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[Champion] Akali

Forum Index > LoL Strategy
Post a Reply
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Seuss
Profile Blog Joined May 2010
United States10536 Posts
Last Edited: 2013-04-10 16:43:03
July 21 2011 03:58 GMT
#1
Akali, The Fist of Shadow

[image loading]

+ Show Spoiler [Patch Notes] +
V3.5 (Balance Updates):
  • Mark of the Assassin:
    • Initial damage reduced to 35/55/75/95/115 from 45/70/95/120/145.
    • Mark detonation damage Ability Power ratio increased to 0.5 from 0.4.

  • Shadow Dance:
    • Essence of Shadow charge rate increased to 35/25/15 seconds from 25/20/15.

V3.5:
  • Twilight Shroud:
    • Akali is now immediately stealthed/revealed upon entering/leaving the Shroud zone
    • Akali is now immediately stealthed when casting Twilight Shroud directly on herself
    • Akali is now revealed from stealth upon casting a spell or beginning an attack rather than upon dealing damage
    • Delay on re-stealthing increased by 0.15 seconds

+ Show Spoiler [Statistics and Abilities] +
Health: . . . . . . .445 (+85)
Energy: . . . . . . 200 (Manaless)
Damage: . . . . . 53 (+3.2)
Attack Speed: . .0.694 (+3.1%)
Range: . . . . . . .125
Health Regen: . .7.25 (+0.65)
Energy Regen: . 50
Armor: . . . . . . . 16.5 (+3.5)
Magic Res: . . . .30 (+1.25)
Move Speed: . . .325

Abilities:
[image loading]
(Innate): 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.

[image loading]
(Active): Akali throws her kama at a target enemy, dealing magic damage and marking the target for 6 seconds. Akali's melee attacks against a marked target will consume the mark dealing the same magic damage again and restoring energy.
  • Cost: 60 energy
  • Range: 600
  • Cooldown: 6 / 5.5 / 5 / 4.5 / 4 seconds
  • Magic Damage: 45 / 70 / 95 / 120 / 145 (+0.4 per AP)
  • Energy restored: 20 / 25 / 30 / 35 / 40

[image loading]
(Active): Akali throws down a circular cover of smoke that lasts for 8 seconds. While inside the area, Akali gains armor and magic resistance and becomes stealthed. Attacking or using abilities will briefly reveal her. Enemies inside the smoke have their movement speed reduced.
  • Cooldown: 20 seconds
  • Range to center of AoE: 700
  • Radius of AoE: 300
  • Cost: 80 / 75 / 70 / 65 / 60 energy
  • Armor and Magic Resistance Bonus: 10 / 20 / 30 / 40 / 50
  • Slow: 14 / 18 / 22 / 26 / 30 %

[image loading]
(Active): Akali flourishes her kamas, hitting nearby units for physical damage. Triggers Mark of the Assassin on targets affected by it.
  • Cost: 60 / 55 / 50 / 45 / 40 energy
  • Radius of AoE: 325
  • Cooldown: 7 / 6 / 5 / 4 / 3 seconds
  • Physical Damage: 30 / 55 / 80 / 105 / 130 (+0.6 per AD) (+0.3 per AP)

[image loading]
(Active): Akali moves through the shadows to quickly appear next to her target and deal magic damage to it. Akali gains an Essence of Shadow once every few seconds up to a total of 3, affected by cooldown reduction. The time to gain a charge doesn't count when at maximum charges. Additionally, Akali gains an Essence of Shadow for a kill or an assist.
  • Cost: 1 Essence of Shadow
  • Range: 800
  • Cooldown: 2 / 1.5 / 1 seconds
  • New Essence of Shadow: 25 / 20 / 15 seconds
  • Magic Damage: 100 / 175 / 250 (+0.5 per AP)

Setup:

Laning:
  • Summoner Skills: Ignite/Flash
  • Masteries: 21/9/0 or 14/15/1 or 9/10/11 or 14/0/16
  • Runes:
    • Quints: 3 * Spell Vamp or Magic Penetration
    • Marks: 9 * Flat AD or Magic Penetration
    • Seals: 9 * Armor
    • Glyphs: 9 * Scaling AP or Magic Resistance
  • Skill Order: QWQEQR, R > Q > E > W
Jungling: I have a guide here. The rest of this post primarily deals with laning.

Now that Akali's passives activate independently of Ability Power and Attack Damage she has a much wider variety of rune and mastery configurations, though you will always want at least 9 points in the Offense tree for the extremely cheap Cooldown Reduction, AP per Level, and % Magic Penetration. Boots, Amplifying Tome, and Cloth Armor are all viable openings

Your first goal is to get Hextech Revolver. This item either snowballs Akali's lane in her favor or keeps her competitive against other high sustain champions. It also builds into Hextech Gunblade, and item which has seen significant buffs in Season 3. It's cheaper than before, provides more stats, scales with AP, and its Active's cooldown is now reduced by single target abilities and attacks (which Akali has a plethora of). In short, this is your core item, and building it as fast as possible is a priority.

From here your item build depends heavily on playstyle and circumstances. Deathfire Grasp greatly increases Akali's ability to assassinate any target, and her burst shoots even higher when Lich Bane is added in. Rylai's still greatly enhances Akali's legendary chasing abilities, and greatly increases her survivability when combined with her Shroud and defensive items such as Abyssal Scepter and Zhonya's Hourglass. Because the stats on Hextech Gunblade stack, you could always just buy as many of those as possible if the enemy team is light on crowd control. Void Staff is an eventual necessity, but is best left until after two or three other items are completed.

With the penetration changes Akali should almost always build Sorcerer's Shoes. For her Tier 3 upgrade Furor is extremely strong given her high base speed and extensive single target abilities, though you could always go Alacrity instead.

Playstyle:

Akali is an AP assassin with exceptional chasing and cleanup capabilities. She is the single best champion in the game for punishing minor positioning mistakes, whether they occur during the laning phase or in team fights. If she gets a lead in her lane she can very quickly snowball the entire game. However, even when ahead it's important to carefully gauge team fights and enter at the right moment, otherwise you'll be quickly focused and killed before you can assassinate your target.

Akali can function very well in the top or mid lanes, or even as a jungler. When laning your goal is to zone and trade favorable until you can completely shut down your opponent. When jungling you should try and hit level 6 as fast as possible in order to leverage Shadow Dance's incredible gank potential.

Essential Skills:

Zoning:

Learning to zone with Akali's Shroud and Mark is essential to her laning. The basic pattern is to place the Shroud on the enemy caster minions, making it difficult if not impossible for the enemy champion to last hit without taking Marks and auto attacks. Akali, meanwhile, is safe from retaliation from both the enemy champion and their minions due to her constant restealthing.

Double Mark Combo:

A major factor in dominating a lane is learning to use back to back Marks. The cooldown on Mark is shorter than the duration of its debuff. This allows Akali to Mark an opponent, bide her time for a few seconds, and then Shadow Dance in for a Dance -> Auto+Proc -> Mark -> Auto+Proc burst combo. At level 7 this is easily 600-700 damage or more before Armor/Resists, and can be repeated any time the opponent attempts to leave the safety of their tower.

Tower Diving:

Carefully analyzing when it's safe/advisable to tower dive is critical. It's possible to execute the Double Mark Combo when the opponent is under their tower, but this can easily lead to your own death if you leap before you look. Consider the enemy champion's abilities, their health, where their minions are, what summoner spells they have available, and the minimap before diving. Nothing sucks more than diving an opponent and dying because their Exhaust was up or there were no remaining enemy minions to jump to as an escape.

Conservation of Energy:

The bread and butter of Akali's damage are her Marks, making it imperative that you maintain enough Energy to continually chain Marks on a target. Overzealous use of Crescent Slash can quickly deplete your resource, leaving you unable to Mark a target for 6 seconds while you wait for Energy. Try to use Slash only as a tool for proccing Marks that are slightly out of reach (or when you're auto-attacks are inhibited by Blinds or Slows).

Miscellaneous:

+ Show Spoiler [Previous Patch Notes] +
V3.02:
  • Twin Disciplines:
    • Discipline of Force
      • Now takes effect immediately instead of requiring 19.5 Ability Power
      • Base damage bonus reduced to 6% from 8%
    • Discipline of Might
      • Now takes effect immediately instead of requiring 9.5 Attack Damage
      • Base spell vamp bonus reduced to 6% from 8%
V1.0.0.142:
  • Crescent Slash:
    • Energy cost reduced to 60/55/50/45/40 from 60 at all ranks.
    • Now activates Mark of the Assassin's secondary damage.

V1.0.0.136:
  • Base Health increased to 530, up from 510.
  • Base Armor increased to 20, up from 17.

V1.0.0.129:
  • Twin Disciplines
    • Initial spell vamp gained upon obtaining 10 bonus attack damage reduced to 8% from 10%
    • Additional spell vamp reduced to 1% per 6 attack damage from 1% per 5 attack damage
    • Initial magic damage bonus upon obtaining 20 ability power reduced to 8% from 10%
    • Additional magic damage bonus reduced to 1% per 6 ability power from 1% per 5 ability power

  • Mark of the Assassin Projectile base damage and proc base damage reduced to 45/70/95/120/145 from 50/75/100/125/150

V1.0.0.121:
  • Akali will now attempt to immediately attack champions upon arriving when she uses Shadow Dance.

V1.0.0.113:
  • Adjusted Twin Disciplines to trigger at 9.5 bonus attack damage and 19.5 ability power to account for rounding.

V1.0.0.111:
  • Fixed a bug where the sound of Mark of the Assassin could persist after her target died.

V1.0.0.110:
  • Twin Disciplines no longer deals bonus damage to towers.

V1.0.0.106:
  • Fixed a bug where Shadow Dance could sometimes deal damage even if interrupted by a knockup / knockaway.

V1.0.0.104:
  • Shadow Dance:
    • Time to gain Essence of Shadow charges is reduced by cooldown reduction effects.
    • Time to gain next charge does not progress while you are at maximum charges.

V1.0.0.100:
  • Fixed a display error with Twin Disciplines and death recap.
  • Shadow Dance can no longer be cast while rooted.

V1.0.0.99:
  • Twin Disciplines will now gain 1% spell vamp for every 5 additional attack damage, up from 1% for every 10 additional attack damage.

V1.0.0.96:
  • Shadow Dance will now gain an Essence of Shadow charge on Champion kills and assists in addition to her standard accumulation over time method.

V1.0.0.94(b):
  • Twilight Shroud:
    • Now grants addition magic resist equal to the armor values.
    • Now lasts for 8 seconds at all ranks from 6/6.5/7/7.5/8 seconds.

V1.0.0.94:
  • Fixed a bug with Akali’s attack timing.
  • Using a potion while in Twilight Shroud will no longer break Akali out of stealth.

V1.0.0.87:
  • Twin Disciplines spell vamp ratio increased to 10% per 100 damage from 5% per 100 Damage.
  • Akali can no longer Shadow Dance out of disables.
  • Adjusted Akali's hit timing to be more accurate.
  • Fixed a bug where Mark of the Assassin would proc even if you miss or are dodged.
  • Fixed a bug where her Twin Disciplines failed to count ability power and damage gained through buffs such as improved Ignite, Eye of the Storm, or Mejai's Soulstealer.
  • Fixed a bug where Crescent Slash was spell vamping for too much.

V1.0.0.86:
  • Twilight Shroud stealth is now removed when you actually attack, rather than when you begin your attack animation.

V1.0.0.85: Added.
  • Mark of the Assassin: Akali spins her kama at a target enemy to deal magic damage and mark the target for 6 seconds. Akali's melee attacks against a marked target will trigger and consume the mark to cause additional damage and restore energy.
  • Twilight Shroud: Akali throws down a cover of smoke. While inside the area, Akali gains armor and becomes stealthed. Attacking or using abilities will briefly reveal her. Enemies inside the smoke have their movement speed reduced.
  • Crescent Slash: Akali flourishes her kamas, dealing damage based on her attack damage and ability power.
  • Shadow Dance (Ultimate): Akali moves through 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.
  • Twin Disciplines (Innate):
    • 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.
    • Discipline 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.


+ Show Spoiler [Change Log] +
2/14/2013: 3.02 changes.
12/10/2012: Season 3 update.
11/11/2012: Long overdue update with patch changes.
4/10/2012: Update with patch changes.
11/15/2011: Updated to reflect changes in Season 2 Patch
7/20/2011: Initial Version
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Javadocs
Profile Joined July 2010
United States60 Posts
July 21 2011 06:30 GMT
#2
I never get a Hextech Revolver. I find it such a waste of gold. Sheen is a MUCH better early game option, especially with the last buff Akali got (auto attack after ult).

My build usually goes Doran's Blade (for passive) -> Sheen + Boots -> Giants Belt -> Rylai's -> Lich Bane. After that, I build defensively mostly. Maybe a Deathcap if I'm super fed.

As for the tower diving section, I would advise AGAINST tower diving unless you have a someone tanking the turret or you have a giant's belt. This is talking mostly from experience (and I have quite a bit playing Akali).

For anyone new, DO NOT BUILD HYBRID. You get so much more out of building AP. Think of it this way. If you build AP, you do more damage. If you build AD, you get more sustainability, but that sustainability is very dependent on the amount of AP you have.
TheYango
Profile Joined September 2008
United States47024 Posts
July 21 2011 08:42 GMT
#3
Your laning masteries are glitched. You accidentally used your jungle masteries twice.

I assume you meant to link something like this?

http://leaguecraft.com/masteries/1003441130300100000000000000031040001000000
Moderator
starfries
Profile Blog Joined July 2009
Canada3508 Posts
July 21 2011 11:05 GMT
#4
Does her discipline of force (bonus magic damage on autoattacks) give bonus damage on the sheen proc?
DJ – do you like ramen, Savior? Savior – not really. Bisu – I eat it often. Flash – I’m a maniac! | Foxer Fighting!
Stealthpenguin
Profile Joined April 2010
Finland393 Posts
July 21 2011 11:29 GMT
#5
On July 21 2011 20:05 starfries wrote:
Does her discipline of force (bonus magic damage on autoattacks) give bonus damage on the sheen proc?


Nope, sheen only works on base damage.
starfries
Profile Blog Joined July 2009
Canada3508 Posts
July 21 2011 11:43 GMT
#6
No I mean when sheen adds her base damage, do you get bonus magic damage on the whole thing or just the non-sheen part? i.e. does the discipline apply after sheen bonus or before?
DJ – do you like ramen, Savior? Savior – not really. Bisu – I eat it often. Flash – I’m a maniac! | Foxer Fighting!
r.Evo
Profile Joined August 2006
Germany14080 Posts
Last Edited: 2011-07-21 16:29:02
July 21 2011 16:26 GMT
#7
On July 21 2011 15:30 Javadocs wrote:
I never get a Hextech Revolver. I find it such a waste of gold. Sheen is a MUCH better early game option, especially with the last buff Akali got (auto attack after ult).

My build usually goes Doran's Blade (for passive) -> Sheen + Boots -> Giants Belt -> Rylai's -> Lich Bane. After that, I build defensively mostly. Maybe a Deathcap if I'm super fed.

As for the tower diving section, I would advise AGAINST tower diving unless you have a someone tanking the turret or you have a giant's belt. This is talking mostly from experience (and I have quite a bit playing Akali).

For anyone new, DO NOT BUILD HYBRID. You get so much more out of building AP. Think of it this way. If you build AP, you do more damage. If you build AD, you get more sustainability, but that sustainability is very dependent on the amount of AP you have.


If you need the Doran's Blade for her passive, your runeing is bad.

Boots+3 give akali the necessary mobility and that little extra HP to be a threat in lane.

While Sheen should be an item that you get quickly if you think it will help you assure kills (aka situational), Hextech is an item that helps you get more sustain in lane if you need it (aka also situational). Always/never getting those items is a bad choice.

What's considered to be "Core" is Boots, Rylais, Lichbane. Everything after that is completely situational.

Advise against towerdiving? Have you ever seen Westrice Videos? Akali is probably the best early towerdiver in the game. When your lane is pushed, Q, retreat, go in -> Ignite -> Auto -> Q -> Auto -> Flash out is insane burst and you won't get more than 1-2 tower hits. The sign of a strong Akali is correctly estimating when you can successfully dive with that combo. If the enemy spams "OMG LUCKY OMG" you can smile and know you just did the right thing.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Seuss
Profile Blog Joined May 2010
United States10536 Posts
July 21 2011 16:26 GMT
#8
On July 21 2011 15:30 Javadocs wrote:
I never get a Hextech Revolver. I find it such a waste of gold. Sheen is a MUCH better early game option, especially with the last buff Akali got (auto attack after ult).

My build usually goes Doran's Blade (for passive) -> Sheen + Boots -> Giants Belt -> Rylai's -> Lich Bane. After that, I build defensively mostly. Maybe a Deathcap if I'm super fed.

As for the tower diving section, I would advise AGAINST tower diving unless you have a someone tanking the turret or you have a giant's belt. This is talking mostly from experience (and I have quite a bit playing Akali).

For anyone new, DO NOT BUILD HYBRID. You get so much more out of building AP. Think of it this way. If you build AP, you do more damage. If you build AD, you get more sustainability, but that sustainability is very dependent on the amount of AP you have.


I don't find Revolver to be a waste of gold. While either Sheen or Revolver makes it difficult to trade blows with Akali and come out ahead, I prefer Revolver for the sustaining power. If it takes me an extra burst cycle or two to force away or kill my laning opponent that's fine since I have the health to keep farming or go gank another lane when I'm done.

Incidentally your choice of Sheen over Revolver is likely why you need another person or a Giant's Belt before you can tower dive. Because you opt for greater offensive capability over sustain you may push someone to the point where you could dive them, but your own health is too low to do so safely.

The big advantage of Sheen (if you build anything before Rylai's at all) is that it doesn't delay your core build.

On July 21 2011 20:43 starfries wrote:
No I mean when sheen adds her base damage, do you get bonus magic damage on the whole thing or just the non-sheen part? i.e. does the discipline apply after sheen bonus or before?


Sheen's proc doesn't increase the damage of Akali's passive because it's not actual AD.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Juicyfruit
Profile Joined May 2008
Canada5484 Posts
Last Edited: 2011-07-21 16:38:21
July 21 2011 16:36 GMT
#9
Pretty sure Twin discipline depends on the actual physical damage dealt, and calculates based on a percentage of that, not just straight up AD.

As in, if your attack crits, the passive magic damage increases accordingly for that attack.

Likewise, if the enemy has like 400 armor and 30 magic resistance, even the magic portion of your autoattack will be weakened.

Feel free to test. That was merely from my impression after playing Akali.
Seuss
Profile Blog Joined May 2010
United States10536 Posts
Last Edited: 2011-07-21 17:04:26
July 21 2011 16:58 GMT
#10
That's completely wrong.

With my jungle build Akali has 70 AD and 25 AP at level 2. When she attacks the Wraith she only does 55 damage from her auto attack, but her passive proc does an additional 7 damage. 11% of 55 is most definitely not 7.

It would really suck if it was any other way because then her passive would double dip on defenses, i.e. be completely worthless late game since it would get reduced by both Armor and Magic Resistance.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2011-07-21 17:01:43
July 21 2011 17:01 GMT
#11
On July 21 2011 20:43 starfries wrote:
No I mean when sheen adds her base damage, do you get bonus magic damage on the whole thing or just the non-sheen part? i.e. does the discipline apply after sheen bonus or before?

Sheen doesn't add damage to your attack--it's just a proc that does bonus damage equal to your base AD. So no, Discipline of Force doesn't multiply Sheen/Lichbane procs.
Moderator
Juicyfruit
Profile Joined May 2008
Canada5484 Posts
July 21 2011 17:13 GMT
#12
On July 22 2011 01:58 Seuss wrote:
That's completely wrong.

With my jungle build Akali has 70 AD and 25 AP at level 2. When she attacks the Wraith she only does 55 damage from her auto attack, but her passive proc does an additional 7 damage. 11% of 55 is most definitely not 7.

It would really suck if it was any other way because then her passive would double dip on defenses, i.e. be completely worthless late game since it would get reduced by both Armor and Magic Resistance.


I see I see, although 11% of 70AD is 8 isn't it?

I'm just saying this because I recalled reading somewhere that Akali's passive damage increases when you crit. -shrug- I'd be much happier if it didn't work as I expect.
Seuss
Profile Blog Joined May 2010
United States10536 Posts
July 21 2011 17:22 GMT
#13
7.7, but games are always weird about rounding and how it displays in game.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
July 22 2011 10:43 GMT
#14
This guide is correct in every way. It mb should be noted that akali is a dominating laner against AP champs as well from lvl 6+ at least.

The only 2 opponents you never want to have are cassi and urgot. everyone who has experienced taht lane (against a formidable opponent ofc) knows what I'am talking about.
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
GranDim
Profile Blog Joined November 2003
Canada1214 Posts
July 22 2011 11:38 GMT
#15
Mord and Rumble to a lesser degree
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
Last Edited: 2011-07-22 12:55:07
July 22 2011 12:54 GMT
#16
On July 22 2011 20:38 GranDim wrote:
Mord and Rumble to a lesser degree


oh I ment mages. There are some strong lanecontrol mages like brand, karthus. Those are lanes you can dominate. Such lanes depend on mistakes of both sides imo because a lane with akali is very fragile for both sides.
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
jtype
Profile Blog Joined April 2009
England2167 Posts
July 22 2011 16:27 GMT
#17
I just picked up Akali and played my first game with her. Solo top against Lee Sin. It seems like it would be quite a tough lane, although it actually went ok for me as he made a couple of mistakes that cost him. But his AoE abilities and his shield seemed to counter her harass somewhat.

Maybe I'm just doing it wrong.
Slayer91
Profile Joined February 2006
Ireland23335 Posts
July 22 2011 16:33 GMT
#18
Lee sin one of the rare counters to akali with the reveal on his shroud. Don't worry about it.
jtype
Profile Blog Joined April 2009
England2167 Posts
July 22 2011 16:47 GMT
#19
Ah ok, so it's likely that he was just playing really badly, not just me doing well (less likely). Well, thanks, I'll bear that in mind next time I see a Lee Sin on the other team.
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
July 22 2011 17:06 GMT
#20
the other thing is that he also deals more sustained damage and is super tanky beacause of his E early game.
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
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