imba Ultimate. You can attack either Zilean or enemy’s ADC. It makes sense to get some CC on Zilean if possible and destroy him while he is not able to activate his R. Or you can try to force Zilean to use his R on himself and then kill the ADC.
Brand
Try to constantly and unpredictable move to increase your chances to avoid his Q and W. Don’t stay close to your allies when he uses R. Attack him when his abilities on their cooldowns.
Pantheon
Warn your teammates when Pantheon gets level 6 because his Ultimate is a threat for them. Pantheon is very strong in early game so be ready to sacrifice some CS and XP to save HP and life of your champion. Don’t fight him when he has stacks, most probably he will out damage you.
Twisted Fate
Try to play passively until level 6. At level 6 TF gets no combat power spike since his Ultimate ability is just a TP and you will probably be able to beat him since that time. When him and you reach level 6+ you should try to push minion waves to constantly keep pressure, so it would be harder for him to roam by his R without loosing gold and EXP from minions.
Yasuo
Watch your own minions since Yasuo can use them to get close to your champion. If you are trying to run away from him then don’t go the way with your minions, better use some jungle paths. In the early game you can try to do short trades when his Q is not stacked.
Anivia
Anivia is quite a strong champion with lots of CC, but as every champion she has also a weak spot and it’s her mobility. If she play very aggressively and the minion wave moves to your tower, as your jungler to attack her from behind. She will be forced to use her Q to stun one champion and try to place the wall of ice between her and the second one while trying to retreat back to her tower which is hard to accomplish.
Taliyah
Veigar
Azir
Try to not stay too close to his soldiers to avoid some damage from them. He will try to move them closer to you ofc, but you shouldn’t do him a favor and go close to the soldiers by yourself.
Xerath
Xerath is a hard poking champion, so it would be nice to buy sustain and protective items like Corrupted Potion, the rune Second Wind or an item with magic resistance.
Neeko
You should count minions all the time you see new wave coming. If there are 4 melee or ranged minions, or 2 canon-minions then Neeko is disguised herself as one of them.
Annie
Watch the amount of stacks she has. If she has 2+ stacks then she is able to stun you during her combo. Annie has burst type of damage, so buying early game magic resistance would be very useful.
Malzahar
Malzahar is not that dangerous before level 6, but it’s better to stay closer to your tower and don’t stay with low HP since he can Flash + R you.
Cassiopeia
Doran’s Shield and the rune Second Wind can be useful against Cassiopeia. She lacks also mobility in her kit, so you can try to let her push closer to your tower and then kill her together with your jungler.
Vel'Koz
Swain
Try to stay in front of your caster minions, so Swain would not be able to root you by his E.
Lissandra
Lissandr has tons of CC and that’s why it would be so easy for the enemy jungler to gank your. It’s better to not stay far away from your tower, especially if you don’t know where her jungler currently is.
Viktor
Kayle
Remember that Kayle can be strong at level 1-2 if she has Doran’s Blade, Lethal Tempo and even Ignite sometimes. You should try to attack her each time she wants to last hit minions. You can even try to zone her away so she would lose some XP which is worse for her than losing gold. If you cannot freeze or zone her then just push the wave and help maybe your jungler to clean enemy’s part of the jungle. Maybe you’ll even find and destroy the enemy jungler out there.
Vex
Galio
Keep the distance between your champion and Galio since he can dash and taunt you by his E+W combo if you come close to him. Remember also about his ultimate that every 1v1 or 2v2 fight can be quickly turned into 1vs2 or 2vs3 etc.
Zoe
Move around minions so it would be harder for her to land her Q or E on your champion. Remember that she can also use your summoners spells and get some from minions. Pay attention of what she has and think how she may use them against you.
Zed
Kassadin
Kassadin has a weak early game and this is the time when you and your jungler should try to get him behind and loot some gold from his deaths. He has bad wave clear, so you can try to let him come closer to your tower and attack him when he tries to last hit minions. It’s also a good time for your jungler to attack him before he gets level 6 and gets crazy mobility.
Ahri
Try to stay always behind your minions, so Ahri would not be able to charm your champion, but remember that if you have low HP, she can use her flash or R to jump behind your minions and throw the charm directly into your face. It means don’t overextend with low HP. She is an easy target to kill when her R is on the cooldown and she becomes and immobile champion without it, so call your jungler to get her when her R is off.
Vladimir
Try to bait his W out before your jungler comes to gank. Stay behind minions, so Vladimir would not be able to hit you by his E. Items with “grievous wounds” effect are also effective against him.
Qiyana
Watch her elements. If you see she has got a river element then enemy jungler is probably somewhere nearby, so move back for few seconds and be careful.
Orianna
Oriana pushes waves usually and you can call jungler to kill her since she has lack of mobility and vulnerable to ganks.
Lux
You should either stay behind to minions so she would not be able to hit your champ by her Q, or you have to stay outside of your minion wave so she would not be able to hit your champ and push the wave by her E.
Katarina
Watch out her blade! Don’t stay close to it so Katarina would not be able to jump on it and immediately deal you some damage. She is a high roaming champion, so ping and warn your allies each time when you lost her out of your sight.
Ekko
Ekko can easily dive you under the tower so don’t overextend with low HP.
Fizz
Try to stay closer to your tower to make him more difficult to chase and kill your champion. Fizz has also a good roaming potential so don’t forget to warn your allies that he is missing. But don’t blindly chase him into fog of war since he can easily turn around and attack you (sometimes even with his jungler).
Syndra
Karma
Always stay behind your minion wave so she would not be able to hit your champion by her Q. You can attack her after she used her E. Unlike most of LoL champions Karma has her ultimate since level 1 so it’s her advantage early on, but your chances for successful fight will increase after you get level 6.
Diana
Play carefully against her and use lots of wards to see her coming. Landing her Q is very important for this champion and you can counter attack if she misses this ability.
Sylas
Try to stay behind minions so it would be harder for him to land his chains (E) on your champion. His W restores lots of HP and this is why items with “grievous wounds” effect are good against him.
Ryze
Don’t trade with him early on since Ryze prefers to do a recall to buy Tear of Goddess anyway. The exception is if he bought it already as his starting item. After getting level 6 his strength will not increase since his Ultimate is just a teleportation so you can try to kill him after getting your own Ultimate.
Corki
Try to stay outside of your minion wave so Corki would not be able to harass you and push the wave at the same time. He has also a good roaming potential, so warn your allies when he is missing. Especially ping twice to the allies who stay far away from their tower since they will probably be his target.
Talon
Talon is very strong in the early game. He has a high killing potential right from level 2, so be careful and don’t come close to him. You should ping and warn your allies immediately when Talon moves somewhere. If you see him absent then push the wave to make him come back or he would lose gold and EXP from minions.
LeBlanc
Ban, dodge or counter-pick are only things that can save you from LeBlanc
Tryndamere
Don’t try to kill him when his R is ready if you are not sure your champ can survive during 5+ seconds. Generally Tryndamere is a ban worth champion, but you can also counter pick him by playing Malphite. This champion is easy and effective against Tryndamere.
Irelia
She is very dangerous when her Passive is up, so pay attention and don’t stay too close to minions with low HP. It’s very important to dodge her E since she is able to deal lots of damage afterwards.
Renekton
Renekton is a strong early game champion, so you should play safe and fight with him when he has low amount of his Fury. Renekton loses his power later on and this is why it’s very important to not feed him early on. Remember that his R gives him extra HP and Fury, so think twice before attacking him under his tower or when your champion has low HP. Sometimes Renekton players can try to purposely bait you to attack him and get killed afterwards by staying around you with low HP.
Kled
Kled’s W activates automatically and allows him to deal next 4 auto attacks with increased speed. Wait until he uses it on minions before fighting him. You can hear also the sound when he activates his R so pay attention and listen up, it may save you few times Be careful when Kled is dismounted since he can mount back really quick if his W is ready to deal fast auto attacks.
Aatrox
Stay behind minions, so Aatrox would not be able to land his W on your champion. You can try to attack him back when you see that he used his Q. His Q is the main damaging ability and when it’s on a cooldown, you have a small window to punish him. He can survive for a long period of time due to his vampirism, so it makes sense to buy an item with “grievous wounds” effect against him.
Sett
Don’t follow him into extended fights early on. He has lots of physical damage and regeneration to break your face and force you back to the fountain by using recall or via the grey screen. His R is also quite strong so don’t stay with low HP since he will try to dive you even under your tower.
Jax
Don’t go for extended trades since he will win them. Jax has no inbuilt sustain so you can try to force him out of the lane by short trades. This is generally OP champion if played well, so sometimes it’s just better to ban or dodge him, or pick someone who can decently stay against him. Minions don’t help to beat him since he can block their auto attacks by his E.
Yorick
Watch the number of his graves. It’s dangerous to stay close when he has 3+ of them. You should probably go back, so he would not close your champion inside of his fog-barrier (W). Yorick is designed that way to constantly push waves so you can try to safely farm under or closer to your tower.
Darius
Try to dodge his Q by moving towards him. Avoid long term fights since Darius will stack up his Passive and beat up your *** afterwards. Items with “grievous wound” effect are very helpful against Darius coz they nerf the healing from his Q.
Riven
Riven is an aggressive melee champion. Try to freeze minion waves closer to your tower so she would not be able to all-in you. It’s hard for Riven to break a freeze sometimes without losing HP by being hit by your tower since she is a melee champion.
Volibear
Never stay with low HP under your towers because they will not save you. Volibear’s R allows him to disable your towers for few seconds and it makes his dives extremely effective. Items with “grievous wounds” effects are effective against the healing that he has on his W.
Sion
Try to constantly move so it would be harder for Sion to hit you by his charged Q. He also has infinitely scaling of HP, so it makes sense to by some items that deal damage based on %max.HP
Gangplank
Avoid to stay close to him when his Passive is up. Try to bait him to blow up his barrels. You can attack him afterwards if he misplayed it.
Tahm Kench
Stay behind minions so he would not be able to lick you by his Q. The same reason it’s better to fight him inside of minion waves.
Teemo
Teemo is a very annoying champion during the lane phase. Doran’s Shield and Second Wind are very useful against him. Buy some magic resistance as well and get Oracle Lens to spot his mooshrooms or hidden Teemo himself.
Camille
Camille is a dangerous, strong and mobile champion. Try to farm safely and wait your jungler to come help you. When you see your jungler is coming, try to bait her wall-jump (E). Remember that she can use Q two times and the second one will come with true damage, so it’s better to move back.
Ornn
Ornn is a tank, but don’t underestimate his damage. He is very strong. Try to constantly move and watch his pillar (Q) because he will try to do Q+E+W combo on you. Don’t stay outside of your tower if your champion has 50% HP or below and Ornn has his R. Ornn’s Ultimate gives him great kill threat.
Gnar
It’s hard to gank Gnar when his jump is ready. Try to make him to use it before your jungler arrives. Pay attention to when Gnar is about to change into the super form and move back. You can try to attack him when his super form is gone though. Don’t stay close to walls against Mega Gnar, so he would not be able to stun you by his R.
Gragas
Stay behind minions to have a cover against his E (Body Slam). Don’t stay on low HP under your tower since Gragas can throw you out by his R. An item with the “grievous wounds” effect would be also useful against him because he is able to heal himself.
Rumble
Stay behind minions so Rumble would not be able to hit you by his E. He is also a champion that always pushes waves. So you can try to keep minion waves closer to your tower. Ask jungler to gank him when Rumble is staying under your tower. He is not a mobile champion and vulnerable to ganks.
Poppy
Remember about Poppy’s mechanics to stun enemies by pushing them into walls behind them. That’s why you should not stay close to a wall in the angle that would allow her to stun your champion. Don’t try to get epic monsters while Poppy is around since she can throw you away by her R and steal the monster.
Dr. Mundo
Stay behind minions so Mundo would not be able to spam his Q’s on your champion. Buy an item with the “grievous wounds” effect to reduce the healing from his Ultimate.
Shyvana
Shyvana wants to farm her level 6 as fast as possible. You can try to attack her together with your allies in her jungle. Her Passive encourages her to get dragons, so keep them warded all the time.
Urgot
Don’t fight him at level 1 since he is very strong at this stage of the game because of the extra damage from his Passive (charged shotgun knees). You can try to counter-attack if he used his dash (E), but missed. Don’t stay with low HP in general and at level 5 in particular because Urgot will try to kill you immediately by his R that kills enemy champions with 25% HP or below.
Cho'Gath
Trying to escape you can increase your chances to dodge his Q by suddenly moving few steps towards him since most ChoGaths try to use Q in a prediction by looking the direction you go.
This champ has great sustain due to his Passive, so either try to kill him quick or stay more focused on farming without often trades.
Fiora
Try to manage minion waves in that way that you would be closer to your tower. It will decrease her chances to run you down. Hug a wall when Fiora goes all-in and tries to activate her R. It’s going to be super hard if not impossible for her to activate R if you hug a wall right in time before she could hit you from the wall’s side. Items with “grievous wounds” effect are also useful against Fiora.
Kennen
Stay behind minions so he would not be able to poke your champion by his Q. Kennen likes to play aggressively and poke his opponents. Doran’s Shield, Second Wind and Teleport are good against those types of champions.
Yone
Be ready when his Q is fully stacked so he can try to use E+Q+W combo and you should probably move back a little bit until his Q will lose its stacks.
Garen
Garen’s spinning ability does more damage if you stay alone, so try to fight him inside of your minions. Try to attack him when his HP bar is low to prevent his Passive to regenerate him.
Malphite
Malphite can try to poke your HP down and all-in by R afterwards. You should try to keep your HP bar above 60-70%. Use regenerating items and get some additional magic resistance.
Gwen
Watch her Q’s stacks and don’t try to fight her when Q is fully stacked. Try to bait out her W before going all-in or trying to gank her. Don’t go for an extended fight against her. Not alone at least.
Jayce
Try to stay behind minions so it would protect you against his Q. You can buy Doran’s Shield and get the rune Second Wind to increase your sustain against his poke.
Akali
Remember about her Passive, she will try to damage you by empowered auto attacks after she land Q on your champion. She is a melee champion and her range is quite low too, so try to damage her when she misused her Q or tries to last hit a minion. You can force her to leave the lane if she plays poorly since Akali has no inbuilt sustain in her kit.
Lillia
Shen
Despite Shen is considered as a tank in the early game he feels like a bruiser. He has quite decent damage and can beat many champions. However, Shen doesn’t get any additional power when he gets level 6 since his R is just a teleport. You should play passively before level 6 and with your Ultimate and few early game items you can probably be able to overcome him.
Singed
The first rule of League of Legends is do not chase Singed!
Samira
Play safe and keep the distance between you and her so she would not be able to dash on your champion.
Draven
Play safe and don’t fight him without champion’s number advantage by your side. Draven snowballs really hard and the game will probably be over for you if you feed him early on.
Kalista
Keep the distance between your champion and Kalista and try to avoid extended trades.
Nilah
Due to her Passive there is a high chance that she will get level 6 earlier than you, so be careful at level 5 and be ready to move back and sacrifice some minions to keep your champion alive. Try to keep minion wave closer to your tower because it will make harder for Nilah to all-in you.
Varus
Aphelios
Aphelios has low mobility and he is not very strong early on. Try to overcome his during this game stage alone or with some jungler’s assistance. Try to play few games as Aphelios yourself, so you would know better his weapons and their abilities.
Kai'Sa
It’s better to fight Kai’Sa close to your minions so there would be a chance that the minions consume some damage from her Q. Due to her Passive extended trades can be in her favor. Try to stay behind minions so she would not be able to hit you by her W and remember about this ability when you do a recall since it has huge range.
Caitlyn
Remember that Caitlyn can place an “invisible” trap in a special place nearby a tower so it would be almost invisible from most of the camera’s angles. Try to avoid those places. Be also careful by entering bushes since there can also be a trap in the entrance.
Vayne
Vayne is at her weakest in early game. Try to destroy her at this period of time alone or with help of your jungler. Don’t stay next to a wall so she would not be able to stun your champion.
Sivir
Try to not stay close to minion wave when it’s possible to not be hit by her Q and W. Her shield (E) has long cooldown time, so you should try to bait it out when your jungler wants to make a gank.
Jinx
Jinx is an immobile champion so you can try to let her come closer to your tower and call the jungler to gank her. She is also weak alone, so we can try to all-in her if we see that her support is somewhere else on the map. Don’t stay too close to your ally or minions because her rocket launcher deals splash damage.
Zeri
Try to stay behind minions so it would be harder for her to land her Q on you. Even if there are no minions nearby, try to find a cover behind your allies and just constantly move during the fight so it would be harder for her to land the Q.
Twitch
Don’t go for extended trades with Twitch unless you are sure you can kill him. Don’t push minion waves too far when Twitch is missing because it gives him the opportunity to sneak behind you and start favorable fight for him. It’s better to stay not far away from your support. Twitch can also push waves himself to make a roam afterwards, so you should ward all the ways out of your lane including the river.
Miss Fortune
Don’t stay behind a minion with low HP because MF will try to poke you by her Q which deals more damage to the second target if the first one was killed by this ability. Don’t hug walls because it would be harder to avoid damage from her Ultimate.
Tristana
Try to disengage or kill her quickly when she throws her bomb (E) on your champion because the more auto attacks she makes, the higher damage will be done. Tristana can destroy your tower really fast due-to her E+Q combo and this is why you should try to push minion waves back if possible to not allow her to touch your tower. She cannot farm under her tower properly, so it makes another reason to push minion waves closer to her tower, but keep looking at mini map and don’t overextend there because of a gank threat.
Jhin
Attack him when he used his 4th shot and needs to reload his gun. And move back when you see that his 4th shot is ready, wait him to use it on a minion. It’s quite hard to farm minions under tower as Jhin, so try to push him in if it’s possible with help of your support.
Lucian
Try to bait his dash E out before your jungler will go to attack him. He is quite strong early on so it’s important to not feed him.
Xayah
Don’t stay in front of her feathers since 3 of them are enough to root your champion.
Ezreal
Stay behind minions so he would not be able to hit you by his Q. Ezreal’s E is his general way to escape so it makes sense to all-in him while this ability is on cooldown. Don’t forget also about his R that flies over the whole map and be careful when you do a recall. Hold your finger on the flash bottom to press it if needed and dodge his R.
Ashe
Try to stay behind minions so Ashe would not be able to poke lots of your HP by using her W.
Kog'Maw
Kog’Maw is a weak in early game and immobile champion. Try to abuse him during this period of time. You can try to slow push and dive him under his tower if your jungler can help. KogMaw needs time and items to come online, but don’t let him poke you for free by his W that enhances his auto attacks and AA range.
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 💡📚📈🔍
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 💎Diamond 1 (soloQ) and 💎Diamond 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.
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Have a nice reading! 📖🤓
PROS & CONS
PROS: - Strong early game and snowball potential - Reviving teammates makes him useful in the late game too - Theoretically infinite invisibility (disguise) - Good mobility - Good ganking potential due-to invisibility + mobility
CONS: - His Heroic Swing is an ability that hard to master - His ult Comeuppance is hard to hit as well since the target can hide not only behind champions, but towers and minions as well - It's hard to play against champions with great wave clearing and good poke
ABILITIES
Every three hits from Akshan’s attacks and damaging abilities deal a burst of physical damage. If the target was a champion, Akshan also gains a shield.
After attacking, Akshan fires a second attack that deals reduced physical damage. The second shot can be canceled like a regular basic attack. If Akshan cancels the second shot he gains a burst of move speed.
Akshan throws a boomerang that deals physical damage and reveals enemies hit, extending its range each time it hits an enemy. Enemies can be hit once as the boomerang goes out and once as it returns.
You can use this ability to constantly poke enemies and for fast push of minion waves.
Passive: When enemy champions kill one of Akshan’s allies, they are marked as Scoundrels. When Akshan gets a takedown on a Scoundrel he gains bonus gold, all allies killed by the Scoundrel are resurrected at their base, and Scoundrel status is removed from all other enemies.
Active: Akshan becomes camouflaged for a short duration, or indefinitely while near terrain. During this time, Akshan can see trails leading toward Scoundrels and gains move speed and mana regeneration while moving toward them.
This ability is perfect to make stealth ganks and catch enemies off guards. Reviving part of the ability can be a game changer in the late stage of the game.
Akshan fires a hookshot that embeds in the first terrain hit. While embedded, he can recast to swing around the terrain in the cast direction, firing physical damage bullets at the nearest enemy while swinging. While swinging, he can recast again to jump off in the direction of the cursor and fire a final shot.
Heroic Swing's cooldown resets when Akshan earns a takedown on an enemy champion.
This ability need time to practice. Wrong usage of the ability can get your champion killed. I strongly recommend you to not pick Akshan in ranked games before you practice this ability enough to not do deadly mistakes.
Akshan locks onto an enemy champion and begins channeling power into his gun to store bullets. At the end of the duration or after recasting Akshan unleashes the stored bullets, each dealing physical damage based on missing health to the first minion, champion, or structure hit.
Akshan can move normally and cast Heroic Swing while channeling and firing Comeuppance. It's better to use this ability mostly to finish off enemies with low HP.
is one of core items for ADC builds with attack speed and critical strike damage. This item provides a lot of attack speed and synergizes well with the rune Lethal Tempo and Press the Attack. The item is especially good for critical and on-hit builds for extended fights.
This item is often built as a form of "anti-tank" item used to counter health-stacking champions (or champions that scale well in health) such as Shen, Dr. Mundo, Sion, Volibear, Zac etc.
It is the best item for basic attack-based champions who benefit from on-hit effects for a major portion of their damage.
is a core item for most AD crit builds. It provides very high damage.
the main goal of this item is to increase your damage to tanks and other enemies who bought some items for armor.
this item is very good to be bought as 5th and 6th item since it will protect your champion from hostile bursting physical damage and most important it allows to ressurect after being killed which is super important in the late game, when the respawning timer is the longest. Sometimes it also makes sense to sell the item after the REBIRTH being used since it has very long cooldown time.
Many tanky champions are still sustain reliant, such as Dr. Mundo and Trundle. Mortal Reminder may be a better general purchase against those champions, since it applies Grievous Wounds during teamfights, allowing your entire team to combat them. Buy this item if you want to cut enemy's healings, life steal and vampirism. Plus your champion will get 30% armor penetration which is overall good for late game and especially against tanks and heavy bruisers.
is one of the best items for your champion if you want to have strong vampirism, crit damage and your champion can deal most of the damage while staying above 70% HP.
This item allows you to land a basic attack outside of your basic attack range. You can also use it to poke your enemies from a safe distance, before engaging into a fight, which is especially useful if the enemies are strong enough to engage you if you enter into your basic attack range. This item is also very powerful for champions whose ranged basic attacks can apply crowd control in order to increase their effective engagement range. This item is most commonly paired with Stormrazor, which can apply the Stormrazor's slowing passive at a higher range, in addition to both item's energized damage stacking.
are most commonly purchased by auto-attack based champions, who can make the most of the attack speed and forgo other more defensive boots options due to their backline playstle.
RUNES
This rune helps your champion to deal good amount of extra damage in early game short trades. The rune is also very useful in team fights since it increases damage that enemy receives from all sources, including your allies.
This rune is able to help you a lot with your mana or energy problems during team fights when you get lots of takedowns.
The rune simply increases your vampirism, so you would be able to heal yourself during the process of farming minions or jungle monsters. It can also be helpful in extended team fights and become a reason why your champion survives with 1-3% HP.
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.
This rune can be a good choice against teams or champions with lots of burst damage
This rune is a great and the best option against hard poking champions like Teemo, Jayce, Cassiopeia, Vladimir, Kayle, Kennen etc. This rune is very useful for champions with no good HP regeneration in their kit.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.
The rune gives you little protection while your champion is covered by a shield and your next basic attack can deal some extra damage. It cat be useful to dominate over your opponent in short trades.
SUMMONER SPELLS
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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.
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.
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.
GAMEPLAY INFORMATION & TIPS
EARLY GAME:
At first, playing as Akshan may seem quite challenging to a new player. Akshan is able to play aggressively on the line from the start and make short skirmishes with the enemy champion. He quickly deals damage to the enemy with skills, auto attacks, passive and Press the Attack, and then retreats. However, it is necessary to imagine and correctly assess the possibility of the opposite side. Akshan's auto attack range is 500, which is often lower than other marksmen and mages ability range. So just walking up and attacking without getting a significant response is going to be difficult.
Damage enemies from afar can be done with Avengerang and if you feel that you have enough damage to finish the enemy, then shortening the distance will help Heroic Swing. It is important to use the Heroic Swing wisely, because it is the only escape ability Akshan has, in case of a sudden attack by an enemy jungler or someone else.
If you manage to dominate a line, you can use two tactics: either create a freezing wave of minions near your tower, threatening the enemy every time he wants to finish a minion and thus keeping him away from farming gold, or quickly destroy the waves of minions and go to attack neighboring lines. Akshan's disguise allows him to easily sneak up on junglers and champions on other lines, unless he gets spotted by wards.
Against opponents with high ranged autoattacks or abilities, it will make more sense to focus on farming minions. You can attack them for some mistakes, like using their skills to get minions or just when they tried to hit with Akshan's skills but missed and you know that their main combat skills are on cooldown and if they are not standing under their tower and if no enemy ranger is detected nearby. The best time to catch such champions is when the wave has shifted towards your tower and they are forced to move away from theirs to continue farming minions.
But games against mid-range and close-range champions can be both easy and very difficult. Everything here will depend on the specific matchup and the state of the game meta at the moment. If you have strong melee champions against you, you can try to freeze the line closer to your tower and wait for an allied jungler to arrive to send the enemy to the fountain with a joint effort. Learning matchups is something that can't be mastered by watching one or more guides or videos.
You need to constantly play and practice, as well as watch the games of masters on Akshan to see and evaluate both the correct actions of experienced masters and their mistakes.
MID GAME:
In the mid-game stage, Akshan continues to eliminate waves of minions like other marksmen do, but he can also attack weaker or low HP opponents more often by sneaking up on them in disguise. It is necessary to seek some kind of balance between one activity and the other. That is, when we run from the fountain, we evaluate on the mini-map the possibility of our further actions. We look and think about which line we can safely pick up minions without going very far into dark enemy territory, where we might need to protect a tower from an enemy champ, or where we can send one of the red team's champions to the fountain.
Ideally, you can do all three options at the same time, i.e. attack and kill a champion who has gone far into your territory and is threatening the tower, and then you can walk along the same line and pick up one or two waves of minions, while thinking about what to do next: maybe continue the pressure on the same line, or maybe your allies need help attacking a dragon or Baron Nashor, maybe there is an opportunity to attack another champion on the neighboring line from disguise, and so on.
The style of macro play for Akshan depends, among other things, on the summoner spells you choose at the beginning of the game. With Ignite, it makes sense to emphasize hunting down and killing enemy champions. And you should stay on one of the lines, next to the epic monster, which is already on the map, or soon to appear. Playing with Teleport, on the other hand, allows you to split-push and create line pressure that's on the opposite end of the map from an important epic monster.
Carefully use Heroic Swing to attack, and preferably in a way that maximizes the likelihood of getting a kill or assist and your Akshan has the opportunity to immediately fly back to a safe distance.
In teamfights, Akshan can position himself either according to the principle of most ADC, i.e. "stand away from enemies and shoot at the one closest to you", or play the role of an assassin and be something like Tristana, i.e. fly into the enemy, then fly into another one in the same way, or fly back to the allies, because Heroic Swing instantly reloads when making a kill or receiving assists. The style of behavior in a teamfight you will have to adjust individually to each unique situation.
LATE GAME: Akshan should dish out tons of damage in the late game, but can also die quickly himself if caught off guard or picks a bad moment to fly in with poor positioning. In this stage, the revival period of champions on the fountain is the longest, so you should not run far away from the team to avoid being ambushed. The ability to resurrect allies makes Akshan a very valuable teammate in the late game.
You can walk close to the team and where there is a view of the area due to pre-installed wards. Before the battle begins, you can go into disguise to suddenly attack enemies using the surprise effect. This is generally the kind of Akshan trick that can be used from time to time. We just stay invisible next to an allied champion that is supposed to be attacked. The opponent can expect a fair gentlemanly 1-on-1 fight, and we can catch him at it. The same goes for situations where enemies may be planning to double attack one of your allies, but Akshan is standing nearby ready to fly in to help. However, you should be sure that the odds of winning 2na2 will be on your side in such a case.
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AKSHAN BIOGRAPHY
Dashing through the shadows of eastern Shurima, a righteous avenger stalks those who have harmed others. His punishment is swift, certain, and exacted by a curious weapon that rights the wrongs of his foes.
Raised on the streets of the city of Marwi, Akshan was introduced to injustice at birth. In a place where local warlords took what they wanted, most people survived by keeping their heads down and minding their own affairs. Try as he might, young Akshan could never manage to let bad deeds go unnoticed and was often quick to intervene when he saw someone being mistreated. This approach made the boy many powerful enemies, and on one fateful occasion, left him beaten within an inch of his life.
But luck was on his side. An old woman named Shadya found the boy unconscious in the street outside her dwelling. Though Marwian custom said she should not get involved, she took young Akshan inside and, against all odds, he pulled through.
As Akshan regained his faculties, he realized his savior was no ordinary woman. Shadya was a member of the Sentinels of Light, an ancient order committed to fighting Harrowings and eradicating agents of the Black Mist. She saw Akshan as a troubled youth, stubborn and defiant, but vulnerable. After butting heads with the boy over her numerous sentinel house rules, Shadya quickly discovered there was much to like about him. He had guts and a conscience—a combination seldom found in Marwi. Seeing the immense potential in the young man, Shadya made a deal with him: she would allow him to stay, free from the grasp of his countless enemies, and, in return, he would dedicate himself to the sentinel order.
Shadya and Akshan formed a fast bond as she taught him everything she knew about surviving as a solo sentinel. Akshan the scrappy street urchin grew into Akshan the full-grown bane of scoundrels. But even as Akshan’s skills grew by the day, he could see his mentor growing more distant, and more troubled.
At last, Shadya told her pupil the reason for her concern: A Harrowing was coming, bigger than any the world had ever seen, bearing an army of wraiths and ghouls from the Shadow Isles. Their only hope of stopping the cataclysm rested with the ancient sentinel weapons that lay buried within Shurima's crypts and tombs. If the world was to be saved from ruination, they needed to collect these weapons, and quickly.
To Shadya’s dismay, she found that the ancient weapons had already been plundered by local warlords. She pleaded with them to relinquish the artifacts for the fight against the inevitable Harrowing, but the warlords refused, determined to unlock the weapons’ mysterious power for themselves.
With time running out, Akshan and Shadya were forced to make do with what they had. As they took stock of their arsenal, Akshan discovered a particularly striking gun hidden away in the base’s vault. Alarmed, his mentor snatched it away and forbade Akshan from ever using it. The weapon, known as the Absolver, was imbued with an ancient enchantment that granted it a strange, unspeakable power—it could take the life of a killer and, by doing so, restore their most recent victims to life.
“It must not be wielded by anyone,” said Shadya. “Such matters of life and death are best left in the hands of fate.”
But Akshan still bristled at sentinel rules, and he had even stronger opinions on fate. He had spent his whole life seeing good people horribly mistreated while bad people did as they pleased without consequence. If fate was real, it definitely needed help—help that the Absolver could provide.
As his interest in the weapon deepened, Akshan continued to pry its history from Shadya and came to a shocking discovery: She had used the gun to save Akshan when she found him unconscious in the street all those years ago. With it, she’d slain the criminal who had nearly killed him, and in doing so, restored young Akshan to life. He wondered: Why did he alone deserve to be revived by the gun? Surely there were others who were more worthy.
While Akshan questioned the antiquated rules of his order, his mentor continued to press the warlords to turn over their stolen weapons. Tensions between the two parties built until one tragic day Akshan returned home to find Shadya murdered in the street, almost exactly where he had fallen all those years ago.
Akshan knew what he had to do. He made some key alterations to the Absolver and set out into the scorching desert with the forbidden weapon, hungry for vengeance. Though he could not determine which of the warlords had killed his mentor, he knew one way to be certain: he would pick them off one by one until Shadya was returned to Runeterra.
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