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General Information
TitleThe Rogue Assassin
Release DateMay 11th, 2010
Cost3150 BE 790 RP

575 (+ 95)

HP Regen
8 (+ 0.5)

200 (+ 0)

Energy Regen
50 (+ 0)


Attack Dmg
62.4 (+ 3.3)

Attack Spd
0.625 (+ 3.2%)


23 (+ 3.5)

Magic Resist
37 (+ 1.25)

Akali is a champion in League of Legends.


For outdated and now non-canon lore entries, click here.
  • Biography
  • Story
Abandoning the Kinkou Order and her title of the Fist of Shadow, Akali now strikes alone, ready to be the deadly weapon her people need. Though she holds onto all she learned from her master Shen, she has pledged to defend Ionia from its enemies, one kill at a time. Akali may strike in silence, but her message will be heard loud and clear: fear the assassin with no master.

Ionia has always been a land of wild magic, its vibrant people and powerful spirits seeking to live in harmony… but sometimes this peaceful equilibrium does not come easily. Sometimes it needs to be kept in check.

The Kinkou are the self-appointed keepers of Ionia’s sacred balance. The order’s loyal acolytes walk the spirit and material realms, mediating conflicts between them and, when necessary, intervening by force. Born among their ranks was Akali, daughter of Mayym Jhomen Tethi, the renowned Fist of Shadow. Mayym and her partner Tahno raised their daughter within the Kinkou Order, under the watchful leadership of Great Master Kusho, the Eye of Twilight.

Whenever her parents were called away, other members of the order stepped in as Akali’s surrogate family. Kennen, the Heart of the Tempest, spent many hours with the young girl, teaching her shuriken techniques, and emphasizing speed and agility over strength. Akali was a precocious child, and soaked up the knowledge like a sponge. It became clear to all that she would follow her parents’ path—along with the Great Master’s son and appointed successor Shen, she would lead a new generation dedicated to preserving Ionia’s balance.

But balance can be fleeting. The order found itself divided.

A wayward acolyte named Zed returned, and clashed violently with Kusho, wresting power in a bloody coup. Akali fled into the eastern mountains along with Mayym, Shen, Kennen, and a handful of other acolytes. Sadly, Tahno was not among them.

Zed’s transformation of the Kinkou into the merciless Order of Shadow was almost complete. But, as the new Eye of Twilight, Shen intended to rebuild what had been lost. They would return to the Kinkou’s three fundamental philosophies: the pure impartiality of Watching the Stars, the passage of judgment in Coursing the Sun, and the elimination of imbalance by Pruning the Tree. Even though they were now few, they would train neophytes to restore and grow their numbers once more.

When Akali came of age at fourteen, she formally entered her Kinkou training, determined to succeed her mother as the new Fist of Shadow.

She was a prodigious fighter, and mastered the kama and kunai—a handheld sickle and throwing dagger. Though she did not possess the magical abilities of many of her fellow acolytes, she proved to all she was worthy of the title, in time allowing her mother to step down and help mentor the younger neophytes.

But Akali’s soul was restless, and her eyes were open. Though the Kinkou and the Order of Shadow had come to an uneasy accord in the wake of the Noxian invasion of Ionia, she saw that her homeland continued to suffer. She questioned whether they were truly fulfilling their purpose. Pruning the Tree was meant to eliminate those who threatened the sacred balance... yet Shen would always urge restraint.

He was holding her back. All the mantras and meditations could quiet her spirit, but such platitudes would not defeat their adversaries. Her youthful precociousness turned to outright disobedience. She argued with Shen, she defied him, and she took down Ionia’s enemies her way.

In front of the whole order, she declared the impotence of the Kinkou, all its talk of spiritual balance and patience accomplishing little. Ionians were dying in the material realm, and that was the realm Akali would defend. She was trained as an assassin. She was going to be an assassin. She did not need the order anymore.

Shen let her go without a fight, knowing this was a path that Akali must walk alone. Perhaps that path would bring her back one day, but that would be for her to decide.

"If you look dangerous, you better be dangerous."

- AkaliSquare.png Akali


Ah— Hey! Bo’lii!” I cry out. “Cut me a little deep, don’t you think?”

I crane my head up and around from the wicker mat I’m lying prone on to stare right into the eyes of the vastaya kneeling over me. I can feel the blood sliding down my back.

“How about you be a little more careful?” I add.

Bo’lii pulls his qua’lo and mulee away from my shoulder, the tools of a tattoo artist, like a hammer and chisel, made from serpent bone. Some use other animals or metal, but the serpent bones are just hollow enough to give the ink the fine line that a master like Bo’lii demands in his work. A little more of my blood drips off the mulee and onto my back. He smiles, dabs it with a swatch of old linen and shakes his head. Then he holds up his hands and shrugs, as if to ask, You want me to stop?

The words don’t come. Noxian soldiers took most of his tongue long before I began coming here, but I know him well enough to know what a look can say. His work is more than a fair trade for a little discomfort.

And the blood? I can take a little blood. A lot, if it’s not my own.

“Just clean it up a little, okay? I don’t think we have much time,” I tell him.

Bo’lii begins tapping the mulee with the qua’lo and adding the ink. He has the best inks, rich colors made from crushed Raikkon wild berries and the enchanted flower petals found only on the southern faces of the Vlonqo cliffs. He is a master, and I am honored to be his canvas.

I started coming to Weh’le not long after I stopped listening to Shen. All those years in the Kinkou Order “treading carefully”? No. Shen was wrong about that. About me.

Restraint has never been my thing.

I turn back around on the mat and rest my chin on top of my hands. Keeping my eyes trained on the door that leads into Bo’lii’s tavern. His place is clean, but the air hangs heavy with guilt. The tavern is home to a collection of thieves, rogues, and bad decisions. People come to Bo’lii’s to arrange a way out of Weh’le. Out of Ionia. Because getting into Weh’le is hard… but getting out is even harder.

Weh’le is a phantom port, a hidden coastal village, protected by the mystical properties of Ionia. Unlike Fae’lor, she doesn’t welcome outsiders, and you won’t find her on the maps. Should Weh’le appear at all, it is always on her own terms, daring people into doing very dumb things.

Most approach from the sea, dreaming of riches, discovery or maybe just a new start, only to have their hopes dashed in an instant. First, the shoreline that once called to them vanishes behind a dense wall of cobalt fog crackling with arcane power. The sea rises and falls violently before unleashing torrents of crushing waves. As the survivors cling to their splintered vessel, the fog pulls back for the briefest of moments, allowing them one look at the flickering lanterns of Weh’le cruelly saying goodbye just before the water pulls them down to the bottom of the Breathless Bay.

I can’t do anything about those people. Not my people. Not my problem.

Bo’lii stops tapping. I’m here for someone else entirely.

I feel my satchel against my thigh. It puts me at ease, although I would rather have it on me. From there, I could fire three kunai into three hearts on instinct. Three kills without a thought. Where it is now, I’d have to think a little.

I look up just in time to see the man come through the front door. He is flanked by three guards in their battle dress.

“Well, that makes it easy… I wonder which one I’m supposed to kill?” I mock.

Bo’lii laughs. He can still do that, even without a tongue. It sounds a little weird, but it’s real. He shakes his head again, and does that thing he always does. With a series of hand movements and head nods he tells me to try and do my business outside this time, after they leave his establishment.

“You know I can’t promise that,” I say as I check my satchel, and turn towards the din of the tavern.

I pause at the doorway and turn back to him.

“I’ll do what I can,” I say, before lifting the mask over my face. I don’t mind them seeing me, but if they saw me laughing at them, I think it would be just too much.

The guy with the guards is my people—a high councilman from Puboe, a place not far from the Kinkou Order. But, like many, he sold out his people to the invaders for gold and safe passage to Weh’le, and beyond. So now he is my problem.

But this is as far as he will get. Sure, I could’ve taken him out in his sleep at the inn, or when they made camp along the road to Weh’le, but where’s the fun in that? I want him to taste the salt air. I want him to feel a sense of relief before the end comes. But I also want the others to see him pay for his crimes, and know that this will not stand.

Actions have consequences.

I approach without a sound. His hands are shaking as he raises a mug of ale to his lips. His guards stand in his defense when they notice me. I’m impressed.

“Nice to see manners around here for a change,” I say with a smile they cannot see.

“What’s your business, girl?” One of them asks through a plate of pitted and tarnished steel.

“Him,” I say pointing with my kama. It glistens with hues of the magic it was forged in. “He’s my business right now.”

The guards draw their weapons, but even before they can step towards me, they disappear in a thick ring of blinding smoke. The kunai begin to fly, hitting their targets with a satisfying flesh and bone THUNK.

One. Two. Three.


I send two more kunai in that direction. A clang of metal, followed by the THUCK-THUCK of them ricocheting into the walls.

More footsteps.

“Aw, you’re gonna bleed!” I call out, flinging a single shuriken from my hip, and flipping across the room, following in its wake.

I break through the smoke to see the last guard splayed out on the ground next to the door. The three prongs are lodged deep in his windpipe—I can see his chest rising and falling ever so slightly. I grab him by the collar, raise him up, just to be sure.

“Almost…” I whisper.

At that moment, I hear a gurgling behind me. I turn to see the councilman through the receding smoke, bleeding out on the floor. His eyes are open, darting back and forth across the tavern, wondering what just happened.

He looks so peaceful now.


Assassin's Mark.png Assassin's Mark [Passive]

Innate: Dealing spell damage to a champion reveals an energy ring around them.

When Akali crosses the ring, she extends her kama and empowers it. Her next attack has doubled range, deals bonus magic damage, and restores Energy.

When the ring forms, Akali gains a burst of speed toward it for 2 seconds. Once she crosses the ring, Akali gains a burst of speed toward enemies for 2 seconds.

Magic Damage: 39 - 180 (based on level) (+60% bonus) (+50%)
Energy restored: 10 / 15 / 20 / 25 / 30 (at levels 1/5/9/13/17)
Five Point Strike.png Five Point Strike [Q]
Cost: 120 / 115 / 110 / 105 / 100 Energy Cooldown: 1.5s Range: 500

Five Point Strike 2.png
Active: Slings kunai in an arc, dealing magic damage. Enemies at the tip are briefly slowed by 50%.

At max rank, deals 125% damage to minions and monsters.

Magic Damage: 25 / 50 / 75 / 100 / 125 (+65% total) (+60%)
Twilight Shroud.png Twilight Shroud [W]
Cost: Restores 80 Energy Cooldown: 20 seconds Range: 250 Area of Effect: 750

Active: Drops a smoke bomb, unleashing a spreading cover of smoke that obscures Akali from enemy vision and grants her Movement Speed, decaying over 2 seconds.

Entering or exiting obscured extends Shroud's duration by 3 seconds.

While invisible, Akali is stealthed and cannot be selected by hostile spells or attacks, even if revealed - except turrets.

Movement Speed: 20 / 25 / 30 / 35 / 40%
Duration: 5 / 5.5 / 6 / 6.5 / 7 seconds
Shuriken Flip.png Shuriken Flip [E]
Cost: 30 Energy Cooldown: 16 / 14.5 / 13 / 11.5 / 10s Range: 650

Shuriken Flip 2.png
Active: Flip backward and fire a shuriken forward, dealing physical damage and marking the first enemy or smoke cloud hit.

Re-cast: Dash to the marked target, dealing the same damage.

Shuriken & Dash Damage: 50 / 85 / 120 / 155 / 190 (+35% total) (+50%)
Perfect Execution.png Perfect Execution [R]
Cost: No Cost Cooldown: 120 / 90 / 60 Recharge: 30 / 22.5 / 15 seconds Range: 675; 675 - 825

Perfect Execution 2.png
Active: Two dashes: The first vaults over enemies, dealing physical damage.

The second is a piercing thrust that executes, dealing magic damage based on missing health.

Physical Damage: 125 / 225 / 325 (+50% bonus)
Min Magic Damage: 75 / 145 / 215 (+30%)
Max Magic Damage: 225 / 435 / 645 (+90%)

Patch History[edit]

Patch 10.3

SHURIKEN FLIP DAMAGE : [40/70/100/130/160] 50/85/120/155/190 physical damage per cast
PERFECT EXECUTION COOLDOWN : [160/130/100 seconds]
120/90/60 seconds
R1 - PERFECT EXECUTION DAMAGE : [85/150/215 physical damage]
125/225/325 physical damage

Q cost increased. W shroud movement speed increased and now decays. R now targets champions, not direction.

As promised, we've done some major work on Akali that's going live this patch. these changes are the result of her presence in pro play and aim to trim power there more than for every day players. With that in mind, one of the biggest issues we wanted to tackle was the sheer number of options she had when approaching fights or surviving bad situations. She was way too flexible, being able to split push and teamfight, while also not being committed to a specific playstyle (early domination, scaling, etc.).

Five Point Strike.png Q - Five Point Strike

COST : [100/95/90/85/80]

Twilight Shroud.png W - Twilight Shroud

MOVEMENT SPEED IN SHROUD : [20/25/30/35/40% movement speed]
30/35/40/45/50% decaying for 2 seconds on cast

Perfect Execution.png R - Perfect Execution

R1 TARGETING : [Target direction] Targeted enemy champion
R1 DASH DISTANCE : 675-825 based on distance from enemy

Patch 9.24 Removed the hitbox behind Akali so her Q only goes forward; Q minion and monster damage decreased.

This is a pro-facing specific change we're making since many pro players use this uniquely shaped hitbox to waveclear optimally, while most other players have a hard time accessing and utilizing it properly.

Five Point Strike.png Q - Five Point Strike

HITBOX Removed the hitbox behind her
RANK 5 MINION AND MONSTER DAMAGE : [33%] 25% bonus magic damage

Patch 9.23

Loading screen borders are now uniquely colored per skin

Patch 9.19
R2 max damage increased.

We also overnerfed Akali in 9.18. With her ultimate now sufficiently gated, we're returning some of the damage.

Perfect Execution.png R - Perfect Execution

R2 MAXIMUM DAMAGE : [195/420/645]

Patch 9.18
R cooldown increased early. R1 stun removed. R2 base maximum damage decreased early.

Similar to Aatrox, we're focusing our changes on Akali's pro presence, specifically in limiting her power before her level 11 spike. We're removing the stun on her R1 too to increase counterplay and open up the number of champions that can play against her. Ultimately, we think it's a good change for her in the long term.

Perfect Execution.png R - Perfect Execution

R1 STUN Akali no longer stuns her enemies for 0.5 seconds
R2 MAXIMUM DAMAGE : [255/450/645]
COOLDOWN : [120/110/100]

Patch 9.14

BASE HEALTH : [550] 575

W cooldown flattened; energy restore flattened; duration extension removed; stealth type changed. Q AP ratio increased. E damage increased. R cooldown increased.

We're taking some steps to make Akali a little less slippery while buffing her in other areas. By changing her stealth type to Invisibility, she'll now be revealed by true sight, giving more enemies a way to find her when she's in her shroud. Additionally, there will be a higher cost when she chooses to use her ultimate as a means of escape. But on the plus side, the buffs to her energy restore and damage on her E will help her stay lethal against any unfortunate, caught-out enemy.

Base Stats

MAGIC RESIST : [32.1] 37

Five Point Strike.png Q - Five Point Strike

RATIO : [0.5] 0.6 ability power

Twilight Shroud.png W - Twilight Shroud

STEALTH TYPE : [Obscurity] Invisibility (Akali is now fully revealed by True Sight effects, rather than only her outline)
COOLDOWN : [25/22/19/16/13]
20at all ranks
ENERGY RESTORE : [40/50/60/70/80]
80 at all ranks
DURATION EXTENSION Twilight Shroud's duration no longer extends if Akali breaks invisibility by basic attacking or using abilities

Shuriken Flip.png E - Shuriken Flip

SHURIKEN DAMAGE : [70/105/140/175/210 (+0.7 bonus AD)]
40/70/100/130/160 (+0.35 total AD)
SHURIKEN AP RATIO 0.5 ability power
DASH DAMAGE : [50/80/110/140/170 (+0.7 bonus AD)]
40/70/100/130/160 (+0.35 total AD)
DASH AP RATIO 0.5 ability power

Perfect Execution.png R - Perfect Execution

COOLDOWN : [100/85/70]

Patch 9.11
Passive energy refund decreased late; damage ratio decreased.

We're lowering Akali's ability to deal consistent and sustained damage, a strength that's a huge part of her power discrepancy between the highest level play and everyone else.

Assassin's Mark.png Passive - Assassin's Mark

ENERGY REFUND 10/20/30 : [10/15/20]
DAMAGE RATIO : [0.9 bonus AD and 0.7 AP]
0.6 bonus AD and 0.5 AP

Patch 9.9
W extended duration when breaking invisibility decreased; cooldown increased early.

We want Akali to have more windows of vulnerability, especially during laning where she's often too safe in her shroud.

Twilight Shroud.png W - Twilight Shroud

COOLDOWN : [21/19/17/15/13]

Patch 9.5
Ring movement speed durations increased. Stealth from turrets adjusted. E damage increased. R cooldown decreased.

When we nerfed Akali in 9.3, we swang hard on the parts of her kit that frustrated opponents most and caused issues specific to particular skill levels. This left her in a sad state, but we needed to be sure that the mechanics we removed were actually what made Akali problematic. Given the depth of 9.3's changes (mechanical changes have more ramifications than buffing or nerfing damage numbers), if we had tried to keep Akali's overall strength unchanged, she might have remained dominant, making it hard to tell what—if anything—our nerfs actually did. Two patches out, we've confirmed that removing Akali's Q heal and W turret stealth went a long way toward making her a healthier champion, so we're now going back in cautiously to bring her back up.

Assassin's Mark.png Passive - Assassin's Mark


Twilight Shroud.png W - Twilight Shroud

STEALTH FROM TURRETS : Akali is now only revealed by turrets within a turret's attack range, rather than its sight range
PEEK-A-BOO : Akali now only needs to exit and re-enter her shroud once to extend the shroud's duration by the maximum 3 seconds, rather than extending it by 0.5 seconds six times

Shuriken Flip.png E - Shuriken Flip

FIRST CAST DAMAGE : [60/90/120/150/180]
SECOND CAST DAMAGE : [60/90/120/150/180]

Perfect Execution.png R - Perfect Execution

COOLDOWN : [120/100/80]
100/85/70 seconds

Patch 9.3
Health regen increased. Q no longer heals. Turrets reveal Akali through Shroud. W cooldown increased late.

First thing's first: We're removing Akali's ability to hide from turrets, which has been the most contentious part of her update. Many of you are asking why it took us half a year to get here, and the answer is that Akali depended on turret stealth to dive as effectively as other assassins. Ultimately, though, Akali has so many strengths (the ability to switch targets mid-fight without giving up kill pressure, and four forms of mobility, among others) that she doesn't need to also be a reliable turret diver. Given Akali finds better success in longer fights than other assassins, the short duration of turret dives make sense as a weakness, which they now are. The cooldown nerf is simpler: We're reducing Akali's late-game access to Shroud's defenses. With that out of the way... Five Point Strike nerf. Akali's become blind-pickable in higher echelons of play and Q's heal is a huge part of that: PvE sustain lets Akali survive matchups where she should be getting shoved out of lane if not outright dying to aggression. We're giving her more health regen to soften the blow, but are well aware it's a power-down overall. We'll be keeping a close eye on how Akali lands in both pro and regular play (did the W change reduce frustration? Did the Q change open up meaningful counters?) then decide on how to bring her back up. In the meantime, you can probably stop permabanning her.

Base Stats

HEALTH REGEN : [3.5] 6

Five Point Strike.png Q - Five Point Strike

HEAL Akali no longer heals for 5/10/15/20/25 (+0.2/0.25/0.3/0.35/0.4 total AD) (+0.2/0.25/0.3/0.35/0.4 AP) if Five Point Strike hits at least one enemy when cast at 180 or more energy

Twilight Shroud.png W - Twilight Shroud

STEALTH FROM TURRETS Twilight Shroud no longer prevents turrets from revealing Akali
COOLDOWN : [21/18.5/16/13.5/11]
21/19/17/15/13 seconds

Patch 8.24
W duration decreased.

We're exploring deeper changes to Akali to address the frustration she causes for opponents independent of whether she's strong or weak. In the meantime, we're reducing Twilight Shroud's duration to be more appropriate for the zoning power it offers when used aggressively.

Twilight Shroud.png W - Twilight Shroud

DURATION : [5/5.5/6/6.5/7]
4/4.5/5/5.5/6 seconds

Last-hit assistance removed. W cooldown increased early. R damage decreased early; increased late.

With Akali's initial (re)learning curve pretty far back in the rear-view mirror, we're reducing several margins for error. Less reliable income, access to Shroud's protection, and executes in lane will force the Rogue Assassin to work harder to secure an early advantage. A late-game damage lift, on the other hand, allows Akalis who pass these challenges to press their advantage harder.


CHEATER CHEATER No longer has 4 last-hit assistance

Twilight Shroud.png W - Twilight Shroud

COOLDOWN : [17/15.5/14/12.5/11]
21/18.5/16/13.5/11 seconds

Perfect Execution.png R - Perfect Execution

BASE DAMAGE : [100/150/200]

R base damage decreased.

Akali is too reliably snagging kills when she comes into a fight with all her tools available. We're trimming damage off the lower-counterplay part of her all-in to keep her as untouched as possible in other situations.

Perfect Execution.png R - Perfect Execution

BASE DAMAGE (BOTH CASTS) : [120/180/240]


Akali, the Rogue Assassin strikes in patch 8.15! Make your own path with these links:

Akali Splash 0.jpg

Akali Splash 1.jpg
Akali Splash 2.jpg
Akali Splash 3.jpg
Akali Splash 4.jpg
Akali Splash 5.jpg
Blood Moon
Akali Splash 6.jpg
Akali Splash 7.jpg
Akali Splash 8.jpg
For full-res splashes, grab the League Displays app!


BASE HEALTH : [587.8] 593
BASE ARMOR : [26.38] 31

Passive AP Ratio up, W cooldown reduced.

Akali already bops the people she’s supposed to be bopping. The problem is that even when she gets going, she doesn’t bring games to an end with enough reliability.

Twin Disciplines.png Passive - Twin Disciplines

RATIO : [0.65] 0.75 ability power

Twilight Shroud.png W - Twilight Shroud

COOLDOWN : [20] 18 seconds

R ratio up.

Akali’s finally reached a stable (though slightly below-average) state following her changes in the assassin update. Given that her core item is being nerfed this patch (see more in the Items section!), we’re taking the opportunity to not only offset the hit to Gunblade, but get Akali to a slightly stronger spot than she was at before.

Shadow Dance represents a lot of what we like about Akali’s kill pattern - it’s telegraphed, has appropriate downtime between casts, and gives the opposing team time to react with their abilities to help peel her prey. Considering all of that, we feel like it’s a good spot to help Akali successfully chain from one kill to the next once she gets going.

Shadow Dance.png R - Shadow Dance

RATIO : [0.25] 0.35 ability power

Passive procs on turrets.

When we shifted Twin Disciplines from an always-on effect to one compressed into two procs, we held off on allowing it to work on structures. This was a hit to Akali’s pushing strength, given her basic attacks against structures lost some AP scaling without reaping the benefits of the updated Twin Disciplines. We did this to maintain Twin Discipline’s combat focus for the first release of her update, ensuring we’d have a clearer read on follow-up balance needs (see: last patch’s ratio buffs). Now that things have settled a bit and we’ve had a chance to observe how all the changes are playing out, we’re comfortable giving back Twin Disciplines’ pushing potential.

Twin Disciplines.png Passive - Twin Disciplines

NINJA PUSHING : Can now be used against structures

Passive AP ratios up. W cost down. E ratios up.

Akali’s update was focused around shifting her damage pattern into repeated, telegraphed spikes. We’re happy with how that pattern’s shaken out, but after a little time in the wild it’s clear that those ‘spikes’ of damage aren’t as sharp as they need to be. For Akali to do her job she’s gotta have the potential for lethal damage, so we’re administering a booster-shot to her scalings to keep her damage threatening.

Twin Disciplines.png Passive - Twin Disciplines

HEAL RATIO : [0.6 bonus attack damage + 0.3 ability power] 0.6 bonus attack damage + 0.45 ability power
DAMAGE RATIO : [0.5 bonus attack damage + 0.5 ability power] 0.5 bonus attack damage + 0.65 ability power
BUGFIX : Fixed a bug where damage from Twin Disciplines and Mark of the Assassin would not count towards Thunderlord’s Decree

Twilight Shroud.png W - Twilight Shroud

COST : [80/75/70/65/60 energy] 60/55/50/45/40 energy

Crescent Slash.png E - Crescent Slash

RATIO : [0.7 bonus attack damage + 0.5 ability power] 0.8 bonus attack damage + 0.6 ability power

Passive causes Akali’s next two attacks to heal and deal bonus damage. W teleports Akali to the cast location.

If you’ve been keeping up with the Assassin notes so far, you’re probably noticing a pattern - each update contain equal parts ‘how do we make this less frustrating?’ and ‘how do we make this feel cooler? Akali’s no different. On the subject of making her more unique, we’re playing up Akali’s ‘smoke bomb’ to feel like a more potent defensive tool, giving her more ninja-like ways to juke, dodge, and mindgame her opponents in combat. As for answering that first question, we’re focusing more of her damage in repeatable, telegraphed spikes, ala Mark of the Assassin. We’re not re-inventing the wheel, but Akali’s update should appeal to those patient enough to wait for the right moment to strike.

Twin Disciplines.png Passive - Twin Disciplines
Akali’s first two attacks have bonus effects. Akali’s first basic attack heals her, while the second deals bonus damage. A few seconds after her first attack, this resets.

COOLDOWN : 8/7/6/5/4 after first attack (at levels 1/3/5/7/9)
FIRST STRIKE HEALING : 5-60 (at levels 1-18)
HEALING RATIO : 0.6 bonus attack damage + 0.3 ability power
SECOND STRIKE BONUS DAMAGE : 10-100 (at levels 1-18)
SECOND STRIKE RATIO : 0.5 bonus attack damage + 0.5 ability power

Twilight Shroud.png W - Twilight Shroud

SMOKE BOMB Now teleports Akali to the cast location, placing Twilight Shroud at her original position
CAN’T CAST THAT YET Casting Twilight Shroud places Akali’s other abilities on a 0.5 second global cooldown
SPEEDY SHROUD Akali now retains Twilight Shroud’s full bonus movement speed value until she leaves the area

Crescent Slash.png E - Crescent Slash

COOLDOWN : [5/4/3/2/1 second] 5/4.5/4/3.5/3 seconds
DAMAGE : [30/55/80/105/130] 70/100/130/160/190
RATIO : [0.4 ability power + 0.6 total attack damage] 0.5 ability power + 0.7 bonus attack damage
ALMOST GOT THE RESET If Crescent Slash kills a unit, its cooldown is 60% refunded

Shadow Dance.png R - Shadow Dance

COOLDOWN : [2/1.5/1 second] 2 seconds
DAMAGE : [100/175/250] 50/100/150
RATIO : [0.5 ability power] 0.25 ability power

Q returns more energy. R's speed increased.

When we set out to make Duskblade (the shiny new assassin item you can read all about below), we evaluated a lot of our assassins together to see if anyone was significantly ahead or behind the pack. When looking at those left behind, it's no surprise we found Akali in much need of some love.

Most assassins are measured on two major axis: time needed to kill a squishy, and what movement / utility is available to get to the next target (this cycles back and forth). On our current assessment, Akali's pretty good on the former, so we're looking into the latter.

Mark of the Assassin.png Q - Mark of the Assassin

ENERGY RESTORE : [20/25/30/35/40 energy] 40 energy at all ranks

Shadow Dance.png R - Shadow Dance

DASH SPEED : [1600] 2000

If Akali Qs someone, Shadow Dance will bring her much closer to them. Otherwise all of her R dashes are slightly closer in general.

"Our bad on this one. Adding a little more intelligence to Akali's dashes, where they'll try to adjust distance according to her needs."
  • Shadow Dance.png R - Shadow Dance
    • [NEW] CAN YOU FEEL THE LOVE TONIGHT : Now gives 50% less passthrough distance versus targets marked by Mark of the Assassin

E's cooldown is lowered. R dashes through units.

" A number of patches back, we reduced some of Akali's ability to click on - and delete - squishy enemies. This time around we're looking to give her back some viability and power, but not in the cases where she was raising alarm. In other words, we want Akali to be able to contend when she shows up, but we don't want to just do it by exacerbating her frustrating gameplay. You'll see this strategy in our changes to E's utility (wave clear and as an energy dump), as well as R positioning Akali much closer to her target so she can actually get off a Q proc."
  • Crescent Slash.png E - Crescent Slash
    • COOLDOWN : 7/6/5/4/3 seconds 5/4/3/2/1 seconds
    • RATIO : 0.3 ability power 0.4 ability power
  • Shadow Dance.png R - Shadow Dance
    • HOLD ME CLOSER, SHADOW DANCER : Shadow Dance now dashes Akali through her target


Crescent Slash no longer procs Q, and R's range has been reduced.

"We're going to be blunt: Akali is a prime example of an assassin with low counterplay, largely due to her reliability and target selection. While Akali's ability to blow up highly mobile targets is valuable, it also means that once she gets even slightly ahead, she's got all the tools to smash her way to a victory. With these changes, Akali will have to be a little more clever with her use of Twilight Shroud to proc Mark of the Assassin, opening up more difficult matchups against melee champions that she previously dominated. Or, as Akali would say, "As balance dictates."
Sorry, had to."
  • Crescent Slash.png E - Crescent Slash
    • [REMOVED] SORRY AKALI : Crescent Slash no longer detonates Mark of the Assassin
  • Shadow Dance.png R - Shadow Dance
    • RANGE : 800 700
    • CLARITY! : Fixed a bug where Shadow Dance stacks were not visible to other champions

No more bonus resistances when Akali is in her shroud, but now whenever she stealths she gets a significant movement speed boost.

"Akali's one of those champions who, when she gets ahead, completely circumvents her meaningful weaknesses by having extra resistances from Twilight Shroud. A fed Akali ultimately turns into a bruiser-assassin Akali who hops into a fight, tanks out damage in Twilight Shroud, and then continues to obliterate the squishies. Rather than removing her defensive mechanics completely, we wanted to focus Akali's skills on more ninja-y things, hence the heavier focus on sneaking and agility. This also allows us to reinforce the proper counterplay to Akali (reveal her in stealth and beat her up), give her better themed mechanics, all while reiterating her focus on opportunistic assassinations. Up front: this is meant to be an overall nerf, but we hope Akali players will be more focused on the cool plays they can make with this new mechanic. "
  • Twilight Shroud.png W - Twilight Shroud
    • NEW NOW WITH MORE NINJA Twilight Shroud now gives +20/40/60/80/100% movement speed each time Akali stealths, rapidly decaying over the course of 1 second
    • REMOVED RESISTANCE IS FUTILE Akali no longer gains bonus armor and magic resistance while in Twilight Shroud


"As we've mentioned previously, the splash art team is engaged in a long-term effort to update our oldest base splashes. We've got a few more fresh updates for this patch. Yes, this is the same context we used in 4.15. "
  • SPLASH The following champions have received updated base splashes (click the portraits for the full image!):


  • Shadow Dance.png R - Shadow Dance
    • CLARITY :: AkaliSquare.png Akali's Shadow Dance stacks can once again be seen in her buff bar

These two changes are intended to give Akali's kit some utility. With Twilight Shroud now granting vision where it's placed, Akali can perform interesting jungle and lane jukes by first casting Twilight Shroud to gain vision of an enemy or jungle monster, and then using Shadow Dance as an escape tool. Overall, it should be a cool little trick that adds some depth to this ability.

  • Twilight Shroud
    • Now grants vision in the area of effect
  • Shadow Dance
    • Essence of Shadow charge time reduced to 30 / 22.5 / 15 seconds from 35 / 25 / 15

v3.05 Balance Update

  • 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


  • 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


  • 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%


  • Base Movement Speed increased by 25.


  • Bug with Mark of the Assassin fixed so that it now correctly grants the energy return when the target is killed by the magic damage from her passive.


  • Mark of the Assassin's tooltip now states the correct energy return amount


  • Crescent Slash
    • Energy cost reduced to 60 / 55 / 50 / 45 / 40 from 60 at all ranks
    • Activates Mark of the Assassin's secondary damage


  • Base armor increased to 20 from 17
  • Base health increased to 530 from 510
  • Fixed a bug where Shadow Dance's recharge time wouldn't update with new ranks or cooldown reduction until reaching full ammo charges (3)
  • Fixed a bug where Twilight Shroud was not applying assists properly


  • 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


  • Fixed a bug where AkaliSquare.png Akali and WukongSquare.png Wukong could get stuck in their dash animations


  • The cooldown before Akali's next Shadow Dance charge and her current stacks are now shown in the smae buff


  • If Akali uses Shadow Dance on a champion, she will attempt to attack the target upon successfully arriving


  • Adjusted Twin Disciplines to trigger at 9.5 damage and 19.5 ability power to account for rounding


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


  • Twin Disciplines no longer deals bonus damage to towers


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


  • Black Shield now only blocks disabling buffs (stuns, silences, taunts, blinds, slows, fears, roots, snares, and suppressions). For example, Akali's Mark of the Assassin, Soraka's Starcall, and Morgana's Tormented Soil will now go through Black Shield. The damage they deal will still be absorbed.


  • The time to gain Essence of Shadow charges is now reduced by cooldown reduction effects. THe time to gain the next charge does not progress while Akali is at maximum charges.


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


  • Twin Disciplines (Passive) will not gain 1% spell vamp for every 5 additional attack damage, up to 1% from every 10 additional attack damage


  • Shadow Dance will now gain an Essence of Shadow charge on champion kills and assists in addition to her standard accumulation over time method


  • Twilight Shroud
    • Now grants additional magic resist equal to the armor values
    • Now lasts for 8 seconds at all levels


  • Fixed a bug with Akali's attack timing
  • Using a potion while in Twilight Shroud will no longer break Akali out of stealth


  • Fixed a bug where Mark of the Assassin would proc even if you miss or are dodged
  • Fixed a bug where her Twin Discipline passive 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 has spell vamped for too much
  • Twin Disciplines spell vamp ratio increased to 10% per 100 damage, from 5% per 100 damage, to compensate for the above bug fix. In total, Akali will vamp more from her single target spells and less from Crescent Slash
  • Akali can no longer Shadow Dance out of disables
  • Adjusted Akali's hit timing to be more accurate


  • Smoke Bomb stealth is now removed when you actually attack, rather than when you begin your attack animation

AkaliSquare.png Akali released

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