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Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Assassin's Mark (PASSIVE)
Akali Passive Ability
Preword
Current Win/Loss Ratio: 4/1
#1- 4/9/7 Defeat
#2- 14/5/9 Win
#3- 8/2/8 Win
#4- 2/2/1 Win
#5- 13/5/8 Win
Also keep in mind that this whole guide will receive updates at an average rate, so feedback is welcome!
NOTE = My format will be very similar if not near identical to my other guides for easier navigation through all my guides.
Hello, and welcome to the fun and obscure role of Jungle Akali. Many people know Akali, and how annoying she can be with 3+ dashes in a single fight. She is iconic for her sustain and her ability to burst people down. If all these are true, and she is so strong, why in the world don't we see Akali more? The reason for this is because she is shut down so heavily by cc and she has almost no pressure in lane before 6. To make this worse, getting last hits on minions or even just surviving in lane can be difficult do to the fact she has poor wave clear, and essentially no range.
How does Jungle Akali collide with this? Well, first off, Jungle Akali has decent sustain and great single taregt burst with her
Mark of the Assassin. She also can kill many minions at once with her
Crescent Slash. She still is reliant on 6, but she is not countered so hard by not having it. In the jungle, she doesn't need her jump at all to be effective. She only needs it for ganking.
How does Jungle Akali collide with this? Well, first off, Jungle Akali has decent sustain and great single taregt burst with her


Pros
|
+ Decent clear speed due to high damage + After getting some items, great sustain in between ganks. + Almost inescapable due to ![]() + Able to quickly go through the jungle due to ![]() ![]() + Scales extremely well into late game with high burst and constant assassination damage. + Red buff gives you the slow you need to secure kills. + Is a ninja. Autowin. |
Cons
|
- Ganks purely reliant on overextending enemies OR your level 6. - Extraordinarily squishy in your first couple clears. - Is vulnerable to invades do to low mobility and no range. - Is extremely reliant on cc and sustain from items. - Requires good CC on the team in order to scale into late game. |

This helps Akali so much in both killing monsters/enemies and staying alive in the jungle. Being relatively squishy, this is the only thing keeping her alive early on. Once you get your


This ability is the most important ability for jungling, as it grants great damage, energy return, and has a decently low CD. Grab this ability at level 1 to help you slice through the red buff. Place whenever you can on the big jungle enemy. Also, this applies spell vamp very well and is your main damage tool for assassination.

This ability has an enormous amount of possibilities to it. It also assists in jungling if used properly. THIS SEPARATES A GOOD

NOTE = Keep in mind that this reveals close to the center, so throwing it over the wall and comboing it with


This is your only form of AoE, and it helps you clear out the small jungle creeps easily while taking down the big ones with



NOTE = Keep in mind this also procs the effect from


This ability is iconic. Without this ability, Akali would be completely useless. This ability is very versatile, and should be treated as such. In jungle, only use this to transverse long ways when you have max stacks, such as over the wall to blue buff/red buff. Keep in mind that this plus


My Main Spells
Flash is just a good spell to have. It helps you escape over walls, it helps you catch up so you can
Shadow Dance, and it even helps you juke lethal skilshots. This spell is just so versatile and fits in so well with Akali's naturally versatile kit that is a must include on her.
This spell is a must have for essentially all junglers, and is completely needed on Akali. This should be used to secure or steal Dragon/Baron Nashor, but will mostly be used to take down Blue/Red buff. Keep in mind that this spell applies spell vamp.
Viable Options
I have seen some junglers grab ignite instead of
Flash, and to great effect. Personally, I prefer Flash because it is simply more versatile. This spell has its uses though, as it helps you finish off particularly hard enemies, and shuts down heal bots like
Dr. Mundo,
Swain, and
Volibear.
If your team lacks consistent CC, this can be considered. It gives great ganking power, trading power, and also sticking power. This is an excellent substitute for Gunblade early on, and comboes nicely with it as well.
Flash is just a good spell to have. It helps you escape over walls, it helps you catch up so you can

This spell is a must have for essentially all junglers, and is completely needed on Akali. This should be used to secure or steal Dragon/Baron Nashor, but will mostly be used to take down Blue/Red buff. Keep in mind that this spell applies spell vamp.
Viable Options
I have seen some junglers grab ignite instead of




If your team lacks consistent CC, this can be considered. It gives great ganking power, trading power, and also sticking power. This is an excellent substitute for Gunblade early on, and comboes nicely with it as well.




Sorcerer's Boots (+enhancement)- You need the magic penetration, as it gives you more damage. Furor also gives you even more sticking power, and it also helps after you perform an assassination, as you can turn tail easier.






Alternate Offensive


Alternate Defensive








Runes
Mark of Attack Damage
Flat attack damage helps you here more than any other mark. The flat attack damage does a number of things to boost your early game jungle. It both gives you faster clears and also more spell vamp to sustain better in the jungle clears.
Seal of Armor
You are going to take damage in the jungle by jungle monsters, and armor is the best way to counter it. This gives a decent amount of armor and helps you stay alive and well. Also scales into late game.
Glyph of Ability Power
Bonus Ability Power is really just a granted at this point. IT also helps early game with your clear as it gives a good burst of bonus damage early on.
- Quint of Movement Speed
Helps you avoid skillshots, catch up to enemies, and escape enemies. This also helps you move between jungle camps faster. Constantly good late game.
NOTE= Ones in orange are core. Ones in pink are changeable.
Sorcery- CDR is nice on Akali. More jumps and more bursts.
Expose Weakness
- Good for clearing the jungles faster and also helps once again against Magic Resistance.
Mental Force
- You need as much AP as you can possible get, and this helps you with that.
Arcane Mastery- Serves the same purpose as
Mental Force
, but with the added effect of more early game damage.
Executioner
- As an Assassin, this helps you a good deal with your damage. You can deal more damage to enemies you burst and also be able to clean up easier.
Archmage
- More AP = more damage.
Dangerous Game
- You might as well get this since you built up to it through Executioner. It helps you stay alive.
Devastating Strikes
- More magic and armor penetration. Useful for taking down jungle creeps and also get through Magic Resistance.
Arcane Blade
Although I consider it very important and a core mastery, in reality it is not 100% required. It does couple with your passive very well though.
Havoc
- This mastery is what you've built up to. Of courseyou are going to get bonus damage.
Tough Skin
- Survive easier against monsters. Easy choice.
Enchanted Armor
- This is a solid defense boost that every melee should have. It also gives you more defense against early jungle camps.
Veteran Scars
- 36 bonus health really helps early game in all respects.
Bladed Armor
- This helps you slay enemy monsters faster and put them in range of smite quicker.
Juggernaut
- +3% maximum health is self-explanatory. It makes you more tanky. GG.
















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