Akali Build Guide by Bryun
Build 1 (Cheat Sheet)
Champion Build: Akali
| Health | 2149.96 |
| Health Regen | 18.95 |
| Energy | 0 |
| Energy Regen |
| Armor | 79.5 |
| Magic Resist | 52.5 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 350 |
| Gold Bonus | 0 |
| Attack Damage | 155.6 |
| Attack Speed | 1.06 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 227.39 |
| Life Steal | 10% |
| Spell Vamp | 20 |
| Armor Penetration | 8.1 |
| Magic Penetration | 5.49 |
| Cooldown Reduction | 0% |
Recommended Runes + Notes
Standard Start
Alternative Start #1
Alternative Start #2
Ability Sequence

1
3
5
7
9

2
14
15
17
18

4
8
10
12
13

6
11
16

Masteries + Notes
Guide Table of Contents
Patch 3.7
Twilight Shroud
Now grants vision in the area of effect
Shadow Dance
Essence of Shadow charge time reduced to 30/22.5/15 seconds from 35/25/15
- The
Twilight Shroud vision helps, but the thing is you shouldn't be spamming
Twilight Shroud because the amount of energy it uses. It is helpful though. - With
Shadow Dance it's better than nothing. You still can't use
Shadow Dance recklessly anymore.. :( - The other recent nerfs on her
Mark of the Assassin hurt her base damage, it'll be harder to trade with bruisers and last hit.
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There exists an ancient order originating in the Ionian Isles dedicated to the preservation of balance. Order, chaos, light, darkness -- all things must exist in perfect harmony for such is the way of the universe. This order is known as the Kinkou and it employs a triumvirate of shadow warriors to uphold its causes in the world.
A prodigal martial artist,
''The Fist of Shadow strikes from the cover of death itself. Do not impede the balance.''
+ // Has an insane amount of burst damage. + // Can escape easily with + // Covers vasts amount of distance with her sheer mobility. +// Attack animations allow you to farm easily. +// Extremely versatile. + // Snowballs if doing well. |
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- // Practically no crowd control. - // Crowd control rapes Akali. - // Undoubtedly squishy. - // One of the first targets people search for. - // Items such as |
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Since |
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For me personally, I've always favored HP/LVL seals. Since |
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The best quintessences you can get on a ability power based champion. More damage, more money, no problems. ;) |
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Since |
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Use these if you are laning against a high burst ability power champion. These help decrease the burst output they use on you to lane easier. |
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Use these seals against AD champions that go mid or top. (ie. |
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You could use these if you're going against a high burst ability power mid, but you are better off going MR glyphs/marks and sticking with |
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These are good for early game, but fall off compared to |

| Runes | |||||||||||||||
Greater Glyph of Ability Power 9 |
Greater Glyph of Magic Resist 9 |
Greater Glyph of Scaling Magic Resist 9 |
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Good for early game. Use against champions that have terrible early laning phases or if you want to take down your enemy as quickly as possible. |
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High burst champions like |
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Get these if you're going against AP champions that scale into late game. |

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Greater Quintessence of Magic Penetration 3 |
Greater Quintessence of Movement Speed 3 |
Greater Quintessence of Health 3 |
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These can be used for late game, combined with other items with magic penetration (ie. |
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Use these against skill shot champions to be able to dodge their abilities easier. Also, helps ganking lanes quicker. |
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More health early game to withstand high burst AP champions, or annoying champions like |
With 21/9/0 you gain an increase in survivability & an increase in damage. The offense tree is to good to give up for

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Ignite -
Ignite is a summoner spell which I prefer, knowing my luck the majority of time my opponent escapes with barely any life left. Well
Ignite solves that problem for me, dealing true damage over time it finishes off the opponent for me.
Flash - Used to gain distance between enemies.
Flash +
Shadow Dance[R] = Godly Range! You can also use Flash to escape any gank or team fight if it isn't favorable to you. Flashing through walls can save your life or can enable you to kill an enemy.
Exhaust - Can be used to slow the enemy down for that needed area to be able to
Shadow Dance[R] onto the champion. Also decreases damage dealt to you and can be used to escape. Get this summoner if they have a lot of AD on their team.
Ghost - Allows you to gain movement speed to chase or escape from an enemy champion effectively. Able to run through those pesky minions that get in your way! Although,
Flash is still a better choice.
Teleport - This spell is very useful to protect your turret(s) or even an ally(s) when needed, blinking in by teleporting to a minion or ward in the middle of a team fight can change the tide of a game.
Cleanse - Use this summoner if the enemy team has a lot of crowd control.
You should buy your starting items according to which champion you are facing.

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The most standard, and best set of items to choose when the game is about to start. |

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This start gives you tons of sustain early game, to be able to stay in lane against high harass champions or champions that are really difficult to lane against. This also helps you out sustain the enemy in lane. |
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Buy against heavy harass AD champions like |
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Buy this against |

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An amazing item for a hybrid like |
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With the highest ability power stats in the game, this item is wanted by every champion that scales with ability power. |

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Best shoes in the game for |
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Buy these boots if the enemy team has a lot of crowd control, the tenacity reduces the time you are snared, stunned, etc. |
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Buy these if you're against a difficult bruiser, or AD champion like |

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This item if a must have if you are facing an enemy team that is stacking magic resist against you. With the 35% magic penetration it can increase the amount damage you place onto the selected enemy champion. With the recent changes taking priority of getting this item over |
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One of the main reasons why this item is chosen is because of the passive along with the 80 ability power, and 5 movement speed. After using an ability your next auto attack will deal physical bonus damage refreshing every two seconds. Scaling with ability power this item gives even more burst to your |
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Get this item if they have one major threat. With the active passive you can burst down the enemy quickly. leaving the enemy team with no real damage. |
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If you are doing really well in the game, and not dying. I highly encourage you to buy this item, with 20 stacks and a |
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Having been countered and having a hard time laning? Get this item to increase your health and help your early game out. |

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This item is incredibly good now. Buying this as your second or third item allows you to be more reckless with |
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Buy this item if they have a lot of crowd control. When enemies see you with this item it discourages the enemy team to target you since you've become a harder target to kill. |
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Buy this if the enemy team has a lot of AP based champions. |
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Buy this item if the enemies have less than 80 magic resist, and not much AP damage on the other team |
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Buy this item if they have a |
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Great for when there's tons of crowd control on the enemy team, and to counter ultimates like |

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Buy this item if you're getting kited by champions like |
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This item is really good. I buy this item if my team has enough damage and to tank most of the damage. |

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This consumable is a must get when you have 250 gold to spare, it gives extra health to help you survive later in solo or team fights, and also gives you attack damage to boost your damage such as |
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This is your best friend, if you are not buying a surplus of these every game, you are playing so wrong. What these do is give you vision of an area for a given amount of time (like |
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These are extremely useful in different events, when using these you basically have an |
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Ironic for |
Caution!
Different teams call for different items, you do not use this build for every game! There are items depending on the team you are up against such as magic resist items, etc.which will greatly attribute to you and your team.
This passive recently received a change, now that you don't need runes to activate each passive you have leeway with the runes. That combined with with passive made
Akali that much stronger. This passive helps you trade blows better as you level up.
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Your farming tool early game. One of |
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Another farming tool, use this to last hit or hit a massive amount of creeps. Normally the first This is what makes |
Insert this wherever in the combo, or don't even use it if you don't need it.
- Hit the enemy with your first
Mark of the Assassin then wait for the cool-down to be gone until you
Shadow Dance towards them and proceed the combo.
- Gain coverage by using
Shadow Dance if they are far away. (If they use
Flash or
Ghost).
- In Team Fights use
Twilight Shroud first and wait until they focus someone else, then proceed to attack.
- If you have no more charges left on your
Shadow Dance and you know you can secure a kill use the combo and replace
Shadow Dance with
Flash.
- Don't forget to use
Hextech Gunblade's active passive, it deals damage and slows.
A few clips I found that might help, in my LolReplay. Juking, Tower Diving & whatnot. Enjoy!
With
The differences in good
Here are some key places they can be used at.
When using this method there are numerous of ways you can go, but the catch is your enemy has to decide which way you went. With the wall in the way their decision is very limited, so what I usually do is wait in
The map is symmetrical so just do the same locations on either side of the arena.
- When using
Twilight Shroud make sure to walk on the edges of the bubble, if the champions decide to blindly use their abilities on you, they usually aim for the middle.
- You can use
Twilight Shroud to check bushes safely, so you don't face-check.
- When looking at the amount of energy you have, determine whether it is needed to use
Twilight Shroud at all.
Twilight Shroud has an innate slow, so using that effectively can slow down opponents enough to catch up to them, or even slow them down to help your team-mates and yourself get at a safe distance from the enemy.
- When you use your first
Mark of the Assassin in the
Twilight Shroud make sure to wait it out in the bubble until your
Mark of the Assassin comes off cool-down. This decreases the amount of damage inflicted upon yourself.
A prime example of dodging using
Twilight Shroud by Westrice - Starts @ 0:26-0:33 & 1:34-1:42
Lee Sin with his
Tempest / Cripple &
Sonic Wave / Resonating Strike.
Twisted Fate with his
Destiny.
Nidalee with her
Bushwhack / Pounce.
Caitlyn with her
Yordle Snap Trap.
Kog'Maw with his
Living Artillery.
Rengar with his
Thrill of the Hunt.
Lulu with her
Help, Pix!.- Any champion with a
Vision Ward and
Oracle's Elixir on them.
If any of these champion are on the enemy team take an extra precaution when playing that game, and if you happen to lane against that one champion try to avoid the skills that can be dodged such as
Credits to Rudmed & AngelPixe for the idea, permission, and information.
Zoning is a very important part of controlling your lane, using your champion, abilities, brush can cause the enemy champion to play passively, where you come in and continue to deny said champion of experience and gold.
Here's a picture of the areas that are safe, and are not.
There are many ways to zone, with the use of
Don't ever hesitate to buy
1st Priority -
- Baron
- Dragon
- With
Vision Wards so you can destroy the enemies
Sight Ward
Vision Ward that is also there.
2nd Priority -
- Lizard Buff
- Golem Buff
3rd Priority -
- Bushes in middle lane.
- The bushes along the river.
4th Priority -
- The exit/entrance bushes from the jungle on top & bottom lane.
- The bush next to the Wraith Camp.
- The openings from the jungle towards the middle lane.
5th Priority -
- Purely optional
- The 2 bushes in top & bottom lane.
- The bush near the 2nd turret in the jungle.
Even though his voice is very monotone, it's nevertheless informational, and provides an in-depth analysis of ward placement and its importance.
Credits to Dotter & KaOticLegends for giving me the idea, and da_neo & Panglot for the information.
I know, I know.
Baron Nashor
Initial Spawn: (15:00) Respawn Time: (7:00)
Baron is the most important buff in the game, although he takes awhile to kill, it is entirely worth it to take down, providing the extra gold (global 300g), experience, and stats. Your team will have a major advantage against the other team, solely with this buff. So keeping track on this is a major priority by timing the death of Baron all the way to its re-spawn, so the enemy team doesn't get it at all, or get it again.
Dragon/Drake
Initial Spawn: (2:30) Respawn Time: (6:00)
Dragon/Drake is the next important thing you should keep track of, giving an amount of global 190 gold, and experience to those who are near it can determine who wins games. You may think that 190 gold is not much, but in competitive matches any gold you have over your enemy is worth it. You often see team fights at Dragon/Drake solely for that purpose.
Red Buff
Initial Spawn: (1:55) Respawn Time: (5:00)
Red Buff is important for your jungler, it enable him to gank more efficiently in early levels due to the slow, deals true damage and creates a type of mini-ignite towards the selected opponent. After that it usually goes to an AD range carry such as
Blue Buff
Initial Spawn: (1:55) Respawn Time: (5:00)
Blue buff is another buff for a caster and sustaining jungle. Blue buff reduces your cooldown timer, and increases mana regeneration. Usually given to a caster after the jungler can sustain in the jungle with ease, with this buff on the caster, it becomes much more of a hassle in lane and overall. Spamming abilities with ease, placing this on your own caster, and denying it from your enemies can win games.
Wolves, Wraiths, & Small Golems


Initial Spawn: (1:40) Respawn Time: (1:00)
Nothing to really worry about, just might as well place it in. These give no buffs or major advantage in the game, but simply denying a jungler of this early game can cripple them hard, so make sure to protect these camps at level 1, in case of counter-jungling.
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