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Akali Build Guide by Yamikaze

Middle challenger

Yamikaze's Challenger Akali Guide

By Yamikaze | Updated on April 1, 2020
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Runes: Conq Standard

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

Domination
Taste of Blood
Ravenous Hunter
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)

Spells:

1 2
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

LeagueSpy Logo
Middle Lane
Ranked #58 in
Middle Lane
Win 44%
Get More Stats

-Table of Contents-

Hi, welcome to my Akali guide. I'm Yamikaze, a Challenger Talon player. My peak rank is around 30 on the NA server and I ended rank 100 Challenger in Season 8.

Akali stacks conqueror rly fast and it gives lots of healing. Should take it almost every game unless you really need fleet for a hard matchup. I personally never go electrocute because I think conqueror is always better.
Conqueror - Really easy to stack for Akali, allows for pretty insane healing in fights. Fleet Footwork is also good into harder lane matchups.
Presence of Mind - Gives you an extra Q worth of energy in teamfights by midgame and an extra Q every time you get a kill. Not worth taking anything else because Akali's Q energy costs are literally balanced around this rune at this point XD.
Legend: Tenacity - Helps prevent you from getting stun locked in midgame fights. Alacrity is decent if the enemy team has no cc.
Coup de Grace - More damage. Last Stand is good as well, personal preference.
Taste of Blood - Pretty insane rune for laning, adds up to 200+ hp in lane. Good because Akali's early laning is rly weak.
Ravenous Hunter - Basically a second gunblade worth of spellvamp. I personally think it's always better than ultimate hunter (if you aren't sure, just use ravenous for a few games and check amount healed after).
For stat runes, always run 2 adaptive force (for more damage) and either armor or magic resist in the defensive row depending on your lane opponent.
Flash - This is a MUST HAVE for Akali. If you don't run this spell, you will die to ganks, miss out on kills, and you'll get flamed by your teammates. Also lets you pull off cool combos like R-F and Q-F.
Ignite - Run ignite if you want kill pressure early (good for most elos). Some really high elo Akali players run Teleport every game though.
Teleport - Run this top lane or into harder matchups mid (so you can get poked out, recall, and maintain mid pressure). Since Akali's laning is pretty bad, lots of the high challenger mid laners run this every game.
Passive:Assassin's Mark
Assassin's Mark
Damaging a champion with an ability creates a ring around them. When the ring forms, Akali gains a burst of movement speed towards it. Once she crosses the ring, Akali gains another burst of movement speed towards the enemy. Crossing the ring also empowers her kama, which increases the range and damage of her next attack. This attack also restores a small amount of energy.
Basically gives you additional damage, range, and energy restore on your next auto as you kite in and out of range. Usually you'll want to proc this with Q or E in fights. Especially useful if you can maintain a range advantage with Q (spam Q-AA over and over) or E out and back again for the empowered auto. Keep in mind you can proc this with your e2 (second e).
Q: Five Point Strike
Five Point Strike
Akali throws five kunai in a narrow arc, damaging enemies directly in front of her and slowing those at maximum range. If cast with nearly full energy, Akali heals for a percentage of the damage. At rank 5, Five Point Strike deals extra damage to minions and monsters.
Your primary way to proc passive in fights. Riot kinda gutted this ability so you can only Q-aa once in lane, but once you get some points in Q and presence of mind stacks you can use 3+ Qs every fight. Try to get near max range and just Q-aa as many times as you can for your primary damage rotation. You can cast your Q mid e (both ways) and Q-F. Does magic damage.
W: Twilight Shroud
Twilight Shroud
Akali restores 80 energy, gains bonus movement speed that decays over 2 seconds, and detonates a smoke bomb in the target direction, creating a circular shroud that expands over the next 5 seconds into a ring. The shroud does not permeate terrain. Entering the shroud renders Akali invisible.
Your shroud makes you invisible and gives you some energy (usually enough for another Q). This is the main cooldown you want to play around in lane and in teamfights but it has a long cooldown. Try to get the shroud on top of your target in a fight. Remember you can aim your W (can place it a bit around you) and you can mark it with your E1 and E2 back.
E: Shuriken Flip
Shuriken Flip
Akali backflips and throws a shuriken forward, damaging and marking the first enemy hit. The shuriken can also hit and mark the smoke from Twilight Shroud. Akali can reactivate Shuriken Flip to dash to the marked target, damaging enemies she passes through.
Contrary to what you might think, hitting E1 (first e) is actually a large part of your damage rotation. You can use it backwards to finish off a kill (cast your E1 backwards then Q forwards mid E) but you generally want to try to hit this on your target. If you're having some trouble, try throwing it directly at them from stealth or when they're walking in a predictable manner. You can Q mid E (both ways).
R: Perfect Execution
Perfect Execution
Akali dashes towards the target enemy champion, dealing physical damage to all enemies hit.

Perfect Execution can be recast after a 2.5 second static cooldown within 10 seconds of first activation at no additional cost.

RECAST: Akali dashes in the target direction, dealing magic damage to enemies hit, increased by 0% − 200% (based on target's missing health).
OKAY so Riot made this ability targeted and its a lot harder to teamfight with it now. However, the increased range on R1 and lower cooldown means its easier to solokill with it, so you want to optimally catch enemies split with your ult. If you have to teamfight and want to kill their backline, try to use your R1 through an enemy melee champion to reach their backline. You can also use R1 to escape by hiding in W and using R1 at a good angle to escape.

> >
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Q W E Q Q R Q W Q W R W W E E R E E
Max R>Q>E>W
Starting Items
Doran's Shield

A good starting item for almost every lane as Akali has a pretty weak laning phase and Dshield gives her some nice sustain. Dshield is the most forgiving starting item, so I recommend starting this every game if you're just picking her up.
Long Sword

Run this into matchups where you can hit lots of Q's in lane and have early kill pressure. You don't use the mana, but basically the item is still cost efficient without the mana and the extra AP gives you good damage on Q.
Early Game
Hextech Revolver

Try to build revolver on first base if you think you can kill the enemy laner. Otherwise build cutlass first.
Bilgewater Cutlass

Try for cutlass or vamp scepter first base if you can't kill the enemy laner and just want to sustain until gunblade.
Boots of Speed

Try to avoid buying these until after gunblade, as it will delay your gunblade powerspike.
Core Items
For Akali's core items, just make sure you rush Gunblade then go a bit tanky (usually Liandrys --> Hourglass --> Deathcap).
Hextech Gunblade

This is your biggest powerspike on Akali. Make sure you rush it ASAP and you will go from half a champ to almost a full champ when you finish.
Liandry's Torment

Almost always go Liandry's second. The Madness passive is really broken on Akali, since you can just sit in shroud and stack it up. Makes you pretty tanky and is so cost efficient (and best part - doesn't get countered by a 450g purchase like oblivion XD).
Zhonya's Hourglass

Go hourglass after Liandry's to be super tanky and never die and deal lots of damage. Can skip for Banshees or deathcap if enemy team has a bunch of magic damage or if you need damage to carry fights.
Rabadon's Deathcap

Massive powerspike for damage but costs lots of gold. You can buy this earlier if you're ahead (more economy to work with) or as 4th item normally. Since it's a pretty big powerspike, try to delay fights when you're almost done with dcap so you can buy it and win.
Situational items
Morellonomicon

Very situational item that you build into lots of healing. Some players like to sit on an early oblivion orb but I've found that it's a 1600g purchase that gets countered by mercs or just a 450g purchase (null magic). I personally wouldn't recommend buying this unless you really really need it as the upgrade to Morello is quite gold inefficient (read more about it on LS's twitter XD).
Void Staff

Build this if the enemy team is stacking MR or even if you notice the enemy team is starting to build MR.

Boots
Generally, you'll want to either build defensive boots or sorcs on Akali. Build defensive if you want either of the passives and/or the armor/mr to be tanky, and build sorcs if you want more damage.
Ninja Tabi

Buy this into heavy AD comps and / or team comps with lots of auto attackers (for example, you would want Tabis over Mercs versus AP Kaisa or Corki).
Mercury's Treads

Buy this into heavy AP comps and / or when the enemy team has a lot of CC that you want to reduce. The tenacity helps prevent being cc-locked to death.
Sorcerer's Shoes

Usually, you'll want to buy these when you get ahead early and want to snowball your lead quickly. You can also buy them if you just want extra damage.
Legend
Use gunblade if you have it.
This is where you can auto attack in passive animation, see tricks section.
E1 stands for first E cast.
UE2 stands for second E cast.
R1 stands for first ult.
R2 stands for second ult.
The thing about Akali is, well, you're almost never going to be using the same combo every fight. Instead, it's important to understand the role of each ability and how each ability fits in a combo. Thus, in this combo section, I'll go over combo parts. Then, it's up to you to combine these parts in a fight based on the situation. Of course, I'll provide an example combo.
Probably your most common combo part. Simply Q, walk slightly back (unless you've hit a perfect tipper Q (see Advanced Tricks), and walk back in to proc passive. If you're getting chased by a melee champion, you can actually kite by using Q-AA, backing off and repeating the process. Generally, you can Q-AA, drop your shroud, and repeat Q-AA in and out of stealth until the enemy target dies (you want to use at least one Q before W because of the energy restore).
Since it's pretty vital to hit your E on a target, you can throw your E right after gunblade. The slow basically guarantees the E hit unless the enemy target has a dash to escape.
Similar to Gunblade-E, since your R1 has a microstun, you can R1 and then immediately E them to guarantee the hit.
Again, same concept as the previous two. Since your tipper Q will slow the enemy target, you can throw Q-E to make it hard for the enemy target to dodge your E.
When you're dashing back onto a marked target with E2, you can actually cast Q as you're travelling. Pretty useful to sneak in extra damage in a combo.
Useful in melee range. Basically sneaks in a Q before the R1 for extra damage.
Standard 1-Shot Combo
The way this combo works is, R1 to close distance or stun, immediately Gunblade and Q E (the Gunblade slow will remain on the target for your E1 since it lasts for 2 seconds). Then, as you cast second E, Q midair before you land, sneak in a passive auto, W for energy restore and Q again. Finally, R2 to execute the target. You can skip some Q's, add autos, and even R1-F depending on how much health the enemy target has and the amount of distance you have to close..
New Akali has a lot of advanced mechanics that I'll cover here. I chose to put this section before any gameplay sections because of how important I believe these tricks to be.
Similar to Lee's R-F or Gragas's E-F, if you use Q or E and then immediately Flash afterwards, your Q/E will actually come out from where your F ends rather than where you stood before you flashed. Useful for faking out the enemy players as they won't have as much time to react to Q-F than F-Q. Basically, as long as you flash before the Q or E comes out of Akali's hand, it will go off where you are after the flash. Otherwise, it will go off where you were before you flashed. Keep this in mind as sometimes you'll want to slightly delay your E-F so you can throw your E but not lose out on chasing distance.
I already mentioned this in the ult description but, since most people skip that part anyways, I figure it's worth putting here as well. The mechanic is similar to Shen's E-F, where if you flash on top of an enemy target near the very end of the dash, the stun / damage also hits the enemy target. This works on both first and second ult. The timing is a bit hard to get down at first, so I'd recommend practicing this in practice tool before trying it in ranked.
Due to a game mechanic where, if a skillshot hits nothing, it will expand slightly at the end of the skillshot, it's actually possible to use Q at the very edge of passive range and get the passive instantly (as you're standing out of the passive range). As SSB players might notice, the nickname I gave this is inspired by Marth's tipper mechanic.
Ok, this one seems a bit obvious at first but it's a bit more complicated than you think. Of course you can get over short walls like Riven's 3rd Q with Akali E, but, the trick is, as long as your E puts you over halfway over a wall, Akali will travel through the entire wall. This lets you travel much farther than you otherwise would. However, be careful as many walls require very specific character, mouse, and camera placement to cross and won't be easily reproducible without much practice. To be honest, I'm not sure if some of the bigger jumps (like crossing the thick wall on the end of both side mid bushes) are even 100% reproducible (but it's really cool when you do pull it off!).
When you drop your shroud in a tight area (e.g. parts of the jungle) and there isn't enough room for the shroud to spread out, it will change shape to fit the area you're in. Thus, your shroud can actually spread to areas of the jungle that aren't visible from the center of the shroud. Use this to your advantage when escaping in the jungle by leaving your shroud at spots where the enemy player does not have vision of you.
Hopper is Bae
Thank you for reading. Please let me know if you notice any outdated sections or errors and I will do my best to fix them asap.

Special thanks to Hopper for banners and coding.

Lastly, if you enjoyed this guide, feel free to check out my other guides!


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