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Choose Champion Build:
Spells:
Ignite
Flash
Ability Order
Assassin's Mark (PASSIVE)
Akali Passive Ability
Introduction
Also if some of my coding is bad please bare with me I have not done this before I will try to fix my mistakes as I notice them.
Pros
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Cons
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As with any champion masteries can be changed based on preference
Akali is no exception. This being said there is one rule you should follow when choosing your masteries for
Akali, and that is you always want to start your games with at least 10 attack damage (9.6 rounds up to 10 in my case) and 20 ability power from both your runes and your masteries. This is needed in order to proc both parts of
Akali's passive
Twin Disciplines. Though I highly recommend you get both the 10 AD and the 20 AP, if you have to choose between starting with 20 ability power or 10 attack damage, choose starting with the 10 AD, I say this because you will get plenty of AP from the build, and if you don't have the 10 AD you will have to start with a
Doran's Blade instead of
Boots and
Health Potionx3 and you will not be able to sell it until you buy another attack damage item, which I don't for quite some time.
I wont go over every mastery and why I pick it because it is fairly straight forward for
Akali, I will how ever go over the areas where other people choose differently and explain why I choose what I choose.
Summoner's Wrath
: A lot of players will drop one point from
Mental Force
in order to pick up
Summoner's Wrath
, this is actually a perfectly viable thing to do, if you choose to do this just make sure you know what you're actually gaining. A lot of people will say that
Summoner's Wrath
is awesome because it gives you 5 AD and 5 AP for free. This is wrong, it gives you 5 AD&AP at the cost of your
Ignite being on cooldown. So you should ask yourself, "When is my
Ignite on cooldown and would having an additional 5 AD & AP be helpful during this time?"
Ignite is a spell you should only use to secure a kill that you could not get otherwise, and it will usually be used to finish off a fleeing opponent, so you only really gain the additional AD and AP after your opponent has been killed. If you still think that it's worth it by all means take it, just make sure you understand when you actually benefit from it
Havoc
: Sometimes people like to toss an extra point or two into this mastery, but the damage you actually is rather insignificant, even if you max it out and get the full 1.5% it's still only 1.5%, that means for every 1,0000 damage you would deal, you would deal an additional 15 damage, in my opinion not worth 3 mastery points.
As far as the masteries on the left half of the offensive tree go, Riot clearly wanted
Akali to be a hybrid champion, but the fact is she just isn't.
Akali benefits far more Ability power than she does attack damage, so I believe that spending points in these masteries could be better spent else where.
I choose to spend my remaining 9 points into the defensive tree for two reasons, the first being that
Akali is very weak pre level six and having a little bit more survivability helps with this. The second reason being that even though
Akali is very good at avoiding damage and escaping fights, she still needs to jump into melee range, and it's impossible to do this without taking some damage, especially later in the game when people start grouping up more and more.
I wont go over every mastery and why I pick it because it is fairly straight forward for
As far as the masteries on the left half of the offensive tree go, Riot clearly wanted
I choose to spend my remaining 9 points into the defensive tree for two reasons, the first being that
Runes work very similar to masteries in that they are mostly about preference as long as you follow one rule for
Akali, that rule being that you should start every game with 10 attack damage and 20 ability power.
I use
Greater Mark of Attack Damagex7 because this is the bare minimum you need to start you games with 10 AD and fill the remaining two slots with
Greater Mark of Magic Penetrationx2 because most of the damage
Akali does is magic damage.
I use Greater Seal of Vitalityx9 because I like the extra health and
Akali doesn't have a lot of options when it comes to seals, I suppose you could run
Greater Seal of Armorx9 instead but either way you're gaining durability.
As far as glyphs go,
Greater Glyph of Ability Powerx9 would also be an excellent choice, giving you a bit more power during the early game when you're weak. I run
Greater Glyph of Scaling Ability Powerx9 because I already have enough AP to activate
Twin Disciplines and they pack a bigger punch during the late game.
I use
I use Greater Seal of Vitalityx9 because I like the extra health and
As far as glyphs go,
Most efficient Summoner Spells
Ignite is the perfect solution to those situations where the enemy champion gets with just barley any health. I will also sometimes use it during a fight if I know my opponent will be receiving healing soon, you should always check to see which opponents take
Heal using
Ignite and the right moment to dampen the life they gain can make the difference between a kill and a death. SPACESPCESPACESPCESPACESPCESPACESPCESPACESPCESPACESPCESPACESPCESPACESPCE
Flash is probably the best summoner spell for
Akali and I can't imagine playing a game without it. I usually use to save my ***, though it can be used to secure a kill on someone who is just out of reach of your
Shadow Dance. In combination with using
Shadow Dance on enemy minions
Flash can help you cover an insane amount of distance. It can also be used to escape or chase someone over a wall or it can be used to jump from your
Twilight Shroud to a nearby bush leaving enemies confused when your
Twilight Shroud fades and you're missing.
Other choices
Though I don't usually use any other summoner spells I will mention a few and what I think about using them with
Teleport is a great spell, it can be used to get kills you wouldn't otherwise be able to get and if you use it well and the opportunities present themselves it might even beat
Ignite in terms of the number of kills it helps you get, but you would have to know what you're doing and the opportunities need to present themselves, it can also be used to stop the enemy team from pushing a tower, or just to stop that obnoxious backdoor.SPACESPCESPACESPCESPACESPCESPACESPCESPACESPCESPACESPCESPACESPCESPACESPCE
Ghost isn't a bad summoner spell but I believe that
Flash greatly outweighs it in terms of usefulness. SPACESPCESPACESPCESPACESPCESPACESPCESPACESPCESPACESPCESPACESPCESPACESPCE
Surge isn't a bad spell either and I could easily see taking it if you're too low level for
Flash or
Ignite, but I believe
Ignite will help you get more kills in the long run. SPACESPCESPACESPCESPACESPCESPACESPCESPACESPCESPACESPCESPACESPCESPACESPCE
Exhaust: No, just no, some people like it, I do not. If an opponent is in range of
Exhaust they should also be in range of
Flash+
Shadow Dance and
Flash has far more uses, and you get a slow from
Rylai's Crystal Scepter that should be enough to stop an enemy from getting away from you. I could see this being a great spell for a lot of other champions but not
Akali.
This the main source of
Though its damage isn't that great it can still be used to finish off minions, or if you have lost a bit of health position yourself so it will hit a few minions and let your spell vamp heal you up a bit. I usually hit it right after I
although
Starting Items
If you have the the 20 ability power and 10 attack damage from your runes and masteries this is how you should start your games, if you don't, get a
core items
these are the two items nearly every
Third item and beyond
This is where I start to see builds differ, I will first explain my build and why I build it using logic and a bit of math. After that I will show a few of the builds that I have been told to use instead and compare them using the same techniques. When explaining I will only use my build up to
Larrathos's build
Stats at level 18:
- Attack Damage=120
- Ability Power=497
- Movement speed=421
- Armor=86
- Magic Resist=110
- Spell vamp=20%
- Bonus magic Damage from
Twin Disciplines=86% - total cost=12,580g
In an ideal situation, you would use
So you have
Damage from:
Mark of the Assassin=1375.2 magic damage
Crescent Slash=221.1 physical damage
Shadow Dance=498.5 magic damage
Lich Bane=994 physical damage- auto attacks=480physical damage 412.8 magic damage 892 total
- Total=3,981.6 (2,286.5 magic and 1,695.1 physical)
- life gained through spell vamp=418.96
- life gained through life steal=0
- total life gained=418.96
Another common build
Stats at level 18:
- Attack Damage=190
- Ability Power=214
- Movement speed=431
- Armor=86
- Magic Resist=80
- Spell vamp=40%
- Bonus magic Damage from
Twin Disciplines=40% - total cost=12,000
Please note that
Damage from:
Mark of the Assassin=922.4 magic damage
Crescent Slash=308.2 physical damage
Shadow Dance=357
Trinity Force=326- auto attacks=1,070 physical damage and 428 magic damage
- Total=3,420.6 (1,658.6 magic damage and 1,704.2 physical damage)
- life gained through spell vamp=634.96
- life gained through life steal=225.15
- total life gained=860
As you can see this build deals over 500 less damage per rotation for the same cost. granted it does gain a few hundred more life and you have 250 more health so you could argue that it's an even trade and by no means am I trying to put down this build, in fact I still build this every now and then if the entire enemy team is tanky, but a lot of people will try to argue that this build does more damage than the one I use and I was hoping to put that to rest, at least for those who read this guide. Also the damage is split pretty evenly between magical and physical so any armor pen or magic pen gained isn't quite as effective as gaining magic pen in the first build.
I hope to go over other common builds I have seen while playing but for now this is all the math and coding I can handle doing.
conslusion
This guide is not complete I will eventually do the math for a few other builds I have seen. I also plan to add sections on the different phases of the game laning, ganking, and pushing, as well as sections for each lane situation solo mid, solo top 1v1, solo top 1v2, duo top 2v1 duo top 2v2 and duo bottom 2v2. As I said before this is my first guide and I am new to coding so I will try to come back and add pictures and diagrams and make this guide look nicer.
credits
I owe thanks to a few people namely jhoijhoi for his "Making A Guide" guide it was a huge help. also a thanks to all the top







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