Akali

Akali

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// Stats

650Health
0/25Mana
40Attack Damage
100Ability Power
0.75Attack Speed
35Armor
35Magic Resist
1Range

// Ability

Kunai Strike

Adaptor ad: Throw a volley of kunai at the target, dealing 145 / 220 / 380% (ad) + 10 / 15 / 25 (ap) physical damage. If the target is Burning, deal an additional 35 / 52 / 80% (ad) damage.

Physical Damage Base[ 145% / 220% / 380% ]
Physical Damage APap[ 10 / 15 / 25 ]
Bonus Physical Damage[ 35% / 52% / 80% ]

// Adaptor AP form

Kunai Strike

Adaptor ap: Throw a volley of kunai at the target, dealing 140 / 210 / 365 (ap) magic damage, increased by 50% if they're a Tank. If the target dies, cast again at 70% effectiveness.

Magic Damageap[ 140 / 210 / 365 ]
650Health
0/25Mana
30Attack Damage
100Ability Power
0.75Attack Speed
35Armor
35Magic Resist
1Range

// Cast timeline

0.80 smana lock per cast
0.80 scast windoweffect 0.27 s

From the mana bar filling until mana can come in again. No mana comes in during this time.

0 / 25mana at start / to cast
+10mana per attack
0.75attacks per second
0.38 sattack delay: from the start of an attack until it hits
0.29 safter the hit until it can cast or attack again
0.0 s0.75 attacks/s0/25
  • attack animation
  • attack lands
  • attack recovery
  • cast window (mana locked)
  • effect

First cast at 3.33 s with 0.75 attacks per second. Items, traits and damage taken change the mana pace; the cast, effect and channel windows do not.

Step by step, in words
  1. Mana reaches 25/25: the cast starts and the mana lock goes on (no mana from attacks, ticks or damage taken).
  2. 0.00 to 0.80 s: cast window. The unit plays its cast animation and its return to idle; it cannot auto attack.
  3. 0.27 s: the ability's effect fires (projectile launch, damage, shield...).
  4. 0.80 s: unlock. Mana starts again (overflow kept) and a fresh attack starts from zero; it lands at 1.18 s at base attack speed (the attack delay is 28% of the attack animation).
  5. Attack loop: the attack lands at 28% of the attack animation (mana granted) and unlocks at 50%; a cast that becomes possible at the landing starts at that unlock point, cutting the rest of the attack.
  6. Mana gain: 10 per attack; combat starts at 0/25.
  7. Overflow is banked: mana past 25 from attacks or regen is kept through the cast (23/25 plus 10 casts and comes back with 8). Same rule for every champion; only the amounts differ by role.

// Cast timeline · Adaptor AP form

0.80 smana lock per cast
0.80 scast windoweffect 0.27 s

From the mana bar filling until mana can come in again. No mana comes in during this time.

0 / 25mana at start / to cast
+10mana per attack
0.75attacks per second
0.38 sattack delay: from the start of an attack until it hits
0.29 safter the hit until it can cast or attack again
0.0 s0.75 attacks/s0/25
  • attack animation
  • attack lands
  • attack recovery
  • cast window (mana locked)
  • effect

First cast at 3.33 s with 0.75 attacks per second. Items, traits and damage taken change the mana pace; the cast, effect and channel windows do not.

Step by step, in words
  1. Mana reaches 25/25: the cast starts and the mana lock goes on (no mana from attacks, ticks or damage taken).
  2. 0.00 to 0.80 s: cast window. The unit plays its cast animation and its return to idle; it cannot auto attack.
  3. 0.27 s: the ability's effect fires (projectile launch, damage, shield...).
  4. 0.80 s: unlock. Mana starts again (overflow kept) and a fresh attack starts from zero; it lands at 1.18 s at base attack speed (the attack delay is 28% of the attack animation).
  5. Attack loop: the attack lands at 28% of the attack animation (mana granted) and unlocks at 50%; a cast that becomes possible at the landing starts at that unlock point, cutting the rest of the attack.
  6. Mana gain: 10 per attack; combat starts at 0/25.
  7. Overflow is banked: mana past 25 from attacks or regen is kept through the cast (23/25 plus 10 casts and comes back with 8). Same rule for every champion; only the amounts differ by role.

// Damage calculation

Measured at 2 stars on a level 8 board the Trait Explorer builds around its traits (optimal tall, its traits at their lowest breakpoint, teammates at 2 stars without items, positioned by role), against a level 8 enemy comp (Elderwood Lux, Ornn, Xayah, Alistar, LeBlanc, Hecarim, Ezreal, Gnar: 3 tanks, 1 melee, 4 ranged, 2 stars), over 20 seconds of combat with real cast times, mana lock and item effects.

Its board: Akali, Inferno Lux, Pebbles, Gromp, Murkwolf, Diana, Brambleback, Sentinel.

106DPS with no items
461DPS with the best 3 items
461on the primary target

// Survivability

Alone, no items, 2 stars: its own damage against a 30 armor / 30 magic resist dummy, and what it soaks under 600 damage per second, half physical, from 4 attackers, over 20 s.

66DPS alone
1,580Effective health · dies at 3 s

Open in the DPS calculatorOpen in the effective health calculator

BuildDPS (all targets)DPS (primary)
Jeweled GauntletGiant SlayerBlue Buff461461Open on the Board
Jeweled GauntletGiant SlayerSpear of Shojin456456Open on the Board
Void StaffGiant SlayerBlue Buff453453Open on the Board
Rabadon's DeathcapGiant SlayerBlue Buff450450Open on the Board
Rabadon's DeathcapGiant SlayerSpear of Shojin446446Open on the Board

Builds are ranked by calculated damage: every damage item alone first, then every 3-item combination of the 12 best. Ability model confidence: high. Change the enemies, items and teammates in the calculator.

// Itemized Roles

Melee AD SupportSituationalLast WhisperRed BuffHand of Justice

1-cost melee AD Fighter (game role tag, range 1). Melee damage dealers take the melee support set: team debuffs plus a survival item. Mana lock 0.80 s per cast against a 3.7 s fill (18% locked). Casts per minute at base speed 13.3; with Spear of Shojin 18.8, Blue Buff 19.8, a +45% attack speed item 17.9. Blue Buff and Spear of Shojin are within 5% of each other, so either keeps the loop rolling; the default mana-per-attack set stays. One Sunder item and one Burn item for the team, plus the survival item that keeps this melee unit alive longest while dealing the most calculated damage for Akali (278 DPS at 2 stars against three 2-star tanks). Burn item Red Buff: its attacks benefit from the attack speed. Adaptor: only builds that keep the AD form were ranked.

Melee AP SupportSituationalIonic SparkRed BuffHand of Justice

1-cost melee AD Fighter (game role tag, range 1). It can hold the team Shred and Burn items plus a survival item for an AP comp; its own AD damage does not profit from the debuff. Mana lock 0.80 s per cast against a 3.7 s fill (18% locked). Casts per minute at base speed 13.3; with Spear of Shojin 18.8, Blue Buff 19.8, a +45% attack speed item 17.9. Blue Buff and Spear of Shojin are within 5% of each other, so either keeps the loop rolling; the default mana-per-attack set stays. One Shred item and one Burn item for the team, plus the survival item that keeps this melee unit alive longest while dealing the most calculated damage for Akali (381 DPS at 2 stars against three 2-star tanks). Burn item Red Buff: its attacks benefit from the attack speed. Adaptor: only builds that keep the AP form were ranked.