Build Guide by SunKyu
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Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
A Guide to Akali
- 2010/5/23 - Guide made.
- 2010/5/23 - Cleaned up, found out neat thumbnail URL for item/skills, neatoness arrives!
You begin your life as Akali, respawning in your fountain with 4 other comrades. Pick one of the items below.
Path 1: Long Sword
This items draws out yourDisciple of Force, attaining you a powerful 10% Spell Vamp that heals you for 10% of the damage you deal with your skills. Although it does not sound a lot, it really does add up withMark of the Assassin andCrescent Slash.
Path 2: Amplifying Tome
This items draws out yourDisciple of Might, adding a hard-hitting 10% extra magic damage to your melee attacks. Not recommended as without the spell vamp fromLong Sword, you're going to be a little more on the defensive side.
Buy aHealth Potion and ninja your way to either bottom or top lane, for obvious reasons.
As you continue your merry way in the lane, farming, harassing and whatnot, you'll eventually find yourself with a bunch of gold to use. As soon as you have collected Path 1: 900 gold or Path 2: 1315 gold and reached level 6, head back to your base withRecall. Buy the following.
Any Path: Phage
An important item for my build, the health and damage it provides are useful, and the great slow is icing on the top.
If you have spare money...
Both Paths: Boots of Mobility
A basic item that I ONLY get if the enemy team is not all that threatening. This item helps with zipping through the map to help team mates, and picking off that nasty runner.
Both Paths: Ninja Tabi
Important item if the other team is composed of many auto-attackers. If there's 3 to 5 auto-attackers on the enemy team, get this, you won't believe how much it'll help you.
Both Paths: Mercury Treads
CC heavy team? Magic heavy team? Bring this along with you, pretty much saves your *** 95% of the time.
Path 2: Haunting Guise
If you went Path 2, you can grab this item and delay Phage to make up for the lack of Spell Vamp. But in the end, you're still getting Guinsoo to have both Disciples. Take note that I don't recommend this item as it doesn't synergize withCrescent Slash because it only gives 5% Spell Vamp.
Coming along, mid-game begins and you're not doing very noticeable damage. That's why you're packing these items.
Both Paths: Guinsoo's Rageblade
The ultimate item for Hybrids. Not only does it activate both Disciples, it gives massive amounts of AP(93 at max stacks) and AS. We're not concentrating on sustained DPS in this build, but rather burst AP damage, so AS is just a nice bonus.
Both Paths: Frozen Mallet
The health gives great survival and the damage is also great. We're coupling this just for the nice extra damage when performing our burst. The slow is also now a 100% chance to occur, making escape useless.
Both Paths: Lich Bane
Probably the first thing someone would shout is 'HAY WE DON'T NEED MANA U SAK *** TUBI POOT BOOSH' Well, it is obvious mana doesn't affect us, but the unique passive is a skill that is too good to pass up. The skill awards massive burst when usingMark of the Assassin, plus the movement speed just adds to my point that no one can escape your fiery grasp.
From here onwards, its really based on observation.
Both Paths: Void Staff
Enemy stacking Magic Resist because you're too deadly? Get this. Ever since the release of this item, it overshadowed Abyssal Scepter due to the fact that AS was a flat amount whereas VS could nullify any MR stacking tank.
Both Paths: Deathfire Grasp
A good item to pack whenever the other team has an annoying tank. The sudden drop in health will make anyone back off from the fight. Be sure to use it early, as the skill affects the current health not the total.
- Snowball items(,) are generally very situational and must be bought with caution. Well, to be honest, I buy it most of the time because I felt like it.
- Always remember to useElixir of Fortitude andElixir of Brilliance whenever possible.
- I do not likeNashor's Tooth as for a cheaper price, you can get a much more usefulDeathfire Grasp. You also don't benefit a lot from the AS anyway.
In this guide, your mindset of Akali, should not be 'HURR I SLASH THINGS WITH MY KAMA, DURR I WIN.' And yes, they're called kama, not scythes. In fact, scythes are the sickles that farmers use to reap harvests. Aside from farmers, I find that Akali's true potential can be found within an AP build, or rather, a Hybrid. Shall we look over her skills first?
Passive: Twin Disciples
Discipline of Force: Upon obtaining 10 attack damage, Akali gains 10% spell vamp, increasing by an additional 1% for every 20 attack damage gained thereafter.
This is a great bonus to our build. Early game, we getLong Sword to activate this force. 10%, coupled withCrescent Slash can heal you for massive amounts of health. After early game, its not much use as 10 to 20% spell vamp can't really heal you for full health during a teamfight, another reason why building AD over AP in a Hybrid build is not very effective.
Discipline of Might: Upon obtaining 20 ability power, Akali's hits deal 10% bonus magic damage, increasing by 1% for every 5 ability power gained thereafter.
If you nabbedAmplifying Tome as your first item, it will activate this passive. The passive will net you a 10% bonus magic damage to your auto-attacks, which isn't very useful Early Game compared toLong Sword. But, after early game, we'll be getting a lot of AP to boost this skill. I sometimes even buy bothMejai's Soulstealer and[/img] Sword of the Occult to activate the second passive, and with the epic bonus magic damage, combined with[/img] Sword of the Occult will probably make you an unstoppable killing machine.
Q: Mark of the Assassin
Akali deals magic damage and marks her target for 6 seconds.
If she hits a marked target, the mark triggers dealing the same magic damage and restoring energy.
Energy restored: 20 / 25 / 30 / 35 / 40
Magic Damage: 50 / 75 / 100 / 125 / 150 (+.4 per ability power)
Cooldown: 6 / 5.5 / 5 / 4.5 / 4 sec
Now, before some of you rage about the tiny .4 AP ratio, it should be noted that it applies twice, once when you throw, and the other time when you strike the target, making it an efficient .8 AP ratio. And, to be fair, this skill does a ton of damage at Level 1 bushfights, since it is 100 damage plus your attack damage. Stick in a few more attacks, the target's going to be dead in no time. With proper CDR, the cooldown drops to a 2.4 second cooldown, allowing you to burst much quicker. We're concentrating on this skill most of the time because it makes last hitting so much easier, and it makes an epic harass skill.
Throwing the Mark procs Lich Bane, and with the damage burst, enemies will be going WTF at your epic burst damage.
W: Twilight Shroud
Akali throws down a cover of smoke for a few seconds, becoming stealthed while in the area. Enemies in the smoke have reduced movement speed.
Movement Speed Reduced: 14 / 18 / 22 / 26 / 30%
Duration: 6 / 6.5 / 7 / 7.5 / 8
Cost: 100 / 95 / 90 / 85 / 80 Energy
Cooldown: 20 / 20 / 19 / 19 / 18 sec
Despite the awfully long cooldown even with CDR(10.8 seconds), this ability makes your bursting much more ninja as you can pop it, do your ninja bursting, then zip back into stealth and walk away unscathed. It also puts off any chasers or runner as the slow is useful too. Always remember to use this in the middle of the teamfight as the armor is great buff too. A tactic to this skill is to drop it, throw aMark of the Assassin while in stealth and attack the enemy champion or usingCrescent Slash while in stealth to heal up like an ninja.
E: Crescent Slash
Akali flourishes her Kamas, hitting nearby units for physical damage plus 30% Ability Power + 60% Attack Damage.
Damage: 30 / 55 / 80 / 105 / 130
Cooldown: 7 / 6 / 5 / 4 / 3 sec
Cost: 60 Energy