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Akali Guide (Hybrid Guide For Survival)

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1 Akali Guide (Hybrid Guide For Survival) on Sun Jun 20, 2010 1:54 am

Akali, The Fist of Shadow
There exists an ancient order originating in the Ionian Isles dedicated to the preservation of balance. Order, chaos, light, darkness -- all things must exist in perfect harmony for such is the way of the universe. This order is known as the Kinkou and it employs a triumvirate of shadow warriors to uphold its causes in the world. Akali is one of these shadow warriors, entrusted with the sacred duty of Pruning the Tree � eliminating those who threaten the equilibrium of Valoran.

A prodigal martial artist, Akali began training with her mother as soon as she could make a fist. Her mother's discipline was relentless and unforgiving, but predicated on the fundamental principle: "We do that which must be done." When the Kinkou inducted her into the order at the age of fourteen, she could slice a dangling chain with a chop of her hand. There was no question � she would succeed her mother as the Fist of Shadow. She has had to do much in this role which others might find morally questionable, but to her it is in service of her mother's inviolable doctrine. She now works with her fellows Shen and Kennen to enforce the balance of Valoran. This hallowed pursuit has unsurprisingly led the triumvirate to the Fields of Justice.

"The Fist of Shadow strikes from the cover of death itself. Do not impede the balance."

1. Abilities
Twin Disciplines
Discipline of Might - Upon obtaining 20 additional ability power, Akali's hits deal 10% bonus magic damage, increasing by 1% for every 5 ability power gained thereafter.

Discipline of Force - Upon obtaining 10 additional attack damage, Akali gains 10% Spell Vamp, increasing by an additional 1% for every 20 attack damage gained thereafter.

Spell Effect
Discpline of Force: Upon obtaining 20 ability power, Akali's hits deal 10% bonus magic damage, increasing by 1% for every 5 ability power gained thereafter.

Discipline of Might: Upon obtaining 10 attack damage, Akali gains 10% spell vamp, increasing by 1% for every 20 attack damage gained thereafter. This does not include base damage.


-A great passive for early game.


Mark of the Assassin
Akali throws her kama at an enemy, dealing damage and marking her target for 6 seconds. If she hits a marked target, the mark will trigger dealing additional damage.

Spell Effect
Akali deals 50/75/100/125/150 (+.4 per ability power) magic damage and marks her target for 6 seconds.
If she hits a marked target, the mark triggers dealing 50/75/100/125/150 (+.4 per ability power) magic damage and restoring 20/25/30/35/40 energy.


-Your bread and butter, or biscuit and gravy, whichever you prefer.


Twilight Shroud
Akali throws down a smoke bomb at a target area, gaining armor inside the area and becoming stealthed while inactive inside the area. Enemies within the area have reduceed movement speed. Akali restealths 1 second after performing an action within the area.

Spell Effect
Akali throws down a cover of smoke for 6/6.5/7/7.5/8 seconds. While inside the area, Akali gains 10/20/30/40/50 armor and becomes stealthed. Attacking or using abilities will briefly reveal her.
Enemies in the smoke have their movement speed reduced by 14/18/22/26/30%.


-Has so many uses for escaping, slowing, or just plain annoying people with.


Crescent Slash
Akali flourishes her kamas, dealing damage based on her attack damage and ability power.

Spell Effect
Akali flourishes her kamas, hitting nearby units for 30/55/80/105/130 physical damage plus (+0.3 per ability power and +0.6 per attack damage)


-Great for your spell vamp and creep farming.


Shadow Dance
Akali moves through the shadows to quickly strike her target, dealing damage and consuming an Essence of Shadow charge. Akali recharges Essence of Shadow charges periodically, max 3 stacks.

Spell Effect
Akali moves through shadows to quickly strike her target, dealing 100/175/250 (+.5 per ability power) magic damage and consuming an Essence of Shadow.

Akali stores an Essence of Shadow once every 25/20/15 seconds up to 3 total.


-By far one of the better ultimates in the game. It allows you to chase or get away if there are nearby creeps in a lane or in the jungle.


2. Introduction
Considering I've seen so many guides favor one side of the coin over the other for Akali, I've found that a hybrid build seems to work best for me. After trying both AD and AP, it seems like you get the best of both worlds this way, making it great to kill any champ.

Since you will be going hybrid, nuking tanks will be fairly easier than most other champs just due in part to the fact that if they're stacking one thing, you can just do the other to make all their items worthless.

You will also be able to survive more than you normally would with other builds, allowing you to nuke and take much more damage than other Akalis would ever dream of. Thus making you a force to be reckoned with.

In order to make this build work properly, you will be relying on snowball items. With this build, snowball items will not be a waste of gold if you gank properly early to mid-game. But if you aren't a fan of them, then I'd suggest not bother continuing on with this guide. Razz

Also as a note, you will probably wonder why I don't include Guinsoo's Rageblade in here, and that will be explained later in the summary. So don't fret, it will make sense! (Hopefully)

3. Masteries + Runes
Masteries



For masteries I go with a 9/21/0 build. You may be wondering why this is and how it works, but it's actually quite simple. Basically I build Akali so that she has a huge early game advantage, thus making her able to gank heavily, putting you ahead in items and leveling. With this build you will be able to dish out tremendous damage, while not falling victim to the extreme squishiness of Akali.

Offense:

Your first three points are up to you, taking either Deadliness or Archmage's Savvy, but typically I go with the extra crit for better early game damage.

Deadliness/Archmage's Savvy x3
Cripple x1
Sorcery x4
Archaic Knowledge x1

Defense:

Hardiness x3
Resistance x3
Evasion x4
Nimbleness x1
Harden Skin x2
Veteran's Scars x4
Ardor x3
Tenacity x1


Runes:

I'm not a fan of cooldown reduction runes, and these are just the ones I use that work well for me. This rune page gives you much needed survivability, while allowing you to get your Discipline of Might passive at level 1. This build also adds to the early damage of your Mark of the Assassin, increasing your damage output from the get go.

Greater Quintessence of Potency x3 - As I stated above, this helps your Mark of the Assassin damage, as well as helping you gain your first passive at level 1.

Greater Mark of Insight x9 - This helps you majorly early game seeing as how your Mark of the Assassin is your main damage output, allowing you to deal tremendous damage early game.

Greater Seal of Evasion x9 - Since you will be very squishy, this will help you survive much more than normal, and will either compliment your boots, or make up for the lack thereof in the item section.

Greater Glyph of Potency x9 - Just extra added AP for your passive and Mark of the Assassin.

4. Summoner Abilities
Now you can play around with whatever summoner spells you like, seeing as how they all pretty much compliment Akali in some way. But seeing as how this guide is built for early game and just pure ganking, I always go with Exhaust and Ignite

5. Items
As I mentioned in the intro, you will be relying on snowball items for Akali as your main source of damage and survivability. The upside to having snowball items is that they are cheap and essential with Akali. So you will be able to obtain great survivability as well as damage output for minimal cost, thus allowing you to get your items quicker at a cost effective price.

**Update: I've added in the Hextech Gunblade, now you can get this early on, or between items. You can mix it up and see how you like it, but after some extensive testing, it seems it can go either way. But for the most part, I've found building it first to be most beneficial. It gives you a huge damage boost as well as superb survivability that's quite surprising early game. It will help you stay in lane longer, as well as farm faster. Plus it makes ganking easier, considering the use on the Bilgewater Cutlass, giving you an extra burst damage supply, as well as slowing them from running, guaranteeing the kill.**

Starting Out:

Long Sword and a Health Potion.

This allows you to have both passives at level 1, which is extremely nice.

Now to just save time and energy, I'll just list the items you will be building, since they're snowball items it'll be self explanatory.

First item:

Ninja Tabi will almost always be your boots most games -OR-
Mercury's Treads if they are pretty caster heavy, which will help reduce damage as well as CC.

Now however you build your next items doesn't matter too much, but I will list them in the order that I typically get them.

Second item:

Sword of the Occult - For obvious damage purposes, helps your auto attacks and Crescent Slash. Maxing this out will get you a nice 15% movement speed to add to your chasing/escaping mechanism you already have.

Third item:

Mejai's Soulstealer - Increases your Mark of the Assassin and Shadow Dance damage. Maxing this out will also get you 15% cooldown reduction, and you didn't need to sacrifice Glyphs for it.

Fourth item:

Leviathan - You may be asking why this? Well it increases your health adding much needed survivability and compliments your other snowball items. Maxing it out will get you the extra 15% damage reduction. That with your Ninja Tabi giving you dodge and armor, or your Mercury's Treads giving you magic resist and CC reduction, will make you pretty hardy.

Fifth item:

Hextech Gunblade - This item is just all around essential for Akali. It gives you everything you need, increasing your spell vamp to at least 22%, not including how much more you'll gain at 18 with all your items. As well as giving you a sweet 15% auto-attack lifesteal, giving you a huge advantage. Plus the 300 damage and 50% movement slow for 3 seconds just guarantees you a kill after Shadow Dancing to a running champ. Well worth it's weight in gold. Always get the Bilgewater Cutlass first when building this item, the use effect on it is essential for early ganking.

Now if you get a chance to get a sixth item, you can choose between one of two different ones.

You can get either a Lich Bane to increase you speed, magic resist for those caster DPS, and the added 100% extra damage on your melee hit between your Marks of the Assassin.

Or you can go with a Will of the Ancients for even more spell vamp. If you find yourself doing plenty of damage, you can pick this nifty item up to increase your healing from your Marks of the Assassin, as well as your ulti. And the nice little aura on it helps out your teammates, especially if your team is caster heavy. So it's all preference if you make it this far in a game.

Sixth item:

Lich Bane - This just goes without saying. Gives you movement speed which is essential, as well as the proc on it which will massively increase your attack between your Mark of the Assassin. Also more survivability with the magic resist, while topping off your already amazing Mark of the Assassin damage. Make sure you start with Sheen first, of course. Considering you probably won't have room at this point to build the other parts along with it. You'll just have to save until you can buy the rest in one shot, which should be easy if you reach this point in the game.

-OR-

Will of the Ancients - Great aura for your caster friendlies, as well as giving you added spell vamp on top of what you already have, thus making you heal for the massive damage you dish out with your Mark of the Assassin and ulti.

6. Build Example
**Known Issue: For some reason the dodge percentages in these builds are all wrong. When you click the "Click here to view more detail" button, the stats display correctly. I've tried remaking them from scratch to fix this problem, but to no avail. The actual percentages are 19.57% with Ninja Tabi, and 8.62% with Mercury's Treads. I'm not sure if the other stats are correct or not, so to be safe, if you care to compare stats, be sure to click the link at the bottom of the boxes for the real stats.**

Most Average Games


Akali, The Fist of Shadow

Lvl 18 With Bonuses
Health
Hit Points 2835 (+880)
Health Regen (per 1) 3.61 (+0)
Health Regen (per 5) 18.05 (+0)
Physical Damage Health 7016.27(+3575.67)
Magical Damage Health 5213.56 (+2243.92)
Effective Health 6114.92 (+2909.79)
Mana
Mana 350 (+350)
Mana Regen (per 1) 0 (+0)
Mana Regen (per 5) 0 (+0)
Lvl 18 With Bonuses
Damage
Attack Speed 0.967 (+0.02)
Damage 265 (+155)
Ability Power 338.6(+338.6)
Armor Penetration 0 (+0)
Armor Penetration (%) 0% (+0)
Magic Penetration 8.55 (+8.55)
Magic Penetration (%) 15% (+15)
Critical Chance 13.01%(+2)
Critical Damage 200% (+0)
Lvl 18 With Bonuses
Resistances
Armor 106.99 (+31)
Magic Resist 83.9 (+32)
Dodge 19.57%(+19.57)
Bonuses
Lifesteal 15% (+15)
Spell Vampirism 12% (+12)
Mana Burn 0.00 (+0)
Cooldown Reduction 18%(+18)
General
Range 125 (+0)
Movement Speed 468 (+143)
Click here to view more detail



Akali, The Fist of Shadow

Lvl 18 With Bonuses
Health
Hit Points 2195 (+240)
Health Regen (per 1) 3.61 (+0)
Health Regen (per 5) 18.05 (+0)
Physical Damage Health 4672.18(+1231.57)
Magical Damage Health 4585.35 (+1615.71)
Effective Health 4628.77 (+1423.64)
Mana
Mana 350 (+350)
Mana Regen (per 1) 0 (+0)
Mana Regen (per 5) 0 (+0)
Lvl 18 With Bonuses
Damage
Attack Speed 0.967 (+0.02)
Damage 165 (+55)
Ability Power 178.6(+178.6)
Armor Penetration 0 (+0)
Armor Penetration (%) 0% (+0)
Magic Penetration 8.55 (+8.55)
Magic Penetration (%) 15% (+15)
Critical Chance 13.01%(+2)
Critical Damage 200% (+0)
Lvl 18 With Bonuses
Resistances
Armor 81.99 (+6)
Magic Resist 108.9 (+57)
Dodge 16.96%(+16.96)
Bonuses
Lifesteal 15% (+15)
Spell Vampirism 12% (+12)
Mana Burn 0.00 (+0)
Cooldown Reduction 3%(+3)
General
Range 125 (+0)
Movement Speed 421 (+96)
Click here to view more detail


-OR-



Team Based/Added Spell Vamp


Akali, The Fist of Shadow

Lvl 18 With Bonuses
Health
Hit Points 2195 (+240)
Health Regen (per 1) 3.61 (+0)
Health Regen (per 5) 18.05 (+0)
Physical Damage Health 6082.97(+2642.37)
Magical Damage Health 3378.11 (+408.46)
Effective Health 4730.54 (+1525.41)
Mana
Mana 0 (+0)
Mana Regen (per 1) 0 (+0)
Mana Regen (per 5) 0 (+0)
Lvl 18 With Bonuses
Damage
Attack Speed 0.967 (+0.02)
Damage 165 (+55)
Ability Power 168.6(+168.6)
Armor Penetration 0 (+0)
Armor Penetration (%) 0% (+0)
Magic Penetration 8.55 (+8.55)
Magic Penetration (%) 15% (+15)
Critical Chance 13.01%(+2)
Critical Damage 200% (+0)
Lvl 18 With Bonuses
Resistances
Armor 106.99 (+31)
Magic Resist 53.9 (+2)
Dodge 33.89%(+33.89)
Bonuses
Lifesteal 15% (+15)
Spell Vampirism 27% (+27)
Mana Burn 0.00 (+0)
Cooldown Reduction 3%(+3)
General
Range 125 (+0)
Movement Speed 325 (+0)
Click here to view more detail



Akali, The Fist of Shadow

Lvl 18 With Bonuses
Health
Hit Points 2195 (+240)
Health Regen (per 1) 3.61 (+0)
Health Regen (per 5) 18.05 (+0)
Physical Damage Health 5306.53(+1865.93)
Magical Damage Health 3926.86 (+957.21)
Effective Health 4616.69 (+1411.57)
Mana
Mana 0 (+0)
Mana Regen (per 1) 0 (+0)
Mana Regen (per 5) 0 (+0)
Lvl 18 With Bonuses
Damage
Attack Speed 0.967 (+0.02)
Damage 165 (+55)
Ability Power 138.6(+138.6)
Armor Penetration 0 (+0)
Armor Penetration (%) 0% (+0)
Magic Penetration 8.55 (+8.55)
Magic Penetration (%) 15% (+15)
Critical Chance 13.01%(+2)
Critical Damage 200% (+0)
Lvl 18 With Bonuses
Resistances
Armor 81.99 (+6)
Magic Resist 78.9 (+27)
Dodge 32.84%(+32.84)
Bonuses
Lifesteal 15% (+15)
Spell Vampirism 12% (+12)
Mana Burn 0.00 (+0)
Cooldown Reduction 3%(+3)
General
Range 125 (+0)
Movement Speed 325 (+0)
Click here to view more detail


This is what your build will be each game. The differences is the boots depending on the team make up, as well as getting Will of the Ancients or a Lich Bane. As you can see by the stats, you have some great health and defense for some pretty epic survivability, considering Akali is squishy. But you also do not suffer any damage loss. You not only do massive damage with melee attacks, but your Mark of the Assassin will do even more damage. So regardless of the armor or magic resist the opposing team has, you will balance it out with one or the other, still able to tear people apart.

Aside from this, you will also have extremely high lifesteal from both auto-attacks, as well as your spells, especially if you went with the Hextech Gunblade/Will of the Ancients route. Thus adding to your already amazing survivability even more. What more could you ask for?
7. Skilling Order

Akali
975
3150
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
x x x x x
x x x x x
x x x x x
x x x


I get Twilight Shroud second just because it can make all the difference between a level 2 kill or death. Either making you able to slow them just enough to finish them, or using it to stay alive after trying to gank. Maxing out Mark of the Assassin first, followed by your ulti at 6/11/15, then Crescent Slash, followed lastly by Twilight Shroud.

8. Twisted Treeline
This build is also extremely viable in Twisted Treeline. Due to it's small map area, it allows you to gank with much more ease, covering more distance in a short amount of time, especially with your Shadow Dance. In a way this build works much better in Twisted Treeline than it would in Summoner's Rift, just because you will be ganking more often, giving you stacks much quicker.

Now due in part to the games being pretty quick and deadly, the only difference you will make in your build is instead of buying Long Sword and a Health Potion, you will be buying an Elixir of Fortitude.

**Tip: Be sure to use your elixir after you initiate, making them commit before increasing your health and damage, surprising them long after they've already decided to try killing you, making it a guaranteed kill.**

This will give you a massive upper hand in that level 1 bush gank on the bottom lane. Giving you an extra 230 health, as well as fulfilling your second passive with the 20 attack damage. This will almost always guarantee you either first blood, or at least an assist. Worst case scenario is your team fails to kill someone, but at least your elixir will keep you from falling prey to the opposing team.

Encourage your other melee teammates to do the same in buying an elixir, making it a sure thing in getting at least one kill. With first blood going to your team, the rest of the game should play out quite simply. You may even get lucky and get a second kill with the help of your elixir, seeing as how it lasts 4 minutes.

9. Working in the team
Most people don't really explain your role after telling you how to build your champ. So I will just go over that real quick before wrapping it all up.

Basically what you will be doing is taking out the other team's squishies first. Seeing as how the squishiest people will be the ones dealing the most damage. Once your tank goes in, and your team initiates, feel free to jump to the back of the line and take them out. Nuke them, then get out unless you have a good chunk of health left, and your team took care of one or two more members. Then just clean up with your massive damage.

Don't forget your Twilight Shroud gives you additional armor, so tossing that down in team fights will give you added defense, as well as slowing down the opposing team. Either way you will annoy them with your shroud as you roll over them.

So to summarize, your main goal is to kill their highest DPS, usually being people such as casters, or squishy melee champs. The quicker you get them down, the faster you can turn the tide in any team fight, leading you to an easy win.

**Update:[bold] Due to you possibly getting a Will of the Ancients for your team casters, you must also be aware that you have this helpful buff for them. So if you can't be in a fight due to health restrictions, or you just don't want to jump in because you're helping defend a turret, stay nearby so they get the benefit of your awesomeness.[bold]**

10. Updates
From v1.0.0.85 to v1.0.0.86 - June 1:
-Added an update section, lol...
-Added my summoner name
-Added a "Twisted Treeline" section
-Added first tier of offense masteries to the list, rather than just the explanation of which to choose; "Deadliness/Archmage's Savvy x3"
-Updated items build, removing Frozen Mallet due to it's damage nerf, and substituting it with the Hextech Gunblade
-Updated the build examples, removing Frozen Mallet from both, and adding the Hextech Gunblade
-Updated the build examples, including Will of the Ancients as a substitute for Lich Bane
-Updated text in build example section, adding the effects of Will of the Ancients and Hextech Gunblade
-Gave build examples titles
-Updated "Working in the team"
-Minor adjustments to text; bolding, underlining, and italicizing
-Removed masteries link and replaced it with an actual image for better reference
-Included the "Known Issue" portion of the build examples, giving the correct dodge percentages
-Other assorted touch-ups here and there

From v1.0.0.86 to v1.0.0.87 - June 11:
-Updated items section after testing Hextech Gunblade
-Updated text in the items section to reflect changes made
-Added in which items to build first for Lich Bane and the Hextech Gunblade in the items section
-Added the "Side Note" into the summary
-Removed the magic penetration note in the Masteries & Runes section

11. Summary
Ok so if you're looking at this guide weirdly wondering how this works, let me summarize it all for you, as well as why I don't include Gunisoo's Rageblade in it. Basically the way I play and build her is for below 6 ganking. Seeing as how Akali is pretty much one of the best, if not the best, extremely early gankers. Typically I will try and gank/harass starting at level 1. Yes you heard me, level 1. Considering the fact that my Mark of the Assasin with both passives at that level will take out at least half their health in one hit.

Now to discuss why snowball items. With this build you rely on it, and you are designed to EARLY GANK, thus filling your stacks putting you ahead of the game. You are able to be highly aggressive while surviving most bouts, while destroying the opposing team. During the first weeks of playing Akali, I found many people trying to "cookie cutter" my build. So to save everyone time, I'm just putting it out there since it's the only one of it's kind, offering another way to play.

Defensive masteries help you survive more early game, and allow you to gank and be more aggressive than you would normally be. This is key to your snowball items.

Why I don't use Guinsoo's Rageblade: because you won't be in fights long enough to make the eight stacks worthwhile in buying. This build relies on jumping in, taking any damage they throw at you, kill someone, then back out. Instead of being a glass cannon, you will dish out the damage needed to kill, but not die in the process. Thus being more of a like, aluminum cannon? Razz

So I ask that before you state anything weird about my guide in your comments, that you try it and see how it is. Should you need anymore clarification with anything, or added advice, feel free to comment and I will get back to you as soon as possible. Also any constructive thoughts or if I made a mistake somewhere, please point it out so that I may fix it. I will be updating it as needed with the new patches, especially the penetration one.

Should you wish to add me or see how I'm doing with Akali, my summoner name is Alucarrd. Go figure, lol. I will accept any invites you may toss me, so feel free.

Side Note: Should you like my guide for any strange reason, and wish to request one, please say so in your comments and I will dish one out for you.

Thanks for reading!

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2 Re: Akali Guide (Hybrid Guide For Survival) on Wed Jul 14, 2010 6:50 pm

thanks for this i always sucked at akali, this helped me alot.

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