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Akali Build Guide by DabiDabi

Middle [Preseason 12] Akali Runes/Builds Guide For Beginners

Middle [Preseason 12] Akali Runes/Builds Guide For Beginners

Updated on November 24, 2021
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League of Legends Build Guide Author DabiDabi Build Guide By DabiDabi 21 6 74,676 Views 2 Comments
21 6 74,676 Views 2 Comments League of Legends Build Guide Author DabiDabi Akali Build Guide By DabiDabi Updated on November 24, 2021
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Runes: Conqueror (Ideal)

1 2 3
Precision
Conqueror
Presence of Mind
Legend: Tenacity
Coup de Grace

Domination
Taste of Blood
Ravenous Hunter
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

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Middle Lane
Ranked #97 in
Middle Lane
Win 50%
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Middle Lane Ranked #97 in
Middle Lane
Win 50%
More Akali Runes
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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

[Preseason 12] Akali Runes/Builds Guide For Beginners

By DabiDabi
Pros and Cons
Pros:
- High mobility
- Huge carry potential
- Has a lot of teamfight pressure
- High one-shot potential on squishes
- Execution ult
- High safety
- FUN

Cons:
- Bad early
- High mechanic champion
- E+Q COMBO NERF :(
Akali's Abilities
Akali's ability damage against enemy champions creates a ring around them for 4 seconds and grants her 40 / 50 / 60 / 70% (based on level) bonus movement speed for 2 seconds while moving away from them. Subsequent ability damage while a ring is active will only refresh its duration.

If Akali leaves the ring within its duration, she regains the bonus movement speed towards enemy champions for 2 seconds and gains Swinging Kama for 4 seconds.

SWINGING KAMA: Akali's next basic attack is ranged and is doubled, deals 39 − 180 (based on level) (+ 60% bonus AD) (+ 50% AP) bonus magic damage and restores 10 / 15 / 20 (based on level) energy.


Akali throws a flurry of kunais in the target direction, dealing magic damage to enemies hit. Enemies hit at maximum range are also slowed by 50% for 0.5 seconds.

Akali restores 80 energy, gains bonus movement speed that decays over 2 seconds, and detonates a smoke bomb a fixed distance away in the target direction, creating a circular shroud that expands over the next 5 seconds into a ring. The shroud does not permeate terrain. Akali is also invisible while in shroud and can only be revealed by attacking enemies and by true vision.

Akali flips in the opposite direction and fires a shuriken in the target direction that stops upon hitting an enemy, dealing them magic damage. Shuriken Flip marks an enemy or the last Twilight Shroud section hit for 3 seconds. Recasting Shuriken Fliplets Akali run towards the marked target or Twilight Shroud section hit, regardless of the distance, dealing magic damage upon arrival.

Akali dashes 675-825 units toward enemy champions dealing physical damage to any enemy champions in her way. Recasting Perfect Execution, Akali dashes in the target direction dealing magic damage to all enemies in her path. Damage is increased by 0% to 200% (based on target's missing health).
Akali Combos
Akali has hundreds of combos you can do. But I will only be showing the important and common ones.

Early/Short Combos

1. Q, AA, Q, AA

2. Q, AA, Q, AA, W, Q, AA

3. E, E2, AA, Q, W, AA, Q, AA

Full Damage Combos

1. R, E (backwards), E2, Q, AA, W, Q, AA, R2, AA

2. R, E+Q (backwards), E2,Q, AA, W, Q, AA, R2, AA

3. R, E+Q (forwards), AA, E2, Q, W, AA, R2, AA, Q, AA
Runes
For this season, there are only 3 essential Rune Pages you should consider bringing.

Conqueror is the best Akali rune page to run for this current season. This rune page gives you both Sustain and Damage.

Electrocute is the second best rune page for Akali. This rune page is better if the enemy team is more towards the squishier side for more one-shot potential. You get a lot of burst and First Blood potential. This rune page is also good for hard snowballing games.

Fleet Footwork is not my personal favorite rune page. I rarely ever bring this rune page unless I am up against very hard matchups or against hard poke. I recommend bringing this rune page, if you are not an aggressive player and rather play safe.
Builds
Starting Items:
For the starting items, I always buy Doran's Ring and 2 Health Potion first. The only time I will buy a Doran's Shield is when I'm up against a counter matchup or a pokey champion. You can start Dark Seal if you are super confident about your matchup and can snowball of from them.

First Back:
On your first back, assuming you are going with the Conqueror rune page. I recommend just buying whatever you can. Whether if that's an Amplifying Tome, Blasting Wand, Leeching Leer, or Boots. If you have enough money, always buy a Control Ward.

Full Builds:
For the full builds, if you bring Conqueror, go with the Riftmaker AP Bruiser build.

If you bring Electrocute, go with the Night Harvester AP Assassin build. You can also swap Night Harvester for Hextech Rocketbelt for Magic Pen though this item is more advanced.

For Fleet Footwork, you can build both the Riftmaker build, or the Night Harvester build. Because in my opinion, there isn't a "best" build path for the Fleet Footwork rune page. You can also mix the builds together. For example, you can build Night Harvester, Sorcerer's Shoes, Demonic Embrace, Lich Bane, Zhonya's Hourglass, and Rabadon's Deathcap.

Situational Items:
Situational items are items you buy according to the situation of the game. For example, if the enemy team is building Magic Resistance, you will build Void Staff to counter. Or if the enemy team has a lot of healing you would build Morellonomicon to weaken their healing. When to build these items, depends on the enemy. If they build Magic Resistance early, you will want to build Magic Pen early as well. In conclusion, build whatever it takes to make you stay relevant in all points of the game.

You can find the builds in the ITEMS section.
Summoner Spells
Standard Summoner Spells:
Flash and Ignite will be your standard Summoner Spells. Ignite for extra damage, and to finish off enemies. Flash to catch up to enemies, engage on enemies, and escape from enemies.

Tryhard Summoner Spells:
Ignite and Teleport will be your choice of Summoner Spells if you are tryharding in your games. I really only recommend taking Teleport if you have very good map awareness, so you can help gank the side lanes. You don't really need Flash, since Akali is already hard to kill because of her high mobility. You can also Teleport while in your shroud and you wont be revealed.

TeamFight Summoner Spells:
For games that will have a lot of team fights, bring Teleport and Flash. Take these summoner spells if you are expecting a lot of team fights. Whether you are in the Middle lane or Top lane, during team fights, you'll want to get to the fight as fast as possible to help your team out, and have Flash to be extra safe or secure kills.
Gameplay
(For all the points of the game, I'll put an estimated time to indicated the Early, Mid, and Late game)

Early Game:
For the early game, you should try your best to stay equal or ahead on CS. You'll play depending on the matchup, whether hard or easy. If the matchup is hard, try your best to not get out traded while maintaining good CS. It's okay if you are a little behind on farm. If the matchup is easy, you can look to play more aggressive. Of course go for the kill when you are sure can win. Do remember to always check your map at least every 5 seconds. Get vision as deep as possible in the Jungle so you and your team can see where the enemy Jungler might path to. When Rift Scuttle is up, depending on which Rift Scuttle your Jungler is trying to take, stay on that side of your lane so you can help if the enemy Jungler is trying to contest. At level 6, if you cannot kill the enemy laner, always look for ganks on the side lanes. Always be ready to help your teammates when they are taking objectives. For me, I like to be at the objective whether it's Rift Herald or Drake, 10 seconds early. If you are fed, try to force a fight when the enemy comes to contest the objective since Akali level 6-10 is really strong especially when you are fed.

Mid Game:
Mid game is usually marked when Bottom turret falls. You will want to swap to Bot Lane(though there are times where you'll swap to top rather than bot but the general rule is you will always go bot). In teamfights, you'll want to always do the same thing. Your job is to stay in bush to zone, flank and kill important targets. You place so much pressure in teamfights for just placing your Twilight Shroud in the center of the enemy team. Same thing for objectives, you can force dragon fights since Mid Game Akali is super strong as long as you are not behind.

Late Game:
Late Game starts at the 30 minute mark. Late Game isn't too different from Mid Game. If you aren't split pushing, you will look to flank enemies. In teamfights, you want to go in a few seconds after the fight starts and look to kill the enemy back line. You can also engage in fights by Ulting in and using your shroud to put pressure for the enemy team and combo from there.

Worst thing you can do as an Akali is poorly using your shroud in a teamfight
Conclusion
HAVE FUN ON THE RIFT SUMMONERS!!
League of Legends Build Guide Author DabiDabi
DabiDabi Akali Guide
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[Preseason 12] Akali Runes/Builds Guide For Beginners

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