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Spells:
Flash
Exhaust
Ability Order
Assassin's Mark (PASSIVE)
Akali Passive Ability
Update Log
Updates incoming pending on my time to work with the new changes, both in the nerf to Akali, and the new masteries and summoner spells. They are being implemented as I have time, and in fact, the next set of changes are out!
This is the list of sections to change (right now, more are subject to it as well):
DONE - Character Sheet (Masteries, Summoner Spells, Runes, Items (abyssal scepter))
DONE - Summoner Spells - take out old, input new (surge), talk about nerfed primary spells
DONE - Runes
DONE - Remove Experimental Masteries and Rune Alternatives - no longer needed, possible alternates are explained in their respective section
DONE - Items - Update (Gunblade Rush no longer needed)
DONE - Item Explanation (move gunblade, standardize abyssal)
DONE - Supplemental (swap void and abyssal)
Damage Numbers, Tables, and Data Analysis (rework).
%age changes for the nerfs.
Update to come pending the new changes, both in the nerf to Akali, and the new masteries and summoner spells.
I have put in my main build now as the leading page. This will eventually be explained when I get some time to write it. Also, +2.5ap/level is really nice. And



Update: The changes for

Attack Damage is now 40 from 60 (this was the most surprising actually)
Ability Power is now 70 from 75 (woohoo. Truthfully, I thought this would resemble more of the change Attack Damage got, while Attach Damage would be like this one).
Life Leech down to 15% from 20%.
Spell Vamp down to 20% from 25% and is now unique.
What does this mean for Akali? Well, I ran all the charts again, and they are updated.
The spell vamp is down to 38% from 47%, so is kind of a significant change.
The damage loss end game is almost non-existent. 200 Damage in total on a nuke after resistances. However mid-game is a bit more balanced.
This drops the difference between choosing





So now the choice is yours which way to go, as there is no definitive answer any more.

Furthermore, the traditional build is thrown up as the second champ, as well as a third route that takes a more middle of the line approach between the two builds.
Update 10/12/2011 - Added a new section: Countering Akali. This will help others learn how to shut her down, but at the same time, help Akali players identify weakpoints and learn to minimize them.
Also added the fact that you should use the


Update 10/11/2011 - Added more to the supplemental items.




NOTE: This is a sequential rework. See the update log section for information. Right now up to and including the runes section has been reworked.

"The Consummate Executioner".
Now the name? Well I chose it because I have found Akali to be unparalleled at assassinating other champs. What she lacks in crowd control (CC), she more than makes up for in burst. And boy does she burst like you wouldn't believe.
Now for what can you expect to see in this guide.. Numbers, comparisons, alternates, and what I feel will be a full comprehensive guide for my favorite champion,


I did spend a lot of time on this, and so I would appreciate it very much if you would upvote this if you like it. I worked hard so that anyone who comes to this guide, Akali player or not, can gain something out of it. And if you want to leave a comment, do so and I would be more than happy to respond. : )
Now there are a few great guides out there for


As I progressed with

I play

One Final Note
This will be a LENGTHY, and very verbose guide. Expect a lot of reading; this is to compliment the choices that I have refined on Akali over hours and hours of play time, coupled with hours of theory crafting and number crunching.
If you do not have the time to currently read this in full, as in you are joining a game as


I feel that there are two sides to learning LoL. Learning your champ, and learning the fundamentals. Such concepts as zoning, and wards, would be considered the fundamentals to LoL. The in depth information on a champ, is of course, learning the champ. The primary focus of this guide will be on the champion

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Without further delay, I present my take on
Akali
The Consummate Executioner

Pros
- Great Early game harass
- Competitive Farming Abilities
- Can Solo just about any champ 1
- Easily able to stack MRes without surrendering the burst
- An amazing ganking champion
- One of the highest single target bursts in the game
- People will learn to FEAR her
Cons
- Squishier character type, there are ways to mitigate this
- Is best played starting with both passives active, this can be solved
- Some may feel the runes to activate her passives cost her late game, this is debatable2
- Lack of CC, especially a stun. unavoidable. This is offset by
Rylai's Crystal Scepter, and I easily believe a stun on Akali will break her.
- A learning curve applies to this champ, mainly when to stay and when to run.
1 -

2 - Some people state that the runes it requires to activate

Glossary of LoL Terms
The few pulled out below are for emphasis to this guide, and a few of my own for reference to the future terms in this guide.
AD - Attack Damage.
AP - Ability Power.
Burst - a large amount of damage in a short amount of time.
Carry - A carry is a person, often times weak early game, and extremely powerful end game. There are variants though. Some are ranged, while others are melee. Some have good survivability, while others don't. Some have a strong early game, while others don't. And last, some focus on AD, and others on AP.
Crowd Control - aka. CC, a category of status effects which limit movement or actions. Realize that


Gank - to ambush opposing champion(s). There are certain champions that are better suited at this than others. The ones that tend to excel with it usually include, but are certainly not limited to, Assassins *hinthint*
Harass - to put pressure on an enemy champion, most commonly by causing damage to them. This is a key concept, throughout the entire game, not just during laning.
Tank - Oh tank, you so funny. These people tend to laugh off damages from most champions.. And usually do not go down unless under focused fire for quite some time. So in a general sense, you avoid targeting these guys like the plague, with few exceptions. Also.

Potion (and Stacking) Potions!!! In the beginning game the ones you will be concerned with are health potions. And guess what, now they stack!!! Note, this does not increase the potency of the potions, it merely says at the end of the 20 seconds for applying the first potion, immediately start applying the second. This is useful for sustaining during laning. Later on, your friends will become the potions that cost 250g, namely



WARDS - If you read a quarter as much as I do about this game, then you will undoubtedly come across comments such as this:
"L2WARD"
"noob, ward or suck"
"If you leave town with gold > 75, you're doing it wrong, buy a ward"
I want to take a few seconds (before we get to the section on warding) to point out that these have a point. Wards are your friends. They work for you, and will help you. They are cost effective 99% of the time, and trust me. They separate the good from the great, and the great from the excellent.
Now for some terms that apply directly to

Akali's Passives - Akali has two passives

Combo's - This will become a major section later on. I am mentioning these here, because you will want to reference these from time to time. Well here you go. Don't worry to much about memorizing them just this second, you will be back.
To assist with this, here is a video of the combos on some bots (golem in the case of the nuke). For a little more actual gameplay from the combos, see the video section near the end of the guide.
LAQ - lich, auto + passive, q proc. This is a single hit on the target. It will happen based on three conditions:
1) You have already marked the target with

2)

3) You hit the enemy with an auto attack, and technically, your ap is >= 20.
This single hit does the most damage out of any skill in her arsenal.
Burst - Quick and to the point. Extremely painful for the amount of time it takes to execute, and perfect for a variety of scenarios.
The sequence: q + r + laq + e



Delayed Burst - Critical timing is involved here. This is the process of using

The sequence: q + delay + r + laq + e + q + laq + r





Note that if you perform the ending too fast, you might not get the second proc of



Nuke - This combo defines


Now, a few things about this. Things go wrong. The other champs are people too, and as such they will react. One of these reactions is dying. If they die in the middle of your combo, who cares about full damage. Next target please. Action and forced action CC will interrupt this.. And if you are in the middle of a crowd when it happens, you are probably dead provided they focus you.
Often times it is much more convenient to use the other combos, or variations of this one during actual fighting. The true purpose of this combo is so that you have a base line of the amount of damage you can dish out when the situation calls for it.
This is why

The sequence: q -> (preferable delay, not necessary) -> r -> LAQ -> e -> q -> r -> LAQ -> e -> auto -> r -> LA







Please note: there are many variants to support here. Perhaps I could throw another

To count:
2

2

3

4 auto attacks
3


The Good
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The Bad
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The Ugly
I do not believe any one of these able to replace the other two tiers. At least not on





Now



Offense
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It is too early to be definitive yet, but this is the best set up I have achieved results I like with. It produces them more reliably than the following build styles:
1. 2 or 3 points into


2. 9 points into defense tree, focusing on the hp gain
3. 9 points into utility, focusing on the buff increase (1% spell vamp isn't worth it, and the energy gain is bleh, so skip that mastery too)
4. 10/11 points into utility, focusing on the spell vamp (2% or 3%, dropping


I can use more testing here, as some of it seems viable, but I think it is just too expensive to invest for the spell vamp. The hp is mitigated with my hp/level runes (although stacking both seems pretty nice). Besides, the loss of

Of all the people claiming

Runes






Ah yes... The runes. First of all, I can tell you I have fidgeted with this quite a bit, and have discovered a few important things.
1. You want your passives right out the door
2. You want to start with


3. In the end, full mag pen is a negligible difference, but is a weakening factor early game
4. Energy per 5 seals ARE NOT WORTH IT
The last one I experimented with. After a 9x[810] IP sink, I can conclude that the Ancient Golem Buff is the object of your desires. Not only does this reduce your cooldown, which when you consider


Anyone who tells you that


3 Note

Some other interesting things to note about

1) The damage rounds up for activation. You only need an extra 19.5ap, and 9.5ad.
2)

3)

4)

5) The same thing goes for


6)

With that being said:
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greater seal of vitality | Space |
9 x greater seal of vitality these will help mitigate some of the squishiness ![]() |
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I believe this setup to work best with her, consistently (that word is key). Her boots are paramount to the early game. It makes it so she can effectively harass ranged people (helps to kite, run through bushes and more), and it helps her to survive late game.
A very viable alternative is to swap out


Now some people might consider a full damage build (I know I did). So I put some work behind and ran some numbers. What I found was that a complete makeover of her runes to focus on magic pen while still activating her passives did not provide a great distinction end game vs. what you get with this setup.
I do explain this in greater detail in the Damage Numbers, Tables, and Data Analysis section of the guide.
One last note, is the yellows. I happen to love the hp/lvl runes, and that extra 176 hp has helped in significant ways that you wouldn't believe. Some people like running armor flats for yellows and that's fine. I love maintaining my dominance over other ap champs with hp to supplement the high magic resist I have. It isn't inconceivable to spec stronger against armor though.
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"WHAT!?! Why?", you ask.
Her passive



So what runes do you get? Well first, the earliest level you can get the passive is level 14. You will need 5





Runes



- Start with
Mark of the Assassin and focus that above all, save ultimate.
- Drop one point into
Twilight Shroud at level 2.
- Drop a point into
Crescent Slash at level 4
Prioritize:
Shadow Dance <-
Mark of the Assassin <-
Crescent Slash <-
Twilight Shroud
Some people and guides say to hold off on your first spell selection until you get to lane. The idea is that you may choose


I feel like this is a mistake. I am very much a fan of that early game harass, and without


Furthermore,






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But there is more, and this is where


Starting the Game
There is little variance here. As I have said for most the guide now,



The optional alternate to this is to start with



Also note that you could start out with an

First Return
Why


I used to get


Why? Because at your full build with the 30-0-0 masteries and set rune build you will do a trivial amount of damage at each point in a game, compared to your overall damage. If you look at the chart in the Damage Numbers, Tables, and Data Analysis section you will see a minimal increase in damage (based on the current version at the time. See the note at the top of the damage section for current relevance of numbers). On a full nuke against anything non-tank, they will die, regardless of mres at or below 150. Against a tank, you get a 150 damage increase with the provided values. Worth it on a 4.5k nuke? Probably not. And on a delayed burst even less so.
The only point I would consider, provided the numbers, is the level 6-11 range. This adds 70-130 on the low end and 70-230 on the high level end, on a nuke though. The setback is that during this time you will mostly be performing delayed bursts. So your return is less than expected.
The tenacity and magic resistance you will pick up from


But if you decide to get


One final note on this section is that you might decide to get



Mid-Game
At this point






As mentioned in the previous section, there can be a little deviation here. The scenario is that your team isn't doing so hot, or you are taking a lot of focus fire from AP and just aren't lasting in the team fights, or maybe 4 or 5 of the enemy team champs are AP. At this point choose to a) get








By the end of a magic resistance focus,


Mid-Game No-Longer Crisis ... q.q


Finish your core. Move right into





The below section remains, even with the new damage values the outcome is the same, so they will not be reworked unless the numbers change drastically.
The 5th Item
Now, the order of the last two items


At this point let's bump to level 18 and set the armor value to 80. A quick assessment is below, the table in the Damage Numbers, Tables, and Data Analysis section.
Base - Mercury's Treads, Rylai's Crystal Scepter, Hextech Gunblade, Lich Bane 5th Item = Rabadon's Deathcap 5th Item = Void Staff |
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Damage = 2708 Damage = 4092/color] Damage = 3495 |
So ends the numerical analysis of items on the main path. As is clearly shown, the obvious choice is

With that old section out of the way. Comes my new addition.




If you need the magic resistance, it is typically a safe bet to go with the


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If you want to see some explanations on more situational items, leave me a comment. The truth is, there aren't many that work well outside of these few, compared to the ones listed.
Finally, I did not discuss the melee side to


In fact, if you visit the later section: Know Your Champion, you will see that

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The Start
Well what lanes are viable for


Regardless, these are your gold cut-off points. 1. 1200 2. 2050.
Let me explain. Your goal is to stay in lane and farm as much as possible.


Once you hit 1200 gold, this is a good point to return if you want. This means if you have them pushed to the tower, or can take a quick break from the lane, return and get your



I would not advise staying out past 2050 gold much because you will start to fall behind in items at this point and time. Also, do realize that the

Another note: If you have more than 75 gold running back to the lane, invest in a ward. If you have about 200 gold, invest in 2 wards and a health potion, or maybe just a ward and several health potions. As long as you remember to use them, these won't be wasted.
Where to place your ward this early? Place the ward in the brush on the river if you are fearing being ganked. If they are pushing hard, or use a lot of bush coverage (as you should be), place it in the bushes next to the wall of whichever side will help most. I.E. if they are defending hard from their side of the bush, place it on theirs. If they are pushing hard, place it on yours. If you are in mid, place it on the side you are most likely to get ganked from. This may be an aggressive side lane going to mid, or it could be a jungler. For junglers you want to place it on the side of their most important buff. For example, if it is



If you are playing against another stealthier champs, such as




Drop these where they frequently stealth, and rest easy :).
Now, if you are fighting




Going into Mid Game
You have your beginning setup. You are able to start ganking effectively at this point. There are some instances where you can get away with not having your






Mid Game
The choices here are to either a) continue laning, or b) start roaming. Akali makes an excellent ganker and as such can fill the roaming task quite well. Once you hit about level 9, or 11 especially, grab blue buff if there isn't a more pressing issue, or someone with a higher priority. At 11 you can solo dragon reliably, although it is better if it is a team effort.
Late Game
At this point you should really be able to see how you are comparing to the rest of your team. If you are having a REALLY bad game, you will notice. But please don't fret. Calm down a little bit. And just focus on doing what you can. Play more defensively, farm as much as possible with little to no over extension (unless you are 100% positive you can get away with pushing a little) . I have had a match (the first one after a long day) that I went 0-9-6 in by just after mid game. I ended up turning the match around and we won, with my score finishing at 23-14-17. So practice a little woo-sah, farm some waves, and help out in team fights when possible with the mindset that you are there to assist in damage, burst any weak targets, and in general not get caught doing anything focus worthy. Do this enough, and it is possible to turn your feeding game into an average game with a positive score in the end.
End Game
There will be a few instances where you get your full build. In some ways, this is extremely fun. In others, it can be a curse. Let me explain. When you have your full build... you can kill almost any champion in just a few short seconds, including the tanks. There are times when it is super easy to jump in the middle of 5 of them by yourself, kill 3, and run away from the last 2, or even all 5. Coming in at the middle or end of a team fight? Quadras are so easy its not even funny.
So why is this a curse? Well sometimes you get a little euphoric as anyone does at being able to destroy anything by looking at it. That sense of, "which person do I want to make rage by just clicking my mouse on their champ a few times" can really go to your head. If it truly a close game, discipline yourself to not put yourself at too much risk, and probably more importantly, keep yourself close enough to your team so that you can engage in the team fights.
If you just got done pushing mid's creep wave back, and see that

Sure, you probably get the kill on

Quick Nav Menu
- 1. Complete Damages
- 2. Rune Alternatives - MPen vs Standard Build
- 3. Mercury's Treads vs Sorcerer's Shoes
- 4. Hextech Gunblade vs Lich Bane vs Rabadon's Deathcap
- 5. Lich Bane vs Rabadon's Deathcap
- 6. Rabadon's Deathcap vs Void Staff
- 7. Void Staff vs Abyssal Staff vs Zhonya's Hourglass vs More
- 8. So which is it? Hextech Gunblade + Lich Bane, or Lich Bane + Rabadon's Deathcap.
1. Complete Damages
This section pertains to giving the viewer a quick glance at the damage values one can expect to see from

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Auto Attack damage, this is physical![]() ![]() ![]() ![]() ![]() |

2. Rune Alternatives - MPen vs Standard Build
This section will discuss the topic of rune choice. I understand that some people like to go for the most damage sometimes, regardless of survivability. There are a few things you should know, and we will show this on a low level analysis.
First, let's talk about quints and glyphs. The choices are between:
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4.95 ap or 1.89 mpen. .99 ap or .57 mpen. |
For this example, we will only show the result of a 1 rune difference. It is simple enough to show you the winner in this decision:

Both the glyph and quint replacement actually lower damage. Understand that this is a trivial amount because only 1 rune was changed, not the entire build. The results are more drastic the further you apply this change.
Lastly for this table, note that this doesn't account for

The final path is, well, what about replacing my mark runes? I can tell you 2 things about this:
1. It is the most damaging build of all, but not by much. Replacing your 7


As with the glyph/seal case, any enemy not close to or above the 150 mres mark will drop like a fly to your combos regardless of the rune swap for magic penetration (where you will see the most gain). So that leaves a measly 7 damage!!! Against an enemy with 150mres and 80 armor. That gap would be larger with a higher armor value on the target, but the argument is the same. Out of 4100 damage at end game, you would fight for that -maybe- 20 damage you get?
Probably not, once you realize that this will put a dent in your early game. You would have to start with a



3. Mercury's Treads vs Sorcerer's Shoes
This will shed some light on the Sorcerer's Shoes vs Mercury Treads debate.

Some important things to notice compared to the base damages are the following:
- 1. The damage values in game aren't worth it. Anything below 150 magic resist and tank hp is going to die anyways, and for the most part, even the tank will on a nuke.
- 2. The early-mid game values you may consider worth it. At level 6 you add 100 damage to your nuke on average. The problem though is that you will mostly be using burst or delayed burst during this time, negating a full effectiveness from the boots. In general, it is just safer to go with
Mercury's Treads.
4. Hextech Gunblade vs Lich Bane vs Rabadon's Deathcap
Choices. Choices. This dilemma was covered in the MidGame Crisis section. So here are the numbers to prove the selection.

5. Lich Bane vs Rabadon's Deathcap
A quick look at the values to expect between choosing your 4th item.

6. Rabadon's Deathcap vs Void Staff
Just a measure of completeness, here are the options for your standard 5th item. This should persuade people going for


7. Void Staff vs Abyssal Staff vs Zhonya's Hourglass vs More
The last item to complete the build. Look here and at the supplemental section to decide what your last item should be. As you can see, only a minor (but noticeable) amount of potential is lost on





8. So which is it? Hextech Gunblade + Lich Bane, or Lich Bane + Rabadon's Deathcap.
First the graph:

Now the explanation.
The Hextech Gunblade and Lich Bane combo costs 11400.
The Lich Bane and Rabadon's Deathcap combo costs 12575.
So with the 1175 gold cost more, Hextech's formula was given a

As you can expect, the combo of having the AP boost from Rabadon's and the passive proc from Lich Bane is the main power behind

So why would you swap Rabadon's out to rush Hextech Gunblade? Well comparing the facts, you will drop about 800 damage in total on a nuke, but gain 300 hp more in recovery. These numbers (both) will drop when you used delayed burst over the nuke, but the choice boils down to this:
Akali with the Hextech Gunblade will dominate an Akali who moves to the Lich Bane right after Rylai's. And this will continue right up to the point that

The only point in time that the standard (RCS -> LB -> RD) build trumps the rush on

Truthfully it's up to you. But I prefer the massive early game damage boost and sustainability (more likely to get kills, lane longer, higher cs, more exp and so forth) over that slight period of time where my damage is exceeded by 600 on a boost (I am still stealing double the amount of hp).
I encourage you to try it out a few times, and make your own choice : )

I also included a third path here. (See the third build up top). It grabs






SPACE Finally, we can leave the supposition and heavy data behind and go to the practical uses of this champion. Until now, the skills have been given what I feel has been rudimentary basis to the champ. Judging by the length of the guide at this point, it certainly is quite a bit of information, but let's be serious: A lot of it has been over stuff that is behind the scenes to everything else you are doing in game. There is a reason why there are many ![]() What I am really trying to say is: You can deviate from the item path, yet still do particularly well based on skill alone of this character. Now, half the battle is knowing what your opponents are doing and countering that. Always be a counter to your opposition. But the other half? Knowing how your champion performs. Sure, it is pretty nice to get a feel for those combos I mentioned. Especially the delayed burst, it provides a lot of potential, but now we need to talk about how to survive. Play with ![]() ![]() ![]() First, let's cover things not to do: |
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You know it is wrong when you:
- Lock yourself into thinking there are specific scenarios where you cannot use
Twilight Shroud usefully.
- Underuse
Twilight Shroud. There are many viable situations where this can be used.
- Expect to be invisible around vision wards or oracles (this does not make
Twilight Shroud useless though).
So when do you use Twilight Shroud?
- 1. Use it to escape.
- 2. Use it to soak damage in fights at towers.
- 3. Use it to zone your opponents.
- 4. Use it to lead fights (early game).
- 5. Use it to assist your fights (mid-late game and most solo fights)
- 6. Use it to facecheck brush.
- 7. Use it to slow opponents.
- 8. Use it to defend your tower.
- 9. Use it to buy time for your team.
1. Use it to escape
This is especially useful when taking turns that lead into multiple areas of escape, and especially when running under the guise of brush. Please see the next few images over a few choice areas to perform some escapes.
Also keep in mind, if you are a bit overextended past the minion wave, and get in a little too thick for comfort, you can drop a shroud to buy a little time, take a few steps towards the enemy minion wave and



Another example, is at any neutral minion camp. Use


Below are some visuals of what is described above:







2. Use it to soak damage in fights at towers.
This section is to explain a good use of the defense and magic resistance


Be your own judge here. If it would be more beneficial to navigate around the tower between swings drop it directly on the tower. This leads into some good positioning. You can time the hits so that you will be on the far side of the tower by the time it destroys. As soon as it goes, you will turn invisible and be able to pull of a quick burst combo on your assailant. More on this later.
If you feel like it would server better purpose in your escape opportunity, you may drop it near the edge of where you are attacking. This serves multiple purposes as well. Not only does this soak damage while you get those last few hits on the tower, but 1) that energy is recovering while you swing, and 2) your cooldown is reducing before hand. So your would be assailant will not only have to hit you more within tower, but not too long afterwards when you are retreating, you should be able to have

A final note here, a difference between this and the zoning version is that you typically are not trying to attack the opponent while you are still under the zone of the tower. There are times where you may do this, but it will be discussed further on in zoning.

3. Use it to zone your opponents.





When you can burst off half a champs life in half a second and run away with one or two hits done to you, you begin to establish a clear zone of hostility that enemies will be wary when attempting to breach. Use this to your advantage. And remember, if things go bad, cut your losses and retreat. Sometimes the few seconds you can buy with this will slow that attacking force long enough for assistance.

4. Use it to lead fights (early game).
First of all, dropping it, running out from the brush through it to your enemy (especially when combined with the last point [your shroud between them and their tower, their objective now being to retreat to safety]) and perform a quick burst on them sans your ultimate. This can be extremely devastating, and even more so if you lead it with a delayed burst (q from brush, shroud into zone effect, run through, proc your mark with an auto, quickly q -> auto again). Not to mention, this will secure so much free harass that it would be silly not to use it to your benefit.
5. Use it to assist your fights (mid-late game and most solo fights)

So what do I encourage under this point? As always, lead off with


Do you drop shroud?
The answer is yes when a) you are facing heavy enemy champs within your face, b) you are soloing someone without fear of dying but want to reduce some damage input, c) you are facing a champion that will not die off the initial burst, and more. You will get a feel for this as you go along.
Times when you may not want to use this are when you have one champion that will die to a quick burst, but 2 more close behind, so much that they will be within fighting distance once you kill the first. Here it is more beneficial to save the shroud, by dispatching the first target, and dropping shroud based on your intent to continue fighting or escaping.
I did touch on a special point above though. Option (c). Sometimes you may fight champs that will not die on the initial burst. A lot of melee AD carries such as


The initial lead in my burst into an immediate shroud will cause the champion to get off 1 maybe two hits on me, depending on how long I prolong my initial attack. After that I stealth for a few seconds and make some quick decisions.
During this time your






And I would have to say

6. Use it to facecheck brush.

7. Use it to slow opponents.

Running away? Depending on your lead from the incoming party, you should place your shroud in front, on, or behind you. If you have a distinct lead on the opponent, but they seem to be gaining on you, and have some CC abilities that would be detrimental to your health, throw it between you and them. Note, it is important not to run back towards them for this. Just slightly behind you should give them the added slow without losing much time in running away.
If they are closer, and a jump on you is imminent, toss it down, almost centered on you, but slightly towards where you intend to escape, whether this is brush, an alternate path, or even a double back towards them with a

If you need to maximize the potential of the shroud with enemies close behind, toss the shroud directly in front of you, and move! Consequently, what you are hoping for is the tip of the ring to be touching you (for immediate stealth) and giving you the largest walking distance away. Note this contains further expansion on your ability to escape with shroud (as in point 1), but this all brings to focus the capabilities of escaping with the added slow.
The difference here is that your movement will be far more predictable as you will not be in an optimal spot to cast the shroud, but the slow should help mitigate this with a bit of a distance creator.
8. Use it to defend your tower.


A final note is that this is thrown with one edge of the ring touching the tower (you can hug the base of it, allowing easy maneuver around it) and the other towards your enemies. In the laning phase this would typically be aimed towards the enemy side of the lane.

9. Use it to buy time for your team.
1. Patience.
2. Patience.
Truthfully. You will most likely be using this to escape at this point. But have a less than preferred positioning in which to do it (like 4 enemy champs parked inside your shroud, waiting for you to move in a single direction).
You can have patience, and hope some of your teammates help you out (provided enough are close to you, a nice team battle may ensue).
Or you can have patience and wait for that optimal opening (a wave of minions passing by for a life-saving

Overall, realize that you have 8 seconds to make a decision based on if they can detect you or not. Sometimes there is just a no live situation. Maybe you overextended a little too much and got caught off guard, but sometimes you are just going to die. If this is the case, go out with a bang. Use this as a short timer to select a target, wait for the opportune time, and release a torrent upon that silly

Another important option for waiting is when you get


This was a list of some of the major utilities I have discovered with

So with


Well my focus in this section will be divided into 2 parts, and it will be easy to see which examples can extend beyond the section they are in (such as an example on brush control applying to anywhere in the map).
Zoning Sections
- Lane Control
- Tower Control
Lane Control
Scenarios
- Minion Wave harass
- Brush Harass
- Minion Wave Deny
- Brush Deny
Minion Wave Harass




A tip for the strong ranged ads though. Bide your time until level 6. Take minimal risk and let them push for all their aggressiveness. As long as you maintain your last hitting and get to level 6 with plenty of hp / health potions, you can easily jump in with



Push hard enough and you will end up at the tower. Read on for that section.
Brush Harass
But there is an advantage to this. Stealth, patience, and surprise. Last hitting by throwing your

Your focus should be:
Last hit minions, while concurrently keeping the mark from



Make a conscious decision here. If it is someone like

At level 6 and beyond,




Minion Wave Deny
The most common time you will see this opportunity is when you push to their tower, and let them fight it back while you have been harassing them. The wave pushes, and you duck into brush to let the fight go back out to middle. They remain at the tower while you are in-between them and the minions. You should be close enough to the minions to last hit when you need to, but will remain close to their tower. Any time they draw close, punish them with a harassing

Several things can ruin this opportunity. A gank from the river (so it is good to have a ward up), or the enemy gets wise to you, and flat rushes you. Do not fret, just abandon the post and retreat behind the line. Any exp you deny works in your favor, so don't reset it by dying.
Brush Deny

This enables you to deny sooner, with more ease (but with energy problems if you aren't careful), but in general it is less effective because of the fact that you can't actively maintain your direct positioning between your enemy and the minion wave.
Tower Control
Scenarios
- Zone from behind the tower (Defend)
- Zone around the tower (Defend)
- Tower free harass
- Deep tower harass
- Enemy approaches while you attack tower
- Enemy hugging tower
- Enemy fleeing tower
Explained throughout the rest of this section are a few major ones that come to mind.
Zone from behind the tower
1) How low is the hp of the tower. (always assess this first!)
2) How much damage are the present enemies capable of doing. (will you drop like a fly upon entering?)
3) How much utility can you provide to the situation. (is it worth it?)
These all combine to form a single, simplistic looking decision. Should I stay and fight, or should I go and run. Those three points weigh differently and will directly influence the answer to this question.
Is the hp of the tower low compared to the amount of damage the tower is receiving? (I.E. if you run in on a tower, can you count on it supporting you while you take on the adversary?) Some cases this is no, and if you aren't able to solo the situation (or overcome the challenge with anyone else that might be present), it won't help if you rush in and just feed the guy who destroyed the tower.
At the same time though, a guy who could easily solo you may also find it extremely challenging to do so if you use the tower to your advantage. Jumping in with


1) Notice the difference.

2) You then drop


3) Now you choose who to burst from the safety of your shroud. Pick the highest priority target, based on threat to you, threat to tower, or the assured kill. If a person is low on health go for that one, in most situations. To think of it a different way, judge who will die the fastest (a 25% hp singed may not go down as fast as a 100% ashe), and start working. If they fight, they now have to deal with tower.
If the tower gets too low, you need to think about running.
The third option is a bit of an exception. If you have a team already there trying to fend it off, how much utility can you provide? Mostly the answer will be yes in this scenario, because your team needs you almost 100% of the time. Pick your target, even if the tower is low, and react based on the priority of your team. Keep an eye out to see if they are battling or running as well.
Zone around the tower from the river
First, you must have map awareness at all times during this. Realize that cutting into the jungle can have its own hidden surprises, or even leaving another lane to run down the river. So, aside from the gank potential, be sure to react to your opponent.
Sometimes they have wards in the river, or brush and will have advanced warning of you coming. Put this into where you run to engage, if you even chase, as sometimes all you are looking for is for them to leave the turret, while you dismember the minions stacked around it.
But provided everything else goes accordingly, you will get the surprise on your would-be destroyer-of-your-tower. Couple the information in the last point with the

Tower free harass
In this situation, you have been aggressively pushing the lane and are near the range of their tower going off. All this section details is that you should be using

Deep tower harass
Enemy approaches while you attack tower
The first is anticipating which direction a person can come from. Be mindful while you are downing a tower of what people can be seen, what people can't, and how long you haven't seen them.
If you think a storm is coming, get out. Otherwise if you stay, you might notice an incoming enemy. This is the second important goal. Detect the incoming enemy. Use wards, watch your mini-map and so on.
Once you have identified the enemy, assess what you shall do. If you don't believe you have the ability to down the tower without dying, or kill the champ in the tower without dying, start running, live to fight again another d.. (well what I mean is so that you don't have to respawn).
So the final conditional. You may find the tower is low enough health that you can safely kite the enemy champ (and not hit them) until the tower is down and then direct your entire focus on them if they stuck around. Or you may decide to down the tower and run.
Or my personal favorite. You notice the incoming enemy, so you position yourself on the tower in-between hits to be on the same side as them. So if they are running up their lane to the tower (as in tower point 1) you circle around to the inside of the tower.
As soon as they get close, walk off the tower a bit and

Enemy hugging tower
What will almost always happen before this is point 3, free tower harassing, if only to lead into a delayed burst. At this moment in time you have decided you are tower diving on the enemy, and you need to be able to do as much damage as possible, so use everything you can to your advantage.
Let's begin. Unless you are coming from the last point, you should be diving with a wave of minions, (another caveat to ignore minions would be if you are sure the enemy will drop very quickly). You will be taking tower hits here, so be sure you will live too.
Using the minions when possible, start with a deep tower dive, using


The enemy will react in a number of ways. Stay and fight (at this point consider your chances of living while taking tower damage, and move based on that). Run to the tower, where you can choose to either a) continue attacking and try and get the kill, or b) jump out. Depending on how far in the tower you are, this will either be to

The last, and most favorable way for them to react is to flee. They will run or flash outside of tower range, in which you can chase to your content, catching up with

Enemy fleeing tower
A final note to remember is that flash increases you range of jump in any direction by a drastic effect. Use it to extend your zoning and accomplish what you need to do at an efficient rate. Play around with this a little bit and pretty soon you can judge when you should flash and when its merely better to save it and



The order of importance is situational, with the river brush typically being the highest. After that the side brush is only if needed (they are frequently making use of it) and how aggressive they have been (should you place it in to the close or far brush).
If you are in mid (note the ward numbers are actually 5), place the ward where you are most likely to be ganked from. If it is a jungler that will be ganking (instead of a side lane), place the ward in the brush that is closest to the buff minion they are likely to be coming from. For example, place the ward closer to their Red buff if the jungler is



2: These come at a later point in the game. Either they are pushing (place a ward on your side of the lane) or you are pushing (place on their side of the lane) when a tower is under threat of being attacked.
This coupled with the river ward placed in #1 make for good coverage of incoming opponents.
3: These are alternates (and typically much more viable spots) for wards in #2 where available. This allows you more sight into the directions enemies are going through, and the brush coverage is nice.
4: These wards have a huge priority (highest in fact). And should be kept up consistently when possible. Gives great coverage of river activity, and allows you to predict enemy movement (and potential legendary minion attacks).
5: These I find to be a little more optional on

The goal of this is that you should be doing your part. Everyone on the team should be helping out really, tanks and supports typically more than others. But put it this way, if no one does it, you are better off getting some every time you go back to town. If you want to be one of those people that can carry a team, this is an important task that should not be avoided.
Even if 1 ward in every 4 nets you a new kill, it breaks even (scaled down kills and kill streak bonuses aside). Even if your teammates get one, that still proves the value of the ward. It will save your life on many occasions (even if it is someone else noticing an enemy coming to gank you while you are in the middle of a battle, so he pings to let you know to run away). And it will get you kills and sometimes even minion steals, dragon and baron are so much fun in the aftermath of a fresh steal :)

1. Chasing -






2. Delayed Burst - I have mentioned this periodically throughout the guide, but

3. Skill Utilization - I mentioned in the beginning that nuke was just a baseline for measuring damage. The reality is that this will fluctuate wildly. It is not uncommon to get off 4 or more

4. Backdooring and Pushing - Despite initial appearances,





To answer questions that may have merit for the guide, but do not have the continuity I feel is needed to find a spot in the guide. Or most probably, just a second place to mention answers to questions of commenters, after they have been brought into the guide.
2. Will you keep this guide up to date?
Yes, I will aim to keep this guide relevant for quite some time. If something is missing, please feel free to leave a comment.
3. Will you explain more visually upon requests as well?
Sure. If you describe what you would like specifically enough, I would be more than happy to capture an example of it. Such as, could you put up a video on zoning an incoming enemy, the part where you circle around the tower, to lead to a fight outside of the tower.



The below is a listing of the options you can implement to help you counter Akali, with a bit of my notes and experiences mixed in.
Vision Wards





The key to countering






A time where this may differ, is if you are playing with the intent to harass


Lastly, when do you use the ward? Ideally, you save it for a situation when you can kill her, but you can also drop it if it will help you live.
Crowd Control




Mentioning that, be mindful of her


Count Her Ultimate Use



Start from 4. The max amount

Look for behavior that would show that she is out of







AD Carries



Be mindful of her




Avoid Fighting in Her Shroud!


Coax her out. If you want to fight, whether you have a ward or not, stand a few steps out of her


Stack Magic Resistance

Crowd Control... Again!





Early Game Ranged Counters





Despite all of this and the tons more I can write, this still only makes a good

One such explanation is











As soon as





So what is the number 1 way to counter

Never Fight Akali Alone


Remember she can




There are two counters that work well against

The first is for late game tactics. Use an

In the laning phase, there are several combinations of champions that are exceptionally good counters that can shut her lane down. As long as they play smart,

An example of this is



Lure










I guarantee at this point








But please do not lock yourself into a linear progression of thought. Even the above can be countered (notice I didn't mention anything about her laning partner) and even then, your side can get arrogant with it and overextend, providing the reverse effect.
Above all, you must be malleable in your choices, and you most certainly cannot focus your entire team on countering

Quite bluntly, there are millions of ways any scenario can play out. The team and individual players to recognize currently used patterns and strategies sooner and change to counter them are the ones who will win. And the team who does this the best throughout the game will win the match most of the time.
A good

If the


I will leave you with one last analogy to sink the point in. This applies to any League of Legends game in general.
A League of Legends game is like that of a torrential rapid. The idea of cementing oneself into the sediment and bracing the rapid with brute force will be punitive when compared to a team that builds a trench to direct the current of the rapid through subtle adjustment. Do not be routed from the sediment and carried away.


Additional Combos in PVP
Pentakill
Low HP Tower Dive


Low HP Team Fight

Thanks to Axl4002 for the edit. This was long, and his dedication for editing this in just a day's time was very appreciated.
And to the rest that made it this far:



This guide is comprehensive, but things do change over time. Please vote as you feel accordingly, and let me know if there is something I need to add. Got a question for the FAQ? Got a suggestion? So on and so forth, leave one in the comments and I will do my best to make the changes I see fit.
And that's it. I kindly ask if you would please upvote this guide if you like it, so that others will see it too. : ) If you have any feedback on what you think will make this guide more useful, or for any questions you may have, leave a comment and I will respond.
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