To help a better understanding of Akali, it is necessary in my opinion to break down the numbers of Akalis damage and styles.
General separation into physical and magical damage.
First off, the most part is magical, hence magic resistance is most effective against Akali.
Examples for this sort of damage:
The second part is physical, so armor screws Akali as well. You want to avoid high-armor targets if you have something else you can focus on.
Examples for this sort of damage:
scales off auto-attacks hence decreasing your physical damage results in decreasing your magical damage component even further.
Breakdown by source.
Now, to understand how and why Akali works and works not, some quick suggestions about her abilities.
increases the damage you deal from auto-attacks (including
. The more AP you get, the stronger you hit with your melee attacks. The more AD you get, the harder your melee attacks hit and the greater is the benefit from this passive since its percental. This passive is the reason
scale so greatly with Akali.
Increasing your AP by 572 will result in your melee-attacks dealing double damage.
This ability is considered as Akalis main burst and core ability. The first part is a single target range nuke, the second part triggers when you melee the target with your
-debuff on it.
It's single target, so it provides the full slow from
(both parts separately). The cooldown is shorter than the duration on your target, so you can
, wait for cooldown, auto-attack,
, auto-attack for a larger portion of burst.
This ability scales poorly off AP (40%) for each part looked on separately, but both parts even for 80%. And that's a lot.
This shouldn't be considered solely as a source of damage since it's purpose is chasing people. However, you will use this 1-3 times to go in for a kill. Consider this ability having a cooldown of 10 seconds unless you assist/kill someone.
This ability scales poorly off AP (50%) and should be used to close gaps, not for the damage itself unless you are absolutely sure you have to use it for sustain (
) or for greater burst.
Note that this ability is also considered single target and therefore slows your opponent by 35% if you use
Lichbane in Season 3:
Instead of 100% AP and physical damage, its 50 magical damage + 75% AP. Let's do the math.
100 AD 100 AP
Autohit after using a spell: 100 physical
Lichbane base damage: 50 magical, Lichbane AP % damage: 75 magical
= 100 damage physical, 125 magical. Before: 200 physical.
Difference: 125 magical vs. 100 physical
150 AD 300 AP
Autohit after using a spell: 150 physical
Lichbane base damage: 50 magical, Lichbane AP % damage: 225 magical
= 150 damage physical, 275 magical. Before: 450 physical.
Difference: 275 magical vs. 300 physical
Decent gain in both cases, and you have magic penetration on top of that!
Another upside: a bit more spellvamp healing.
5% over 3s after using a non-periodic spell.
Best versus high health, low MR targets with CC on them.
Let me get this straight: this ability should be used for farming purposes OR if you have to dish out as much damage as possible and you know you have no time left to
. It scales of 60% total(!) AD and 30% AP. The damage is low and the energy cost high. Besides, you don't aim for
so it should be even worse compared to other skills in mid/late game. Using this for
results in a 15% slow.
No armor penetration, hence you deal (base damage+buffs+
mastery: 5) - armor = damage.