
The Ultimate Guide to Akali the Rogue Assassin
By iwontdominatelol | Updated on March 23, 2021

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Runes: ELECTROCUTE (vs squishies)
1
2
3

Domination





Precision






+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Spells:
1
2
Standard spells


Flash

Ignite
Items
Ability Order

Assassin's Mark
Akali Passive Ability

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✧༺♥༻∞About me∞༺♥༻✧
Hi everyone ! My name is iwontdominatelol, and I'm an Akali OTP. I've been one-tricking her since I first started playing league back in 2019. 1400 games and 1 million mastery points later, I've finally reached plat 2 (EUW) earlier this year with only Akali. If I did it, then so can you !! I've always wanted to share my League of Legends journey and teach the basics but also all the little details about my favorite champion, so this guide is the perfect opportunity for me! I've compiled all the knowledge I've gathered in the past year to write this guide, in hopes of helping you reach your desired rank and learn more about midlane fundamentals and the best assassin in the game : Akali ~~ |
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Champion Overview
![]() ![]() ![]() As an assassin, Akali can easily one-shot squishes, thanks to her burst damage. She also excels at snowballing leads: one kill leads to another, which translates into gold and therefore more stats to take over the map and destroy the Nexus. However, one bad fight can lead to her downfall. Her playstyle is generally very aggressive, especially when she reaches her powerspikes at level 6 and later at 1 item. That’s when you want to look to fight for objectives and dominate your lane opponent (if you haven’t already). Though it all goes downhill once late game starts. Even when fed, Akali has struggle to keep up with late game hypercarries, especially in season 11, as games have become more fast-paced, due to the new Mythic Items passives. |
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![]() Her high mobility and insane burst damage make her extremely thrilling and exciting. ![]() Her role in teamfights is to shred the enemy backline into pieces, which could prove to be a challenge, as a lot of champions have hard CC in their kit. One mistake of engaging at a bad time could cause you to get CC-locked leading to an unavoidable death. |
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When should I pick Akali ? |
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Being the assassin she is, ![]() On top of that, it's extremely easy for ![]() |
~My team lacks AP damage
~Enemy team has a lot of squishies ~Against melee champs |
When should I NOT pick Akali ? |
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As mentioned earlier, ![]() One thing to keep in mind is that ![]() ![]() ![]() |
~My team has 3 or more AP champs
~Enemy team is very tanky ~Enemy team has tons of hard CC |
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Always take...
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FLASH: This spell is heavily relied on by the majority of champions, and ![]() ![]() ![]() |
Choose between...
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NOTE : You can alternate between secondary rune pages, depending on your needs. For example, you can take ![]() ![]() ![]() ![]() |
Aggressive Runes

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Healing Runes

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You can take ![]() ![]() |
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Sustain Runes

I would only recommend ![]() ![]() ![]() |
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Stat Shards

Take either
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Starting Items

NAME: Doran's Shield COST: 450 gold TYPE: Defensive |
Perfect for sustain in the laning phase. I usually take this against poke mages (ex:![]() ![]() ![]() ![]() |
NAME: Doran's Ring COST: 400 gold TYPE: Offensive |
A more aggressive option. Take this in confident matchups (ex: ![]() ![]() |
First Back

NAME: Amplifying Tome COST: 435 gold TYPE: Ability Power |
Usually on your first back, you'd want to buy at least one
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NAME: Refillable Potion COST: 150 gold TYPE: Sustain |
If you've used all your potions, and know you're going to need a bit of extra health for the rest of the laning phase, buy
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NAME: Dark Seal COST: 350 gold TYPE: Snowball |
You're stomping the enemy midlaner, and you know you can hard carry this game? Start snowballing even more and take
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NAME: Boots COST: 300 gold TYPE: Mobility |
I generally wouldn't recommend buying boots on your first back, as you want to reach your 1st item powerspike as soon as possible. But you can still buy
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NAME: Control Ward COST: 75 gold TYPE: Vision |
If you have 75 extra gold in your pocket, don't forget to grab a control ward ! Vision is a crucial part of midlane, something a lot of people tend to overlook. |
Mythic Items

NAME: Night Harvester COST: 3200gold TYPE: Multi-kill |
I ABSOLUTELY love this item. Always my go-to when i'm running
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NAME: Hextech Alternator COST: 1050 gold TYPE: Offensive |
You always want to rush
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NAME: Riftmaker COST: 3200gold TYPE: Omnivamp |
If you have
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NAME: Leeching Leer COST: 1300 gold TYPE: Omnivamp |
Even though the percentage of omnivamp you get from
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Note : You can go either with ![]() |
Boots

NAME: Sorcerer's Shoes COST: 1100 gold TYPE: Magic Pen |
I always complete boots right after buying a Mythic Item. You can't go wrong with
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NAME: Mercury's Treads COST: 1100 gold TYPE: Magic Resist |
Great when against full AP team and/or a team with very heavy CC (ex:![]() ![]() ![]() ![]() |
NAME: Plated Steelcaps COST: 1100 gold TYPE: Armor |
Great against full AD team, or enemy team has a lot of champions who rely on auto-attacks to deal damage. |
Core Items

NAME: Demonic Embrace COST: 3000 gold TYPE: Sustained Damage |
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NAME: Zhonya's Hourglass COST: 2500 gold TYPE: Survive Burst |
Very useful stasis in teamfights as it allows you to gain some time when you get collapsed on by the enemy. Plus it's a great counter to some champions' abilities like ![]() ![]() ![]() ![]() ![]() |
NAME: Stopwatch COST: 650 gold TYPE: Survive Burst |
Basically a mini
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NAME: Seeker's Armguard COST: 900 gold TYPE: Armor |
If you're up against an AD midlaner (ex:![]() ![]() ![]() ![]() ![]() |
NAME: Lich Bane COST: 3000 gold TYPE: Burst Damage |
Perfect for an
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NAME: Rabadon's Deathcap COST: 3800 gold TYPE: Magic Amp |
Even though
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Situational Items

NAME: Mejai's Soulstealer COST: 1600 gold TYPE: Snowball |
When ahead, you should always consider buying
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NAME: Morellonomicon COST: 2500 gold TYPE: Anti-heal |
ALWAYS build
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NAME: Oblivion Orb COST: 800 gold TYPE: Anti-Heal |
Build
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NAME: Void Staff COST: 2500 gold TYPE: Magic Pen |
Usually a late game item. By this point, enemy team surely has bought a good amount of magic resist to negate your damage, especially hypercarries, so
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NAME: Ravenous Hydra COST: 3300 gold TYPE: AoE Vamp |
The bonus Omnivamp this item gives is such a good enhancement to ![]() ![]() ![]() |
Defensive Items

NAME: Hexdrinker COST: 1300 gold TYPE: Magic Resist |
Just as
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NAME: Quicksilver Sash COST: 1300 gold TYPE: Removes Disables |
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NAME: Banshee's Veil COST: 2500 gold TYPE: Spellshield |
Great against heavy AP, especially if enemy team has a fed mage or AP assassin for example. If there's a specific ability you'd like to block (ex: ![]() ![]() ![]() ![]() ![]() |
NAME: Guardian Angel COST: 2800 gold TYPE: Revive |
I personally never build this item, but it could be a good option against a full AD team, simply for the bonus 40 armor, though you would sacrifice a significant amount of damage. The revive passive is also a very useful feature that's important to note. |
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ❤ This passive is very useful when trading in lane and deals tons of damage especially once you get ![]() ❤ When your lane opponent is going for cs, look to proc ![]() ![]() |
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❤ You can get an instant
![]() ![]() ![]() ![]()
❤ If you are running ![]() ![]()
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![]() ![]() ![]() ❤ During the laning phase, you want to look to harass your opponent with this ability, ESPECIALLY if they are melee. Do not let them cs for free without losing anything. ❤ This is your main waveclear ability, though it's not the most efficient in the game. But if you position yourself correctly, you can hit both caster and melee minions with your ![]() |
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❤ Casting

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Note : Since patch [11.6], Akali's W grants 80 maximum energy for the shroud's duration, which means that now it's perfectly fine to open up a combo with your shroud, as you will still benefit from the energy restore in any case. |
![]() ![]() ![]() ❤ You can hide in your ![]() |
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❤ Throwing your

❤ You can


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❤ Your


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![]() ![]() ![]() ![]() ![]() ![]() ![]() ❤ Stuns and roots can interrupt your ![]() ❤ Hitting ![]() ❤ Just like ![]() ![]() ![]() |
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❤ Always
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❤ Even when ![]() ![]() ![]() ![]()
❤ ![]() ![]() ![]()
❤ ![]() ![]() ![]()
❤ You can cast ANY of your abilities during ![]() ![]() ❤ There are a lot of walls you can cross with ![]() ![]() ![]()
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![]() ![]() ❤ If you position yourself correctly, you can go through walls with ![]() ![]() ![]() |
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❤ To guarantee hitting your
![]() ![]() ❤ The hitbox on ![]() ![]() ![]() ❤ If timed correctly, you can dodge some abilities like ![]() ![]() ![]() ❤ You can extend both of your dashes with ![]()
❤ You can cancel ![]()
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Ability Sequence

![]() | This is the ability you will use the most, as it's your main damage and waveclear tool. Always level up and max Five Point Strike first. |
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Some people would level up
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![]() | As literally any other champion, you want to put a point on your ultimate whenever you can. You get more damage, more range, but above all, you get to use it more often due to lower cooldowns. You always max it third. |
![]() | Even though your smoke is an important part of your kit, you don't gain much by maxing it, apart from an increase in the movement speed burst and in shroud duration. It's not worth maxing over the other abilities, which is why you always max it fourth. |
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Standard Combos













Advanced Combos











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Quick Access

Trading

Trading Stance
• How do you use the Trading Stance to your advantage in a melee matchup?
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• What if I’m against a ranged champion? Now this is more complicated. You won’t always be able to utilize this concept, just like in this case, where your opponent is the one to have a range advantage. However, depending on the matchup, what you can do is create a freeze (go to Wave Management section). The enemy will be forced into a bad position and will often try to break the freeze. You can then zone them out of the minion wave and threaten an all-in if they go for cs. Akali excels at dueling and punishing mistakes, especially post-6, which gives her insane kill pressure and lane dominance, if played correctly. One particular mistake you're looking for, is when your opponent wastes their main escape/CC ability. (ex: ![]() ![]() ![]() ![]() |
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Retaliation Trading • Who deals more damage? This is all about knowing the matchup, your damage potential but also your opponent’s. At level 6, ![]() • Who has more sustain? Let’s say you’re up against a ![]() ![]() |
• Where is their jungler? Where is mine? Is the 1v2 winnable ? This all comes down to map awareness and vision control. Knowing where the enemy jungler is at all times is impossible, but you always need to at least have an idea of where they could be. Depending on your jungler’s champion and theirs, you should be able to tell who comes out on top in a 2v2 situation. However, you should always be mindful of Akali’s strengths, especially post-6. Sometimes, the enemy midlaner might try to bait you into what seems to be a free fight while their jungler is patiently waiting in the bush. What they don’t realize is how good your 1v2 potential actually is, and how easy it is for you to one-shot champions and escape, especially in lower elos. • What cooldowns do they have? Do I have any? How much mana/energy do they have? It’s extremely important to know what tools your enemy can fight you with, to determine whether a trade is worth taking or not. Let’s say both your ![]() ![]() ![]() ![]() • Who has a minion advantage? One thing to watch out for is minion aggro, especially in very early levels. One trade might look good on paper but once you execute it, you realize that you’ve taken more damage from the wave than from the enemy themselves. As a rule of thumb, never fight when the enemy has a big minion wave advantage for two main reasons :
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Map Awareness

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What to look for During the laning phase, it's extremely important to keep track of the enemy jungler pathing, especially when playing a champion as aggressive as ![]() • Unfolding fights More often than not, your teammates will not bother pinging you to alert you of fights breaking down in river, or enemies |
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roaming. Whatever the cause, a skirmish may be randomly taking place in the river. Even if her early game isn't the best,![]() • Missing Enemies The jungler isn't the only person you should be careful of. Any one could be looking to gank your lane, whether it'd the support, sometimes accompanied by their adc, or even the toplaner. This is EXTREMELY important at all stages of the game, not just during the laning phase. Look at the map, and always ask yourself : Which enemies are missing ? How many are they ? Can my allies help or should I simply retreat ? • Your opponents' items It's incredibly important to press tab and check what the enemy is building. Firstly, to be able to itemize accordingly. Is the enemy team stacking MR ? Start building ![]() Secondly, to know what to expect. Your lane opponent has bought ![]() ![]() • Upcoming wave Knowing that the next minion wave is a cannon one enables you to suitingly make decisions. At this point, if the enemy laner is missing, you should look to quickly shove the current wave and choose to either roam, get vision, get picks in the jungle (if ahead and area is warded), create pressure or simply just recall if you have nothing else to do. |
Warding

Stealth Wards
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•Blue side
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•Red side
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❤ The yellow wards are the most useful and common safe
![]() ❤ The purple ones are deep wards that you'd set in the jungle. These give crucial vision but are more risky and require more time to put down. Look to place these wards when your lane opponent is stuck under his turret clearing the wave. If you run into the enemy jungler, you can try to fight him, especially if no one can help him, or if you can simply one-shot him. I wouldn't recommend doing that if you're not familiar/experienced enough with ![]() ❤ The green ward is a ward you'd mostly want to place against junglers who can counter the normal lane brush ward. This includes fast champions like ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ❤ You could also put a ward in the middle of the lane, just outside of turret range against champions who love to roam like ![]() ![]() ❤ If you're roaming a lot, your opponent might use the same trick and put a ward in the middle of the lane. Don't hesitate to remove it with either ![]() ![]() |
Control Wards
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•Blue side
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•Red side
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❤ The blue wards are neutral wards. When placing a
![]() ❤ The red wards are offensive wards. Only put these when you are ahead and able to protect them. ❤ The pink wards are defensive wards. If your whole team is behind, or the enemy jungler keeps invading yours, then warding defensively become necessary. Oherwise your control wards are just going to get destroyed over and over again. ❤ Always look to ward the side the next objective in on. As an example, if the drake is spawning soon, then you'd want to put your control ward in the bot side, and your stealth wards the deepest you can in their jungle. I will go more into detail about this subject later on (go to Establishing vision/map control section). ❤ If someone is removing your control ward, you can instantly put another one down to deny them the xp and gold. |
Jungle Tracking

It's important to know what jungler you're up against to adjust your playstyle accordingly. Champions like ![]() ![]() ![]() ![]() These junglers' gameplan is generally to get their level 3 powerspike first then gank. However, you should always watch out for level 2 cheese ganks, especially against champions like ![]() ![]() ![]() • Powerfarming junglers Now these champions will look to farm and get their level/item powerspikes as soon as possible to start making an impact on the game. This includes hyperscalers like ![]() ![]() ![]() ![]() ![]() ![]() |
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• Control junglers These champions will try to make your jungler's life a living hell. Their main goal is counter jungling and maintaining map control, by constantly invading the side your jungler is not on, and stealing their camps all while establishing vision control. We'd generally put in this category fast farming champions with high mobility like ![]() ![]() ![]() ![]() ![]() |
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In most cases, you should be able to tell where the enemy jungler started. Having this info will help you better anticipate when they might gank you and from where. As an example, if their toplaner came late to lane and/or with missing hp/mana, then you can safely assume that the jungler started topside. This often entails that if you get ganked next, it's most likely going to come from botside. In that case, ward and hug the topside of the map to give yourself more reaction time to escape and make it near impossible for the enemy jungler to successfully gank your lane. Keep in mind that sometimes, junglers like ![]() • Jungle clear You can determine what clear a jungler did by looking at their CS. Every camp gives 4 CS, this means that if they show up on the map and have 24 cs, then they did 6 camps, so a fulll clear. Knowing what clear they did will enable you to more accurately predict what their next move is, and be prepared to counter it. Usually, junglers would recall at 4:00 to match their camps respawn, which is 2 minutes for normal camps. This sometimes means that their next gank might come between the 4:30 to 5:00 minute window. The 1st Buff respawn should be at the 7:00 minute mark. If the enemy jungler is behind while you're fairly ahead, you can look to cheese him at his camp. Set up vision with control wards and ![]() |
• Bot/Top Scuttle Crab At the 3:15 minute mark, the Scuttle Crab will spawn. If your jungler is doing the top scuttle, then you know for a fact that the enemy jungler is on bot scuttle. As this objective is coming up, you should be pinging your jungler if you cannot help them contest it. If a fight does occur and you end up winning the 2v2, then again, you can be 100% sure that the enemy jungler is heading to bot crab next. |
Roaming

Roaming is an excellent way to get ahead and help your allies. Even though ![]() • Secure objectives Getting a double kill botlane just as the dragon is spawning would be completely detrimental to the enemy team. Additionally, you get to establish vision control and set a strong foundation for the rest of the laning phase and the game entirely. • Apply pressure If you're dominating your lane opponent, then suddenly disappear off the enemy team's minimap, you become a threat to them. They will be forced to respect you and play safe, until they know more about your whereabouts. Even if you're not planning to fully commit to a roam, you can just go ward/remove wards, or simply hide in a bush in case someone has the misfortune to cross paths with you. |
• Lane state First things first, ALWAYS push the minion wave before roaming, to minimize the loss of gold and experience. Plus, it gives you a head start on your lane opponent who will be stuck under his turret clearing waves. However, if an ally is fighting in the river/jungle very close to you, stop everything you're doing and go help them, unless you're outnumbered and the fight is clearly unwinnable. The biggest green flag that an enemy is gankable is when they are constantly hard pushing the wave. This is your best opportunity to punish them for overextending by paying them a visit or two. Try to scout for vision first, you don't want to waste time ganking a well-warded area. But keep in mind that the lower the elo, the less the enemy will ward and watch the map, the easier it is to succesfully roam. • Allies/Enemies' strengths You always need to check you team's resources before ganking a lane. Do your laners/enemy laners have their ultimates/summoner spells ? Do you have yours ? How much mana does your laners have ? If the answers to these questions are favorable for your team, then you know what to do. Note that it's also better to gank lanes with good engage and especially strong CC, since you don't have any yourself. |
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• Your jungler/The enemy jungler's positions More often than not, it's preferable to gank the side your jungler is on, for better back up and higher chances of success. You should always keep track of where the enemy jungler could be, to avoid unpleasant surprises. However, as stated earlier in this guide, starting from level 6 ![]() |
Roaming Routes |
•Blue side
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•Red side
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❤ The blue and red lines on each side are the normal paths you would take when roaming from lane. ❤ The purple lines represent dangerous paths that you can only take when ahead and able to fight the enemy jungler and/or escape, or if you know for a fact their jungler cannot be there. Make sure your ![]() ❤ The yellow lines are walls you can cross with ![]() • Roaming from base These shouldn't be your default roaming routes. However, you can take them if you have just respawned and : |
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Wave Management

Now this is the most complex part of the game. I couldn't make a midlane guide without talking about ✨The Wondrous World of Wave Management✨. However, I will not be covering every single aspect of it. Instead, I will list the 3 main wave control techniques and explain them in order to lay a solid basis for anyone who wishes to improve their laning phase. If you would like to know more about Wave Management, I'd recommend watching this Youtube video from Blitz Esports LoL, and if you got a little more time, here's a more detailed video with in game examples, made by Coach Curtis. Full credits to them ! |
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Sidelaning

The word is pretty self-explanatory. It's about leaving the midlane and rotating either bot or top to catch and push waves. The point of sidelaning is to pressure turrets while taking gold and xp by yourself, instead of sharing resources with your teammates while minion waves are pointlessly dying on the other side of the map. • Why should you sidelane ? The two main reasons you should be sidelaning as an assassin is to maximize your income, but also to create pressure, forcing someone to respond and at the same time risk their lives, given how great of a duelist ![]()
You should begin sidelaning once the first turret falls. Generally, your ADC and support would rotate mid while you take over bot. It's the default play when mid is already occupied by someone else and there are no objectives up (therefore no reason to be grouped with your team), especially when you are behind and unable to provide valuable help in teamfights. In that case, you'd want to sidelane to catch up the best you can, and only build damage items. Don't try to go tank to "peel for your adc". Your role as an assassin is to deal as much damage as you can, especially when you are behind and the enemy team won't be focusing you in teamfights. • When ahead When you are ahead, sidelaning becomes a bit more situational. If the enemy has far better engage potential, and your presence is required to win fights, then you should be grouped with your team to prevent them from dying 4v5, especially in lower elo. If you are running ![]() However, if your team is getting absolutely decimated and any fight they'll take, regardless if you are there or not, is without a doubt going to result in an ace in favor of the enemy, then you should stay in the sidelanes and farm up. When ahead, you can look to pressure the map even more by splitpushing. |
How to Sidelane efficiently |
• Catching waves The Collection Zone is where you're going to be catching waves. You should constantly be paying attention to the minimap and look closely at where the minions are in each lane. If there's an upcoming wave slow pushing top or bot, and no one from your team is already there, then you should go pick it up, before it goes to waste and crashes under your turret. • Getting kills Sometimes, if the enemy's T1 turret (outer turret) is still up, their ADC might not rotate mid and stay farming bot, thinking they're safe. What really ends up happening is, they either overextend and become very easy targets for you, or they simply |
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• Splitpushing
When splitpushing, always keep an eye the minimap to know when to back off. Try to push as far as you can until you feel like you're in danger. You should retreat if :
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Neutral Objectives Control

Neutral Objectives |
(TIP: CLICK ON THE NAMES!!) |
Preparing for an Objective |
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Sweeper is absolutely essential to an assassin's playstyle. This is going to be your main way of clearing out wards. You can keep ![]() |
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Repeat after me : ALWAYS. GRAB. A. CONTROL. WARD. These are literally permanent vision that can last for a while, as long as the enemy doesn't destroy them. They allow you to deny vision, but also reveal camouflaged enemies like ![]() ![]() ![]() |
Vision is one of the most, if not the most important part of League Of Legends, and I cannot stress this enough. Vision is information that helps you read the state of the game, in order to make decisions accordingly. Having vision control over your enemy is crucial to prevent cheesy plays (such as the enemy setting an ambush) and unexpected engages in order to increase your chances of winning the upcoming teamfight. 1 minute or so before an objective spawns, put down wards and deny the enemy as much vision as possible, but also push lanes !! Before taking an objective, you should always have mid priority, and the sidelanes slow pushing towards the enemy's base. That's how you create pressure and establish map control, which is essentially about restricting the enemy's movement and having the upper hand. Note that the more |
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Credits:Mobalytics
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• Getting picks Now this is a very assassin-oriented playstyle. It's a pretty simple concept on paper, all you have to do is hide in bushes, wait for enemies to pass by and assassinate them. However, getting picks is not as easy as that. When trying to cheese the enemy before an objective spawns, you need to be VERY careful and make sure your teammates are in a position to help in case things go wrong. As an example, dying right before an objective as important as Baron spawns would be extremely damaging to your team and possibly cost you the game. To succefully get picks without dying, you should always hide in well warded areas, grab ![]()
![]() Especially when you are fed, you can easily abuse this concept and make it impossible for your opponent to contest an objective without having to deal with you first. Given your insane mobility and numerous escape tools, you wouldn't be running too much of a risk when zoning. However, it could be very dangerous, depending on the enemy's team comp, . If your opponents have one or multiple extremely valuable engage tools that can allow them to collapse onto you, then zoning might not be the play (unless your team has good counter-engage and is in a position to immediately come to help). Abilities like that include ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() • Flanking Flanking is about hiding in the enemy's blindspots to expose them to other angles of attack, different than your team's. As an assassin, it's a way to bypass the frontline and dive straight into the backline. When you are fed, it's extremely frustruating for the enemy team to not know your whereabouts. Use that to your advantage. ![]() Typically, you'd want to look to flank when the enemy is grouped for a certain objective, but keep in mind that this concept is applicable to any skirmish / teamfight, and should usually be your default fighting strategy as an assassin. |
Teamfighting

Choosing your fights |
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Initiating/following an engage |
• Target Selection Before initiating an engage in a fight, you should always have a target in mind. Who does the enemy most rely on to deal damage ? Is it the ADC ? Or their fed mage ? Who can you one-shot? Asking yourself these questions will help you figure out who's the highest priority target in the enemy team, and set a win condition. Keep in mind that if the enemy has a healer like ![]() ![]() You should never focus a tank in a teamfight. Don't waste your time dealing with the frontline. Instead, you must be putting pressure on the enemy backline, as they are a lot squishier and easier to kill. As stated earlier, you should be flanking from behind to catch the enemy off guard. Hide in a bush, and keep a close eye on your target. Look for opportunities to engage : Keep track of your enemy's important CC cooldowns, wait for your target to use their key ability (their main escape tool : dash, invisibility, abilities that make them untargettable..), punish mispositionning etc.. • Following an engage Now, most of the time, you won't be able to initiate an engage as it's usually far too risky. One of the most optimal way for an assassin to teamfight is to wait for their teammate to engage first and tank all the damage and CC, then look to follow up when you see an opening. If you're not in a flanking position, and therefore unable to engage onto the enemy carries, stay behind your allies until opportunities to dive into their backline present themselves. As mentionned earlier, you need to be playing around your enemy's mistakes. All you have to do before deciding to go in is stay back and wait for your opponents to waste crucial abilities (especially CC abilities), or for your target to come in range for a ![]() ![]()
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Surviving the Late Game

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This is where things get serious. Any simple mistake resulting in your death could potentially cost you the game. Once the late game begins, you need to be EXTRA careful to not get caught, especially if you're the carry. Be more selective about what picks and fights can be safely taken, and which ones represent too great of a risk. Even though everything mentioned in the Mid Game section is still applicable here, you cannot allow yourself to go for plays as aggressive anymore. ![]() Don't go into fog of war, always keep track of where the enemy team is, look to splitpush whenever you can, but most importantly, DON'T DIE! Keep in mind that the longer a game goes, the longer the death timers are. Plus, objectives like ![]() ![]() |
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DISCLAIMER : These are just my personal opinions on how to play different matchups, based on experience. More often than not, these will vary depending on your playstyle, but also your elo, as the lower it is, the more you can play off of your opponent's (numerous) mistakes. Meaning that even if a matchup is listed here as 'Hard', it can not always be the case, and vice versa. |
Ranged Matchups

AHRI
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ANIVIA
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ANNIE
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AURELION SOL
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AZIR
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BRAND
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CASSIOPEIA
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CORKI
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HEIMERDINGER
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KARMA
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LEBLANC
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LISSANDRA
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LUCIAN
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LUX
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MALZAHAR
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MORGANA
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NEEKO
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ORIANNA
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RYZE
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SWAIN
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SYNDRA
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TWISTED FATE
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VEIGAR
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VEL'KOZ
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VIKTOR
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VLADIMIR
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XERATH
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ZIGGS
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ZILEAN
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ZOE
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Melee Matchups

AATROX
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DIANA
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EKKO
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FIZZ
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GALIO
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GRAGAS
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IRELIA
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KASSADIN
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KAYLE
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KATARINA
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MALPHITE
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PANTHEON
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QIYANA
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RENEKTON
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SYLAS
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YASUO
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YONE
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ZED
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✧༺♥༻∞My League of Legends Journey∞༺♥༻✧


Once season 10 started, that's when I actually began tryharding to Platinum. No more normal games, only ranked. Thats the another advice I would give: If your goal is reach x or y rank, the only way you will ever improve is by playing ranked. As I played day after day, I learned a lot about the more complex side of the game, which is most commonly referred to as 'macro' : wave management, vision control, map awareness, roam timers, teamfighting as an assassin, playing from behind, sidelaning etc.. Of course, i'm still VERY far from being the best at any of the things I just mentioned, as I still have so much to learn and progress to make. In June 2020, I reached Platinum IV, with just



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THANK YOU FOR READING!!

Thank you so much for getting this far!! This is now the end of my first ever guide ! I have spent a lot of time writing (and coding >.>) it, and have done my best at explaining everything you need to know to master ![]() |
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HUGE THANKS TO
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