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Akshan Build Guide by DixonTheGuideMaker

Top 💡Complete Akshan guide by Dixon [TOP\MID\ADC] 📜 12.14 ✅

Top 💡Complete Akshan guide by Dixon [TOP\MID\ADC] 📜 12.14 ✅

Updated on August 4, 2022
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League of Legends Build Guide Author DixonTheGuideMaker Build Guide By DixonTheGuideMaker 616 Views 0 Comments
616 Views 0 Comments League of Legends Build Guide Author DixonTheGuideMaker Akshan Build Guide By DixonTheGuideMaker Updated on August 4, 2022
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Runes:

Precision
Press the Attack
Presence of Mind
Legend: Bloodline
Coup de Grace

Resolve
Shield Bash
Bone Plating
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist

Spells:

1 2
Flash + Ignite
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

💡Complete Akshan guide by Dixon [TOP\MID\ADC] 📜 12.14 ✅

By DixonTheGuideMaker
INTRODUCTION
Hello everyone and welcome to one of my guides! This guide contains useful information and general knowledge based on my own game experience + open source info from Internet about the champ 💡📚📈🔍

My name is Max, but you can call me Dixon as well. I'm from Ukraine so English is not my native language and I can do some mistakes (I'm sorry for that). However, you can also write me comments and I'm able to answer you in English, German, Russian and Ukrainian languages since I understand all of them, but in different levels of knowledge. 😄

I started to play League of Legends in 2016. My highest ELO at the moment is Platinum 2 (soloQ) and 💎Diamond 4 (flexQ) on EU-West server (top 5% best players at the server).

I would like to invite you to subscribe to my YouTube channel where I'm going to make a lot of League of Legends content in English: https://www.youtube.com/c/DixonGames/videos
You will also find my streams on Twitch by following this link:
https://www.twitch.tv/dixon_leagueoflegends

I'm not a hardcore high elo player, but I enjoy this game and share this passion with all the people who find my content as interesting or useful.

I hope this guide will help you to improve your champion's understanding so it would be more fun to play!

Let me know in the comments section if you find any mistakes or outdated information so I could fix it! Thanks in advance!

Have a nice reading! 📖🤓
PROS & CONS
PROS:
1. Akshan has tons of mobility thanks to his Heroic Swing. It can allow him to move around the lane with ease, and get on to the enemy laner quickly.

2. Akshan can bring back his dead allies if he can kill the enemy who killed them. This is great, especially in the later stages of the game where death timers are quite long.

3. His Going Rogue allows him to get out of sticky situations and allow him to be camouflaged for a long period of time if he stays near a wall.


CONS:
1. Akshan doesn’t do too well into ranged matchups and champs with easy to land CC as he will be unable to use his Heroic Swing aggressively.

2. His Ultimate Comeuppance can be interrupted pretty easily. You have to be very careful when trying to use it otherwise the enemy will cancel its channel.

3. Versus poke or champions with a lot of wave clear, it is going to be near impossible for you to roam and help your allies as the enemy will keep you pushed in or take your tower while you’re roaming.
BUILDS & ITEMS
is one of core items for ADC builds with attack speed and critical strike damage. This item provides a lot of attack speed and synergizes well with the rune Lethal Tempo and Press the Attack. The item is especially good against tanky teams because of attack speed bonus and additional true damage.

this item gives huge amount of damage and allows AD champions with strong abilities to one shot their enemies.

is often most useful on auto-attack reliant, mixed damage dealers who deal both magic damage and physical damage in order to deal more damage against champions with high armor by dealing additional magic damage. The item is also highly useful on frequent auto-attackers against champions with high magic damage, since it give its owner a good amount of magic resistance while not sacrificing an item slot solely for a defensive item.

is a core item for most AD crit builds. It provides very high damage. But you have to buy it only if you already have at least 40% of critical strike. So it is going to be your 4th or 5th item (counting the boots as an item as well).

the main goal of this item is to increase your damage to tanks and other enemies who bought some items for armor.

this item is very good to be bought as 5th and 6th item since it will protect your champion from hostile bursting physical damage and most important it allows to ressurect after being killed which is super important in the late game, when the respawning timer is the longest. Sometimes it also makes sense to sell the item after the REBIRTH being used since it has very long cooldown time.


Many tanky champions are still sustain reliant, such as Dr. Mundo and Trundle. Mortal Reminder may be a better general purchase against those champions, since it applies Grievous Wounds during teamfights, allowing your entire team to combat them. Buy this item if you want to cut enemy's healings, life steal and vampirism.

This item is often built as a form of "anti-tank" item used to counter health-stacking champions (or champions that scale well in health) such as Shen, Dr. Mundo, Sion, Volibear, Zac etc.

is a good defensive option for a champion who has no other sources of healing or vampirism. The shield can be very easily stacked up prior to fights by farming minion waves, allowing the owner to constantly overheal himself.

It is the best item for basic attack-based champions who benefit from on-hit effects for a major portion of their damage.

This item allows you to land a basic attack outside of your basic attack range. You can also use it to poke your enemies from a safe distance, before engaging into a fight, which is especially useful if the enemies are strong enough to engage you if you enter into your basic attack range. This item is also very powerful for champions whose ranged basic attacks can apply crowd control in order to increase their effective engagement range. This item is most commonly paired with Stormrazor, which can apply the Stormrazor's slowing passive at a higher range, in addition to both item's energized damage stacking.

are most commonly purchased by auto-attack based champions, who can make the most of the attack speed and forgo other more defensive boots options due to their backline playstle.

Champions that need to quickly escape team fights or, vice versa, chase down escaping enemy champions will greatly benefit from the Tenacity and movement speed bonuses. Escapees will lower the risk of being pinned or killed by enemy slows or roots, and chasers will be able to keep up better with slows and traps being used against them.
RUNES

This rune helps your champion to deal good amount of extra damage in early game short trades. The rune is also very useful in team fights since it increases damage that enemy receives from all sources, including your allies.


This rune is able to help you a lot with your mana or energy problems during team fights when you get lots of takedowns.


The rune simply increases your vampirism, so you would be able to heal yourself during the process of farming minions or jungle monsters. It can also be helpful in extended team fights and become a reason why your champion survives with 1-3% HP.


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


This rune is a great and the best option against hard poking champions like Teemo, Jayce, Cassiopeia, Vladimir, Kayle, Kennen etc. This rune is very useful for champions with no good HP regeneration in their kit.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.


The rune gives you little protection while your champion is covered by a shield and your next basic attack can deal some extra damage. It cat be useful to dominate over your opponent in short trades.
SUMMONER SPELLS
+

+



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.



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.



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.
GAMEPLAY INFORMATION & TIPS
EARLY GAME (average):
Akshan can look for an early aggressive play once he unlocks both his Avengerang and his Heroic Swing. He can look for an aggressive play if he has been able to bully the enemy down at level 1. One Akshan has backed and picked up his first component item, his damage output and ability to trade increases. He should look for aggressive plays once he has brought his first component item. Level 6 is good for Akshan. This is because he unlocks his Ultimate Comeuppance. It can help him secure kills and execute the enemy laner.

The early game should be mainly focused on taking short trades against the enemy with your auto-attacks and Passive. Do not go for an extended trade unless the enemy's primary ability is on cooldown. If you manage to shove the wave in, try to roam with your Going Rogue. If it so happens that the enemy side laners are low, you can quickly Heroic Swing in and get some kills. Your Ultimate Comeuppance will help you a lot in this game but make sure that you position correctly. Remember that you can use the ability while you're Heroic Swing, so ensure that you don't just stand still while it is locking up.


MID GAME (average):
At level 9, Akshan will max out his Avengerang. This is really important for Akshan as maxing his Avengerang offers him a lot of extra damage. When Akshan puts the second point in his Ultimate Comeuppance at level 11, he will find it quite easy to execute enemies. At this stage of the game, teams will be grouping. Akshan’s Going Rogue will be really good at this stage of the game because he can bring back a recently deceased ally.

During the middle game, make sure you are not ADC'ing consistently. Clean up kills when possible but don't get too close to CC heavy champs else, you will definitely get killed. Use your Heroic Swing carefully in this phase of the game. The goal is to ensure that you never get caught off-guard by a skill shot that has the potential to CC you. Your Going Rogue will come in very handy during this phase of the game. Stay in the backline and keep poking the enemies till your team all-ins them. Once the battle is done, go in for the cleanup kills.


MID GAME (average):
Putting the third and final point in Akshan’s Ultimate Comeuppance at level 16 is really beneficial for him. In the late game, depending on his items, he may be able to dish out tons of damage to a squishy target. At level 13, Akshan will max out his Heroic Swing. The additional mobility is very powerful in the later stages of the game. Once again, as teams will be grouping in the late game, if he can get the shut down on a marked enemy, he can bring an ally back to life which could turn the tide of the game.

This is the phase of the game where you will be dealing a ton of damage. You can use your Heroic Swing more liberally to get some kills from now on. Your Ultimate Comeuppance will be on a short cooldown, so ensure that you use it quite frequently. It will definitely help you with chunking out enemies who have already taken some damage. If you have allies who have CC built into their kit, try to stick near them. You should always focus on the CC'd target and kill them when you get a chance. Also, if the enemy has an assassin, try to shadow them and see if you can get the kill on them if they assassinate your allies.
DANGEROUS CHAMPIONS

Once Pantheon hits level 6, communicate with your team whenever Pantheon recalls or leaves lane as he may use his Ultimate Grand Starfall to roam and help another lane. It’s not uncommon for Pantheon to recall and run bot with his Ultimate Grand Starfall. Take care in the early game as Pantheon will try to skirmish frequently and go for kills. Keep this in mind and be prepared to sacrifice some CS for XP if you’re weak in the early game. Avoid trading with Pantheon when his Passive has lots of stacks as he will deal lots of damage in a trade. The best time to fight him is when he has no stacks, and an ability on cooldown.

Watch out for a potential Flash engage by Pantheon. In team fights, don’t stand too far forward in case he tries to make a play. Ward your flanks! Pantheon may try to attack you from the side and get on to your carries when his Ultimate Grand Starfall is on cooldown. Good times to fight is when Pantheon is split pushing. Forcing a fight when he is on the opposite side of the map could be a good idea as it will take him some time to get into the fight even with his Ultimate Grand Starfall.

Pantheon is an early to mid game champion and is therefore very strong from levels 1 to 6 and can influence other lanes too when he gets his Grand Starfall. If Pantheon gets 1 or 2 kills, he can finish Youmuu's Ghostblade and his other core items faster. Pay attention to what active items he has and try to play around them. Be careful after the laning phase, as Pantheon will try to kill you with Grand Starfall and force a 5 vs 4.





The biggest weakness for Draven is crowd control (especially stuns, snares, knock-ups). If you are playing a champion with skill shots and CC, aim them at Spinning Axe drop location. Draven is one of the best snowballing champions in the game thanks to his Passive and Spinning Axe. If you can’t win the 2v2, ask your Jungler to come and reset his Adoration (Passive) stacks by killing him. Draven can out trade most champions in the early game. You shouldn’t look to fight him unless he drops an Spinning Axe.

You need to be very respectful against Draven as he can dish out tons of damage if he gets a few kills in the laning phase. Keep an eye out for his itemisation as the game develops and play accordingly. Draven is hard to play in team fights as he has to control his Spinning Axe. In team fights, try to lock him down with CC to make it really hard for him to pick up his Spinning Axe and dish out damage. Try to kill Draven whenever his stacks of Adoration is high. It will deny him from getting a huge influx of gold after gaining a kill.

Draven is an early game monster with his Spinning Axe and can snowball easily if he gets an early kill thanks to his Passive. On Draven’s first back, he will usually get an expensive AD item. If you do not buy the exact same item as him, he will always come out ahead of trades. Take note of his first item and be prepared to play safer. At level 6, Draven will look to go for kills if he hasn’t got any already with the help from his Ultimate Whirling Death. Respect his all-in potential and play safer when you’re low.





A very good champion who has high damage from the very beginning of the game. Renekton has no mana, which means he will use skills constantly. At the same time, he also has his own healing, the ability to stun and quick jump. It is simply not possible to completely avoid Renekton's damage. Most importantly watch out for Renekton's rage. When it turns red Renekton's next skill will have an additional effect. At high levels, Nasus will have an advantage over Renekton, but until that moment you still need to survive.

Renekton is an early game dominant champion. Expect him to play aggressive and go for kills. Whenever Renekton is above 50 Fury, his next ability will be empowered. Stay at max distance so he cannot get an empowered Ruthless Predator
or Cull the Meek off on you. Avoid fighting when he has tons of Fury too. Do not underestimate Renekton range with his dash Slice and Dice. He can use it on the minion wave to close the gap and trade with you.

Renekton will look to split push when no team fights are occuring. Make sure someone who can contest him is stopping him from split pushing. Do not send someone who is unable to beat him to stop him from pushing.

For his Slice and Dice to be effective, he will need to get as close to the enemy as possible in a team fight. With this in mind, Renekton will probably try to flank in a team fight rather than run towards you. Make sure your flanks are warded so you can spot him before he gets the chance to engage.

Renekton has great pick potential so watch your positioning. It is not uncommon for Renekton to Flash + Cull the Meek to catch someone out who is too far forward.

Renekton is an early game bully. Expect him to play aggressive and go for kills. Once he is level 3, he gets his first major power spike and can easily force a Flash. Expect this and play respectfully.
HOW TO PLAY AGAINST AKSHAN

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.

Don’t chase Akshan in the jungle during the mid-game. He could be leading your team into danger or an ambush. Try and look for fights when Akshan isn’t there. That way he will be unable to benefit from his Going Rogue. Playing around Akshan’s Ultimate Comeuppance will be very beneficial during the mid-game. Without it, he will be unable to maximize his damage output.

Akshan’s first power spike is when he unlocks all 3 basic abilities. Although, his early game damage is pretty good at level 1 and 2. When he unlocks his Ultimate Comeuppance at level 6, his kill pressure intensifies. Keep this in mind and avoid staying in lane when low. After Akshan’s first back, he should’ve picked up a component item for his Mythic. Unless you’ve matched him, be careful as he will win trades and all-ins.



Wow, have you really read the guide till this moment? I hope it was useful and interesting for you. Let me know it please by voting!

And don't forget to visit and check my YouTube channel! Maybe you will like it! 😉 https://www.youtube.com/c/DixonGames/videos
AKSHAN BIOGRAPHY
Dashing through the shadows of eastern Shurima, a righteous avenger stalks those who have harmed others. His punishment is swift, certain, and exacted by a curious weapon that rights the wrongs of his foes.

Raised on the streets of the city of Marwi, Akshan was introduced to injustice at birth. In a place where local warlords took what they wanted, most people survived by keeping their heads down and minding their own affairs. Try as he might, young Akshan could never manage to let bad deeds go unnoticed and was often quick to intervene when he saw someone being mistreated. This approach made the boy many powerful enemies, and on one fateful occasion, left him beaten within an inch of his life.

But luck was on his side. An old woman named Shadya found the boy unconscious in the street outside her dwelling. Though Marwian custom said she should not get involved, she took young Akshan inside and, against all odds, he pulled through.

As Akshan regained his faculties, he realized his savior was no ordinary woman. Shadya was a member of the Sentinels of Light, an ancient order committed to fighting Harrowings and eradicating agents of the Black Mist. She saw Akshan as a troubled youth, stubborn and defiant, but vulnerable. After butting heads with the boy over her numerous sentinel house rules, Shadya quickly discovered there was much to like about him. He had guts and a conscience—a combination seldom found in Marwi. Seeing the immense potential in the young man, Shadya made a deal with him: she would allow him to stay, free from the grasp of his countless enemies, and, in return, he would dedicate himself to the sentinel order.

Shadya and Akshan formed a fast bond as she taught him everything she knew about surviving as a solo sentinel. Akshan the scrappy street urchin grew into Akshan the full-grown bane of scoundrels. But even as Akshan’s skills grew by the day, he could see his mentor growing more distant, and more troubled.

At last, Shadya told her pupil the reason for her concern: A Harrowing was coming, bigger than any the world had ever seen, bearing an army of wraiths and ghouls from the Shadow Isles. Their only hope of stopping the cataclysm rested with the ancient sentinel weapons that lay buried within Shurima's crypts and tombs. If the world was to be saved from ruination, they needed to collect these weapons, and quickly.

To Shadya’s dismay, she found that the ancient weapons had already been plundered by local warlords. She pleaded with them to relinquish the artifacts for the fight against the inevitable Harrowing, but the warlords refused, determined to unlock the weapons’ mysterious power for themselves.

With time running out, Akshan and Shadya were forced to make do with what they had. As they took stock of their arsenal, Akshan discovered a particularly striking gun hidden away in the base’s vault. Alarmed, his mentor snatched it away and forbade Akshan from ever using it. The weapon, known as the Absolver, was imbued with an ancient enchantment that granted it a strange, unspeakable power—it could take the life of a killer and, by doing so, restore their most recent victims to life.

“It must not be wielded by anyone,” said Shadya. “Such matters of life and death are best left in the hands of fate.”

But Akshan still bristled at sentinel rules, and he had even stronger opinions on fate. He had spent his whole life seeing good people horribly mistreated while bad people did as they pleased without consequence. If fate was real, it definitely needed help—help that the Absolver could provide.

As his interest in the weapon deepened, Akshan continued to pry its history from Shadya and came to a shocking discovery: She had used the gun to save Akshan when she found him unconscious in the street all those years ago. With it, she’d slain the criminal who had nearly killed him, and in doing so, restored young Akshan to life. He wondered: Why did he alone deserve to be revived by the gun? Surely there were others who were more worthy.

While Akshan questioned the antiquated rules of his order, his mentor continued to press the warlords to turn over their stolen weapons. Tensions between the two parties built until one tragic day Akshan returned home to find Shadya murdered in the street, almost exactly where he had fallen all those years ago.

Akshan knew what he had to do. He made some key alterations to the Absolver and set out into the scorching desert with the forbidden weapon, hungry for vengeance. Though he could not determine which of the warlords had killed his mentor, he knew one way to be certain: he would pick them off one by one until Shadya was returned to Runeterra.
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💡Complete Akshan guide by Dixon [TOP\MID\ADC] 📜 12.14 ✅

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