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Akali Build Guide by KST Midnight

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Not Updated For Current Season

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League of Legends Build Guide Author KST Midnight

Akali - The Fist of Shadow [UPDATED - Patch 4.5]

KST Midnight Last updated on April 4, 2014
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Ability Sequence

1
4
5
7
9
Ability Key Q
3
14
15
17
18
Ability Key W
2
8
10
12
13
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0




Hey guys! This is Midnight and welcome to my Akali guide. It took me some time to make this guide so I would appreciate if you guys would read this completely and give me some decent feedback!

Akali is // Explanation.


Pros


+ // Pros.

// Explanation.
Cons


- // Cons.

//Explanation.


Masteries
4/1
1/1
3/5
1/1
1/5
3/5
3/1
3/
1/
1/
2/5
2/1
1/1
3/5
1/1

// Explanation.


Runes

Greater Mark of Magic Penetration
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Ability Power
3




Ignite: A really good summoner spell for a lot of reasons. Mainly for kill securing but it can also help shut down those nasty healing/regenerating maniacs. (e.g. Aatrox, Dr. Mundo, Garen, etc.)

Flash: Probably the mostly used spell in the game for high leveled summoners. This is probably because it can help in chasing/escaping or even to combo it up with Shadow Dance.



  • Twin Disciplines: // Explanation.

    TIP: // Tip.

  • Mark of the Assassin (Q): // Explanation.

    TIP: // Tip.
  • Twilight Shroud (W): // Explanation.

    TIP: // Tip.

  • Crescent Slash (E): // Explanation.

    TIP: // Tip.

  • Shadow Dance (R): // Explanation.

    TIP: // Tip.


Starting Items


It gives you a slight amount of AP and HP that will surely help early game and have extra mana sustain.

Even if you have Essence Theft, you'd still need more of these to help prolong your sustain in lane. This should be bought AFTER buying a Doran's Ring until your gold runs out.

Take this trinket because... why not?

Boots of Choice


This is what you'll mostly end up with since, Magic Penetration.

I don't usually go for this but I advise you only take this if the enemy team has tons of Hard CC or even atleast your enemy mid laner has a hard CC.

Core Items - Offensive


This item's active, makes the enemy carries cry like Amumu. Aside from the AP that it gives that'll obviously increase your damage output, but if you use Deathfire Grasp before your Charm combo, it'll literally disintegrate them in a matter of seconds.

The whole point of this item, which is probably applicable to every AP Carry right there, is the HUGE amount of AP that it gives. Which in favor, allows you to deal tons of damage.

Core Items - Defensive


A really decent item for AP Carries, because this saves them from sticky situations. This might be a good idea to rush when against AD Mids. Oh and this item's pretty useful when negating strong ults like Ace in the Hole.

This item allows you to cast spells continuously without the need of the blue buff. The CDR and MR that it gives is pretty decent too.

Viable Offensive items


There's nothing better than Void Staff when countering someone who is stacking magic resist. Get this after your core items and you'll shred them! (and their MR)

Don't get this that often. Unless your against someone with a low range (preferably melee) which will allow you to harass them even more. Do note that you can cast up to 6 times which (obviously) grants you 6 times to trigger Lich Bane.

I don't really take this most of the time, and I feel like it's only useful to counter champions who can regenerate quickly when they're on low health (e.g. Tryndamere, Dr. Mundo)

Viable Defensive Items


Provides a decent amount of AP and MR. The MR is great for reducing the damage taken from the enemy AP Carry AND the aura helps you deal slightly more damage to them.

This is very useful for Ahri, no kidding. It allows you to survive longer in lengthy fights/teamfights AND applies a slow on all your skills which will greatly benefit your entire team.

Pretty straightforward if you ask me. Gives you extra MR, HP and a decent passive that'll help you block CCs.

Provides decent armor and magic resist. Straightforward still -- basically you enter a fight, deal some sick amount of damage, die & revive, fight again (but be careful).



21/09/00

Masteries
4/1
1/1
3/5
1/1
1/5
3/5
3/1
3/
1/
1/
2/5
2/5
1/1
3/5
1/1

R>Q>E>W

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Special Thanks to jhoijhoi for the guide on how to make a guide, which you can find here.


  • 03/23/13 - Guide Created
  • 03/23/13 - Completed Runes Chapter.
  • 03/23/13 - Completed Summoner Spells Chapter.
  • 03/23/13 - Completed Summary Chapter.