- Tier
- T5
- Peringkat
- #161
- Rasio menang
- 45.37%
- Rasio pilih
- 0.86%
Thresh saat ini masuk kategori T5 dalam data ARAM Mayhem. Lihat panduan champion

Akali saat ini masuk kategori T5 dalam data ARAM Mayhem.
Akali the Rogue Assassin
She is a strong pick when you can land her Q consistently and manage her energy with passive procs. Mayhem's faster pace lets her reset more often, but burst damage is higher across the board, so mistimed engages get punished hard. If your team lacks engage, you will feel pressure to force bad dives.
Play as a dive assassin who waits for cooldowns to drop before going in. Use shroud to reposition and dodge key abilities, not just to hide. You want to flank squishies after the initial frontline clash, when enemy peel tools are on cooldown.
Always auto-attack after casting Q when the ring appears, since the empowered attack restores energy and deals bonus damage. In extended fights, weave these procs between abilities or you will run dry quickly. Kite backwards while charging the empowered auto to create space before re-engaging.
Lead your target slightly since the shuriken travel time matters at max range. In Mayhem's chaotic fights, aim where enemies are pathing toward their allies rather than where they currently stand. Short-range Qs are easier to land and let you proc passive faster for sustained damage.
Drop it on top of high-value targets to force them out of position, or use it defensively when you get focused after diving. The shroud zones area control, so place it in chokepoints or near objectives. Never waste it just to poke, because the cooldown is your only safety tool.
Use E1 to gap close or dodge a critical skillshot while starting your combo. Save E2 for the execute damage when enemies are low, or to reposition if the fight shifts. If you use both charges for damage with no escape plan, you are dead if the target survives.
R1 is your primary engage tool—use it to reach the backline when you see a squishy isolated. R2 executes low-health targets and deals true damage, so save it for the finish rather than opening with it. If you R1 into a stacked enemy team without a plan, you will get burst down before R2 matters.
R1 to engage, Q immediately, auto-attack for passive, then E1 to stick and E2 to finish. Drop shroud mid-combo if they turn on you, then keep weaving Q and empowered autos. Against tankier targets, you may need two rotation cycles, so save E2 for when they are actually low.
Hextech Rocketbelt is the standard rush for the extra dash and magic penetration, making your combo smoother. Lich Bane pairs well with your passive procs for burst. If against heavy magic burst, consider Banshee's Veil early; against tanks, Liandry's Torment adds burn damage to your sustained poke.
Sorcerer's Shoes maximize your damage against squishies. Mercury's Treads are worth it if they have heavy crowd control or magic damage that is shutting you down. Plated Steelcaps help against auto-attack heavy comps, but you sacrifice kill pressure.
Look for augments that boost ability power, magic penetration, or cooldown reduction to increase your rotation frequency. Mobility augments help you flank and escape, which fits her assassin pattern. Avoid pure tank or support augments since they dilute your one-shot potential.
You have to dodge early poke and wait for Snowball or R1 to close the gap. Once you engage, commit fully because backing off means taking free damage with no trade. Your shroud blocks vision, so use it to break their targeting rhythm while you reposition.
Heavy crowd control like Veigar, Morgana, or Leona shuts you down if they save spells for your dive. Long-range poke like Xerath or Ziggs can chunk you before you ever get in range. In these games, play patient and look for flanks rather than frontal engages.
Stop trying to one-shot targets and focus on sustained damage with Q and passive procs. Use shroud to zone and create space for your team rather than diving solo. Look for cleanup kills on low enemies after your frontline initiates.
Snowball gives you an extra engage tool and lets you close distance before committing R1. Flash is better for instant repositioning or escaping over walls when shroud is down. Many Akali players run both for maximum mobility, but if choosing one, Snowball fits Mayhem's constant fighting better.