With our Runes Reforged and Summoner Spells selected, we are ready for battle - now, you need to know thy opponent in order to succeed. I have already covered the most basic details within the Match-Ups Tooltip, but now let us get a little more in-depth on the strategies for each and every opposing champion you might face.
Foreword - Laning Styles
Although there are always certain peculiarities that are exclusive to each champion, most of the lane strategies that should be used can be categorised in a handful of groups. For that reason, in order to keep each champion analysis as succinct as possible, I will first describe each of these Laning Styles and refer to them throughout the whole match-up list.
Style #1 - Mana Waste
Used Against: Opponents that will attempt poking you with abilities constantly.
Strategy: Force the enemy to use as many skills as you can by pretending to be off-position. Keep a close track of his Mana resources and drain it constantly and consistently, while also making sure that you heal the damage that you take through the use of the first strike of
Twin Disciplines.
Strategy's Timeframe: Pre-6. The quicker you can drain your opponent's Mana, the greater is the advantage you'll get - as this will allow you to farm more freely and open more poking strategies for you.
Style #2 - Danger Dodge
Used Against: Opponents that have Crowd Control arising from skillshots.
Strategy: Expose yourself by walking out of the zone protected by your Minions. Pretend that you are doing so just for the purpose of poking with
Mark of the Assassin. Await until the dangerous skillshot comes in your direction and dodge it with
Twilight Shroud; then, leap forward with
Shadow Dance, burst the mark and, if applicable, place and detonate a second
Mark of the Assassin.
Strategy's Timeframe: Immediately after you hit Level 6. In order to employ this style of laning, you need the mobility arising from
Shadow Dance. Before Level 6, focus on farming.
Style #3 - Heavy Poke
Used Against: Opponents that attack at melee range.
Strategy: Cast
Mark of the Assassin when an allied Minion is close to death. Await until your opponent comes closer to farm the Minion - either through a basic attack or a skill - and proc the mark's secondary damage. Use
Twilight Shroud if necessary.
Strategy's Timeframe: As early as possible. Some targets can be forced to return to base, or even killed, by the time that they reach Level 2.
Style #4 - Cooldown Forcer
Used Against: Opponents that heavily rely on a long cooldown skill to disengage, heal or build a grievous amount of damage.
Strategy: Pretend to all-in and await until the concerning skill is used. Immediately disengage via
Twilight Shroud or
Shadow Dance, heal with
Twin Disciplines while prepping its second empowered hit, then close in once more (usually with
Shadow Dance) to finish the onslaught.
Strategy's Timeframe: If you can do this before Level 6, this will certainly give you a great edge on battle. Nevertheless, it is much more common for this strategy to work Post-6.
Style #5 - Marked Tower
Used Against: Opponents that have an overall upper hand against you.
Strategy: Use
Mark of the Assassin to farm Minions or to poke the opponent. Let him push the wave towards your tower, then farm under it. Calling for the Jungler is advisable.
Strategy's Timeframe: Pre-6. You don't really stand a chance against these guys before you acquire
Shadow Dance, so it's best to wait.
Having said that, we are now ready to finally study each match-up in a deeper manner. Each analysis is prefaced by a brief overview of the champion's main characteristics, including the starting items, the recommended Summoner Spell, the overall difficulty level and the skill you should be on the watch for.
Ahri, The Nine Tailed Fox
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Summoner Spell:
Ignite |
Starting Item:
Boots |
Lane Strategy:
Danger Dodge |
Main Threat:
Charm |
Difficulty:
4/10
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Ahri is the typical champion that gives you a hard time until you reach Level 6, but you should be able to dominate the lane after you acquire Shadow Dance. Previously to that, you need to have quick feet and dodge her Orb of Deception every time she casts it - as a general rule, a good Ahri will wait until you attempt to last hit in order to cast the skill.
One important rule when it comes to Ahri is that you should never dodge by walking backwards - this simply puts you in the correct position to get the return damage from Orb of Deception. Instead, dodge by walking sideways and exploiting your Minions as a protection against Charm.
You also want to make Ahri burn her Mana by feigning exposure and forcing a Charm. Walk closer to her and cast a Mark of the Assassin, then await for the inevitable Charm. Immediately use Twilight Shroud to dodge sideways, which causes Ahri to be deprived of some Mana that could prove valuable.
This lane is yours Post-6. The strategy you'll use is the same: simply watch out for Ahri's Charm and dodge sideways with Twilight Shroud, then get close to her with Shadow Dance.
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It is highly possible that
Ahri will attempt to escape via
Spirit Rush afterwards. In that case, whether you give chase or not will depend on how much life she has - if her life is extremely low in comparison to yours, feel free to counter
Spirit Rush with a second
Shadow Dance and escape through the side opening of the lane. Otherwise, take solace in the fact that she has consumed her Ultimate, which will give you a great edge when it comes to farming.
Ahri has a tendency to retreat after being marked if her
Charm is down as well; in order to exploit this, throw a
Twilight Shroud in the middle of the lane and pretend that you are only farming. Then, if she approaches with the intent to farm with an
Orb of Deception, immediately use
Shadow Dance and pound her with the
Mark of the Assassin Dual Tap.
Anivia, The Cryophoenix
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Summoner Spell:
Ignite |
Starting Item:
Boots |
Lane Strategy:
Danger Dodge |
Main Threat:
Flash Frost |
Difficulty:
5/10
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Luckily for you, Anivia's most dangerous skill is also the one that's the easiest to dodge. The greatest point of concern within the champion's kit is her Flash Frost, but it moves far too slow to be a tangible threat.
If you focus on dodging those skills and poking Anivia as much as you can with your Mark of the Assassin, you'll begin to build up relevant momentum until you reach Level 6. Nevertheless, Anivia still keeps a strong degree of opposition after she hits Level 6 as well, so it's wise to keep your eyes peeled.
A bad Anivia will tend to use Glacial Storm either to farm or as a poking method via Glacial Storm and Frostbite - in this case, counter-act her by leaping forward, casting a sideways Twilight Shroud as a response to the Flash Frost that willinevitably be cast back, and prodding her with your Mark of the Assassin.
Still, you need to be prepared for the eventual good Anivia that might appear. These individuals are much more devious and will wait for you to leap first in order to cast Glacial Storm and Frostbite. The solution to that is to prepare a Minion backrank, leap forward, dodge the incoming Flash Frost, casting Mark of the Assassin, jumping to the prepared Minion backrank, await for the Glacial Storm area to vanish and strike with a Mark of the Assassin Dual Tap. |
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Diving an
Anivia can be a dangerous game, especially due to her Crowd Control capabilities, her
Crystallize and her
Rebirth - to top it off, some
Anivia players favour
Barrier instead of
Ignite, further hindering your ability to kill her instantly. Keep track of all resources before taking this risk.
If you'd still like to attack her under the tower, it's wise to save
Twilight Shroud for your return, as
Anivia will attempt to trap you under the tower's range with
Crystallize.
Annie, The Dark Child
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Annie is definitely one of the hardest lanes you can face as Akali, and assuredly the one you'll face the most when it comes to complicated match-ups. Her stun capability via Pyromania wrecks your combo and disallows you from healing, which can then lead you to a swift death by fire.
However, not all is lost if you get your Jungler's collaboration. Annie has limited stun capability Pre-6, as her sole AoE ability - Incinerate - cannot stun a target in front of her and another directly to her side at the same time due to its 50° angle.
Thus, what you must do is to farm safely with Mark of the Assassin and attempt your best to prod her with the skill as long as Pyromania is down. If there are no charges in Pyromania, you might even take a shot at advancing with Twilight Shroud and activating the skill's secondary damage. You will lose that trade after you're hit by Disintegrate and Incinerate, but your sustain through Twin Disciplines will turn this apparently bad trade into an advantage.
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You get a better fighting chance Post-6, as long as you play your cards right. As long as you do not attempt to all-in
Annie - her burst is stronger than yours at Level 6 - then the advantage is yours. Fit a
Mark of the Assassin Dual Tap when possible, then retreat with
Twilight Shroud and heal. Rinse and repeat.
Buying
Mercury's Treads is a necessity, simply put. The provided Tenacity and the added Magic Resistance will disrupt
Annie's capacity to burst you, providing
Akali with a much needed fighting chance.
Azir, The Emperor Of The Sands
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Get ready for some poking, poking and poking. Azir's capability of attacking safely with the use of Arise! will give you a run for your money early on. Nonetheless, most individuals that play Azir will not tend to use Shifting Sands except as a finisher against Akali, as using this skill places him directly into your turf.
The pattern when fighting against this champion is very cyclical Pre-6: get closer to farm a Minion, take some damage when the soldiers are dislodged with Conquering Sands, retreat, advance when the soldiers expire and heal with the aid of Twin Disciplines. It's highly likely you'll be a little behind Azir when it comes to farming, but you should hit Level 6 before him due to your proximity from the Minions.
After Level 6, it's time to turn the tables on him. Wait until he casts Conquering Sands away from him, then prepare a Mark of the Assassin and bridge the distance to him with Shadow Dance. Activate the mark and then retreat, winning the trade. The main aspect that allows a swift response is the fact that Conquering Sands is used to distance Azir from his soldiers, which in turn disrupts the possibility of casting Shifting Sands. As a response, Azir is left with little to no Crowd Control, and can now be subject to your full might. |
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Sometimes, your jump will be met with
Emperor's Divide; however, your kit has the tools to deal with this skill swiftly. Simply cast a
Twilight Shroud in a direction parallel to the created wall and ensure that your path to
Azir is completely clear. Then, leap back on him with
Shadow Dance and strike a second
Mark of the Assassin on him.
This is something important, and a very common error done by people that are starting to play
Akali - you cannot leap through
Emperor's Divide with
Shadow Dance, despite the fact that this skill can usually traverse terrain. I hate to admit it, but I've tried that a few times in the past with no success.
Brand, The Burning Vengeance
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Summoner Spell:
Ignite |
Starting Item:
Boots |
Lane Strategy:
Mana Waste |
Main Threat:
Sear |
Difficulty:
5/10
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When the game starts, Brand will try his worst to hit you with his Pillar of Flame. Do not let him; buy a pair of Boots and walk as swiftly as you can around his skills. As long as you have good reflexes, you're not at the risk of being stunned before Level 3.
Things are changed a little bit once Brand acquires all of his skills. His to-go combo now becomes Conflagration, followed by Sear and then Pillar of Flame, stunning and dealing increased damage due to the effect of Blaze. To top it off, receiving this combo will trigger the burst from Blaze, which deals a hefty amount of damage.
The way to prevent this from happening is to use a sideways Twilight Shroud as soon as Conflagration is cast on you, without any delay or wait, causing Brand to miss his Sear and lack any visual directive on where to conjure his Pillar of Flame.
However, that doesn't mean he won't try casting Pillar of Flame - most Brand players are either hard-wired to conduct the full combination or unwilling to lose the added 25% damage, and for that reason they will tend to use the skill blindly. As a response to that, employ your added mobility inside Twilight Shroud to dodge his efforts once more.
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The lane should be yours Post-6, as you likely won't stay still after you get your
Shadow Dance - thus, disallowing
Brand to hit you with both
Sear and
Pillar of Flame. His last-ditch effort comes in the form of
Pyroclasm; mitigate its effect by either leaping forward towards an enemy Minion through
Shadow Dance or by disengaging from the allied Minion area through a backwards
Twilight Shroud.
Cassiopeia, The Serpent's Embrace
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Get ready to walk, walk and walk. Cassiopeia usually comes with a barrage of spells, and for that reason you cannot stand still for long enough, or you will suffer.
Your strategy should be to force her casts of Noxious Blast in order to deplete her Mana as quick as you can. Without Mana, Cassiopeia cannot farm well nor pose a huge threat for you, swinging the lane to your favour. If you can sway her into casting a Miasma, that is even better.
It should be noted, however, that Miasma prevents your dislodgement effects; however, dodging it is quite easy once you get the hang of the trick. Instead of walking backwards, walk forwards - due to the curved shape of the skill, most Cassiopeia players tend to shoot the ability way behind. This will put you out of Miasma's area and allow you to disengage with a backwards Twilight Shroud, effectively avoiding the trap. You will take a little damage, as the distance you bridge with Twilight Shroud is smaller than the diameter of Miasma's circles, but Cassiopeia cannot use her Twin Fang while you are under invisibility - thus, cutting her damage severely. |
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The greatest concern arising from her kit, however, is
Petrifying Gaze - this skill is often used immediately after you leap on
Cassiopeia as an attempt to prevent you from dealing damage. Still, this can be countered by a simple, yet effective strategy: use a backwards
Twilight Shroud to turn the stun into a slow, then jump back into her to finish the job.
By following these steps you allow yourself to complete the combo and proc the sustain from
Twin Disciplines, not to mention that you will frequently cause
Cassiopeia to miss her
Noxious Blast, as she'll expect you to remain in the position where you were supposed to be stunned.
Cho'Gath, The Terror Of The Void
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Laning against Cho'Gath is pretty much the opposite of any other lane scenario you face as Akali. Instead of waiting for Level 6 to strike, you need to be the one doing the harassing early on, or you are bound to suffer.
Cho'Gath has a weak kit at the start of the game. His Rupture is somewhat hard to land due to your ability to move with Twilight Shroud, and his Feral Scream will frequently have no tangible effect on you because you probably have already cast your Mark of the Assassin. This enables you to be the bully, instead of the bullied, in the lane.
Much to an Akali's sadness, however, the tables are turned once Level 6 comes. Your Shadow Dance places you exactly in the spot where Feast can be activated. His high health will likely mean that you cannot burst him at once, and a smart Cho'Gath will counter your Shadow Dance with a Rupture at his feet, causing the ability to strike as soon as you arrive at the destination.
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Cho'Gath, however, is slow and cannot keep up with your roaming capabilities. It's wiser to provide support to your team by going to lanes that are heavily pushed, generating an advantage for your AD Carry or Top. If you are feeling especially daring, you can opt to take
Teleport as your Summoner Spell and mainly focus on helping the other lanes.
Darius, The Hand Of Noxus
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Many people seem to be afraid of Darius nowadays; however, this fear cannot be present at all if you are playing Akali. The skillset that Darius bears seems to act as a perfect match to the strengths that Akali possesses, and for that reason this lane will likely be in your favour.
First and foremost, Mark of the Assassin can be cast without entering into Decimate range, which acts as a constant prod; this prodding can be made even stronger by leaping forwards with Twilight Shroud and bursting the secondary damage of the skill.
Getting caught by Apprehend, likewise, does not pose a threat to you. As a general rule, Apprehend will seize you after you've already used Mark of the Assassin, which puts you in the optimal position to trigger the secondary damage with cruelty.
Crippling Strike should not concern you as well. This skill - which is frequently used as a way to add a new Hemorrhage stack and refresh Darius's auto-attack - has its effect strongly limited by Twilight Shroud. Akali simply needs to disappear, wait for the inevitable Decimate and then use the mobility difference to escape. |
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Your
Shadow Dance also reduces the effectiveness of
Darius's main basic move,
Decimate. By jumping directly towards him you avoid the blade area altogether, mitigating the received damage and disallowing
Hemorrhage to stack.
To top it off,
Noxian Guillotine is also ineffective against you. This Ultimate skill requires unbroken visual contact with the target, and for that reason
Twilight Shroud interrupts its casting with elegance.
Darius would better watch out.
Diana, Scorn Of The Moon
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Many people say that Diana is a counter to Akali, but I do not agree with that - as Diana relies too much on Crescent Strike as a prelude to Lunar Rush, whereas Akali does not have that restriction.
The greatest tip against Diana lies in how to dodge her Crescent Strike. If you are playing on the lower-left side, then you dodge her efforts by moving diagonally towards the upper-right side of the screen (in the direction of an imaginary point that is located between your screen's upper-right corner and the middle of your screen's right side). Likewise, if you are playing on the upper-right side, the dodge must be conducted by moving diagonally towards the lower-left side of the screen.
This will allow you to dodge most of Diana's attempts, which ends up severely draining her Mana and preventing her from casting Lunar Rush successively.
Another important information that you need to track is whether Moonsilver Blade is up. As soon as she strikes her third attack, you must prepare your Mark of the Assassin, since her damage potential becomes much lower. Then, pretend to be at a vulnerable position and dodge Crescent Strike when she casts it.
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This will provide you with the opportunity to get closer and proc the mark that you have previously placed.
Diana will try to counter with
Moonfall and
Pale Cascade; simply use
Twilight Shroud to disengage, throw a second
Mark of the Assassin and, if beneficial to you, strike to burst the newly-placed mark.
There's a last observation when it comes to Diana - namely, the revealing effect from
Crescent Strike is not True Sight. As a consequence, it does not break your invisibility inside
Twilight Shroud; consequentially, by casting the area after being hit by
Diana's move, you prevent her to follow-up with
Lunar Rush.
Ekko, The Boy Who Shattered Time
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Laning against Ekko is quite nice, as long as you avoid his Timewinder; due to the nature of Z-Drive Resonance, he will likely be unable to deal the extra damage to you if he has not connected with this skill to start with.
Ekko is a melee champion, which means that he can be subject to his abuse during the beginning of the game. The easiest way to exploit this is to pretend that you are going to farm a Minion with an auto-attack, wait for Timewinder to be cast, dodge the skill via walking, throw Mark of the Assassin on Ekko and move towards his direction with Twilight Shroud. Do this a couple of times and he will have no option but to cede the lane.
Here's a hint that many beginners are not aware of: you can hear Parallel Convergence before the area pops up in the map. Whenever you hear Ekko saying "come get me", that is an indicator that the skill was cast and you should disengage at once.
When you reach Level 6, your objective changes slightly - now, it is your intention to make Ekko waste his Chronobreak by pretending to all-in. Use the player's mind against him and force him to protect himself - after using the skill, Ekko is forced to play much more conservatively and will end up losing crucial gold and experience. |
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One last trick when playing against
Ekko is to abuse the sustain arising from
Twin Disciplines.
Parallel Convergence causes
Ekko to deal more damage to opponents that have low life, so it is in your best interests to make sure that you do not give him the opportunity for bursting you down.
Ezreal, The Prodigal Explorer
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At first, this lane will be complicated as you have to manoeuvre between all casts of Mystic Shot to the best of your ability. As a result, laning against Ezreal might imply in a strong loss of farm during the Early Game - in order to keep up with him, do your best to appropriately farm with Mark of the Assassin
Both Essence Flux and Arcane Shift do not tend to be very relevant early on; it's highly unlikely that an Ezreal would use Arcane Shift to approach you, as this opens the opportunity for you to close in with Twilight Shroud and proc an eventual Mark of the Assassin that you might cast on him.
As soon as you get to Level 6, it is time to dish the punishment back to Ezreal. Wait until his skills are down, preferably by forcing Ezreal to use Essence Flux. Afterwards, single him out with Mark of the Assassin and conduct a Dual Tap combo via Shadow Dance. In case that was not enough to kill him, retreat and heal with Twin Disciplines.
As a general rule, Ezreal might try to retreat with Arcane Shift, which has a long cooldown. Assess whether giving chase is beneficial to you; due to your three charges of Shadow Dance, diving him is often a favourable prospect.
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Another thing that you must have in mind is his
Trueshot Barrage, which can deal a large chunk of damage and clear the Minion wave if you are attempting to take his tower down. Just because he has returned to base, that does not mean you can relax still. Either follow suit and return to base as well, or use the opponent Minions to heal with
Twin Disciplines.
Fiddlesticks, The Harbinger Of Doom
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Summoner Spell:
Ignite |
Starting Item:
Dark Seal |
Lane Strategy:
Cooldown Forcer |
Main Threat:
Terrify |
Difficulty:
5/10
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As a Midlaner, Fiddlesticks shall not be a dangerous threat to you. His auto-attacks are easily healed back because of your sustain; his Reap can be disrupted by leashing the crow to a Minion and then retreating past the skill's bounce range; his Terrify, albeit strong, has a relatively short range.
However, that does not mean Fiddlesticks is an easy target. Killing him can be rather complicated, as his built-in sustain via Bountiful Harvest allows him to take a few trades without any issues. Furthermore, going in for the kill will often cause Fiddlesticks to use Terrify in response, disrupting the flow of your combo.
Naturally, you can work around these elements with a little preparation. Throw a Mark of the Assassin and await for the appropriate opportunity, then jump towards Fiddlesticks with Shadow Dance. Wait until the effect of Terrify expires, then proc the lingering mark and dish a new one, winning the trade.
Nonetheless, you'd benefit greatly from buying Mercury's Treads, as this would reduce the duration of Terrify and Reap's silence. |
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His
Crowstorm, likewise, has nothing on you. You can exit the area by either using
Twilight Shroud or
Shadow Dance in a Minion that is around, disallowing his potential for damage. Just ensure that you cast these skills as quickly as possible, in order to prevent an eventual
Terrify that might be used to keep you inside the area.
Fiora, The Grand Duelist
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Summoner Spell:
Ignite |
Starting Item:
Cloth Armor |
Lane Strategy:
Marked Tower |
Main Threat:
Lunge |
Difficulty:
9/10
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Fiora has what it takes to disrupt you hard, so this is a match that must be taken very, very seriously. Initially, it must be noted that she'll use her quick moves and Lunge dashes to manoeuvre around you as she strives to activate Duelist's Dance - and, to make things worse, her added movement after activating the passive often disallows you from connecting an auto-attack, which is necessary to burst Mark of the Assassin.
Another important observation is that Lunge attacks you even under invisibility. If you are nearly dead and attempt to use Twilight Shroud to avoid the skill, I have bad news for you: it will not work. I've tried before, and was utterly disappointed with the results.
You have no better luck after Level 6, unfortunately. Despite being able to close in with Shadow Dance, Fiora laughs at your face by casting Riposte and taking no damage whatsoever, followed by a Lunge delivered directly to your face. Her added Attack Speed and damage with Bladework increases her advantage during this trade even more, resulting in an overall unfavourable set of circumstances.
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There's only one element that you should take solace on - namely,
Fiora's
Grand Challenge is virtually useless against you. Simply use
Twilight Shroud to hide yourself from view, then await for an escape opportunity via backrank.
This is the typical lane in which you should ask for Jungler assistance, or rotate with a teammate.
Fizz, The Tidal Trickster
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As I mentioned before, this lane is extremely easy if you do not get too greedy and attempt to all-in Fizz recklessly.
Fizz is heavily reliant on his Seastone Trident to farm Minions, which puts him directly into your mercy during Level 1. Your counter-play is to approach and cast a Mark of the Assassin, await in position close to the Minion that's currently dying and gauge if Fizz is approaching. If he approaches, strike with an auto-attack, bursting the damage. If he seems insecure, bridge the distance with Twilight Shroud, proc the mark and retreat into invisibility. If he goes back, smile at his gold and experience loss.
Level 2, interestingly enough, has a very different dynamic from Level 1. Most Fizz players elect Urchin Strike as a preparation for Seastone Trident, with the intent of bursting you out. Nevertheless, your strategy mostly remains the same: throw Mark of the Assassin and remain in striking position.
If Fizz decides to close in with Urchin Strike, then what you must do is to throw Twilight Shroud. Do not attempt to start the trade with the auto-attack, as this will leave you open for a triple-damage Seastone Trident. Your intent here is to use Twilight Shroud as a zwischenzug towards the bleed's expiration, and only then burst the mark, followed by a second one. This completely turns the trade all around in your favour. |
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Diving
Fizz is not advisable, mainly due to
Playful / Trickster. Even though you could give chase with
Shadow Dance, his damage after exiting the skill added to the other abilities is more than enough to make you into the prey instead of the predator.
Chum the Waters is, without a doubt, the skill that concerns you the most. The ability provides
Fizz with True Sight of you, which effectively neglects your
Twilight Shroud completely and leaves you open to his combos. It is of utmost importance that you dodge the skill in whichever way you can, preferably with the use of a sideways
Twilight Shroud.
You can also opt to assemble a
Mercurial Scimitar, which cuts the bond between you and the fish, or rush a
Zhonya's Hourglass as soon as you finish assembling your
Hextech Gunblade.
Galio, The Colossus
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Galio might be tanky enough to take a beating, but he isn't tanky enough to take a handful of them in sequence. As an Akali, it is your duty to strike with Mark of the Assassin as much as you can, disallowing him to receive the Shield of Durand's passive effect.
Naturally so, Galio will attempt to zone you out with Winds of War; dodging this skill is rather interesting, however, as it is counter-intuitive when compared to other forms of dodging. Instead of walking backwards, Winds of War should be dodged by moving forward, preventing you from being caught in the generated area.
Believe it or not, despite being a form of Crowd Control, Shield of Durand is not a matter of concern for you. As soon as you see Galio casting the skill, respond with Mark of the Assassin and walk into the area. The taunt will cause you to attack Galio automatically, bursting the damage that you have prepared in advance.
Likewise, Justice Punch is another skill that generally works in your favour, as it puts Galio directly where you'd like him to be. The only exception is when it comes to diving him; in this set of circumstances, Justice Punch might cost you a little time that might turn the skirmish to his favour.
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It is highly likely that
Galio will begin to roam if you begin to get traction, as
Hero's Entrance gives him a strong degree of permanence on the other lanes. It is your duty to roam accordingly, intervening whenever
Galio goes to a lane.
Gangplank, The Saltwater Scourge
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Before Level 6, this lane does not proceed smoothly at all. Parrrley's damage outscales the primary damage caused by Mark of the Assassin - and, if you try to move closer to trigger its secondary damage, you also end up receiving a bonus Trial By Fire, which favours Gangplank in the trade.
Still, Gangplank has yet another tool that completely screws up your Early Game - Powder Keg. Powder Keg acts as a strong zoning tool that ensures you get little to no farm, while Gangplank's farming capabilities are made much stronger. This increases the level rift between you and the opponent, transforming this lane in a tough one.
In order to break a given Powder Keg, you have three main strategies. First, increase your last-hit game and strike the barrel as soon as it reaches the last counter - you should make use of the fact that your attacks reach the destination faster than Parrrley does. Second method is a variation of the first one: use Twilight Shroud to jump towards a barrel and then strike it when Gangplank is out of position, removing the threat and getting 10 gold to boot.
The last strategy, however, is certainly my favourite. Wait until an enemy Minion begins to get low on health and then pretend you are closing in to strike; then, quickly walk backwards and make Gangplank detonate the barrel for you. |
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Another tool that might be a tad problematic is
Remove Scurvy, as it heals a decent chunk of health. Despite its usefulness, however, the skill is extremely costly and
Gangplank is bound to run out of Mana if he's forced to use it constantly.
After Level 6, like always, it's time to close in for the kill. Await until
Gangplank uses
Parrrley to farm and close in with both
Mark of the Assassin and
Shadow Dance. Complete the trade and add a
Crescent Slash, then disengage if
Gangplank is not at death risk; await for him to use
Remove Scurvy and jump again with a new combo once your cooldowns are restored.
As a last-ditch resort,
Gangplank will likely try to keep you in the area with
Cannon Barrage. After killing him, exit either via
Twilight Shroud or
Shadow Dance on a backrank Minion.
Gragas, The Rabble Rouser
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Even though Gragas is a melee attacker, the Heavy Poke strategy tends to not work well against him. Because of his hefty life bar and Happy Hour passive, attempting to whittle his life is often a fruitless endeavour. It's better to make him waste his Mana by forcing a constant barrage of Barrel Roll that should be constantly dodged.
That is not to say that you shouldn't poke Gragas when the opportunity comes; rather, this should not be your main priority. If the opportunity to make him lose either health or Mana appears, you should - counter-intuitively enough - make him miss out on Mana. Recall that every skill he uses implies indirectly in the loss of 6% of his maximum life, due to Happy Hour's effect.
Dodging Barrel Roll, as said before, is the main priority during the lane phase. You must also attempt denying him farm by striking with Mark of the Assassin and an auto-attack if his Barrel Roll is on cooldown, as he'll need to move closer to kill the Minion.
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When it comes to Post-6, you'll need to turn your quick thinking into overdrive.
Explosive Cask is a skill that might either cause you a lot of trouble or none at all, depending on how adaptable you are given the circumstances. You can usually employ a
Shadow Dance towards
Gragas, a Minion or any creep in the Jungle in order to position yourself appropriately once more, so keep your eyes peeled for those opportunities.
Once his Ultimate is down, punish him as much as you can with one of
Akali's combos.
Heimerdinger, The Revered Inventor
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Heimerdinger certainly has a zoning potential that is nearly unparalleled against an Akali. You can rest assured that he will cast a triad of H-28G Evolution Turret in the middle of the lane and prevent you from farming effectively. This will later be his own demise, so let him push and push to his heart's content.
Instead, focus on farming each and every Minion that you can put your hands into. As long as you keep outside of the H-28G Evolution Turret area, Heimerdinger has somewhat limited damage to hit you with; his Hextech Micro-Rockets, albeit powerful, can be easily dodged and the same holds true for his CH-2 Electron Storm Grenade.
One important information that I always like to reiterate: do not ask your Jungler to gank Heimerdinger. His safety zone is highly effective against ganks; more often than not, your Jungler will leap towards him, get stunned by CH-2 Electron Storm Grenade, die to H-28G Evolution Turret and give Heimerdinger the advantage. Rage ensues by your Jungler asking you why you haven't followed through, despite the fact you are pushed towards the tower. Would not recommend.
Post-6, the lane's status is utterly flipped. Although Heimerdinger creates a safe zone with his turrets, he often has to stand behind them; what you need to do is to penetrate the defences by using Shadow Dance on a H-28G Evolution Turret and then sticking to Heimerdinger to the best of your ability while causing the greatest damage possible. Stay on the watch, however, for the CH-2 Electron Storm Grenade - it's best you leap after he has used the skill. |
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One last observation that is very important -
UPGRADE!!! is a skill that, against all odds, should not cause you any concern.
UPGRADE!!! is usually paired with either
H-28G Evolution Turret or
Hextech Micro-Rockets, which can both be avoided by
Twilight Shroud. The former cannot attack you when invisible, whereas the latter can be dodged through a sideways cast of the skill.
Irelia, The Will Of The Blades
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Easy Early Game, troublesome Late Game if you haven't prepared accordingly. Irelia, like Akali, is a champion that strongly benefits from her bought items, and for that reason you are both on a race for the greatest amount of gold and experience during the beginning of the lane.
The best way to drive Irelia away is to start with a Cloth Armor and force her to trade every time she closes in to kill a Minion. Due to your added Armor, most trades will end in your favour; furthermore, your sustain through Twin Disciplines packs a greater punch in quick trades.
It must be noted that Irelia's Bladesurge does not refund her Mana anymore if the target is killed; ergo, if you can force her to use Bladesurge instead of an auto-attack on a given Minion, that's 20 Mana you have eliminated from her pool. This might seem like a negligible advantage, but it can make a great difference in the long run, especially when you force her to use her Flawless Duet.
Speaking of which, Flawless Duet is the skill you should watch out for, as its stun can disrupt the flow of your combo greatly. Even though the stun is relatively short, this could be more than enough to turn the tide of the battle against you, depending on how things go.
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Another advantage that is frequently ignored is the damage reduction arising from
Defiant Dance. The apt strategy in order to deal with that threat, therefore, is to wait for the skill to be used and expire, then proc
Mark of the Assassin with a double-tap combo after the damage mitigation is not in place anymore.
Irelia's Ultimate,
Vanguard's Edge, should not pose any major threat to you because of
Twilight Shroud. The short blink is enough to phase you out of the area if desired; on the other hand, if advancing is the best strategy, then you can immediately jump forward with
Shadow Dance and finish her off.
Jax, Grandmaster At Arms
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You have a slight upper-hand against Jax, as you are the one in the appropriate position to dictate the rhythm of the lane. Whenever Jax casts Empower with the intent of trading or farming a Minion, it's your choice to either face him head-on or retreat with Twilight Shroud.
I'd like to reinforce that Twilight Shroud is a life-saver against most of Jax's skills. He cannot cast Leap Strike or Empower on you while under invisibility; likewise, his Counter Strike does not help him much even if he hits you under Twilight Shroud - thus, effectively using this skill against Jax is mandatory.
From his skillset, the only concern comes from Counter Strike - as the skill causes you to miss any basic attacks, this means that you cannot immediately trigger the secondary damage arising from Mark of the Assassin. Still, this is not really a point of concern, as you should use your Twilight Shroud as a zwischenzug until Jax's stun subsides. Then, strike the mark you left behind and follow up with a second one, winning the trade in your favour.
Counter Strike is also sometimes used as a last-ditch attempt of survival while escaping from Akali. In this scenario, inflict that last bit of damage through Crescent Slash, which will bypass Jax's skill and potentially kill him. |
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When the Late Game arrives, it's highly likely that
Jax will strive to make the most of his split-pushing capability, and this is exactly why I urge you to get
Teleport instead of
Ignite as your Summoner Spell. This way, you'll be able to keep up with his advances and counter-act them accordingly.
Jayce, The Defender Of Tomorrow
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This lane hurts and it hurts bad. Jayce tends to keep his Cannon Stance against Akali as a way to zone her out and cause massive damage from a distance. This will hinder your trades and often disallow you from prodding him with Mark of the Assassin, as this tends to be customarily met with Shock Blast.
The only way to alleviate this lane is to force him into using Shock Blast as much as you can. Expose yourself to the side of the Minion wave and await for the Acceleration Gate to appear; then, once it pops up, follow with a sideways Twilight Shroud in the direction of the Minion area.
One other tip that I have to offer: as a general guideline, all Shock Blast casts are perpendicular to the originating Acceleration Gate and they generally tend to intersect it in its midpoint, likely due to a psychological component or perhaps because it's easier to cast the skill in this manner. Nonetheless, this little tidbit might help you plan better and dodge Jayce's skills more consistently.
After you have drained Jayce's Mana, however, you are still not in the clear.
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This champion also has a very strong melee capability due to his Hammer Stance, whose skills also do not require Mana to boot. Although using Hammer Stance is slightly more favourable to you than Cannon Stance, that does not mean
Jayce can be underestimated in the least.
The manner through which you should exploit his Hammer Stance is by conducting a series of
Mark of the Assassin Dual Taps, fitting as much damage as you can and keeping the opposition. If necessary, you can use
Twilight Shroud to disengage or to counter
Thundering Blow's displacement.
Getting Jungler help for this match-up is advised.
Karma, The Enlightened One
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Not an impossible lane to beat, but you'll need to take good care whenever you face a Karma. You cannot beat her previously to Level 6, so it's best to dodge each and every Inner Flame to negate the damage that she can dish out.
Whenever possible, poke her with the primary damage of Mark of the Assassin, but do not follow up with the secondary damage if she has not used Focused Resolve. Moving close to her will cause Karma to cast the aforementioned ability, which gives her True Sight of you and enables her to punish your advance.
From time to time, it's highly likely that Karma will use Inspire and Focused Resolve as an engage tool on you; fortunately, you have an optimal disengage tool - Twilight Shroud - in response to that. The small blink arising from the skill enables you to break free from the tether, leaving Karma exposed to a counter advance of yours.
Level 6 completely shifts the tide, as you get access to a new skill while Karma does not. |
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This means that Level 6 is your absolute time to shine. Abuse
Shadow Dance to damage
Karma in whichever way you seem fit, and make sure that you also employ the skill to break from
Focused Resolve's tether if necessary. After a series of trades, you should be able to whittle
Karma's life low enough to the point that you assure a kill.
Karthus, The Deathsinger
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Summoner Spell:
Ignite |
Starting Item:
Boots |
Lane Strategy:
Mana Waste |
Main Threat:
Requiem |
Difficulty:
2/10
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Karthus has nothing on you because of your extreme mobility. Akali's sheer speed, especially when combined with an early purchase of Boots, makes it very difficult for any Lay Waste to connect with you, which is the main basic source of damage arising from Karthus.
His Wall of Pain also fails to cause you any harm, as you can opt to walk through it or blink across the skill with Twilight Shroud. Both of those skills should not cause you any form of grievance, as it's highly unlikely that Karthus will receive the opportunity to damage you.
Your worst issue, concerning his basic skills, is Defile. People are sometimes under the belief that Karthus disrupts Akali with Defile, which continuously damages her after the casting of a Shadow Dance. However, this is patently untrue; due to her quick burst, the damage arising from Defile is often negligible and completely healed by Twin Disciplines.
Adding up to that last point, Akali doesn't tend to remain for long close to Karthus after his death, as she can simply retreat via Twilight Shroud or Shadow Dance towards a backrank Minion.
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The only concern here arises from
Requiem, which can deal a hefty amount of damage even after
Karthus dies. Still, your built-in kit and items allow you to heal some damage with
Twin Disciplines and
Hextech Gunblade, which must be exploited for their fullest. When
Requiem is cast, either in battle or after Karthus died, disengage and strike the Minions as quickly as you can with your abilities.
Kassadin, The Voidwalker
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This is one of the rare examples in which the champion's most annoying skill is not the one that causes the most danger to you. When it comes to Kassadin, the skill that can truly harm you is Nether Blade, whereas the one that will annoy you is Null Sphere.
Null Sphere grants Kassadin a sizeable shield against Magic Damage, which blocks the greatest share of Mark of the Assassin's primary damage. This means that you will lose trades against Kassadin from far away; it's best, then, for you to get closer and proc the secondary damage (preferably, followed by a second Mark of the Assassin) whenever the opportunity arises.
Even still, getting close to Kassadin opens the opportunity for him to use Nether Blade, which can hurt quite effectively and recover his Mana. Your options are either to wait until he uses Nether Blade to farm or engage him if your life is full, as you'll be able to heal the damage after you disengage with Twin Disciplines.
A second issue that pops up with Kassadin is that he gets stacks for Force Pulse with every cast skill, and you will tend to cast quite a few. This gives him the chance to fit in some extra damage at the end of every trade, unless you think quickly enough and avoid the skill by either using Shadow Dance away from its area or behind Kassadin. |
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Another nuisance you'll have to endure is
Kassadin's tankier nature. He usually has a bit more of health than other Midlaners and takes reduced Magic Damage due to his passive,
Void Stone, which is yet another issue that might cause you trouble.
Last, but not least, comes
Riftwalk. Despite the fact that this skill is not as effective as a displacement tool when compared to
Shadow Dance, it still might allow
Kassadin to find a better position and escape from death. All in all, this is a very bothersome lane, although not one that should kill you if you pay enough attention.
Katarina, The Sinister Blade
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If you are facing a Katarina, that means you are going to have a pleasant time in lane. Due to Katarina's skillset, she fails to consistently harass you during the Early Phase game, and she might even find herself on the receiving end of some grievous damage.
I know that it's uncommon for someone to say that Katarina's most dangerous skill is Voracity (or, to be more precise, the daggers left behind by Voracity). However, I stand by what I say, and a simple comparison proves my stance. At Level 6, Voracity's daggers deal 111 + 100% of bonus AD + 100% of AP, which is equivalent to approximately one-third of the full damage caused by Death Lotus. In other words, three daggers are the same as one Ultimate, except they are much quicker to refresh and hit instantaneously.
Even still, dodging the daggers left behind by Katarina is an easy feat. Her dagger combo starts with Bouncing Blades, which always leaves a dagger behind the target - ergo, all that you need to do, counter-intuitively enough, is to throw a Mark of the Assassin and move forward to strike Katarina while exiting the area of damage.
This disrupts the most classical Katarina combination, which is Preparation, Bouncing Blades, Shunpo on the target, collect the back dagger, Shunpo on the target, collect the Preparation dagger, Shunpo on the target. By moving forward - and, if possible, avoiding the area of Preparation's dagger, you effectively cripple Katarina.
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Another trick that you can use is playing with psychology. Many beginner players do not like to lose a dagger that's placed on the field, so they tend to aimlessly use
Shunpo if you begin walking towards it. Thus, feign your approximation towards the dagger and immediately retreat, await for the opponent to use
Shunpo, throw
Mark of the Assassin and follow immediately with a
Twilight Shroud to proc the mark's secondary damage.
Death Lotus should also cause you no concern - although the daggers can hit you while you are inside
Twilight Shroud, you can use this skill or even
Shadow Dance to briefly exit the area. If you're feeling daring, you can even keep the opposition and kill
Katarina, provided that you have enough damage to pull this feat.
Kayle, The Judicator
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Even though Kayle is theoretically a melee character, she's not someone that you can willy-nilly use Mark of the Assassin against, as she can keep her distance by using Righteous Fury and striking from a distance. Still, the effect is only active for a limited time, and it's exactly this window of opportunity that you should use.
Work around her cooldowns and approach when she cannot strike you back with Righteous Fury. Generally, you'll take damage from Reckoning, which is acceptable as long as you win the trade by activating the secondary damage from Mark of the Assassin.
Many players underestimate Kayle's Holy Fervor, but this is something that you should not do whatsoever. When paired with her added Attack Speed, Holy Fervor can essential to shredding your life down, so it's always best to err on the side of caution and always disengage after you have cast your combos.
You cannot kill Kayle on Level 6. I shall repeat that: you cannot kill Kayle on Level 6 - provided, of course, she plays appropriately. Her kit has built-in sustain from Divine Blessing and, if things go awry, Kayle can always use Intervention. |
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This makes, therefore, for a lane in which you should exploit the little trades and try your most to force
Kayle into using
Intervention, all while you do the most to avoid her empowered strikes from
Righteous Fury. If you make a handful of combos connect and force her out of intervention, then you can jump on her with
Shadow Dance and finish her off. Beware of the slow caused by
Reckoning if you are going to dive, however, and make sure that you save
Twilight Shroud for this occasion.
Kennen, The Heart Of The Tempest
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This is the second worst match-up that you can be forced to face. Kennen has pretty much all of the required tools to shut you down with efficiency and elegance.
During the Early Game, he will farm from a distance due to his range capability, while trying his best to make a Thundering Shuriken connect whenever you attempt to farm or stray away from a safe place. If he hits, brace for impact - Electrical Surge will definitely be cast right away for that extra little bit of damage.
This is a champion that you should not attempt to poke with Mark of the Assassin except if the spacial structure extremely favours you. Otherwise, you open yourself for a sequence of Thundering Shuriken, Electrical Surge and Lightning Rush with the intention of detonating Mark of the Storm and shutting you down completely.
You'll quite frequently fall behind in farm whenever going against a Kennen due to his zoning potential. There's yet another zoning tool that was not mentioned - namely, the passive effect of Electrical Surge. Keep close track of his attack count and make sure to retreat whenever his attack gets empowered, as it will deal a hefty amount of damage and open yourself up to the active effect of Electrical Surge.
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I'd like to tell you things would get better after Level 6, but that is a blatant lie. Once you acquire
Shadow Dance,
Kennen will already have acquired
Slicing Maelstrom - and jumping in his direction will only put you where he'd like you to be. Furthermore,
Slicing Maelstrom and
Lightning Rush are often activated in conjunction in order to make it even more difficult to escape.
There is only one strategy that you can try employing: you can try to bait
Kennen's
Slicing Maelstrom by leaping on him and very quickly leaping back to a Minion followed by a
Twilight Shroud. This will cause
Kennen to burn his skill and create a small window of opportunity that you should exploit either through consistent combos or by asking for your Jungler's help.
LeBlanc, The Deceiver
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Interestingly enough, LeBlanc's threat to Akali wildly differs from the advantage she has over other champions. LeBlanc tends to thrive because of her mobility, which is negligible when compared to Akali; however, her Ethereal Chains - which tend to have a more combo-supportive role against other characters - is what disrupts our champion.
Thus, it is your intention to force Ethereal Chains as much as you can while causing LeBlanc to miss by using Twilight Shroud. When you place that skill on cooldown, you win the opposition of the lane and can force LeBlanc to retreat, which damages her farm.
Beware, however: most LeBlanc players attempt to farm by using a Distortion on the Minion wave and then a Shatter Orb as a mean to activate Sigil of Malice. In case you see LeBlanc quickly leaping to do that, counter her by throwing a Mark of the Assassin at her and by casting Twilight Shroud towards her original area. Then, when she blinks back, strike with an auto-attack and proc the secondary damage from the mark.
This is another observation that many people consider obvious, but I believe it's important to mention: you should walk away from your Minions if there is a chance of her activating Sigil of Malice on you. Since the passive can bounce between targets, it's better to be safe than sorry. |
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After Level 6, you have a strong upperhand.
LeBlanc lacks enough escape tools to get away from you, even after she acquires
Mimic - she can, at most, cast a sequence of two
Distortion skills, while you have access to three
Shadow Dance counters. If you play appropriately and be wary of her possible returns, there is no way
LeBlanc can escape from you.
This was already mentioned when we talked about
Karma, but I'd like to reiterate that the same tether-breaking strategies can be used against
LeBlanc if she eventually hits you with
Ethereal Chains.
Last, but not least, one must also be wary about
LeBlanc's mimic, as it might cause you to waste a skill or two. This is not a large problem when it comes to
Akali, as her cooldowns are all low, but it's best to avoid falling for the mimic altogether by noticing the tell-tale signals. If
LeBlanc's behaviour seems too inconsistent, then retreat and give it a couple of seconds to see if that's really her.
Lissandra, The Ice Witch
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It seems strange that I have selected Dark Seal instead of Boots as Akali's first purchase during this match-up. I know, I know, it sounds rather counter-intuitive, but I shall explain.
Lissandra's skills do not require a great degree of fast dodging. The only skill that requires a bit more of mobility to dodge is Ice Shard, and as a general rule Lissandra tends to cast those inside the Minion area for farming and damage purposes. Therefore, you already know what to expect and when she'll likely cast the skill, not to mention that the area of the opened Ice Shard is rather wide and difficult to dodge sideways. Thus, you do not benefit much from buying Boots.
On the other hand, buying Dark Seal forces your Adaptive Damage Bonus to shift from Attack Damage to Ability Power, which causes your Mark of the Assassin casts to pack a bit more of punch. This is rather useful, as this is the only skill able to damage Lissandra early on.
Unfortunately so, Lissandra disrupts Akali rather effectively. Casts of Shadow Dance are met with either Ring of Frost or Frozen Tomb; a cast of Twilight Shroud can be countered by a smart Lissandra that stands in its middle, launches Ring of Frost and then throws Ice Shard towards the direction of the blinked image.
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Your utmost goal is to deprive
Lissandra of her
Frozen Tomb, which is the tool that will cause you the greatest concern. After that skill is on cooldown, then you can push the trades more aggressively and perhaps even dive
Lissandra under her tower if her health is low enough for that.
Lulu, The Fae Sorceress
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Summoner Spell:
Ignite |
Starting Item:
Boots |
Lane Strategy:
Cooldown Forcer |
Main Threat:
Whimsy |
Difficulty:
8/10
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This is another match-up that is not promising for Akali. Lulu has a strong degree of mobility that will give you a run for your money, especially so if you do not acquire a pair of Boots early on.
As a general rule, Lulu will keep prodding you with Glitterlance every time you approach a Minion with the intent to farm. You'll either need to dodge very consistently or farm from a distance with Mark of the Assassin during the Early Game.
The issue with this match-up is that Lulu has several disrupting techniques at her disposal. The first one of them is Help, Pix!, which provides True Sight of the afflicted target. This means that your incursions against Lulu will usually not benefit from Twilight Shroud, as she's bound to activate Help, Pix! upon your arrival.
Adding up to that, Whimsy is yet another tool that fully wrecks your combo. The act of turning you into a lovely, yet harmless critter breaks the necessary tempo to deal the necessary damage with Mark of the Assassin - an advantage that is further expanded when you take into consideration that you'll have reduced movement while under the effect of the skill. |
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Assuming that everything has gone awry for
Lulu, she can still save hide by using
Wild Growth, which gives her immense bonus health. Both
Whimsy and
Wild Growth are the skills that you must remove before trading with
Lulu more fiercely.
A last word of warning: unless you are absolutely secure about the fact that you can kill
Lulu, do not tower diver her. Her arsenal has a sequence of tools that disrupt your damage completely and prolong the time that you spend under tower, causing you massive damage for your folly. It's best to avoid tower dives against her altogether until you learn the ropes.
Lux, The Lady Of Luminosity
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Theoretically, Lux is a counter to Akali, as she can technically disrupt Shadow Dance with the use of Light Binding. However, this is only sustainable in theory; in practice, Lux should not be able to hit you with any skills whatsoever.
The strategy before you hit Level 6 remains the same as always - focus on farming as much as you can while dodging the skills cast in your direction. Lux will tend to use Lucent Singularity in order to drive you away from the Minion area, which must be met by the use of Mark of the Assassin as a farming tool.
After you hit Level 6, this is where the party starts. Bait Lux's Light Binding by pretending to go in for the jump, then dodge sideways with Twilight Shroud. Cast a Mark of the Assassin and use the new position to leap at her with Shadow Dance, placing you at the right position to detonate the placed mark.
One important element that makes all the difference: Akali's Ultimate places you right behind your opponent, which means that by using it you are effectively avoiding getting hit by Final Spark.
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Due to the squishy nature of
Lux, you'll usually be able to dispatch her with one combo or two. Make sure to punish every single mistake she makes, and the lane shall be a breeze. Even still, I recommend you to build
Mercury's Treads, as this will severely cut the efficacy of the champion against you.
Malzahar, The Prophet Of The Void
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If there's a lesson to be taken from laning against Malzahar, that lesson can be summarised in three words: buy Mercurial Scimitar. We'll get to that point soon enough, but keep in mind that this the most important thing when facing him.
Early on, you should try as much as you can to make Malzahar deplete his Mana. Poke him with Mark of the Assassin constantly in an effort to keep Void Shift down for as long as you can. Malzahar's skills tend to be costly early on, and by wasting his Mana you can often prevent him from being able to cast Nether Grasp on you once he hits Level 6.
One strategy that seems counter-intuitive is to attempt your hardest to catch Malefic Visions. The reason for that is because you deny Malzahar some farm and Mana by intercepting the skill, whereas the small damage you take (approximately 100 damage before Magic Resistance calculation) can be healed via Twin Disciplines without a hitch.
If the opportunity arises, feel free to cast a forwards Twilight Shroud to proc a Mark of the Assassin that you might have placed on him. The lingering cloud will act as a deterrent to Malzahar's Void Swarm, as they cannot attack you once you are invisible. |
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As soon as you reach Level 6, it's time to gauge what amount of Mana
Malzahar possesses. If you have drained him completely, then feel free to all-in and punish him for wasting his resources. Otherwise, you'll have to play very safe by healing via
Twin Disciplines and forcing his other skills.
Buying both
Mercury's Treads and
Mercurial Scimitar is much needed after you finish
Hextech Gunblade, as this will prevent
Nether Grasp from having an effect on you. Do recall, however, that the skill keeps doing damage if you are still in the tether's range, and for that reason always combine
Quicksilver Sash with the necessary displacement moves to get out of the danger zone.
Mordekaiser, The Iron Revenant
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Most of Mordekaiser's damage, when it comes to the Early Game, arises from the Mace of Spades skill; this is exactly why this champion cannot hold a candle to you. By simply using Twilight Shroud as a zwischenzug until the skill expires, Mordekaiser is severely limited in his capacity to cause damage.
Adding up to that, Mordekaiser can be easily harassed by you due to his melee nature. You can out-trade him by conducting a sequence of Mark of the Assassin Dual Tap whenever he ventures past the point of safety - even with the shield he acquires from Iron Man, the trade ends up favourably to you due to Twin Disciplines.
That does not mean, however, that there are no issues with Mordekaiser. The first of them lies in the fact that he is rather tanky and difficult to kill when compared to other Midlaners. That means you have to work on whittling his life little by little, and exploit your superior presence in lane as much as you can.
The second issue comes from Siphon of Destruction - albeit it's a skill that doesn't cause a massive amount of damage, it can still hit you while under invisibility and act as an advantage towards the opponent, no matter how small.
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After you hit Level 6, you should exploit
Mordekaiser's positional mistakes and proc a
Mark of the Assassin whenever possible. The only recommendation is to not engage him if your life is dangerously low, as he will likely counter with
Children of the Grave. Losing a skirmish against
Mordekaiser while affected by this skill means that your tower will get a lot of damage, costing you much in the long run.
Morgana, Fallen Angel
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As I said before, Morgana can severely screw you over if you do not play smart against her. If you do play your cards correctly, then you should have the advantage Post-6.
The first element that defines Morgana in the lane is her constant farming with Tormented Shadow, which has the added bonus of zoning you out due to the AoE damage. This can be rectified in two manners: either you decide to take the damage and heal it through Twin Disciplines, or you farm the Minions with the use of Mark of the Assassin and lose some poking potential. Both solutions are equally appropriate against a Morgana.
However, what is not appropriate is getting hit by Dark Binding. Unless you're trying to bait her skill, never step outside of the zones protected by your Minions, or she's bound to exploit your positional mistake. If you do venture outside the safe area, have Twilight Shroud prepared for a sideways casting of the skill.
Hitting Level 6 balances things out if you can drain Morgana out of her skill. This requires a small degree of preparation, but it is not difficult to conduct whatsoever. |
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First, bait
Morgana into using
Dark Binding, and be ready to dodge. It's important to not use
Twilight Shroud for this dodge if you can, as this skill might become handy in a short while. Then, after you deprived
Morgana of her snare (and provided there are backrank Minions), throw a
Mark of the Assassin on her and jump, activating the mark.
Morgana will then counter with a
Soul Shackles to keep you in.
Swiftly jump out of the skill by using
Shadow Dance on a backrank Minion that you prepared in advance. In case the distance your traversed is not enough to break the tether, cast
Twilight Shroud to blink the remaining distance or, at least, disallow
Morgana to hit you with basic attacks if the stun is inevitable.
Congratulations. You have now deprived
Morgana of her necessary skills and should exploit the next two minutes or so into bullying her as hard as you can possibly imagine.
Nasus, The Curator Of The Sands
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There is no way Nasus can compete with your harass during the Early Game. He has a tough choice of whether using Siphoning Strike to farm while getting poked, or employing the skill to trade damage with you.
As a general rule, most Nasus players will ignore you and try their best to farm quietly at first. Here a little notion of timing comes deeply into play: instead of casting Mark of the Assassin when a Minion is about do die, do it a few seconds before the next critter is about to disappear. By doing this, Nasus is forced to take two Mark of the Assassin casts rather than one if they'd like to farm.
After learning his lesson, it's highly likely that Nasus will change strategy and try farming with Spirit Fire. This is good because of a simple reason - the more Nasus is forced to use AoE skills to farm, the closer the Minion waves get to your tower. Follow the flow and freeze the lane as close as you can to your tower, denying Nasus the capacity to grow.
This has been the case so far and it will not be any different now - whenever you have the opportunity, lunge forward with Twilight Shroud and proc the extra damage from Mark of the Assassin. This will make the rift between both champions even larger.
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There are two counter-strategies that
Nasus might employ - he can either try to control your motion with
Wither, or strive to deal stronger damage to you by combiniong
Spirit Fire and
Siphoning Strike. Both strategies are countered by
Twilight Shroud, as it acts like a
zwischenzug until the skills expire. Once he loses that advantage, strike hard and true.
Nidalee, The Bestial Huntress
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This lane is a breeze after Level 6, provided you do not let Nidalee harass you too much early on. In order to avoid giving her the opposition, you need to make her waste as much Mana as you can by enabling her with opportunities to throw her Javelin Toss, then dodging the spears consistently.
One important trait of Javelin Toss is that it gives Nidalee True Sight of the hit target. Thus, if you have been hit by the skill, avoid the instinct of using Twilight Shroud, as it will have no practical effect for you.
If you drain Nidalee's Mana, this means two things. First, she'll need to be a little more careful with you, as you now have an opening for casting Mark of the Assassin followed by a forwards Twilight Shroud if she cannot counter the move with any spells. Second, she will be unable to heal with Primal Surge, severely restricting her sustain capability.
I have played few matches against Nidalee, but as far as I've seen they do not tend to remain in Cougar Form during Lane Phase; rather, Cougar Form is used as a finisher after hitting Javelin Toss, and for that reason you do not need to worry about the lack of Mana costs when it comes to her Cougar Form skills. |
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Despite her having a lot of mobility,
Nidalee cannot keep up with you after you hit Level 6. Your
Shadow Dance has a much superior range than
Pounce, whereas
Twilight Shroud has the same jumping capability over walls. After you acquire
Shadow Dance, exploit her positional mistakes and take any opportunities you might have towards a kill.
Orianna, The Lady Of Clockwork
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Yet another lane that is bothersome before Level 6, but delicious afterwards - does that come as a surprise? I didn't think so.
Orianna is a champion that's highly capable of harassing you without any repercussions, due to the fact that her skills are based on a separate third entity named "The Ball". This means that Orianna will zone you out whenever the opportunity appears, which shall be frequently.
First things first, do not let yourself be hit by Orianna's basic attacks. Due to the effect of her passive, Clockwork Windup, they hurt hard. If she is in position to attack you with an auto-attack, disengage as quickly as possible.
The second trick to Orianna is to memorise the diameter of Command: Dissonance - it will come in handy to drain her Mana, as this skill is much more costly than Command: Attack.
Third piece of information: Orianna can queue her actions in transit. This means that she can program the ball to immediately cast Command: Dissonance after the end of Command: Attack, which is actually an advantage to you. As long as you are quick on your feet, this means that you have managed to dodge two skills at once.
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If you are high on health, then you might want to risk yourself a little more by getting close to the ball. Allow yourself to step on it and take the damage from
Command: Dissonance, then heal the damage taken via
Twin Disciplines. If you don't want to take damage, you can feign that you'll walk in that direction, prompting
Orianna to cast
Command: Attack and
Command: Dissonance.
When you hit Level 6, the situation changes very interestingly. There are two stages to Level 6 - before and after you drain her Mana completely.
At first, you'll strive to deprive her of resources by poking her constantly when her ball is advanced. Since she cannot cast
Command: Shockwave on you if the sphere is far away, that means she is forced to use
Command: Protect to relocate the ball, incurring in a 60 Mana loss. Do that enough and she'll be drained, but make sure that you disengage from her after the ball is relocated. Otherwise, you might be the target of one of her combos and die.
After you drain her, go for an all-in if
Orianna has low health. As long as she is unable to use any skills,
Orianna cannot keep you under the tower nor consume your life instantly, which means that you have got an easy kill in your hands.
Pantheon, The Artisan Of War
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This accursed match comes directly from the deepest pits of despair to bother you. Here's my hint: rotate at once with a teammate.
Pantheon is, quite assuredly, the worst match-up that you can potentially face whenever playing Akali, and this is exactly the reason why I make sure that I ban him whenever I have the chance. Forget any other ban that you might have thought of - Pantheon can and will screw your lane up.
Let me explain why. First comes Aegis Protection, a skill that blocks basic attacks. This means that prodding him with the secondary damage arising from Mark of the Assassin is impossible, since his passive will prevent the auto-attack from connecting.
Maybe you're thinking that you could, theoretically, try to stick two attacks in sequence. Tough luck. If you get close enough to Pantheon, he will use his Aegis of Zeonia to stun you on the spot. To add insult to injury, this skill also renews Aegis Protection, disallowing you once more from detonating the secondary damage.
Okay, then perhaps you can use Twilight Shroud to waste some time, right? Wrong. Heartseeker Strike can damage you even under invisibility, and its 80° angle covers a wide span of the generated cloud. |
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Even if you are willing to take the damage of
Heartseeker Strike, you'd still lose the trade. Pantheon would be able to stick a
Spear Shot into the mix, causing you more damage than you could cause to him.
Perhaps you'd be content with trading only with the primary damage of
Mark of the Assassin, but even that shall not help you. The damage of
Spear Shot outscales your and you cannot advance to the Minion area in order to heal with
Twin Disciplines, lest you get stunned by
Aegis of Zeonia.
Very well, then maybe you could roam? It's possible (and one of the reasons I urge you to take
Teleport rather than
Ignite during this match-up), but
Pantheon can use his
Grand Skyfall to join in the skirmish without a major delay. Long story short, his kit seems perfectly devised to disrupt you.
Either ban him or request Jungler collaboration as soon as you can.
Quinn, Demacia's Wings
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Quinn packs quite a punch with her ability to damage you with constant auto-attacks. To top it off, her Harrier passive further aggravates the damage that you take from her, which can be a strong deterrent towards farming.
During the Early Game Phase, you need to kill those Minions as safely as you can. Use Mark of the Assassin exclusively for farming purposes, and do not attempt to trade with Quinn; if you move in her direction, receiving a Blinding Assault to the face is nearly inevitable. Make use of your tower's protection zone and do not let her get close enough to cast Vault on you, as this will cause you to receive damage from both Vault and Harrier.
The situation gets a little more tolerable once you hit Level 6. The strategy then becomes to force Quinn into using her Blinding Assault and advancing on her while the cooldown is off. Despite the fact that she'll tend to use Vault to keep her distance, you can respond with Shadow Dance and stick to her once more.
As long as you have not fallen too much behind during the Early Lane Phase, then you should win those trades if you play smart.
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Still, whenever you play against
Quinn, you need to be very careful whenever she disappears, even if you are under the belief that she has returned to base. It is advisable to abuse your M.I.A. Ping, since
Behind Enemy Lines gives this champion unparalleled mobility to reach any lane in the blink of an eye. It might also be wise to elect
Teleport as your Summoner Spell rather than
Ignite as a rebuttal to any ganks attempted by
Quinn.
Riven, The Exile
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Laning against Riven is similar to a dance - you move forward when her cooldowns are active, move backwards when she started her Broken Wings and repeat the cycle until you have whittled enough of her health.
Despite her reasonable capacity for Crowd Control, Riven is actually very susceptible to your poking arising from Mark of the Assassin, especially so if you have acquired Cloth Armor with the intent of trading with her. Her Crowd Control vanishes quickly, to the point that those skills cannot prevent you from activating Mark of the Assassin's secondary damage.
The skill that will cause you the greatest issue is Valor, as it blocks your damage quite effectively. Still, the cooldown on this skill is reasonably large - approximately 50% larger than your Mark of the Assassin - and for that reason you're bound to chip her health by constantly keeping the offensive.
Riven is also heavily reliant on items, which means that she cannot get an edge on you if you plan your trades correctly. This means that you should do your best to avoid Ki Burst and the third cast of Broken Wings, and also keep track of her Runic Blade. |
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Even though this is a lane that heavily favours you, do not attempt to all-in
Riven at first. Her all-in potential is greater than yours during the Early Game, especially so because she can resist a good chunk of your combo by using
Valor.
As long as you are happy to break her resistances little by little, you are bound to win this match-up.
Rumble, The Mechanized Menace
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Rumble has the capacity to be annoying on many different levels, albeit not as fiercely as some of the other targets that were given the 10/10 score. Most notably, his lack of Mana usage and the constant barrage of Flamespitter that he's able to cast can certainly make this lane a very tough one.
The typical Rumble behaviour consists in using Flamespitter as much as possible to deny you any semblance of farm with your auto-attacks; this means that you'll have to use Mark of the Assassin instead and wait until the wave is pushed towards your tower. Rumble will also try to prod you from time to time with Electro-Harpoon, which you should make the greatest effort to dodge.
As you can see, this is the sole match-up in which I recommend you to get Doran's Shield instead of any other item, exactly so you can diminish the harmful effects arising from Flamespitter. Whenever you are going against Rumble, the passive from Doran's Shield is certainly worthwhile, despite the purchase causing you to miss on your usual Health Potion amount.
This champion is also rather sturdy, mainly due to his Scrap Shield. Ergo, instead of engaging him with all you can, you'll need to break him down little by little with the typical Mark of the Assassin Dual Tap combinations.
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You must also watch out for
Rumble's passive,
Junkyard Titan - as it gives him added damage in his auto-attacks after he has used many skills; this effectively means that
Rumble lashes his full combo at you and gets extra damage to boot. If you see
Rumble overheating, finish whatever you're doing as quick as you can and then disengage via
Twilight Shroud. Do note, however, that
Twilight Shroud does not protect you from
Flamespitter as soon as
Rumble is able to cast skills again; for that reason, it's wise for you to not linger in the area.
His Ultimate,
The Equalizer, can also mean a ton of problem for you. Its width makes the skill hard to dodge with
Twilight Shroud, and the damage you get while remaining under it can build up quite intensely. Sometimes, your only option will be leaping forwards to an enemy Minion just so you do not take the skill's damage; if push comes to shove, make sure that you instantaneously draft a plan to get out of
Rumble's turf.
Ryze, The Rune Mage
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Theoretically annoying, but not so problematic when faced against in practical scenarios. Ryze is a champion that should be very problematic because of Rune Prison, but the fact is that this skill is, as a general rule, only used after Shadow Dance due to its prohibitive Mana cost.
As you could have surmised, draining Ryze of his Mana is the best way to shut him down early on. Most of his wave clear arises from successive casts of Spell Flux and Overload, which means that causing him to drain the pool will severely hinder his ability to farm.
A great strategy that tends to work is to deliberately let Ryze place his Spell Flux on you as you move towards him to cast Mark of the Assassin, and then dodge his Overload. The general rule is that your opponent will not use Rune Prison, but every once in a while they might (which completes the combo). If that happens, do not fret: retreat and farm while you activate the sustain from Twin Disciplines, healing the damage that you have taken.
This is actually a great general rule for Akali - do not worry much about taking damage from Mana-based champions (provided, of course, that you have a way to disengage and that your health isn't low enough to the point you might be the target of a burst). You generally tend to heal your health faster than these characters recover their Mana. |
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After you hit Level 6, then you should dominate the lane - especially so if you have drained Ryze from his precious Mana. Since
Ryze's
Realm Warp does not incur in any damage, that means your power spike after Level 6 is extremely superior to his when it comes to trading. Use that to your favour.
Shen, The Eye Of Twilight
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Shen shouldn’t cause you much concern, although there are certainly some aspects of the champion that can be rather troublesome. Most notably, the greatest problem that Shen might cause you arrives through the activation of Spirit's Refuge, which prevents you from activating the secondary damage from Mark of the Assassin.
The champion also has a hefty amount of health and sustain, so do not expect to kill him anytime soon. Although you must definitely poke Shen as often as you can, do not get too greedy when doing so. Most Shen players tend to request Jungler collaboration, and they can keep you nearby by connecting with Shadow Dash.
If there is no one around to help him, then Shadow Dash does not cause you a great deal of concern; if he begins to move into Shadow Dash position, counter by casting Mark of the Assassin. His arrival next to you and the taunting will cause you to automatically burst the secondary damage of the skill, which means that you won the trade.
Still, do recall Spirit's Refuge cooldowns when employing that strategy in mind. If you linger close to Shen's sword, then he'd be able to activate the area without needing to relocate it through Twilight Assault, which means that your plan might go to waste due to the decreased time to activate Spirit's Refuge in the relevant area.
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As a consequence of
Stand United, it is extremely relevant that you pick
Teleport instead of
Ignite, in order to be able to stick to
Shen as much as you can.
Sona, Maven Of The Strings
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During the early stages of the game you will tend to get poked quite constantly - both by Hymn of Valor and Sona's auto-attacks. During this phase you must concentrate into simply healing back any damage you take through your Twin Disciplines.
If you have the opportunity to punish Sona for an overextended advance, do so by employing Twilight Shroud - this will force her to retreat and use Aria of Perseverance, draining her Mana even faster - and, if you are lucky, she might even throw a Song of Celerity into the mix. Do recall that it is our intention to drain her Mana as fast as we can.
This objective also extends past Level 6. If her Mana is still now fully drained, you'll have to carefully poke her with Mark of the Assassin and Shadow Dance combinations if she's in a bad position to cast Crescendo. Do not engage her if she holds the high ground, as this will leave you open for her stun.
One strategy that I prefer to use is to Shadow Dance and immediately cast a sideways Twilight Shroud, predicting an eventual Crescendo. If she does not cast the skill, there's no real loss as I can use the area to disengage with the caused difference of speed. If she casts Crescendo, then the skill is wasted. |
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After you have appropriately punished
Sona's Mana, it's time to dish heavy punishment to her health. Attack with a flurry of
Mark of the Assassin Dual Tap combinations whenever possible, and don't be afraid to tower dive her if she has no way to cast any skills.
Swain, The Master Tactician
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Summoner Spell:
Ignite |
Starting Item:
Boots |
Lane Strategy:
Mana Waste |
Main Threat:
Nevermove |
Difficulty:
5/10
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If you keep yourself in motion, Swain is going to have a bad time. In order to cause severe damage to you, he must connect with Nevermove - this was already the main threat before his rework; however, at the present time, connecting with Nevermove has become much easier, which complicates this match-up.
Most of the poking arising from Swain will come from casting Death's Hand when you approach the Minion area, causing a hefty amount of damage and forcing you to miss on some farms. The intent here is to keep your sustain via Twin Disciplines in order to mitigate the poking strategy as much as possible, and ensure that you can regain the lost health while Death's Hand is on cooldown.
Our objective here is, like it has been with all Mana-intensive champions, to deprive him of resources by feigning vulnerability and giving him opportunities to cast Nevermove without success. This skill has a hefty cost, which means that every Nevermove that Swain misses places you one step closer to victory.
Luckily enough, the other ordinary skill Swain bears - Vision of Empire - should not be a threat to you whatsoever. This skills requires a very long time to explode and deal damage, which means you'll have plenty of opportunities to either dodging it by walking away with your high mobility, or by, in dire scenarios, casting Twilight Shroud away from it.
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The main issue you'll have with
Swain is the fact that he's tanky, and that is it. His Ultimate,
Demonic Ascension, will not cause any issues to you, as the crows do not target
Akali while invisible. All casts of
Demonic Ascension should be met with
Twilight Shroud, which will give you enough time to either reposition yourself or finish him off once all cooldowns on
Akali are refreshed.
Syndra, The Dark Sovereign
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Balls to the wall, it's time to push your dodging skills to overdrive. Syndra is a champion that will save her Dark Sphere casts to punish you when you try getting closer, so always pull a small feint before you get in position for farming. This will often make her waste the cast of her skill.
Another skill of hers can screw you over, and that skill is Scatter the Weak. Being stunned by it opens a wide opportunity for her to strike hard on you without any retaliation; thus, in order to avoid the skill, you need to keep a strong positional diagram in your brain at all times. Starting from Syndra, draw lines that connect to all of the Dark Sphere casts that linger on the ground - then, make sure that your character does not intersect any of these lines, as these are the positions in which you could be stunned.
Force of Will is generally used as a tool to change the position of a Dark Sphere; it is not a skill devised to cause you direct damage as its primary intention, but as a preparation towards Scatter the Weak. In that scenario, it's best you disengage altogether; the loss of Mana incurred by Syndra is already an advantage that is good enough.
A trick that many people do not know is that you can stop the displacement of Scatter the Weak, and sometimes even jump the wave, if you use Twilight Shroud. This takes practice, but it could be a lifesaver if you're out of position. |
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After Level 6, you need to be mindful of two things: your own health level and
Syndra's Mana level.
Unleashed Power might have the potential to wreck you up even if your health is slightly below 50%, so it's best to heal a tad with
Twin Disciplines before engaging under these conditions.
Provided you have enough health and
Syndra lacks the Mana to burst you, then you must pounce on her and strike as many
Mark of the Assassin combos as you can. If she doesn't die at first, try again until she slumps to the floor.
It's rather wise to buy a
Null-Magic Mantle when you return to base, if possible. This will mitigate most of
Syndra's damage and expand even more the rift between champions.
Taliyah, The Stoneweaver
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As long as you keep to the centre of the lane, Taliyah cannot surpass you with regards to mobility. Her Rock Surfing can only activate if she is close to walls or structures, which means that you must deny her that possibility whenever you can.
You shall mainly have issues with her poking attempts through Threaded Volley, as this will somewhat hinder your farm - still, if you move unpredictably from side to side and use the time between skill casts to regain life via Twin Disciplines, you should be in the clear. Please note, however, that Taliyah doesn't spend a whole deal of Mana with this skill, and for that reason draining her is more challenging than other champions.
Our main concern here is Unraveled Earth, especially when paired with Seismic Shove. Under no circumstances you can let Seismic Shove hit you - use Twilight Shroud, if necessary, but ensure that the skill does not connect with you under any circumstances.
Still, you need to give Taliyah the opportunity to make her think that she can use Seismic Shove to combo you. Do that by feigning exposure, and always have your Twilight Shroud prepared.
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Unraveled Earth becomes more dangerous after Level 6 for you, as your dash arising from
Shadow Dance can cause the rocks to burst too. The best way to deny
Taliyah the extra damage is to pretend you are going to use a
Shadow Dance and throwing a
Mark of the Assassin, then retreating when
Unraveled Earth is cast. If she attempts to push you back with
Seismic Shove, use a
Twilight Shroud; do recall that its blink does not activate
Unraveled Earth's secondary damage, as it is not a dash.
Taliyah's Ultimate,
Weaver's Wall, does not pose any threat for you. You can escape to the other side by either using
Twilight Shroud or
Shadow Dance on a nearby Minion, completely disrupting
Taliyah's strategy.
Talon, The Blade's Shadow
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Preparation towards this match-up begins at the time you're leaving your base. Are you experienced against Talon and believe you can hold your own? Then elect Dark Seal as your first item. Are you unsure whether you can kill him or not? Pick Cloth Armor instead.
The main characteristic arising from Talon is that he cannot activate his Blade's End on Level 1, nor can do so if he misses Rake during the next five levels. Effectively, this means that the secret to beating Talon is ensuring that Rake never fully connects. Typically, you'll want to dodge forwards and sideways to prevent Rake's secondary damage, rather than trying to avoid the skill altogether by doing backwards.
Due to his melee nature, he will be forced to take risks while laning against you. Use this opportunity to prod him as much as you can. This will force him to retreat and use Rake mainly for farming purposes, which will soon exhaust his Mana.
As long as you're able to connect a handful of Mark of the Assassin combos, he will be forced to take the defensive. You can either follow that up by requesting for a Jungler help or holding him under this unfavourable position until Level 6. |
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To be honest, I prefer the latter, as some Junglers might be too aggressive when ganking and take unnecessary risks by tower diving. One opportunity is all
Talon needs to turn a gank into an advantage, so I'd rather wait for Level 6 while denying him farm and experience.
Talon gets rather dangerous after Level 6 if you haven't punished him properly because of
Shadow Assault. Always keep your lane warded, both as a preparation for a
Shadow Assault and to track
Talon's position, as he has an excellent roaming potential. If you see the blades of
Shadow Assault spinning around, you must disengage with
Twilight Shroud at once. This will both put you closer to your tower and deny
Talon the opportunity to lunge forward with
Noxian Diplomacy as a way to activate the skill.
Teemo, The Swift Scout
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He will poke you with poison, poison and more poison. Teemo is definitely a bothersome lane early on, which means that you'll frequently have to use Mark of the Assassin to farm. Another possibility is to poke him with Mark of the Assassin and cast a Twilight Shroud in the middle of the lane for farming purposes, only breaking invisibility once you need to last-hit a Minion.
The skill that will cause you the most grievance is Blinding Dart, which disrupts your farming flow and the capacity to burst the secondary damage from Mark of the Assassin. Luckily for you, this skill costs a sizeable chunk of Mana; as long as you do not let Teemo follow up with any damage, taking a Blinding Dart to the face can be advantageous if you can heal after disengaging.
You might have noticed that I did not pick Boots as an appropriate item for this match-up. The reason for that lies in the fact you'll disengage from Teemo mostly by going invisible, not by sheer speed. Furthermore, his Blinding Dart is a point-and-cast ability rather than a skillshot, and as such the benefits you get from Boots is very reduced. Lastly, Teemo can match your speed through Move Quick, so it's best to acquire Dark Seal, redirecting your Adaptive Bonus to AP and packing a larger punch with each Mark of the Assassin.
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You should have some breathing space after Level 6, especially if you were able to force
Teemo into using several
Blinding Dart casts. Feign an approach by casting
Mark of the Assassin and put yourself into the range of
Blinding Dart, forcing him to use the skill before you jump. Retreat and then pretend to be in a position of vulnerability, then leap at him when he tries to match your motion and conduct a
Mark of the Assassin Dual Tap. This is often everything you need to kill him, as
Teemo is a very squishy character.
Most
Teemo players tend to cast
Noxious Trap at your feet after you leap. In order to not activate the trap, always remain in motion and memorise the position where the mushroom was thrown. After you kill
Teemo (provided you have enough life, the lane is warded against a Jungler and a Minion will not cross the area containing the mushroom), step on the trap and heal via
Twin Disciplines on a Minion.
Tryndamere, The Barbarian King
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Tryndamere can be harassed by you early on without any repercussions, as long as you force him to heal with Bloodlust and retreat with Twilight Shroud once your combo is over. The point of forcing Bloodlust is to consume his Rage bar, which denies him the added Critical Damage chance he acquires.
Since you'll plan to face him head on, more often than not Mocking Shout fails its purpose - as it will only decrease your Attack Damage, even though most of your damage capability comes from Ability Power. These two elements make up for a rather easy lane early on.
The situation doesn't sustain like that after Level 6, though. As soon as Tryndamere gets access to Undying Rage, that means you'll need to make him consume the skill if you'd like to force his upper-hand. This is done by making sure that you save Twilight Shroud for when he uses Undying Rage: leap on him with Shadow Dance and detonate your first Mark of the Assassin. Tryndamere will generally counter with Undying Rage, which can be easily identified through hearing his loud shout. Waste his time with a Twilight Shroud and wait until you see a change of behaviour from Tryndamere. |
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This means that the skill is about to expire. Throw a
Mark of the Assassin on him, follow up with
Shadow Dance and an auto-attack, then finally strike with
Crescent Slash. This will tend to be enough for a kill - in case it is not, if you have elected
Ignite, cast it and disengage at once.
Twisted Fate, The Card Master
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Besides from the Golden Card arising from Pick A Card, there isn't much that Twisted Fate can do to you. Sure, he might try to use Wild Cards to deal some damage, but you should be able to dodge that with ease - especially so if you have started the game with Boots.
The typical farming and poking strategy should be employed until Level 6, with two rules to be considered. First, disengage at once every time he begins to cast Pick A Card, as you do not want to provide him with the opportunity to cast the Golden Card.
Second, be mindful of his passive effect arising from Stacked Deck. If your life is almost full and Pick A Card is down, then you can elect to take the damage and counter-act it with Mark of the Assassin and a forwards Twilight Shroud. Otherwise, it's best to keep your distance for a little while.
What should concern you the most when fighting against Twisted Fate is his roaming capacity, so keep close track of him.
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The teleportation arising from
Destiny enables
Twisted Fate to cover a great share of the map from the Midlane. This means that you have to be attentive whenever
Twisted Fate is M.I.A., and preferably predict the lane he is going to appear in. Then, assess whether that lane can hold on its own (and give them a M.I.A. Ping followed by a Danger Ping) or if you need to follow behind him.
In case the lane can hold on its own,
Twisted Fate's movement might actually be advantageous to you, as you can quickly destroy a tower with the second empowered him from
Twin Disciplines. This might even provide your team with First Tower Gold.
Veigar, The Tiny Master Of Evil
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I believe that Veigar is the only character that has a dual-strategy with regards to how he should be dealt with. First, you need to always avoid his Event Horizon in order to place it into cooldown. Second, you need to always make him use Event Horizon and Dark Matter to ensure that he burns his Mana deeply.
This is done through a very interesting strategy. Get to a place that enables Veigar to cast Event Horizon with ease. Veigar will likely cast the skill, followed by Dark Matter and Baleful Strike; in response, you simply use Twilight Shroud to blink outside of the stun area. Simple, yet effective.
Believe it or not, there are some people who are unaware of Akali's blink in lower levels (and, as a matter of fact, there are people even in Gold ELO that are unaware that she is not revealed inside Twilight Shroud by placing a Control Ward anymore, but I digress). I've quite often been asked by Veigar opponents about the dynamics behind the escape; thus, if you are playing Akali against an unprepared opponent, you might even bewilder your enemy and cause him to tilt.
Nonetheless, the fact that connecting Event Horizon with Akali is nearly impossible is bound to frustrate anyone, not only low-ELO players. |
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By draining
Veigar's Mana, you shut down his most dangerous ability -
Primordial Burst. The damage arising from this skill can be very dangerous, so it's best not to engage
Veigar if his cooldowns are up and your life is low. Retreat and heal with
Twin Disciplines, as
Primordial Surge has a very reduced efficacy against targets with high health.
Due to
Veigar's sheer amount of Ability Power, it is wise to buy Magic Resistance once you have the opportunity. Acquiring
Mercury's Treads is definitely a good shot, especially so if the opposing team has other characters that bear Crowd Control.
Vel'Koz, The Eye Of The Void
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Vel'Koz is defined by his skillshot-based kit, which is wonderful for you as an Akali. When you buy Boots, you effectively prevent Vel'Koz from damaging in nearly any capacity, as his auto-attacks have minimal damage that can be easily healed via Twin Disciplines.
The skill that you need to avoid here at all costs is Tectonic Disruption, as being hit by it will evoke a subsequent casting of Void Rift, which will consequentially trigger Organic Deconstruction for a reasonable chunk of True Damage. Always make sure to manoeuvre around the skill, even if you miss a farm or two.
With Tectonic Disruption down, Vel'Koz can't do much to you. Your mobility permits you to dodge both Void Rift and Plasma Fission with ease, provided that you keep in mind the capacity of dividing Plasma Fission in two during its transit. In return, Vel'Koz ends up being subject to your customary Mark of the Assassin skills whenever applicable.
Upon hitting Level 6, things get even better.
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Life Form Disintegration Ray is absolutely useless against you, as you have two counter-strategies against it. You can either use
Shadow Dance on
Vel'Koz, placing you outside the laser's path in a way that cannot be fixed, or (if
Vel'Koz is in a safe area you should not jump to) you can use
Twilight Shroud to keep
Vel'Koz doubtful of your whereabouts as you retreat.
The former strategy, though, is always the best one in my opinion. Even if
Vel'Koz is under the tower, oftentimes leaping and striking a
Mark of the Assassin is enough to do a lot of harm and sometimes even kill him. After he's forced to toggle
Life Form Disintegration Ray off to hit you with
Tectonic Disruption, you can simply use
Twilight Shroud to disengage or, perhaps, finish him off with a second combo followed by
Crescent Slash.
All in all, this lane should bring you no threat whatsoever.
Viktor, The Machine Herald
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Summoner Spell:
Ignite |
Starting Item:
Boots |
Lane Strategy:
Mana Waste |
Main Threat:
Hextech Ray |
Difficulty:
3/10
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Early on, be ready to endure a lot of poking arising from Siphon Power. Viktor will close in on you every time that you attempt to farm, and strive to do as much damage as he can with both the primary and the secondary damage of the skill. Use his positioning mistakes to farm more appropriately, or adopt a more retreated posture by farming with Mark of the Assassin.
Gravity Field, which would have the potential to be a great nuisance due to the presence of a stun effect, should not concern you at all. The reason for that is that the skill takes 1.5 seconds to stun you - by that time, you should've already moved out of its range with safety.
My greatest concern, therefore, comes from Hextech Ray; this skill packs a heavy punch and Viktor tends to use it quite liberally whenever laning against you. To make things worst, its path can be drawn in a myriad of ways, which makes the act of predicting its trajectory much more complicated than most skills you'll face against. This effectively means that you'll need to always watch out for its damage, and approach the Minion area for healing via Twin Disciplines whenever possible. |
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Guess what happens after Level 6. Yes, the lane becomes much easier.
Arcane Storm cannot cope with your mobility to do any severe harm, as you can simply jump around with
Shadow Dance; furthermore,
Viktor will have even more troubles with hitting a skillshot on you due to the added jumps you can add to the mix.
A smart
Viktor will save
Gravity Field for when you jump on him, so be prepared. Cast
Mark of the Assassin and jump with
Shadow Dance, strike the auto-attack and retreat via
Twilight Shroud. By doing that, you win the trade and prevent his stun from landing.
Vladimir, The Crimson Reaper
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Frustrating. That is the one-word definition for laning against Vladimir.
Any damage that you attempt to dish via Mark of the Assassin will quickly be healed due to Transfusion, which actually can deal a large chunk of damage back to you. Vladimir certainly has much more sustain than you do, to the point that you must mainly focus on farming rather than trading damage with him at first.
Something important to have in mind - whenever his Transfusion is empowered by Crimson Rush, retreat at once. The damage he will deal with the skill is increased by 85%, which makes it pack quite a punch.
Once you acquire 1300 gold it's wise to return to base an buy a Hextech Revolver; this will at least allow you to match Vladimir's damage and enable to you keep up in lane a little more. If you can wait a little longer before returning in order to amass sufficient gold for a Null-Magic Mantle, that is also advisable.
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Once you hit Level 6, your objective becomes to deprive
Vladimir of his Sanguine Pool. Throw a
Mark of the Assassin on him and pounce with
Shadow Dance, prodding the mark upon arrival.
Vladimir will likely counter with
Sanguine Pool; await for him to come back and throw a second
Mark of the Assassin, a second auto-attack and a
Crescent Slash. He will respond with
Transfusion but at least the trade is won and his most crucial survival skill is down.
For the next seconds, you have an opening that you must exploit to the best of your ability. Save your
Ignite for the all-in, because it will come in handy - allow
Vladimir some space to farm and follow with another
Mark of the Assassin combo. Throw
Ignite and do the best you can to take him down, but do not act too greedily. Just because his healing is cut, that doesn't mean he doesn't have some decent sustain going on.
Xerath, The Magus Ascendant
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You'd better have a good mouse, because you'll need it. Remaining in motion is much necessary whenever facing against a Xerath, as his entire kit is comprised of a series of skillshots.
Most of his poking will arise from Arcanopulse, which generally cannot be dodged by retreating. Rather, focus on walking from side to side and make the most of your reflexes while attempting to dodge it - you'll frequently be unable to escape the skill, but all damage that you have received should be recovered by activating the primary effect of Twin Disciplines.
A good trick against Xerath is to walk erratically by clicking your cursor in quick succession towards two different directions. This shall confuse your opponent about which path you're taking and give you a greater chance to dodge the skill - there are great guides around that deal with the art of dodging, but practice is certainly the best teacher around.
What you must avoid here, without a doubt, is Shocking Orb. The stun arising from the skill can shut you down completely and put you at the mercy of Xerath's full combo, so do not let the orb connect under any circumstances. Dodging this skill is crucial towards dealing your own damage unimpeded. |
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Once you force
Xerath to miss his
Shocking Orb, then conduct a classical
Mark of the Assassin Dual Tap. Be on the watch for
Eye of Destruction - if you still have
Twilight Shroud up, you can use it now to dodge this skill. Strike as hard as you can and score the kill, or retreat via backrank if one combo was not enough.
Last, but not least,
Rite of the Arcane should not hit you at all. If you have
Twilight Shroud up, you can cast it and dodge while under the cloud, using your invisibility and added speed to their greatest extent. If you cannot do that, then simply dodge by either jumping towards a safe target with
Shadow Dance, or even by walking - the added mobility arising from
Boots should be more than enough for most cases if you can walk in erratic patterns.
Yasuo, The Unforgiven
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I absolutely adore this lane from the bottom of my heart, partially so due to the fact that most Yasuo players tend to want quick results and act in an impulsive manner. This lane is both technically and psychologically-wise a delicious one to play.
As an Akali, it is your duty to strike Yasuo with Mark of the Assassin every instance in which he attempts to farm a Minion. Then, after he has already used Steel Tempest, move closer and auto-attack him, then cast a second Mark of the Assassin and a second auto-attack, winning the trade by a gigantic margin.
Be wary, however, of the third cast of Steel Tempest, as the tornado has a much longer range than the blade of Steel Tempest. Disengage a little, but still remaining within the range to cast Mark of the Assassin; afterwards, side-step the tornado and throw another mark at him, sticking back again to the target.
Most Yasuo players tend a long time to get Wind Wall, often electing to place their skill point in this skill only by Level 3 or 4. Naturally, this should be exploited to its full extent by intensely casting Mark of the Assassin before then.
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Even after
Yasuo gets
Wind Wall, the skill does little against you. Surely, he'll be able to block one projectile, but your skill cooldown is much lower than his, and for that reason your combo is not prevented, but only delayed. He also cannot cope with your mobility even through the use of
Sweeping Blade, as you have both
Twilight Shroud and
Shadow Dance as effective tools to keep up the opposition.
I know this will sound obvious, but sometimes the obvious needs to be said - after Level 6, your focus should be on not being caught by the tornado; dodge with
Twilight Shroud if necessary. As long as you do not give
Yasuo any opening to cast
Last Breath, this lane is yours from beginning to end.
Zed, The Master Of Shadows
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I've said this before and I shall say it again - matching against a Zed can range from an extremely easy (1/10) feat to a somewhat complicated one (5/10) depending on the skill of the opposing player. Whether the lane is easy or not will depend on how well the opponent Zed can keep the opposition - for that reason, the first trades of the game pretty much determine the outcome of the match.
I do recommend that you start with Cloth Armor, for certain - and, if you're unsure what Runes to take, perhaps you'd like to go with Perfect Timing and Biscuit Delivery. Doing so will put you much closer to acquiring a Zhonya's Hourglass as well as automatically giving you an opportunity to avoid Zed's first Death Mark.
I digressed about Cloth Armor, so let's back on track. Acquiring Cloth Armor not only puts you closer to acquiring Zhonya's Hourglass, but also strongly reduces the overall damage you take from Zed. This effectively means that Zed will have a much more restricted access to Contempt for the Weak, which can strike very hard if the passive triggers on you. Thus, by making sure that his damage is capped as much as possible, you are able to keep a stronger opposition in the lane. |
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Dodging
Razor Shuriken is a must, no questions asked. Out of
Zed's skills, this is the one that will pack the greatest punch on you, so always be on the lookout for it. It also has a very low cooldown, which enables him to spam the ability against you if you don't take care. After dodging
Razor Shuriken, you must always respond with
Mark of the Assassin and proc its secondary damage if you have the opportunity. Placing
Mark of the Assassin on
Zed, likewise, will force him to retreat and lose the opposition around the Minion area.
If
Zed casts
Living Shadow, use
Twilight Shroud at once. This is often a preparation for
Razor Shuriken and
Shadow Slash, so remaining under invisibility will remove him information regarding your present location, as well as giving you a greater opportunity to manoeuvre.
You should also not worry about
Death Mark; simply cast
Twilight Shroud - preferably towards his point of origin or sideways - and deny him view of your current location. Most
Zed players will attempt swinging blindly towards the direction of your tower, as the psychological tendency of someone under attack is to seek for protection. Deny him that damage and, once the skill ends, cast a
Mark of the Assassin and
Crescent Slash combo, winning the trade and healing the greatest part of the received damage.
Do recall that
Death Mark hurts as bad as a single auto-attack if you're not damaged at all during its duration. Thus, don't fear the skill - still, if you'd really like to play safe against a
Zed, you can elect
Exhaust as your Summoner Spell instead of
Ignite.
Ziggs, The Hexplosives Expert
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Every Bouncing Bomb that you dodge is a step closer to winning this lane. Ziggs is a champion that can easily run out of Mana if unchecked - and that's why you'd do your best to prod him towards that direction.
Due to the AoE capability of the bomb, the easiest way to bait him into casting the skill is to feign that you're approaching the Minion area to farm, then cut yourself right on the track and throw Mark of the Assassin on the Minion that should be farmed instead. Most Ziggs have the knee-jerk reaction of throwing a Bouncing Bomb into the Minion area with the expectation that it would also hit you.
Exhausting Ziggs from his Mana is not only an effective way of preventing him to deal damage, it will also come in handy when you hit Level 6 because it deprives him of his sole escape tool. Ziggs has limited mobility and can only escape from you by throwing a Satchel Charge - this means that if he has no Mana once you reach Level 6, he cannot get away from your Shadow Dance at all.
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Many people are extremely wary of
Mega Inferno Bomb, but this skill should deal no damage to you if you come in prepared.
Ziggs tend to cast
Mega Inferno Bomb when you come for the all-in; as a response, you should always leave a Minion backrank behind and use
Shadow Dance on them when the skill is cast. In case you do not have a backrank prepared, then use
Twilight Shroud to partially dodge the skill by exiting the central area; you'll still take damage, but the blink and added movement speed will be enough to cut a third of the harm you'd normally receive.
Zyra, Rise Of The Thorns
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We finally get to the final match-up of the list, and it's one that's not common at all to see; Zyra is a rare sight on the Midlane, but one that can still pose you a sizeable degree of worry.
At first, Zyra will use her plans as much as possible to zone you out, generally activating them by throwing Deadly Spines in the Minion area. As always, either bait the skill and advance once it finishes casting, or farm more safely via Mark of the Assassin. Do recall, however, that you have superior mobility than Zyra - whenever she's out of position, destroy her seeds by stepping on them.
A special seed case is the one generated by Rampant Growth. This seed, when stepped on, grants Zyra True Sight of you - ergo, if you are planning to use Twilight Shroud any time soon, it's best for you to forego stepping on it altogether. Also, if you have already cast Twilight Shroud and Zyra throws a seed in the area, avoid it at all costs.
By far and large, Zyra's skill that causes you the greatest harm is Grasping Roots. Avoid it at all costs, even if it takes a Twilight Shroud to do so; otherwise, you'll be open to the remainder of her skills and the projectiles from her plants, which can hurt quite a lot. |
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If
Grasping Roots was already used, though, that means you hold the opposition. You can play slightly more aggressively and poke her with
Mark of the Assassin, punishing her for the missed skill. As you leave
Twilight Shroud, you can also use the opportunity to step on any lingering seeds, since you shall not use your invisibility any time soon.
Stranglethorns can also be a skill that causes you some degree of inconvenience, and it should be dealt with the same way as described when we discussed
Mega Inferno Bomb. In fact, using the invisibility from
Twilight Shroud will prevent
Zyra's plans from directing their aggro to you, severely cutting down on the damage that you take.
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