Akali's base damages are high enough that you don't necessarily need to build damage in order to be effective fairly early on, or even necessarily later. I'd assume the Hexdrinker was for lane dominance (against an AP mid) and the Warmog's was for teamfight presence; living longer means more abilities means more damage. Warmog's on Akali is fairly strong right now, anyway.
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lifebaka wrote:
Akali's base damages are high enough that you don't necessarily need to build damage in order to be effective fairly early on, or even necessarily later. I'd assume the Hexdrinker was for lane dominance (against an AP mid) and the Warmog's was for teamfight presence; living longer means more abilities means more damage. Warmog's on Akali is fairly strong right now, anyway.
But why hexdrinker over revolver?

tbh I think AD items are fairly worthless on Akali atm because you need tons of AD to get any useful amount of Spellvamp. To get 14% Spellvamp from your passive, you need 84 Bonus AD. To get 9% Spellvamp from your passive you need 54 AD. I can get 9% Spellvamp for free from utility + quints, and while utility might be -fairly- useless on Akali, 54 AD is even more useless.
not saying hexdrinker is bad, but AD items in general are bad if you're just taking them for spellvamp.
not saying hexdrinker is bad, but AD items in general are bad if you're just taking them for spellvamp.
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Can someone explain me Why? i myself love going revolver-haunt guise-gunblade-HP item