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Choose Champion Build:
Spells:
Flash
Ignite
Ability Order
Assassin's Mark (PASSIVE)
Akali Passive Ability
Introduction
Discipline of Force - "Upon obtaining 19.5 ability power, Akali's auto attacks deal 10% bonus magic damage, increasing by 1% for every 5 ability power gained thereafter."
Discipline of Might - "Upon obtaining 9.5 attack damage, Akali gains 10% spell vamp, increasing by an additional 1%
Mark Of the Assasin- "Akali throws her kama at a target enemy, dealing magic damage and marking the target for 6 seconds. Akali's melee attacks against a marked target will consume the mark dealing the same magic damage again and restoring energy." for every 5 attack damage gained thereafter."
Twilight Shroud
"Akali throws down a circular cover of smoke that lasts for 8 seconds. While inside the area, Akali gains armor and magic resistance and becomes stealthed. Attacking or using abilities will briefly reveal her. Enemies inside the smoke have their movement speed reduced."
Cresecent Slash
"Akali flourishes her kamas, hitting nearby units for physical damage."
Shadow Dance - Ultimate
"Akali moves through the shadows to quickly appear next to her target and deal magic damage to it. Akali gains an Essence of Shadow once every few seconds up to a total of 3, affected by cooldown reduction. The time to gain a charge doesn't count when at maximum charges. Additionally, Akali gains an Essence of Shadow for a kill or an assist."
Offensive is required as having Brute force to finish getting the passive along with the 7 AD marks.
Offensive: 21/9/0
Brute force for her passive.
Burning embers is a nice touch.
Defensive:
Nimbleness is taken because of the dodge seals we get to get that extra speed more often.
Build 2:
Akali tends to be quite a squishy melee champ without Twilight shroud up so I go a 9/21/0 build for a couple reasons:
Offensive:
Past Archaic knowledge in offensive everything is pointless aside from Havoc. As the 3 AD wont matter as we get dorans blade first (explained later) and crit dmg is useless too as we dont have high crit chance. So going down this tree would not be that beneficial.
Defensive:
As said earlier she is quite squishy so going into defensive can nab you:
4% dmg reduction
48 HP (nearly the same as two health quints)
Armor and Magic Res
Physical dmg reduc and dodge
While also taking 4% AP with it.
So this counters the "squishy" melee part and allows Akali to dish out the same damage aswell.
7 Greater Mark of Strength is gotten for the passive
2 Greater Mark of Insight as no more Ad is needed and a little MP can't hurt
Build 2:
Greater Mark of Insight is taken simply it beats all other Marks as it allows to give all Akali's spells(apart from Crescent slash)a very nice damage increase especially to tanks.
Both builds:
Greater Seal of Evasion is used for nice survivability and since nimbleness is taken can help a lot for escaping/Chasing players.
Greater Glyph of Potency To activate your passive not to mention the nice early damage
Greater Quintessence of Potency Same as above
Boots of speed and 3 health pots for great lane sustain and the boots make it nicer to harass and get away.
Build 2:
Doran's blade is essential as firstly it activates your Spell vamp passive which 10% at lvl 1 is very handy. Secondly it gives 100 hp for nice survivability aswell.
Both builds:
Sheen for incredible burst early on.
Mercury treads as akali is quite squishy base and can be countered by CC so this is very helpful.
Rylai's give great HP to survive longer but gives an amazing snare on Your Q so when chasing can get an easily auto attack to pop Q.
Rabadon's Cap is an obvious one.
Hextech Gunblade is used because of that revolver earlier on , this also gives nice life/spell vamp not to mention AP.
Void Staff is nice for the Mpen late game because by then a lot of people may have a bit of Mresist.
Flash: I feel that Akali can be too squishy and doesn't have enough defensive options without Flash. Flashing through walls or out of Twilight Shroud will save you SO many times. Flash + Shadow Dance also gives you amazing chasing prowess.
Exhaust, Ghost and Clairvoyance (synergy with jungle getaways) can all be used with great effect.
Be sure to Sight Ward key places around the map to gain an extra pair of eyes. Warding places efficiently can save you numerous of times, and can keep you updated on the where-abouts of many champions.
Through levels 1-5 be sure to strictly farm and harass when you can, once you level 6 you can start playing aggressively. (Unless your enemy sucks.)
If you have the chance to solo top or middle lane always take it! Top lanes brush and it's layout although similar to bottoms is better, and if you are in middle harassing correctly and farming can deprive the enemy from leveling creating a disadvantage for their team.
Always try to obtain the Red buff whenever you can, the slow and extra damage can help a lot when you don't have Rylai's Crystal Scepter yet.
Make sure to grab an Elixir of Fortitude whenever you have extra gold lying around, with the extra Health and attack damage, you gain survivability and more damage for Crescent Slash.
Your Shroud has many uses, and it is especially great to gain the advantage in your lane.
Throw your Shroud BEHIND or ON TOP of the enemy creep wave. Be fast to mark your opponent with .If they chose to turn around and run close to you, hit them and trigger the mark for some nice damage. If they chose to stay behind, focus on last hit your creeps the 8 seconds you have. Preventing your opponent from farming creeps or even gain experience is HUGE in the laning phase.
Bait your opponent's abilities: Are you laning against Miss Fortune? Throw your behind the enemy creeps (as explained above) and stand on the outer edge of it. Miss Fortune's Make it rain has exactly the same radio as your shroud, and she will in many cases throw it ontop of your shroud. Move out instantly to avoid taking any or too much damage. Watch how MF will waste her mana on the failed abilities. Same applies to champions like Mordekaiser, Brand, Mundo's axes, Nidalee's spears and any other champions with skillshot/AoE damaging spells.
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