See Akali's counters
Patch 16.12mid

Akali Mid Build & Guide — Patch 16.12

Akali

Tactical Dashboard

Difficulty
Damage
MAGIC
Class
Assassin / Burst
Patch
16.12

Core Abilities

Assassin's Mark
Damaging a champion with an ability marks them. Stepping out of the ring empowers Akali's next basic attack with bonus range and damage.
Five Point Strike
Five Point Strike
Cone of kunai that damages and slows. Main poke and trade tool. Costs energy, short cooldown — spam it on cooldown in trades.
Twilight Shroud
Twilight Shroud
Smoke zone that makes Akali invisible to enemy targeting and grants up to +80 max energy while active. Acting inside reveals her briefly. Drop W mid-combo, not just to disengage — the energy bonus fuels an extra Q in the rotation.
Shuriken Flip
Shuriken Flip
Flip back, fire shuriken marking first enemy hit. Re-cast to dash to the marked target. Mark a champion only, never a minion.
Perfect Execution
Perfect Execution
Two-part ulti. R1 leaps and damages; R2 dashes through, executing low-HP enemies. Execute scales with target's missing HP.

Skill Order

1
Q
2
E
3
W
4
Q
5
Q
6
R
7
Q
8
E
9
Q
10
E
11
R
12
E
13
E
14
W
15
W
16
R
17
W
18
W

Primary Combo

E1QAAR1AAE2R2

Core Items

Hextech Rocketbelt
Sorcerer's Shoes
Shadowflame
Rabadon's Deathcap

Situational Items

Zhonya's Hourglass
Zhonya's Hourglass
vs heavy single-target burst (Zed R, Veigar combo, LeBlanc): stasis lets you survive their damage window before R2 execute
Void Staff
Void Staff
the moment any priority target buys a Magic Resist item — keeps your ability damage scaling against tankier enemies
Banshee's Veil
Banshee's Veil
vs single-target magic CC that one-shots your engage (Ahri charm, Lissandra R, Twisted Fate stun) — the spell shield blocks the first hit
Riftmaker
Riftmaker
into longer fights and bruiser-heavy compositions where you need extra healing and durability instead of pure burst

Runes

Primary · Domination
Electrocute
KeystoneElectrocute
Sudden Impact
Sudden Impact
Sixth Sense
Sixth Sense
Ultimate Hunter
Ultimate Hunter
Secondary · Sorcery
Transcendence
Transcendence
Gathering Storm
Gathering Storm
Stat shards
Adaptive ForceAdaptive ForceHealth Scaling
Offense · Flex · Defense

Win Condition

Catch isolated squishy targets with E1+E2 dash, then chain Q + empowered auto-attack + R combo for execute. Roam side lanes whenever R is up.

Weakness

Weak waveclear and short range pre-6: vulnerable to ranged poke and jungle ganks. No hard CC and no escape if W is down — you can be locked and bursted before your combo lands.

Overview

Akali is an AP burst assassin: a champion built around very high damage in 1-2 seconds (called "burst") aimed at a single target. Her kit is a chain of dashes — Shuriken Flip (E), Perfect Execution (R) — wrapped around the invisibility window of Twilight Shroud (W). There is no mana bar; she uses energy, which means her short cooldowns matter more than her resource budget. Mid lane suits her because the river gives short paths to roam (leave your lane to make a play in another lane) side lanes, and R at level 6 turns any fight without enemy vision wards (placeable items that reveal an area) into a pickoff (eliminating an enemy isolated from their team).

The game plan is to survive a weak laning phase (poor waveclear — meaning her abilities are slow at clearing the wave of minions, and no early kill threat) until level 6, then convert any small lead into roams and tower dives. The trick of the champion is in E placement — Akali's E first fires a shuriken; only the first enemy champion hit becomes the dash target. Mark a minion by accident and you lose the dash for the whole ability rotation (the cycle of casting Q + W + E + R one time each).

Recommended Build

Starting items: Doran's Ring Doran's Ring + 2 Health Potion Health Potions. Doran's Ring gives the AP and mana regen Akali doesn't strictly need, but the bonus damage to minions fixes her weak early waveclear; the potions cover sustain through ranged poke matchups.

Core items (in order):

  1. Hextech Rocketbelt Hextech Rocketbelt — gap-closer (an active that dashes you toward the enemy) plus burst damage; stacks with E and R so you can engage (start the fight) from out of range.
  2. Sorcerer's Shoes Sorcerer's Shoes — flat magic penetration (your spell damage ignores a slice of the enemy's Magic Resist). A direct damage upgrade for killing squishy targets.
  3. Shadowflame Shadowflame — extra burst with bonus damage when the enemy is below ~40% HP, lining up perfectly with R2 execute.
  4. Rabadon's Deathcap Rabadon's Deathcap — late-game multiplier on all your AP. Your highest-AP slot.

Situational items:

  • Zhonya's Hourglass Zhonya's Hourglass — into Zed, Veigar, LeBlanc, or any opponent whose burst arrives in the same window as yours. Its stasis active makes you invulnerable and frozen in place for ~2.5 seconds, letting you wait out their damage and finish with R2.
  • Void Staff Void Staff — swap as soon as any priority target buys a Magic Resist item; keeps your damage scaling.
  • Banshee's Veil Banshee's Veil — vs single-target magic CC (Ahri charm, Lissandra R, Twisted Fate stun); the spell shield eats their setup.
  • Riftmaker Riftmaker — alternative first item in longer fights vs bruiser-heavy compositions; trades burst for sustained damage and healing.

Boots: Sorcerer's Shoes Sorcerer's Shoes are default. Mercury's Treads Mercury's Treads is acceptable into heavy CC (Lissandra, Ahri, Galio).

Skill order: Max Q first (main damage and energy refund), E second (lower cooldown on the dash), W last. Take a point in R at levels 6, 11, 16.

Runes: Runes are passive bonuses you pick before the match starts; you choose one primary tree (5 runes) and one secondary tree (2 runes). Primary Domination with Electrocute (extra burst when you hit a target with three abilities in a row), Sudden Impact (more magic penetration after a dash), Sixth Sense for vision pressure, and Ultimate Hunter (lower R cooldown). Secondary Sorcery with Transcendence (ability haste — your abilities come back faster) and Gathering Storm (late-game AP scaling). Akali uses energy not mana, so don't pick Manaflow Band.

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions Akali beats

  • Immobile control mage without dash

    Orianna has no dash and Command: Shockwave (R) needs her ball planted in melee range. Shuriken Flip (E1+E2) closes the gap onto her face, Twilight Shroud (W) eats the Command: Attack (Q) follow-up, and R1 plus R2 execute her before Command: Protect shield arrives.

    Orianna
  • Squishy skillshot mid flex

    Ezreal lives on Mystic Shot (Q) and Essence Flux (W) linear skillshots that Akali sidesteps with Shuriken Flip (E) dash. Arcane Shift (E) is on a long cooldown — once Hextech Rocketbelt is online, Q plus empowered AA plus R2 clears him before his lane build outscales.

    Ezreal
  • Melee bruiser shoved mid

    Ruthless Predator (W) stun needs melee contact and Slice and Dice (E) is a short dash, not a real gap-closer. Akali stays at Five Point Strike (Q) kunai range, walks Twilight Shroud (W) on the commit frame, and roams the moment her wave is shoved.

    Renekton
  • Melee mid skirmisher with windup attacks

    Twilight Shroud (W) breaks Yone's Mortal Steel (Q3) knock-up target lock, and Akali's R2 Perfect Execution dashes through the Spirit Cleave (W) windup, executing him before Fate Sealed (R) lands.

    Yone
  • Scaling battlemage without dash

    Shuriken Flip (E) dodges Nevermove (E) root and Twilight Shroud (W) breaks Vision of Empire (W) lock-on damage; Demonic Ascension (R) ramp loses to a level-6 R1 plus Q burst combo before Swain stacks healing.

    Swain

Champions that beat Akali

  • Point-and-click hard CC mid

    Frozen Tomb (R) is untargetable-immune and lands on Akali mid-R1 dash — she finishes the leap frozen inside their team, no R2 recast available, dies before Twilight Shroud (W) comes off cooldown.

    Lissandra
  • Roaming mid with shroud-piercing stun

    Gold Card (W) reveals Akali through Twilight Shroud (W) invisibility and stuns on the contact frame. Her main dodge tool is useless, and Destiny (R) plus the stun cancels Perfect Execution (R1) before the R2 recommit window.

    Twisted Fate
  • Early-game lane bully with Wind Wall

    Wind Wall (W) eats every Five Point Strike (Q) poke from outside melee, so Akali cannot chip his HP pre-6. Steel Tempest (Q) plus Sweeping Blade (E) wins every short trade and shoves her under tower past her level-3 spike.

    Yasuo
  • Mobile burst mid with point-and-click CC

    Charm (E) lands on Akali during the brief reveal frames near the shroud edge and Spirit Rush (R) dodges the R2 Perfect Execution recommit window. Ahri's full Q plus W combo deletes Akali before Twilight Shroud (W) recasts.

    Ahri
  • Anti-mobility mid with passive proc on dashes

    The Doom 'n Gloom passive triggers on every Akali dash — Shuriken Flip (E), R1 leap, R2 dash — giving Vex a free fear plus Mistral Bolt (Q) burst that interrupts the R recommit. Personal Space (W) also bursts her inside Twilight Shroud.

    Vex

Key matchups

  • Galio: Hard pre-6 counter. His passive auto-attack hits hard, and his W taunt locks down your R dive. Farm safely until level 6, ping for jungle help, and only commit when his W is on cooldown.
  • Yasuo: His Wind Wall blocks Q and the E shuriken. Open with Hextech Rocketbelt Hextech Rocketbelt dash or E dash first, save Q for after his Wind Wall is down.
  • Lux: You outscale her in single combat. Dodge her Q (a long, slow line ability — try to be moving sideways when she casts) with E, then dive her at 6. Buy Zhonya's Hourglass Zhonya's Hourglass if she finishes her Luden's Companion Luden's Companion before yours.
  • Twisted Fate: A roaming race. He has the better roam tool (his R lets him teleport across the map), so you have to push your wave (force the line of minions toward the enemy tower) faster than he can leave. Track his R with vision wards (placeable items that give vision in an area) on river and tri-bush (the three-bush spot near mid lane).
  • Zed: Even matchup. He wins short trades before 6; after 6 your R can finish him on low HP. Don't all-in (commit to a full kill exchange, no retreat) unless he's burned his W shadows; otherwise he escapes your R2.

Power spikes & win conditions

  • Level 3: Full basic kit (Q + W + E). You finally have the dash + invisibility combo to trade (a short ability exchange in lane, not a full kill attempt) or disengage (escape from a fight). Look for one short trade to push lane priority (when your wave is closer to the enemy tower than yours, so you can leave lane safely) before the first jungle gank (a surprise attack from the enemy jungler).
  • Level 6: First R is the largest single spike of the game. You gain a kill threshold against any squishy target (champions with high damage and low defense, like ADCs). If the river isn't warded (covered by enemy vision wards), mid-river fights are free.
  • Hextech Rocketbelt Hextech Rocketbelt completion (~ minute 12-14): All-in damage now one-shots squishy targets through R2 execute (the R2 finishes them off when their HP is below the kill threshold). Roam to side lanes the moment your wave is pushed under the enemy tower.
  • Rabadon's Deathcap Rabadon's Deathcap online (~ minute 24-28): Burst damage scales massively. Force fights around objectives (Drake, Baron, towers) and look for back-line picks (eliminating an enemy isolated from their team) using W to flank — entering the fight from a side they're not watching, usually through unwarded fog of war (areas of the map without vision).

Common mistakes

  • All-in before level 6 with no jungle setup. Akali's pre-6 trade damage is mediocre — Q + auto-attack alone won't kill an alert opponent. Farm safely, ping for the jungler, then commit at 6.
  • Wasting E1 on a minion. The first hit of Shuriken Flip marks whatever it touches, including a minion. If your shuriken lands on a creep, you lose the dash to the champion behind it. Always angle E so the champion is the first thing the shuriken touches.
  • Auto-attacking inside your W. Acting (any spell or auto-attack) reveals you for ~0.5s. Standing inside Twilight Shroud and poking out of it doesn't keep you invisible — use W to dodge a single skillshot (an aimed ability that can be sidestepped) or to break vision before you reposition.
  • Burning R1 without a plan for R2. R1 alone lands you in the middle of the enemy team. Always have an R2 target lined up — either as the killing blow or as an escape dash.
  • Building bruiser items into a squishy enemy team. Items like Riftmaker Riftmaker trade burst for sustain. Against a team of fragile carries you want pure burst (Hextech Rocketbelt Hextech Rocketbelt + Shadowflame Shadowflame), not durability.

Advanced tip

Drop Twilight Shroud (W) the instant R1 lands. The shroud pops at your feet right as you arrive in the middle of the enemy team, breaking their target lock (forcing the enemy to re-select you, since you became untargetable for a moment) for the half-second window before they can re-click on you. Used well, it lets you reposition for R2 execute or even cancel the all-in if the trade looks lost — and the enemy support's peel ability (the spell that protects their carry) often lands on empty space because you became untargetable mid-engage.

Past patches

No previous versions available.

Related mid guides