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Recommended Items
Runes: Pew Pew Action Man
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Ignite
Items
Ability Order Fuck You, Spidaman!
Dirty Fighting (PASSIVE)
Akshan Passive Ability
Threats & Synergies
Qiyana
Her damage early on is impossible to match and once she gets serrated dirk she can all in you at any time. Along with the fact that she can and will use your E and W against you to get easy Ults.
Morgana
her Q root duration can make it easy to close the gap on a champion and can guarantee a full charge ultimate if she catches them out in the open. Plus since your biggest issue with this build is hard CC her black shield negates that issue and leaves you to go apeshit in fights.
Morgana
her Q root duration can make it easy to close the gap on a champion and can guarantee a full charge ultimate if she catches them out in the open. Plus since your biggest issue with this build is hard CC her black shield negates that issue and leaves you to go apeshit in fights.
Champion Build Guide
-Amazing Healing: This build is great for healing because with shieldbow, bloodthirster, and a stacked Legend: Bloodline you get 39% lifesteal. Not only does the lifesteal make trades easier and allow you to stay healthy as you roam around the map, but E shots proc lifesteal so if you needed to you could E a minion wave and get back at least a couple hundred Health. This constant healing source can become insanely useful in fights and just being ready to take on anyone in your way.
-Shield Efficiency: Added on to the healing is the fact that you have multiple shielding sources as well. You get overheal shield for early game pairing with your passive hit shield, mid game gives you shieldbow shield for close fights and bonus survivability, and late game you get bloodthirster shield to pair with overheal. This constant source of shielding makes you surprisingly hard to kill, even as a marksman.
-Squishy: Despite this build amping your survivability and healing, in the time before you get shieldbow and start stacking bloodline, champions like Qiyana and Talon will be a massive problem as they can all in you as early as level 2 and since you're still a marksman there's a good chance they can beat you. This is why I made Qiyana my perma ban.
-Slightly expensive build: This build isn't too insane when it comes to item costs but considering we're getting the most expensive boots and we have 2 items at 3400 gold it may be a bit hard to get full build consistently.
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Innate: Whenever Askhan auto attacks, he fires an additional shot after a slight delay that deals 50% physical damage. If akshan cancels the 2nd auto, he gains bonus move speed. The move speed scales with 100% of his attack speed. The additional shot applies on-hit and on-attack effects and can critically strike. The crit damage is able to be effected by Infinity Edge passive.
Akshan's auto attacks and abilities apply a stack to an enemy for 5 seconds. Like Vayne W, Akshan can apply 3 stacks, with the 3rd dealing bonus damage. When the 3rd stack is triggered, Akshan also gains a shield. The shield scales with 40% bonus AD. -
Active: Akshan throws a boomerang, dealing physical damage and revealing enemies hit for 1 second. Every time it hits an enemy it extends the range that the boomerang travels. If the boomerang hits an enemy champion, Akshan gains bonus movement speed for 1 second. Once the boomerang reaches the end of it's travel path, it will return to Akshan, hitting enemies on the way back will also add a stack and deal physical damage. -
Passive: Enemy champions that kill your allies will be marked for 60 seconds, refreshing on each kill thereafter. While alive, and within a few seconds of damaging a marked enemy, every takedown will grant Akshan 100 bonus gold and revives all allies slain by the marked enemy.
Active: Akshan enters camouflage, lasting infinitely when near terrain or in a bush. Otherwise it only lasts 2 seconds. While in Going Rogue Akshan gains vision to a trail that leads directly to any marked enemy, the trail goes through brush and fog of war. Once akshan is 5000 units or closer and moving towards a marked enemy, Akshan gains bonus movement speed and mana regeneration. Attacking and casting abilities will end Going Rogue and getting too close to an enemy will reveal Akshan until he walks out of that reveal radius. -
First Swing: Akshan fires a hook into any nearby terrain and can be held there for 1.5 seconds before casting the second swing or cancelling the swing alltogether. If Akshan is immobilized or grounded while the hook is in the terrain, it will detach and the ability.
Second Swing: Akshan swings around in a circle around the terrain, the direction of the swing can be decided by clicking on either side of Akshan or pressing E with your cursor on the side you want to swing towards. While swinging, Akshan fires a volley of bullets at nearby enemies, dealing physical damage and applying on-hit effects at 25% effectiveness per shot. Enemies marked by Dirty Fighting will be prioritized by your Swing bullets. If Akshan is hit with any immobilizing effects the swing will be cancelled. The second swing will also be cancelled if Akshan collides with any terrain or champions.
Third Swing: Akshan detaches the rope, jumping a short distance and firing 1 final shot. This jump cannot go through terrain.
scoring a takedown against an enemy champion reduces the cooldown to 0.5 seconds. Each shot on the 2nd and 3rd swing can crit and apply lifesteal at 100% effectiveness. Swing shots will not fire while Akshan's R is active mid swing. -
Active: Akshan channels for 2.5 seconds, locking onto an enemy champion and increasing bullets fired over the duration of the channel. At any time during the channeling process, Akshan can recast Comeuppance to fire early. The amount of bullets fired will depend on how long the ability was channeled. If the channel is cancelled all-together, Comeuppance will be put on a 5 second cooldown.
Recast: Akshan fires all stored bullets, dealing physical damage to the first enemy hits, this includes: Minions, Champions, Towers, Jungle Monsters, and Dragon/Baron. The damage is increased based on the targets missing health, and will execute minions. The damage is further increased by 0.5% per 1% crit chance and applies life steal at 100% effectiveness. Comeuppance can also be cast while using Heroic Swing. Finally, as you ramp up bullets stored, there will be a secondary bar put on the enemies HP bar that will show you how many bullets you need to kill the target. Once the bar lights up Red you will have enough bullets to kill the enemy, barring anything getting in the way.
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Press The Attack is Akshan's best Keystone as he has a double shot system, and can use that system to get that 3rd hit easily. Press The Attack also applies on Heroic Swing's bullets, making it a popular Keystone not only for Akshan, but for his meta mythic, Kraken Slayer. -
Overheal is going to be a nice rune for Akshan as both Heroic Swing and Comeuppance's bullets apply lifesteal at 100% effectiveness and we're getting 2 lifesteal items plus Legend: Bloodline for a total of 39% lifesteal as well as having Doran's Blade for the early game. -
A rune mainly for scaling lifesteal into the late game so over the game we get more lifesteal between Shieldbow and Bloodthirster. -
Coup De Grace is just for some bonus damage in fights and skirmishes. Not much else to it but it works so no reason to complicate it. -
Eyeball Collection gives permanent AD so it's a pretty big no brainer why we're getting it. -
Akshan's Ultimate is essentially a measured Execute that can absolutely demolish an enemy champion if used effectively, so it only makes sense that we want this ability up as soon and as often as possible.
Note: I am not a mathematician so if there's any incorrect math or a number where it shouldn't be, notify me and I'll get around to fixing it as soon as possible.
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