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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Threats & Synergies
Once Zilean is level 6, it will be harder for you to get kills in lane. Whenever his Ultimate Chronoshift(R) is down, try to abuse him to get kills. Communicate with your Jungler to abuse his Ultimate cooldown. When looking to trade, try and bait out his Time Bomb(Q) before initiating a fight. This will make it impossible for him to CC you if the first Q misses. After Zilean has completed his first item, his wave clear will be pretty strong. Stand outside of the minion wave at all times so he is unable to push, poke and CC you at the same time.
Try to match Taliyah’s wave clear during the laning phase. Matching her wave clear will reduce her ability to roam. Taliyah doesn’t gain access to a damaging Ultimate Weaver's Wall(R) at level 6. If you’re a champion with a strong Ultimate, try to abuse her weakness at this time. When trading with Taliyah, always keep behind at least 1 minion. This will make it very difficult for her to deal damage with her Threaded Volley(Q). Make sure you also watch out for her Seismic Shove(W).
Kayle is at her weakest in the early game. Try to abuse her weakness by playing aggressive and getting kills. Putting her behind in the early game will reduce her ability to carry later on in the game. Keeping the minion wave closer to your side of the map will force Kayle to overextend for farm. Once she walks up and tries to last hit, you could play aggressive and try to all-in her. Once Kayle hits level 6 and unlocks her Ultimate Divine Judgment(R), she will also become ranged and she’ll find it easier to last hit. She will be able to also poke you down and trade more effectively. You’ll need to be more strategic when trying to fight her from now on.
Swain’s early game is rather weak. If you’re playing as an early game champion, try to get an early advantage to reduce his scaling. His Root Nevermove(E) will only trigger on the first enemies he hits on its return. Stand near your Caster Minions and walk forwards when he throws it out so the minions get CC’d and not you. At level 6, his kill pressure and survivability increases. Unless you have the advantage, disengage as soon as he activates his Ultimate Demonic Ascension(R).
Malzahar isn’t very strong in the early game and can be made weaker by destroying his Passive shield whenever it comes up. As soon as he gets it, pop the shield so he has to play even safer. Malzahar will be looking to push the wave constantly once he has an item. Avoid standing inside the minion wave at all times so he cannot poke you and push at the same time. Once Malzahar hits level 6, you’ll have to play more respectful as he will tend to get ganks once his Ultimate Nether Grasp(R) is up. Whenever he has his Ultimate up, make sure you have wards in the river so you can spot the Jungler before they get to your lane.
When Galio charges towards you, try to disengage as quickly as possible. If you let him get close, he will look to engage with his Justice Punch(E) and then taunt you with his Shield of Durand(W). As soon as Galio goes missing post level 6, ping your team as he may be looking to roam with his Ultimate Hero's Entrance(R).
Whenever Annie has her stun available, you need to respect her and play slightly safer. Stand back and wait for her to consume it before walking forward. Post level 6, respect Tibbers(R) and her stun. Pay attention to the number of stacks on her Passive. You can trade with Annie before she gets 2 stacks without the fear of getting stunned. Annie is prone to poke even though her Molten Shield(E) offers her some protection in trades. Try to poke her down with your abilities before committing to the all-in.
Cassiopeia has a powerful level 2 all in with her Noxious Blast(Q) and Twin Fang(E) spam. Make sure you hit level 2 at the same time which is the first wave followed by 1 melee minion on the second wave to reduce her ability to kill you. Cassiopeia has mana issues in the early game. If she is low on mana, it could be a good time to fight her as her damage output will be heavily reduced as she relies heavily on mana to trade. She is an immobile mage with no escapes. Let her push the wave and then call for assistance from your Jungler to shut her down.
Kassadin is at his weakest in the early game. Try to fight as much as possible so he falls behind. Kassadin lacks wave clear in the early game. If you can keep the wave closer to your side of the map early on, it will be very difficult for him to farm or break your freeze. If he does walk up to last hit, you can look to trade with him.
Twisted Fate will look for picks with his Ultimate Destiny(R) during the mid-game. Avoid splitting too far apart to reduce his ability to get picks. As Destiny(R) gives him a lot of map pressure, expect him to be split pushing in the mid-game. While you could fight with the numbers advantage, make sure you keep an eye on him so you can disengage if he makes his way to the fight. Twisted Fate will look to poke as much as possible before initiating. Do not allow him to poke by engaging as soon as you spot him.
Try to shut down Gangplank early with the help of your Jungler. Gangplank will eventually outscale you in the progress of the game, so putting him behind will make it harder for him to take over the map. Don't engage with melee trades when Gangplanks Passive is up. It will help him win trades, so wait for him to use it on a minion before looking to fight. Wait for Gangplank to blow up his Barrels Powder Keg(E) before looking to fight. If he has one placed in a nearby bush or has one under him, wait for it to blow before looking to fight.
Try and keep the minion wave closer to your side of the map early. Doing so will make his all-in less effective. Post 6, try to interrupt or somehow force Akshan to top his Ultimate Comeuppance. This will increase your survivability and it will be put on a short cooldown. Keep in mind that early armor will be very beneficial in this matchup. Akshan is an AD champion, so picking up early armor will protect you from some of his damage.
Veigar is at his weakest in the early game. Try to abuse him to set him behind. Delaying his stacks will make him less effective in the later stages of the game. Whenever Veigar uses his Event Horizon(E), try to abuse the cool down as it’s his only defensive tool in the early game and once it’s down, he is rather vulnerable. In order to get ganks or kill the Veigar, you need to bait out his Event Horizon(E) first. You can do this by constantly toggling in and out of range of him. Make sure you always bait it out before committing to the all-in.
Try your hardest to dodge Vel’koz Plasma Fission(Q)’s in lane. Invest in early Boots if you’re struggling to dodge this ability. As soon as he channels his Ultimate Life Form Disintegration Ray(R), either disengage, CC him or commit to the all-in. Hard CC will interrupt his Ultimate, but roots do not. After he has got his first item, Vel’koz will constantly push the minion wave. Stand close but outside of the minion wave at all times so he is unable to push and poke at the same time.
When Ahri’s Charm Charm(E) is down, she has no real way of defending herself without blowing her Ultimate Spirit Rush(R). Look to fight her when her Charm(E) is not available. Try and stand outside of the minion wave, but close to it. This will force her to choose between pushing with her Orb of Deception(Q) or poking with it instead. Stand close to the wave so you can run inside of it to dodge her Charm(E). Ahri is incredibly vulnerable when her Spirit Rush(R) is down. Make sure you abuse the long cooldown early on.
Do not go for extended trades with Fizz as he will always come out ahead thanks to his Seastone Trident(W). Unless you benefit from any other wave manipulation, try and keep the wave even or closer to your side. This prevents him from engaging on you or chasing you down. Fizz has insane roaming potential. Do not blindly follow him as he can easily turn around and kill you. Instead, communicate with your team while following him from a distance if possible.
Expect Talon to play aggressive in the early game. He is really strong at level 2 and 3 and can easily get an early first blood. To prevent Talon from roaming, keep him pushed in while maintaining a good distance from him so he is unable to jump on to you and kill you. Using basic attacks and abilities to get him low will make it hard for him to fight or jump in with Noxian Diplomacy(Q).
Try and stay behind the minion wave but not in it. This will force Brand to choose between harassing you with his Pillar of Flame(W) or pushing the wave. This is also a good place to stand as the minions will block his Sear(Q). Don’t let Brand harass you for free. Try and stand back and out of range of him so he’s unable to attack and harass you with his Pillar of Flame(W). Ensure that you remain healthy otherwise you’ll never be able to fight him. A good time to fight Brand is when he’s out of mana or has an ability on cooldown. This will make trading much better for you as he will not be able to dish out a lot of damage (or possibly stun you if his Sear(Q) is on cooldown) as he’ll have 1 less ability to use.
Avoid going into melee range when Vex’s Personal Space(W) is up as it not only shields her but also deals damage to enemies close to her. Standing outside of the minion wave at all times will help you counter Vex and prevent her from being able to use her Mistral Bolt(Q) to push the minion wave and poke you at the same time. When recalling, keep an eye on your positioning as Vex’s Ultimate Shadow Surge(R) could be used to snipe you and kill you. Try and recall behind minions or out of vision.
When playing as a ranged champion, try to stay as far back as possible while using your range advantage to harass him. Staying at max distance will make it difficult for him to jump on you with his Shield Vault(W). After he hits level 6, be careful when moving back to lane if he’s not already shown. He may use his Ultimate to get behind you and all-in you as soon as you get back to lane. At level 1, be careful of Pantheon's early pressure as he can often cheese a kill and force you to blow Summoner Spells or health potions.
Anivia has a weak laning phase and often has trouble farming and trading. If she uses any abilities on the minion wave to last hit with, make sure you abuse the cooldowns. Don’t forget about Anivia’s Passive. It has a long cooldown, so once it’s been popped, make sure you try to kill her while she is most vulnerable. Call for assistance and ask for ganks while it’s down. Try and hold off from using any dashes that can help you dodge skill shots. Anivia’s Flash Frost(Q) and Crystallize(W) can be deadly if you have no tools to get away from them.
Always watch your positioning during the laning phase. Try and stay at max distance so it’s harder for her to root you with her Tangle-Barbs(E). This will also make it harder for her to get a good Ultimate Pop Blossom(R) off as she has to close the gap in order to stun you. Stand outside of the minion wave at all times if possible. This will make it harder for Neeko to push and poke you at the same time with her Blooming Burst(Q). Once Neeko has her Ultimate, her kill pressure will increase. Make sure you back when low whenever she has her Ultimate up.
After Syndra’s first back, she will have a lot of pushing power. Make sure you match her damage on the minion wave so she is unable to get early plates and roam priority. Syndra’s Scatter the Weak(E) has an incredibly long cooldown. If she uses it to trade with and misses, use this timer to play aggressive and poke her down. Post 6, if Syndra has lots of balls on the floor, do not commit to a trade as her Ultimate Unleashed Power(R) will deal lots of extra damage. Commit to trades when she has no balls on the ground.
Be careful when going for short trades with Qiyana as she prefers them over long extended ones.When Qiyana has her River Element (the blue one), do not overextend or play super aggressively. There is probably a reason she has picked this up and her Jungler may be nearby. Play safer when she holds this Element. Pre-6, Qiyana will constantly push the minion wave with her Q. Stand outside of the minion wave at all times so she is unable to push and poke at the same time. But, do not stand near a wall so she cannot R you into it.
Vladimir’s Sanguine Pool(W) has an incredibly long cooldown during the laning phase. Find a way to bait it out and then look to play aggressive while it’s on cooldown. Whenever Vladimir has his empowered Transfusion(Q) available, play safer or walk backwards so he is forced to use his Transfusion(Q) on the minion wave rather than you.
Yone is incredibly mobile in lane, but if he uses his Soul Unbound(E), you can abuse the cooldown (after he’s returned) to play aggressive and poke him down. This will make it harder for him to survive a trade or trade back with you. Avoid chasing too far when Yone uses his Soul Unbound(E) as he will always return to his original spot. Try and stay far back though so he is unable to get onto you by his E+Q very easily.
Diana has a unique playstyle when it comes to farming and trading during the early game. Her Pale Cascade(W) has a strong impact on the wave and she will tend to push the wave with it. Try to engage and fight her when her Pale Cascade(W) is on cooldown. Diana is dependent on landing her Crescent Strike(Q) for the all-in. Try to back away if she lands it to reduce her chances to follow up with her Lunar Rush(E) and trade.
Make sure you reposition and move away from Katarina’s Blade drops. This will reduce her ability to trade and kill you with her Shunpo(E). Don’t blindly follow Katarina’s roams or you might get ambushed. Punish her by pushing the wave into her turret whenever she leaves the lane. One of Katarina’s weaknesses is her lack of range, so try to harass her with abilities and auto-attacks. Make sure you watch your positioning though so she doesn’t try to all-in you in return.
If you’re playing as a ranged champion, try to harass and poke Zed down. Avoid over-committing to harassing him though as minion damage does stack heavily. Invest in early armor when playing as a Mage to protect you from Zed’s damage. This will reduce his chances of killing you. Try to play to the opposite side of the lane at all times. This will make it hard for Zed to get on to you without using his Living Shadow(W). Once he does use his W, move to the opposite side of his W so he can’t get on top of you.
Her Explosive Charge(E) and Rapid Fire(Q) makes taking down turrets a piece of cake. Avoid letting her get free shots on your turret since the tower platings will give her a gold advantage over you. Avoid extended trades with Tristana whenever her Explosive Charge(E) is on you. The more auto attacks she hits you with, the more damage you will take. Tristana will often use her Rocket Jump(W) aggressively. If you’re strong and have good all-in, you could try to trade back with her and use her mispositioning to kill her. Take a quick glance at the minimap to see if her Jungler is nearby before committing to the fight though.
Always make sure you’re stood behind at least 2 minions so she is unable to root you with her Light Binding(Q). If Lux uses her Q and it misses, use the cooldown of this ability to play aggressive as she will be unable to protect herself and prevent the all-in. Mitigate Lux’s E effectiveness by standing behind and not inside the minion wave. This will make her choose between using her Lucent Singularity(E) to poke with or to push with.
Lissandra will be using her Ice Shard(Q) and Glacial Path(E) to push the wave. Stand outside of the minion wave so she is forced to choose between pushing with her Q or trying to poke you instead. When Lissandra is level 6, you’ll need to play a bit safer as she has increased kill pressure and can set up her Jungler very easily. Make sure you have enough vision around your lane to spot the enemy Jungler before they show up and gank you. When playing as a melee champion, try and stay at max range at all times so it’s harder for Lissandra to CC you with her Ring of Frost(W). Be careful when walking forward to last hit and play respectfully if she is zoning you so you don’t take tons of damage.
Avoid standing too close to Azir’s Soldiers Arise!(W) as he can auto attack you from afar. When he places a Soldier Arise!(W), move to a safer position out of its range. Go for a trade after Azir’s soldiers has disappeared. It’s best to wait for the soldiers to disappear first before fighting him as his damage output will be decreased. After level 6 keep a keen eye on the map and Azir’s mana bar.
To make it hard for Sylas to land his E on you, always make sure you’re behind at least 1 minion so he cannot land the CC on you. If Sylas is able to get on to you, try to disengage as quickly as you can. A lot of Sylas’ damage is dealt when he is on top of you. Try and stay at max range as much as possible to make it harder for him to get on to you. Sylas has really good map pressure and can roam with ease. If he has left lane and started roaming, communicate with your team and push him in to deny him gold and XP.
Be cautious around the minion wave as Yasuo will often use his Sweeping Blade(E) to dash through the minion wave to get on to you. Stand outside and away from the minion wave at all times. Do not over-commit to doing this though as he could look to turn the exchange around. Playing around Yasuo’s Windwall Wind Wall(W) will make killing him a lot easier. If you can, try to bait this ability out before committing to the all-in.
Stand outside of the minion wave or behind it. This will result in him having to choose between pushing or poking you. Don’t stand in the minion wave as he will be able to push and poke with his Phosphorus Bomb(Q) or Missile Barrage(R). Whenever Corki has his Passive, communicate with your team and ping that he’s missing. He will look to roam as soon as he recalls and picks it up. Post-level 6, Corki will look to constantly push the minion wave. Try to match his wave clear so he doesn’t keep you pushed in. If you don’t, you’ll lose priority and tower plates.
Stand at the opposite side of the lane at all times. This will make it harder for her to land her Paddle Star!(Q) and Sleepy Trouble Bubble(E). Ensure that you’re always behind the minion wave and not inside it. As Zoe’s Q deals AOE damage, you will take damage if you’re near the minion line. When trading, keep an eye on what spell (if any) Zoe has picked up. If it is an aggressive spell, expect her to look for a trade. If it’s Flash, expect her to be more mobile and if it’s a defensive spell, it will be harder for you to kill her.
Avoid trading with Irelia when she has her Passive stacked as she will out trade you. Keep an eye on the little bar under her health.When trading with Irelia, keep an eye on low health minions in your lane. Irelia may use her Bladesurge(Q) on the minion to escape the trade or run you down after a skirmish. Irelia benefits from extended trades. Try and avoid going for extended trades with her as she will always win them.
Xerath has very reliable wave clear and push thanks to his low cooldown abilities and kit. Avoid taking unnecessary damage by standing outside of the minion wave when he uses his abilities. Look to trade with Xerath when his Eye of Destruction(W) or Shocking Orb(E) is on cooldown. When he doesn’t have either of these abilities, he is incredibly vulnerable. Avoid roaming if Xerath is in lane as he can push the lane very quickly while you’re gone. Look to roam when he’s either dead or in base.
Pay close attention to the location of Orianna’s Ball Command: Protect(E) throughout the laning phase. Try and adapt your positioning and move to the opposite side of the lane to where her ball is. Do not roam unless Orianna has recalled. She has very good wave clear thanks to her Command: Attack(Q) and Command: Dissonance(W) and can quickly push you in and take Tower plates. Due to her lack of mobility and her inherent ability to push waves, Orianna tends to be weak against ganks. Ask your Jungler for ganks whenever she pushes the lane.
Before looking for the all-in, bait out his Gravity Field(W). His W is his only real form of defence and protection from an all-in and once it’s down, he is easier to kill. When Viktor has completed his first upgrade, which is usually his Death Ray(E), make sure you’re always outside of the minion wave so he is unable to push and poke you at the same time. Viktor will be looking to play safe in the early game. Try to abuse this to get ahead.
Leblanc is an early game bully. Watch out for her Sigil of Malice(Q) + Distortion(W) + AA combo. Whenever Leblanc’s W is on cooldown, she is squisher and vulnerable. You could use this time frame to play aggressive and go for a trade as she will not be able to escape or trade as effectively back with you. Standing outside of the minion wave and far back is a good way to reduce Leblanc’s ability to push and poke at the same time with her Distortion(W). If you stand as far back as you can, she will be unable to land her Distortion(W) on you regardless.
Ekkos main source of damage comes from his Passive. Avoid letting him stack his Passive by dodging his Timewinder(Q) and standing outside his Phase Dive(E) range. Ekko will look to set up a Parallel Convergence(W) stun by walking out of vision. Be cautious of this and wait a few seconds after he appears again before trading with him. Ekko will look to constantly push the wave with his Q. Punish him whenever he uses it for waveclear by engaging in trades.
Ryze’s laning phase is when he is at his weakest. Avoid trading with him too much in the very early game as he will just want to recall early and get his Tear anyway. When Ryze hits level 6, his kill pressure doesn’t increase as his Ultimate Realm Warp(R) is not a damaging tool. For most champions, your level 6 will be stronger than his. Try to fight as often as possible. Ryze needs time to scale, so delaying his ability to scale is key. Getting an early kill and putting him behind early will reduce his ability to scale into the mid and late game.
Champion Build Guide
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1. Both your Shuriken Flip and Ultimate Perfect Execution offer tons of outplay potential. You can often escape ganks or turn them around easily if you’re able to play it slow and wait for the perfect opportunity to fight or escape.
2. Squishy champions will often be left alone, or they will walk around the map unaided. You can use this to your advantage to snowball and get more kills as Akali is a strong assassin and can kill squishy champions easily.
3. If you’re able to get a few kills in lane, you can snowball quite quickly and further your lead. Try to abuse any slight advantage you get to increase your chances of winning the game.
1. Akali runs out of energy quite easily. You’ll need to keep a constant eye on your energy levels and only go in for aggressive plays when you have lots of energy.
2. Akali and assassins like her struggle against teams with lots of CC. In team fights, you’ll have to wait for the perfect opportunity to go in so you do not get CC’d and killed pretty much instantly.
3. Akali is one of the hardest champions to master in the game. Playing around her energy levels, her Passive, her Twilight Shroud and her two mobility spells takes a lot of practice. Expect to put in a lot of effort if you want to learn Akali.
Thanks to this passive, Akali can inflict additional magic damage and regenerate energy. It should be taken into account that Akali gets the bonus the moment he crosses the boundary of the circle. It sounds very complicated, and in the beginning new players have difficulties with the implementation of the passive ability. The easiest way to activate the passive effect is with the Five Point Strike and Shuriken Flip abilities. In both cases, we can deal damage from a distance and then, as we get closer to the target, we can safely activate the bonus damage. Standing Q+AA or E+AA is a big advantage in the lane and it's a good idea to use that. Against enemies with ranged attack it is very hard to activate the passive, but it will help you during the team battles in the future.
This is one of Akali's main skills, with which the champion deals very good damage to a group of enemies and slows them down a bit. The damage gain of the ability comes from AD and AP at the same time. Because of this, it is sometimes advantageous to buy items with simultaneous bonuses to these traits for Akali. At max level, the ability starts to deal bonus damage to minions and monsters, noticeably increasing the speed of clearing waves of minions.
This is a slightly unusual and important skill in the champion's arsenal, which opens up a large number of combinations and possibilities for Akali. In the League of Legends there are two types of stealth: invisibility and disguise. In a nutshell, stealth is the most reliable but generally only lasts a short time, while cloaking can be easily controlled by wards but can give a good tactical advantage when moving long distances. Akali's smokescreen is exactly what gives invisibility. Additionally Akali gets a bonus to his movement speed. The range of the smoke is large enough to really confuse enemies in a team battle. In teamfights the smoke is probably the most important ability, as it also increases the champion's survivability. You will have to get used to this ability and in the first few games you are most likely not able to use the full potential of the smoke screen, but gradually you will get used to it and you will be able to fool your enemies. An important advantage of this skill is that it allows you to restore a large amount of energy at once.
This ability allows you to increase the mobility of the champion in the first place. The thing is that with the first jump you can, for example, bounce back or even jump up to the target. In some cases, it is really better to throw a shuriken backwards, in order to shorten the distance. After all, if you miss the fleeing enemy, on the contrary, you will increase the distance. In some ways, the ability is very similar to Lee Sin's Sonic Wave / Resonating Strike. The main difference is that Akali bounces back the first time he uses it, which gives him more options. Again, you'll have to get used to the ability and hone your skills. After some time, you will already begin to understand when and in what direction to throw the shuriken. If you do everything right, and most importantly combine shuriken with other champion skills, you can achieve very good results. If you learn how to use E correctly, you'll be able to trade damage on the line with the enemy very profitably.
Akali ult seems simple at first glance, but it also has its own nuances. First, the first and second strikes have different types of damage. The first strike deals physical damage, while the second deals magic damage. Secondly, the second strike deals increased damage if the target has incomplete health. That is, it is better to use it to finish the target, waiting a bit and inflicting damage. You won't be able to use two hits instantly, because there is a 2,5 second delay between them. But there is enough time for the second strike, 7.5 seconds to be exact. Usually during team battles, this time is enough to use the main abilities of the champion and to make the second strike as profitable as possible. The most important thing is not to get under the hard control of the enemy, but here a smoke screen usually helps. Although the range of the jerk is not the most impressive, but Akali can deal damage to multiple targets at once. This feature makes the hero very useful during team battles.
Your basic trade is to Q then W and AA. Q AA E, then E to your target and AA Q AA.
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To trade when starting from range E your target then E again. Use W AA Q, then AA Q AA.
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For a quick trade Q then AA and E. E to your target, then AA.
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All in at level 6 by using R E AA, then Q and E again. AA, Q and R to finish.
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Burst a target down by using E, then E again. Follow up with Q AA
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For an extended all in, R to your target then AA Q. W AA E, then E again and quickly AA Q and R.
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For a quick execute R to your target, then E Q. E again, then immediately AA R.
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Tower dive by using R to your target, then E. E again, then quickly AA Q and R to safety.
is a great item for most AP champions with burst type of damage, especially if the enemy team has a lot of champions with shields.
is most effectively used against abilities that have a downtime before they can affect full damage to the target like Chum the Waters, Unleashed Power, Death Mark, Life Form Disintegration Ray, Death Lotus etc.
buy this item if you want to cut enemy's healings, life steal and vampirism. Together wiith Liandry's Anguish the Grievous Wounds time can be extended for an additional 4 seconds.
is made to help magical champions to destroy their targets really quickly by ignoring almost half of enemy's magic resistance. This item works well against both tanks and squishy targets.
is a powerful item for pure ability power casters, and is also very effective on burst assassins and hybrid champions that take advantage of Lich Bane for additional burst. This item provides tons of pure ability power, but it shouldn't be bought early on since its passive gives you more profit when you already have some ability power.
makes a good couple with Liandry's Anguish. This is a perfect item for champions with AOE abilities and works also well against champions who buy ot stack a lot of HP during a game.
is a strong item against magic damage but is most valued for its ability to prevent crowd control or counter poke damage. As such it is highly recommended to build Banshee's Veil when you are being focused by crowd control effects, or when the enemy has initiation or pulling abilities like Enchanted Crystal Arrow and Rocket Grab. Combined with Zhonya's Hourglass, Banshee's Veil will make you very resilient to both magic and physical damage.
is a very good item for ability power-based champions, as it allows you to ignore 18 points of your enemy's magic resistance. Sorcerer's Shoes are less efficient against enemies with high magic resistance. However, they synergize well with other magic penetration items, percentage items such as Void Staff in particular. It is possible to sell these boots at late-game once you have Void Staff, as the extra magic penetration is arguably negligible.
Here is a video how to play Akali like a Master tier player:
This rune gives your champion good amount of damage and some sustain, especially in extended fights. The rune fits better for melee champions since it's twice faster to stack it up and it scales well into the late game.
This rune is able to help you a lot with your energy problems during team fights when you get lots of takedowns.
The rune can help you against teams with lots of crowd control abilities like stuns, slows, roots etc. Thats why its going to be harder for them to disable your champion for long period of time.
The rune increases your damage to enemies with low amount of HP. This rune is better that Cut Down and Last Stand if you can decrease health points of your enemy fast enough.
This rune can be a good choice against teams or champions with lots of burst damage like Renekton, Riven or Rengar. However, it doesn't scale as good into the late game as Conditioning or Second Wind. This rune is better option for squishy champions so they would be better protected from a threat to be one shot by some enemy combo.
This rune will give you 200+ additional HP in the late game which can be a matter of life and death for your champion sometimes. This rune is also an indirect protection against assassins and other champions with strong burst damage. Thanks to the rune, you can survive their combo and be able to respond somehow by using abilities, summoners spells or active items.
Flash is the most frequent choice of all players in League of Legends. Such popularity of the spell is caused by the fact that Flash is able to instantly teleport you on a short distance. This distance is enough to dodge some hostile abilities or to jump back and avoid an unexpected gank. With the help of Flash, you can overcome various obstacles like walls, pillars and other different obstacles. Flash is equally good to use for both attack and defense. This gives the spell some versatility. The summoner spell cannot be used if you have been silenced (you cannot use skills for some time). Also, Flash cannot be used under the effect of hard control abilities such as stun or fear.
Ignite provides players an offensive utility and damage spell that scales with level. A well-placed healing reduction debuff from Ignite can severely limit the effectiveness of enemy healing items, as well as healing abilities from champions like Soraka, Aatrox, Vladimir, Volibear and Warwick. It is considered a direct counter to Dr. Mundo, Soraka, Aatrox and Swain because they are reliant on their healing-based abilities. The healing reduction debuff also applies to life steal, omnivamp, etc.
Teleport is mainly used to minimize laning downtime after Recall or respawning, to prevent enemy laners from gaining an advantage. Teleport is also used to quickly switch lanes to defend an unguarded turret. Unleashed Teleport is great for ganking if the enemy commits to a fight and is around friendly minions, turrets, or wards. Another use for Unleashed Teleport is a backdoor maneuver where a high damage per second champion places a ward inside or near the enemy base and teleports himself to that ward. From there that champion will attempt to bring down as many turrets and inhibitors as possible. Unleashed Teleport can be used to prolong or save the life of an allied Zac by making one of Zac's Passive's drops ( Cell Division) invulnerable for the Teleport duration.
After Akali has picked up her first component item, the damage output from her Five Point Strike will increase dramatically. Look to trade more often after your first back. Once you have access to all your basic abilities, you can start to trade more effectively with the enemy. At level 3, you can look for more aggressive plays, but don’t over commit to them, so you don’t fall behind. At level 6, Akali can look for aggressive all-ins as her Ultimate Perfect Execution offers her a lot of additional kill pressure. Look for kills with your Ultimate Perfect Execution when the enemy overextends.
Focus on staying healthy and farming up till you gain access to your Twilight Shroud, Shuriken Flip, and Perfect Execution. In the meantime, try to land your Five Point Strike on both the minion wave and the enemy champion. Since you use Energy, and your abilities are energy hungry, you should always take a look at your resource bar before attempting an all-in. Keep a track of the enemy Jungler from the beginning of the game as he will attempt to camp your lane till you hit level six. Use your Shuriken Flip discretely in this lane as it allows you to both all-in and disengage against enemies. Your goal should be to get your first item as quickly as you can so that your all-ins become more potent and deadly.
MID GAME (strong):
At level 9, Akali would’ve maxed out her Five Point Strike. At this stage of the game, she will be able to clear waves quickly and 1v1 most champions if they try to stop her from farming in a side lane. Once Akali hits level 11, she will have 2 points in her Ultimate Perfect Execution. She can look for more aggressive plays and try to assassinate targets that are isolated or walking around the map on their own. Since Akali is an Assassin, she should have a few items completed during the mid-game. If you’re able to catch somebody out who is alone, it could easily result in a potential call for the Baron.
At this stage, your map awareness should be at its peak. You should always try to shove the wave with your Five Point Strike and try to roam towards any lane which has an extended laner. This will allow you to use your Shuriken Flip and Ultimate Perfect Execution to catch up to such extended targets, and get rid of them quickly. When you are fighting for a neutral objective and you manage to land an Shuriken Flip on an enemy champion, you don't need to always go-in. This is because your presence, and the threat of your Shuriken Flip, Twilight Shroud, and Ultimate Perfect Execution which automatically keeps the enemy carries away from you. This will ultimately result in the enemy team being zoned out. Proper usage of your Twilight Shroud is very important during this stage of the game. If used freely, the enemy laner can bait you into such an all-in and then get rid of Akali quickly. Also, attempt to stay in a longer lane as it gives you more opportunities to all-in someone.
LATE GAME (average):
At level 16, Akali will have 3 points in her Ultimate Perfect Execution. She will be able to dish out a lot of damage to anyone she comes into contact with. Your Ultimate Perfect Execution will also be on a lower cooldown, which is very beneficial. At this stage of the game, Akali would be near max build. Landing an Shuriken Flip on a squishy enemy champion should result in an easy kill. This kill could result in either the Baron or a favourable forced 5v4 fight. Akali does fall off in the later parts of the game as teams start to group. Akali is at her strongest in split fights or picks rather than straight 5v5s. Also, the enemy should start buying defensive items, which will make it harder for her to take them down.
At this stage, teams will be closely grouped together so it’s unlikely you’ll be able to assassinate anyone. Continue to look for picks but expect there to be more than just 1 enemy nearby. It’s going to be difficult for you to 100 to 0 someone as many champions will be full build in the late game or at least have defensive tools like Zhonya's Hourglass or Guardian Angel available to them. Continue to play team fights slow. While your cooldowns will be short, you need to play around your Twilight Shroud as much as possible to ensure you can kill the enemy.
Swain is super squishy and immobile. Good times to trade with him are when he’s walked forward trying to harass. When laning, make sure you’re always stood far back but in front of your Caster Minions. This will make it impossible for him to land his Root Nevermove and CC you. At level 6, his kill pressure and survivability increases. Unless you have the advantage, disengage as soon as he activates his Ultimate Demonic Ascension.
Swain is good in team fights thanks to his AOE Ultimate Demonic Ascension. Forcing a fight or fighting when Swain isn’t around will make it easier for your team to win team fights. Avoid grouping too closely around objectives or in team fights as it may allow Swain to land a really good multi-person Nevermove and start the team fight. Burst and poke is the best way of winning a fight against Swain. Try to poke him down before a team fight starts. When he activates his Ultimate Demonic Ascension, burst him down so he is unable to dish out lots of damage.
At level 6, Swain’s damage output and survivability increases. You shouldn’t commit to a fight with him unless you can burst him down quickly as his Ultimate Demonic Ascension will offer him extra protection and health regeneration. Swain’s early game is abusable as he is really weak early on. Once the mid-game hits, you’ll have to play more respectable. He is really good in team fights thanks to his AOE Ultimate Demonic Ascension. Bursting him down at the start of the fight will make it difficult for him to deal damage and win the fight.
When Galio charges towards you, try to disengage as quickly as possible. If you let him get close, he will look to engage with his Justice Punch and then taunt you with his Shield of Durand. As soon as Galio goes missing post level 6, ping your team as he may be looking to roam with his Ultimate Hero's Entrance. If you’re a ranged champion, use your range advantage to harass and poke him down whenever he moves forward to last hit.
Avoid grouping closely together in team fights as it may enable Galio to get a 5 man knock-up with his Hero's Entrance once one of his allies has engaged. Space out between one another for maximum survivability from the get-go. If Galio uses his Ultimate Hero's Entrance when you’re near him, you can disrupt it with any crowd control abilities. This will be very helpful as it can stop him from using his Ultimate Hero's Entrance to help his allies. In team fights, try to harass and poke him down as much as possible before he can look to engage. By poking him down first, you’ll make it impossible for him to look for an engage with his Justice Punch and Shield of Durand.
Try and stay at max range at all times to make it very hard for Galio to use his Justice Punch and Shield of Durand aggressively to taunt you. He is much stronger and has good gank set up when he’s healthy and both of these abilities are up. Galio’s biggest power spike is reached at level 6. His Hero's Entrance gives a large opportunity to gank and assist other lines or introduce himself in a team fight. However, he doesn’t have much kill threat against enemy laners in a 1v1 at level 6. After Galio has completed his first item and has many points in his Winds of War and Justice Punch, he will be able to quickly push the wave and roam. Try and match his wave clear and keep him pushed in so he cannot roam for free.
Kassadin is at his weakest in the early game. Try to fight as much as possible so he falls behind. Post level 6, if you have any CC abilities, do not use them unless his Ultimate Riftwalk is down as he will use their cooldowns to play aggressive and trade with you. Kassadin lacks wave clear in the early game. If you can keep the wave closer to your side of the map early on, it will be very difficult for him to farm or break your freeze. If he does walk up to last hit, you can look to trade with him.
Kassadin will be split pushing during the mid-game so he can get to his level 16 power spike and then try to flank in team fights with his Ultimate Riftwalk. If you see that Kassadin is split pushing, you could try and start a team fight with the numbers advantage as he will be unable to join the fight quickly. Avoid stalling the game out for too long as Kassadin is a late-game monster. Try to end the game as quickly as you can.
Kassadin is very weak in the early game. Try to exploit this to gain a lead and prevent him from taking over the map. Giving him a rough start will reduce his scaling. Once Kassadin has his Ultimate Riftwalk, he will be able to trade more frequently and also escape danger. At this stage, his kill pressure also increases. Kassadin is a later game monster and once he’s level 16, he will be very slippery thanks to his Ultimate Riftwalk and short cooldowns. Try and end before he gets a chance to reach level 16.
Akali has a powerful early game with her Five Point Strike and Passive. She will look to harass you whenever you go for CS. Avoid letting her get free harass on you by keeping your distance and staying at max range at all times. If she does use her Five Point Strike and it hits, do not walk forward for some time. Akali has no built-in sustain and she has poor base stats. She is also melee. Use this to your advantage to trade with her early on and harassing her whenever she goes for CS. A good time to trade with her is when she has used/missed her Five Point Strike. Akali’s Twilight Shroud is important for trading and her survivability, but it has a long cooldown. Trade and harass her whenever it's down.
In team fights, Akali will look to dive the backline and take out the squishiest champions first. As soon as she engages, try to lock her down with CC/ peel her away from yourself and your allies. CC is your biggest friend when it comes to beating her. If Akali engages and is hidden inside her Twilight Shroud, back away from Twilight Shroud until it’s disappeared. This will make it much harder for her to fight and survive if she cannot hide within it. In the later stages of the game, try and stay as a team and try not to wander the map alone. Akali has a ton of burst and can easily assassinate squishy targets that walk alone.
Once Akali has completed her first item, her kill pressure increases and so does her damage output. Respect her all-in pressure once she completes it. Akali is capable of all-inning squishy champions at level 6 as she gets tons of mobility and damage thanks to her Ultimate Perfect Execution. If she hasn't been playing aggressive before level 6, expect her to do so once she gets the level up. Try not to give Akali kills in the early game. She is a snowball heavy champion and once she has some gold under her belt, she can easily take over the map.
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The Kinkou are the self-appointed keepers of Ionia’s sacred balance. The order’s loyal acolytes walk the spirit and material realms, mediating conflicts between them and, when necessary, intervening by force. Born among their ranks was Akali, daughter of Mayym Jhomen Tethi, the renowned Fist of Shadow. Mayym and her partner Tahno raised their daughter within the Kinkou Order, under the watchful leadership of Great Master Kusho, the Eye of Twilight.
Whenever her parents were called away, other members of the order stepped in as Akali’s surrogate family. Kennen, the Heart of the Tempest, spent many hours with the young girl, teaching her shuriken techniques, and emphasizing speed and agility over strength. Akali was a precocious child, and soaked up the knowledge like a sponge. It became clear to all that she would follow her parents’ path—along with the Great Master’s son and appointed successor Shen, she would lead a new generation dedicated to preserving Ionia’s balance.
But balance can be fleeting. The order found itself divided.
A wayward acolyte named Zed returned, and clashed violently with Kusho, wresting power in a bloody coup. Akali fled into the eastern mountains along with Mayym, Shen, Kennen, and a handful of other acolytes. Sadly, Tahno was not among them.
Zed’s transformation of the Kinkou into the merciless Order of Shadow was almost complete. But, as the new Eye of Twilight, Shen intended to rebuild what had been lost. They would return to the Kinkou’s three fundamental philosophies: the pure impartiality of Watching the Stars, the passage of judgment in Coursing the Sun, and the elimination of imbalance by Pruning the Tree. Even though they were now few, they would train neophytes to restore and grow their numbers once more.
When Akali came of age at fourteen, she formally entered her Kinkou training, determined to succeed her mother as the new Fist of Shadow.
She was a prodigious fighter, and mastered the kama and kunai—a handheld sickle and throwing dagger. Though she did not possess the magical abilities of many of her fellow acolytes, she proved to all she was worthy of the title, in time allowing her mother to step down and help mentor the younger neophytes.
But Akali’s soul was restless, and her eyes were open. Though the Kinkou and the Order of Shadow had come to an uneasy accord in the wake of the Noxian invasion of Ionia, she saw that her homeland continued to suffer. She questioned whether they were truly fulfilling their purpose. Pruning the Tree was meant to eliminate those who threatened the sacred balance... yet Shen would always urge restraint.
He was holding her back. All the mantras and meditations could quiet her spirit, but such platitudes would not defeat their adversaries. Her youthful precociousness turned to outright disobedience. She argued with Shen, she defied him, and she took down Ionia’s enemies her way.
In front of the whole order, she declared the impotence of the Kinkou, all its talk of spiritual balance and patience accomplishing little. Ionians were dying in the material realm, and that was the realm Akali would defend. She was trained as an assassin. She was going to be an assassin. She did not need the order anymore.
Shen let her go without a fight, knowing this was a path that Akali must walk alone. Perhaps that path would bring her back one day, but that would be for her to decide.