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AKALI BUILD GUIDE: Don't Worry I Can Carry This! by Leinahtan

by Leinahtan (last updated over a year ago)

11,867 Views 2 Comments
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Ability Power( +14.85 ability power)
9
Greater Mark of Hybrid Penetration(8.1 Armor Penetration and 5.58 Magic Penetration)
View Rune Details
Summoner Spells
View Summoner Details
21
9
0
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 3/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
9 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Twin Disciplines
QMark of the Assassin
WTwilight Shroud
ECrescent Slash
RShadow Dance
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 3/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
9 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Twin Disciplines
QMark of the Assassin
WTwilight Shroud
ECrescent Slash
RShadow Dance

Champion Matchups

Who am I and the purpose of this guide.

I am currently a Gold player on the NA server. I like playing a lot of assassin champions in SoloQ. This guide is being written for dwaigaming.org as a help to all who want to learn what is in my opinion, the best Solo-Q stomp champion. Although this guide is released, it is still a work in progress and will be updated with new information as I learn it. I currently working on the matchup section, so keep an eye on updates to that. Any comments or ideas for the guide is highly appreciated!

Summoner Spells

Main Spells:
- The best summoner spell on Akali. Akali relies on snowballing to become a huge threat. gives you the ability to secure the kill necessary to get that snowballing effect. I would take this 90% of my games.

- The second best summoner spell on Akali and the most common summoner spell in the game. I really don't need to explain why is such a good summoner spell. gives you the ability to jump over walls, escape from ganks, or make offensive plays whenever you don't have a Shadows Dance charge.

Other Options:
- This spell is used if you want to impact your other lanes. I would only take this if I was top. NEVER TAKE THIS MID. You are already accessible to the side lanes. With this spell you trade the lane dominants you get with for Global Pressure. I would rarely take this unless I'm against someone with Global Pressure and I need to follow:

- I don't really like this on Akali. Akali is all about jumping in, laying down burst, and then jumping back out for cooldowns. better suits this style of play. Four gap closers (3 Shadow Dances + ) is extremely mobile.

Runes

Akali used to have to run a special rune page to trigger her passive, but ever since a recent change making here passive tigger automatically, her runes pages have become more diverse. The above runes are really standard if you want to run one page for Akali. I personally like running multiple rune pages for different situations. Here are the runes I use:

Marks:
Greater Marks of Hybrid Penetration - Along with Hextech Gunblade, Akali does a lot of mixed damage (magic and physical). These runes give her the penetration she needs to deal massive damage to her opponents!

Greater Marks of Magic Penetration - Use these if you can't afford Hybrid Pen Marks.

Greater Marks of Attack Damage - Use these if you have trouble lasted hitting with Akali.

Seals:
Greater Seals of Armor - Use these when you are against a strong physical damage oriented opponent.

Greater Seals of Scaling Health - Get these if you are against a high bursty champion such as or . Once these champion hit level six, they do heavy burst. Health along with Magic Resist will nullify the damage taken so you can retaliate and win the trade or pick up a kill.

Glyphs:
Greater Glyphs of Magic Resist - Use these when you are against a strong magic oriented opponent ( or ).

Greater Glyphs of Scaling Ability Power - Get these if you want to gain damage in cases you don't get Magic Resist Glyphs. You will usually take these vs top lane physical oriented champions that take Magic Resist runes.

Greater Glyphs of Ability Power - Get these if you are stronger early and can abuse the fact you have them ().

Quintessences:
Greater Quintessences of Ability Power - These are what I normally take when I'm not against skillshot oriented champions. Ability Power too good.

Greater Quintessences of Health - Use these when you are against a high bursty champion ( or ).

Greater Quintessences of Movement Speed - I use these when I'm against skillshot oriented champions ( or )

Masteries

These are they masteries I use most of the time.

Offensive Tree:

1 point in Summoner's Wrath so I get the improved .
3 points in Sorcery because there really isn't anything else to get, plus CDR is always nice.
4 points in Blast so you can unlock Arcane Knowledge, plus AP per Level is always good.
3 points in Havoc for better burst.
1 point in Arcane Knowledge for the 8% Magic Penetration.
1 point in Spellsword which synergies with you passive.
3 points in Mental Force for easier last hitting early game with Q.
4 points in Archmage because it is so good. Increase Ability Power by 5%, that is 1/6th of passive!
1 point in Executioner because when you're Akali, people are always low HP.
Defensive Tree:

4 points in Durability which scales with your HP per Level Runes (honestly there is nothing else to get).
3 points in Hardiness or Resistance depending on your opponent's main damage source. Put the extra point into the other one.
1 point in Veteran's Scar for free 30 HP.

[http://image.noelshack.com/fichiers/2013/06/1360052931-capture-d-ecran-0025-02-05-a-09-27-42.png]

I also use this page sometimes if I decide to go more bruiser oriented.

Skills

Passive: Twin Disciplines

Explanation:

DISCIPLINE OF FORCE: Akali's auto attacks deal 6% (+ 1% per 6 AP) bonus magic damage.
DISCIPLINE OF MIGHT: Akali gains 6% (+ 1% per 6 bonus AD) spell vamp.

Description: This is a really great passive. When you build AP, it increases your AA damage. When you buy AD, it increases your sustain. It also scales throughout the game with items making you stronger as the game goes on. This is what makes  a must buy on her. With this item and her passive, she does "tons of damage" and has "tons of sustain"!

Q: Mark of the Assassin

Explanation:

ACTIVE: Akali throws her kama at a target enemy, dealing magic damage and marking the target for 6 seconds. Akali's basic attacks or Crescent Slashes against a marked target will consume the mark, dealing additional magic damage again and restoring energy to Akali.

INITIAL MAGIC DAMAGE: 35 / 55 / 75 / 95 / 115 (+ 40% AP)
DETONATION MAGIC DAMAGE: 45 / 70 / 95 / 120 / 145 (+ 50% AP)
TOTAL MAGIC DAMAGE: 80 / 125 / 170 / 215 / 260 (+ 90% AP)
ENERGY RESTORED: 20 / 25 / 30 / 35 / 40

RANGE: 600
COOLDOWN: 6 / 5.5 / 5 / 4.5 / 4
COST: 60 energy

Description: Akali's bread and butter. You use it for harass, damage, and sustain. You can even do what is called a double-proc. Basically the ability cd is lower than the mark buff. So what you would do is mark your target, wait for Q to come off of cd, proc the mark, then mark them again and proc.

Video Explanation:


W: Twilight Shroud

Explanation:

ACTIVE: Akali throws her kama at a target enemy, dealing magic damage and marking the target for 6 seconds. Akali's basic attacks or Crescent Slashes against a marked target will consume the mark, dealing additional magic damage again and restoring energy to Akali.

INITIAL MAGIC DAMAGE: 35 / 55 / 75 / 95 / 115 (+ 40% AP)
DETONATION MAGIC DAMAGE: 45 / 70 / 95 / 120 / 145 (+ 50% AP)
TOTAL MAGIC DAMAGE: 80 / 125 / 170 / 215 / 260 (+ 90% AP)
ENERGY RESTORED: 20 / 25 / 30 / 35 / 40

RANGE: 700
COOLDOWN: 20
COST: 80 / 75 / 70 / 65 / 60 energy

Description: This is what makes Akali such a good zoner. Mark your enemy, then put this down near their cs so if they try to cs you can proc your mark. You can also use this top lane to juke back and forth in the top brushes.

PATCH UPDATE: This now grants vision in the fog of war. So you can now use it along with "Shadow Dance" to jump onto minions or champion in the fog of war. No more need to use wards for this trick!

Video Explanation:


E: Crescent Slash

Explanation:

ACTIVE: Akali flourishes her kamas, dealing physical damage and triggering any Marks of the Assassin on nearby enemies.

PHYSICAL DAMAGE: 30 / 55 / 80 / 105 / 130 (+ 30% AP) (+ 60% AD)

RANGE: 700
COOLDOWN: 20
COST: 80 / 75 / 70 / 65 / 60 energy

Description: Just a farming spell. You can also use it to proc your mark if you can't get an auto attack off. Don't spam this in late game team fights, it can run you out of energy.

R: Shadow Dance

Explanation:

ACTIVE: Akali uses an Essence of Shadow, dashing to and dealing magic damage to a target enemy. Akali gains an Essence of Shadow periodically, affected by cooldown reduction, up to a maximum of 3. Additionally, gaining a kill or assist will restore an Essence of Shadow.

NEW ESSENCE OF SHADOW: 35 / 25 / 15
MAGIC DAMAGE: 100 / 175 / 250 (+ 50% AP)

RANGE: 800
COOLDOWN: 2 / 1.5 / 1
COST: 1 Essence of Shadow

Description: This is what makes Akali snowball so hard in fights. It's a gapcloser with high damage. Say you have 700 AP at level 18. You can get off 7 Shadow Dances in a fight. That is 1750 magic damage in just the base, add the scaling part, and you just did 4200 damage in a teamfight with one skill. Like WOW. Even though it is a huge damage source it can also be used along with your "w" or wards for juking opponents when you're in bad situations.

Video Explanation:

Item Builds

- Considered mostly a late game item on Akali. Boost your burst greatly.

- Even though I don't buy this often it is still good for bursting down that one guy carrying the whole team on his back. I just don't like this because having 3 activated items () is a little too much.

- Abyssal is good vs a double AP comp.

- If you're getting focused a lot. No one wants to focus someone with GA.

- If you have too much AP on your team (AP Mid and AP Jungle) go this along with , then build tanky to become a hybrid bruiser. It really is effective, just a different style of play (you can't 100-0 a carry in 0.01 seconds).

- Since most of the time Akali is diving for the ADC, this gives good defense and shut down for when you dive them.

Comments

July 31, 2013 - 12:31 AM #1

@phtx57 I prefer Hybrid runes because it only cost you 3 Mpen for 8 ArPen. These are for early game because that is akali's weakest phase. You can always build Mpen in items. Akali does a lot of aa damage and Q scales of MPen and ArPen and you also build Hextech which gives you ad damage too. Also Hybrid pen runes are really cost effective.

July 29, 2013 - 10:28 PM #2

I personally disagree with Hybrid Pen Runes. Magic Pen Runes are better according to the theorycrafting I have done in the past. Hybrid Pen increases the damage of Q and R somewhat while improving Crescent Slash's damage but due to the nature of Akali's kit, you get more damage total from just going full Magic Pen. You don't increase Crescent Slash's damage but Q and your 3x R gets increased more than the damage you lose on Crescent Slash from this swap. I think I calculated that for Late Game though because Early Game your Auto Attacks and the base damage on Crescent Slash are a larger percentage of your total damage in your combo. This means that Hybrid Pen Runes should be better early game compared to straight Magic Pen so I can see their viability as a tool to help you snowball early. That is the only discrepancy I have with it though and overall I think it is a really good guide :) Good work Nathaniel!

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