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Akali Guide Wild Rift
I’m Pablo, I’m a multi-season Challenger, Sovereign, and Rank 1 Akali OTP on the North American server. I’ve played over 6,000 games of Akali and have held rank 1 on my champion across multiple accounts, played versus the best players, peaked Top 50 of the NA server, and have been coached by Royal himself. This is my official Akali guide.
Top 1 + Top 3 Akali
Akali Build Wild Rift
Items
Boots of Mana: Typically you’ll start with an Amplifying Tome and rush Boots of Mana. There is no better value for the gold being spent. If the enemy team has made the mistake of all choosing one damage type, it can also be valuable to start Ruby Crystal and purchase either Plated Steel Caps or Mercury’s Treads.
Infinity Orb: Early on, Infinity Orb is the best value item for the highest damage. The 1,000g Prophet’s Pendant component you build first is a big early power spike because of the flat magic penetration it provides. This is combined with additional flat magic pen from Boots of Mana and the Sudden Impact rune. Once Infinity Orb is complete, Akali can easily 100 to 0 any squishy champion.
Rabaddon’s Deathcap: Deathcap will maximize Akali’s damage and strengthen her AP scaling per level even more. It’s better to build sooner rather than later to maintain your one shot potential as you head into the mid-game. With a completed Deathcap, Akali can easily one shot squishies even without her ultimate.
Crown of the Shattered Queen: This is a perfect item to follow up Deathcap as it provides some defense while still keeping damage as high as possible. As Akali, you’ll be getting into melee range of many high threat opponents, and a spell shield adds a bit of extra security. Important to note is that the Crown’s passive provides 20 bonus AP while the spell shield is active, further increasing one shot potential to enemies caught off guard.
Riftmaker: While Akali excels at quickly bursting down squishies, she is versatile in that she can hold her own in extended fights as well. Riftmaker provides up to 7.5% bonus true damage after being in combat for 3 seconds, and 13% Omnivamp. It’s a perfect late game, sustained damage item for Akali as enemies start building more magic resistance and gaining larger health pools.
Ocean’s Trident: While Akali has multiple options for her final item slot, Ocean’s Trident is useful quite often due to the amount of shields in most games, especially late.
Situational:
Crystalline Reflector: A very solid defensive option versus AD heavy teams, and it does not sacrifice damage. Just be sure to build core items first (Infinity Orb/Deathcap).
Guardian Angel: In more rare cases, you can build GA last on Akali if you’re very fed, don’t need anymore damage, and are versus an AD heavy team. GA will give you more room for error and prevent a big gold shutdown.
Boot Enchants:
Akali is flexible and can choose between Quicksilver, Stasis, or Protobelt. You want to choose based off what you think negates the enemy’s counter play the most. Quicksilver is amazing to avoid being locked down while not killing momentum, but if the incoming damage is too high then a well timed Stasis might be a better option. Protobelt is useful as an additional gap closer vs high mobility enemies or to quickly get into the enemy back line. I will typically pick and purchase my enchant after building Deathcap.
Runes
KEYSTONES:
Electrocute, Fleet Footwork, and Conquerer are all very viable keystones for Akali. Here are some strengths and weakness to consider with each.
Electrocute strengthens Akali’s laning phase by giving her the highest damaging short burst trades. Solo killing in lane is easiest to do while playing around this rune, and it maximizes your one shot potential versus squishy champions at all stages of the game. This rune’s weakness is that the bonus damage can be easily negated by magic resistance items, and it does not scale well into the late game when bruiser/tank stats are maximized.
Fleet Footwork is a great option into tougher match ups, especially ones where Akali is severely out-ranged and easily poked. The healing from this rune can combine with Second Wind to maximize sustain during the laning phase. Fleet Footwork can also be used offensively, by utilizing the movement speed after hitting a minion with full stacks to gap close a high range opponent and actually be able to trade. This rune’s weakness is that it is not as valuable outside of the laning phase.
Conquerer works well on Akali as a sustained damage option versus tankier opponents, however it is quite weak during the laning phase due to Akali’s high energy cost and being unable to fully stack it. The real strength from this rune is in the mid-late game, when energy cost is reduced significantly and you can easily reach full stacks. Akali can turn a teamfight around with full Conquerer stacks as it has the highest damage potential. To utilize this keystone most efficiently, I recommend highly prioritizing getting a blue buff before a big fight.
RUNE TREE:
The Resolve tree is by far the best rune page for Akali. Her base damage and AP scaling is already so high that the only additional damage rune you need is Sudden Impact, which is too strong not to take. Therefore, it makes the most sense to use Resolve to make up for Akali’s weak lane phase and vulnerability.
Nullifying Orb is an excellent rune for a bit more survivability. You can then decide on either Bone Plating vs burst damage or Second Wind vs poke damage. And finally you can decide on either Perseverance for heavy CC teams, or Overgrowth for bonus HP when CC is not an issue.
Ability Order
Assassin's Mark: Hitting an ability on an enemy champion creates a ring around Akali that empowers her next auto attack when crossed. It's important to weave these empowered auto attacks into your combos to maximize damage output. it's most important in the early game when most of Akali's damage comes from this passive.
Five Point Strike: A medium range AoE attack that slighty slows enemy champions when hit at max range. This is your most reliable trading abilty during the laning phase and the easiest way to proc Assassin's Mark. It's also your main wave clearing ability, so try to make the most use of it by lining up and last hitting multiple minions with a single Q.
Twilight Shroud: Creates a smoke cloud that grants Akali invisibility and movement speed while inside it. It also grants 100 bonus energy instantly. This ability can be used both offensively and defensively. In the lane phase you can use the bonus movement speed offensively to gap close or extend a combo with more energy. You can use also use it defensively to avoid ganks or tower dives. In teamfights, after going in with your ult or re-casting third ability, you can drop shroud to create pressure and disrupt the fight, as your presence and high threat has to be respected. Be very aware of abilities that can reveal you in your shroud and play around them. You should have these counters in mind as early as champ select.
Shuriken Flip: Flips backwards and throws a shuriken, marking a target for up to 3 seconds. Re-casting dashes to the target and deals damage. The re-cast on this ability is Akali's highest damage normal ability. It's where the bulk of the damage from one shotting enemies comes from. This ability can also be used to cross terrain.
Perfect Execution: Dashes through an enemy champion and can be re-cast after 2.5 seconds in any direction, dealing massive bonus damage to enemies below 35% health. This ultimate is designed to be the start and finish of your all-in combo, but it can also be used a lot more creatively than that. You can use these dashes, along with your third ability, to quickly move from target to target and take down mulitple enemies at once. The re-cast, while acting like an execute, can also be used as your escape tool when you've exhuasted all your resources and either need to disengage completely or buy time for cooldowns to come back up.
Summoner Spells
Flash: Extra mobility and combos well with much of Akali’s kit.
Ignite: Bonus damage and increases all-in potential.
Combos
One of the best parts about playing Akali is her flashy, intuitive set of combos. Now that I’ve given a general idea of how Akali’s abilities should be used, here are some specific combos I use frequently.
Q = First ability
W = Second Ability
E = Third Ability
R = Ultimate
AA = Auto attack
Q>W>AA>Q>AA or W>Q>AA>Q>AA
This is a standard combo for trading in lane.
E1>E2>Q>AA>R1>ignite
This combo is the most damage you can deal in the fastest amount of time. You can one-shot most squishies with this combo before they have time to react. Get used to squeezing in that extra Q anytime you recast E. If the enemy survives this combo, it can be extended with W>Q>AA>R2.
R1>E1>E2>Q>W>AA>ignite>R2
This is an all-in combo which uses ult to initiate, but be aware that your enemies are not practice dummies and they will dash, blink, flash, or whatever else to dodge your E1. Mages will also intercept your dashes with charms, stuns, roots, etc. So you want to go for this combo when those abilities are down. It’s easier to do this combo on immobile squishies and when your target has no flash.
Q>Flash, E>Flash
These abilities can combo with flash. Q>Flash is more rare but can be used to finish off an enemy with 1 hp. For even more gap closing, you can do backwards E>Q>flash. E>Flash essentially extends the range potential of your E significantly, and can be a game changer on unsuspecting enemies who think they’re safe from normal E range.
“When do I drop W?”
In combos involving multiple dashes, it’s best to drop W during the part of the combo that you’re the most vulnerable (typically while waiting for R2), especially when you’re versus multiple targets. You’ll also get a natural feel for W timing as you’ll want to use it when you’re low on energy. Outside of the laning phase, you don’t want to be initiating any combos with W, or dropping it too early that you dash out of it while performing your combo.
Game Strategy
Early Game
As an assassin, Akali does not have the strongest laning phase. Overall, your goal is to reach level 5 without missing any minion xp or dying. Akali does not have great gank set-up and mid-lane is not often ganked anyway, so don’t expect your jungler to bail you out of bad situations. Akali often won’t have lane priority either. Don’t be tempted to abandon your farm to follow bad plays or random invades by your jungler.
All that being said, Akali’s laning phase is not so weak that you cannot look for good trades or solo kills, especially when running electrocute. In almost every mid-lane matchup, you want to allow the enemy to push the wave level 1 while you yourself only go for last hits. This will allow the wave to be on your side of the lane, where you can freeze, farm safely near your turret, and give you the space to look for Q>W>AA>Q>AA trades on the enemy once you hit levels 2-3. Important to note is that if you land a Q>AA on the enemy level 1, it’s typically not worth it to follow up with second Q>AA. The reason is because the second Q>AA will likely be damaging the wave, making it difficult to bring the wave near your turret.
In the early levels, especially when you don’t have W, Akali’s energy cost is quite high and so you want to be getting value out of every Q you throw out. A high value Q for example is one that last hits a minion and hits the enemy laner at the same time. A low value Q is one in which you last hit a minion, but don’t deal damage to the laner, and you take damage yourself. It’s okay to farm with a max range Q if you’re not taking damage as a result. When you walk up to last hit a minion, if your enemy laner walks away from your Q range, it’s better to last hit that minion with an auto attack rather than a Q, and then walk away from the enemy. This is how you avoid low value Qs. You need to adapt to your enemy’s movement. An inexperienced Akali will forcefully try to last hit a minion and the enemy champion at the same time, even when they see the enemy champion walking out of their Q range. The reason you can’t force a Q like this is because the further you walk up the lane to force a trade, the more damage you’re going to take when you walk back when you’re defenseless and no longer have an energy bar.
It’s important to know that Akali excels at short burst trades. You don’t want to extend a trade so long that the damage you take in return makes the trade no longer worth it. Don’t look for trades unless the enemy is walking up to last hit. As a general rule of thumb, you want to trade around your W (shroud) and electrocute rune. Try to get a feel for the duration of your shroud so you know to save enough time to walk back to a safe position in the lane through your shroud, avoiding damage as you walk out of the enemy’s attack range.
When you become skilled at taking good trades, you’ll become better at recognizing all-in windows even before level 5. When you’ve chunked an enemy’s hp enough while maintaining your own hp, you can look for an all-ins with ignite or an aggressive flash to finish them off. Alternatively, you can even begin zoning some enemies off the wave when they’re so low they’re afraid to take more damage and die. If a low hp enemy recalls on a wave you’ve frozen, they will miss gold and xp. When they return, you can continue pressuring them when they walk up for last hits as you’ll have the level advantage, and you can even begin slow pushing the wave to set up a dive and solo kill them under their turret, as you’ll hit 5 before they do.
You should be tracking the enemy jungler and have a general idea which side of the map they’re on so you know which side of the lane to play on and when it’s safe to all-in an opponent. Jungle tracking is also important because as Akali it is not uncommon that you’ll solo kill an enemy under their turret and end up on the complete other side of the turret, leaving you to choose which side of the enemy’s jungle you’re going to escape from. You should choose the side you know the jungler has cleared already. I frequently ward enemy raptors level 1 to know which way the jungler is pathing. If you ward raptors and a pink ward is present it is likely the jungler is starting blue side. Remember that Akali is not strong level 1, so if you’re spotted going for a level 1 ward on raptors, immediately turn away and avoid fighting at all costs.
Generally speaking, hitting level 5 is your best first recall timer. Don’t immediately look for all-ins just because you’ve hit 5. If the enemy still has flash, exhaust, barrier, or a near full HP bar, you’re not killing them. It’s better to base, spend your gold, and come back to lane and look for possible plays with your ultimate. This can be a solo kill on your enemy laner if they don’t have summoner spells or waste key abilities (like Ahri’s charm), or it can be ganking another lane where the enemies are low hp/overextended, or diving another lane’s turret if your allies are pressuring and poking the enemies under their tower. That said, don’t force plays if you don’t see any good opportunities. Simply keep clearing your waves and use the downtime to place vision, spend gold, and continue gathering information.
When it comes to roaming in the early game, just remember to always clear your wave before roaming, and be back to your lane as soon as you can to not miss the next wave. As previously mentioned, it’s common that enemy laners will have priority to roam before you do, and so assess if you can have an impact on any fight that breaks out in a side lane, or just go for gold from turret platings if the roam is too risky and the enemy jungler is not a threat as you hit the plates. If you manage to be able to get priority over your opponent and roam first, remember that brush camping your laner in the river or elsewhere is always an option if you think they’re likely to follow you.
Generally it’s not a great idea to be roaming or looking to join plays when your ultimate is on cooldown, since the likelihood of you having impact goes down significantly.
Mid Game
The mid game is when Akali is at her strongest. If you farmed efficiently during the early game, avoided dying, and maybe even scored a kill or two, Akali will dominate the mid game. The mid game generally begins after the first turret has fallen, when you want to be looking to swap lanes with your ADC and take control of the side lane.
The most important thing about this point of the game is to keep on farming. Yes, you are Akali, and yes you are strong and can one shot people, but scoring kills won’t win you the game alone. Maintain your strength and your lead by continuing to farm waves, push side lanes, and pressure the map. Don’t split resources with your teammates. If they refuse to leave a lane, then go to whichever lane is free. Keep in mind that lane swaps work better and are more likely if you time the swap by recalling at the same time as your ally, and heading to the lane from fountain before they do.
Akali is one of the best side laners in the game because of her insane 1v1 potential and because she has the mobility to escape if she gets caught being too far up the lane. When you push a side lane as a Akali, assess whether or not you think you can solo kill whoever comes to match you. For example, it might be an ADC that comes by themselves to match your push, which is an easy kill, even under their tower. In this scenario you can likely kill the ADC and take the tower. But let’s say a tank comes to match your push; unless you’re insanely fed you’re not killing them and if you try, they’ll be durable enough to buy time for their team to help them kill you. In this scenario, just push the side lane as far as you can before that unkillable champion responds, and when they do respond, you can either base and push another lane, place vision in the enemy jungle, farm enemy camps, or sweep the jungle/river and look mid to see if you can fight with a numbers advantage.
The goal with side laning on Akali is not necessarily to be taking turrets (unless there’s an easy opportunity to do so). It’s more so to keep your farm up while forcing enemies to respond to the map pressure you’re creating, and then looking for number advantaged fights or picks on out of position enemies. For this reason it’s more valuable for you to be pushing the side lane of which the next objective is soon spawning, because you’ll be closer to the action and ready to respond. Pushing side lanes closer to the action also naturally gives you flank angles for objective teamfights.
Vision control is also important during the mid game, and I personally like to swap between regular wards and sweeping lens off cooldown with each base. Wards are great for setting up objectives or warding the enemy jungle as you’re pushing up a lane, and sweeping lens is great for when you push the side lane and then head into the jungle/river, looking for picks on unsuspecting enemies. Sweeping lens also helps you camp brushes so you know you’ve not been spotted or about to be ambushed yourself.
Late Game / Teamfights
Akali’s damage scales well into the late game, however, at this point in the game there is no room for error. If you’ve played the early/mid game well and are the team’s win condition, you can’t afford to be greedy, get caught, or force risky fights. It is still important to be pushing the side lane to continuously apply pressure, but it is now more important to side lane near the Baron spawn, or the Elder Spawn. Be hyper aware of everyone’s position on the map, both your team and enemy team. Assess how far you can push waves without being collapsed on. You generally don’t want to push waves any further than your allies are on the map. Sweeping lens is an absolute must in the late game as any pick you get is going to be much more valuable, but you don’t want to be caught in enemy vision.
Teamfighting on Akali mostly comes down to gaining access to the enemy back line from the Fog of War. Your role in teamfights is to take out squishy champions, but it’s also to be disruptive in general. If you’re able to take out one squishy target, sitting in your shroud in the middle of the enemy team during a fight is highly disruptive and distracting for the enemy team to deal with. As enemies panic or try their best to coordinate to take you down as soon as your shroud duration ends, your team can be going in and playing a standard front to back. You never want to be playing a teamfight from the frontline. You want the least amount of eyes on you as possible. It’s easier to counter Akali when you know where she’s coming from. Additionally, you should have a few things in mind before playing a teamfight which you can check via the scoreboard: who can you oneshot, who has stasis, who has magic resistance, what defensive spells/ultimates can they to counter you? Wait for these spells to be used before committing.
Matchups
Akali Counters
These are a few champions that counter Akali in lane:
Galio, Jayce, Lissandra, Zoe
Galio has multiple CC abilities he can use when you try to trade with him, he has decent poke on his Q, his taunt grants him magic resistance, and he can easily follow up your roams with his ultimate. His ultimate essentially negates yours. Jayce is a lane bully that you can’t really trade with in lane because of his high early damage. He’s also very difficult to all-in because he can poke you from afar and knock you back when you get close. Lissandra has excellent gank set up with her ultimate, will constantly stun you when you get up close, has much better wave clear than you, and is hard to solo kill with her mobility and self-peel. Zoe can poke you down from high range and make it so you can’t ever walk up without getting slept and losing a ton of health. Zoe’s 2nd ability also increases the difficulty of the lane since she’ll often pick up spells that directly counter you, like repulsor or stasis. She has high mobility, high damage, scales extremely well, and gains lane priority over you very easily.
These are some poke oriented matchups that can be difficult for beginners but can be remedied by taking fleetfootwork/second wind. They might be able to poke Akali easily, but she shouldn’t be dying to them ever: Syndra, Orianna, Heimerdinger, Ziggs, Viktor
There are also champions that hard counter Akali outside of the laning phase such as:
Lee Sin, Karma, Twisted Fate, Morgana, Lulu, Shen, Wukong, Kai’sa
What many of these champions have in common is the ability to reveal you in your shroud, making it easy for their enemies to kill you while you’re left defenseless. Or, they have excellent peeling/CC abilities or spells that directly disrupt your combos and ability to be effective.
Easy
In my experience these match ups are easiest for Akali:
Jax, Kayle, Vladimir
Unfortunately, with Akali not having the strongest laning phase, there are not many champions that she hard counters. However, the many mages or other melee assassins you will be playing against in lane can be outplayed and solo killed quite frequently with some practice. Immobile mages like: Lux, Veigar, Seraphine, for example, are easy to trade with and pressure. Certain melee champions such as Ekko or Fizz, can be considered skill matchups however they have an edge over Akali when their ultimates are available.