Akali
AKALISkills
Tier by Rank
Official- TierWinPickBan
- DiamondD47.5%3.7%0.5%
- MasterD47.5%3.6%0.4%
- GrandmasterD48.1%3.5%0.3%
- ChallengerD47.3%3.9%0.5%
Tencent official (CN server) / Mid / 2026-09-22
Tier stays D at every rank, with only a 0.8 point win-rate spread — consistent across ranks.
Stats
Drag slider to switch levelRanked 25 of 142 at level 1 and 12 at level 15. Climbs the ranking as levels go up.
Combat Power from stats 9,931 80%
Combat Power from skills 2,508 20%
- Bonus magic damage (empowered attack)1,012G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Damage valued like healing
Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.
- Magic damage1,102G
- 50% slow (max-range hit)214G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Survival factor
Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.
Move speed % as flat
Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
- +35-50% move speed (inside the shroud)797G
- Invisibility (read as crowd control)1,411G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
Survival factor
Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.
Move speed % as flat
Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.
Conditional bonus: 50%
Bonuses that depend on the target's or your own state (extra effects on burning enemies, detonating marks, "if already ..." bonuses) and effects tied to a position or situation (near turrets, in brush, moving toward a low-health ally) assume the condition holds 50% of the time, so they count at half. Effects triggered by your own death are assumed once per 90 seconds, like takedowns. Empowerments spent by another ability (such as Karma's Mantra) count the bonus once per that ability's cooldown.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
One fight per 90s
A 15-minute match is assumed to have 10 fights. Shields and damage blocks that work once per fight are counted as extra health in every fight.
Fight length: 10 s
Crowd control that stops the enemy (stun, charm, etc.) is treated as time you aren't being hit. A fight is assumed to last 10 s, so it counts as holding seconds ÷ 10 × median max health in extra health each fight. Uses are capped like shields: the fewer of cooldown uses and fights.
Read as a similar price
Effects without a price are read as the closest existing formula: vision as avoiding a gank death (half an escape tool's chance), blocking attacks or projectiles as a shield for the same time, untargetable time (invisibility, etc.) as crowd control on the enemy, range as the move speed of the approach distance saved, experience as gold (1 = 0.5 gold), and stolen or reduced enemy stats as stats (or defense) you gain.
Continuous values at midpoint
Values that vary continuously with the target's or your own state (damage rising with the target's missing health or with charge time, attack speed rising with your missing health, etc.) are taken at the midpoint of min and max, the same idea as assuming 50% missing health.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
- Magic damage (1st throw)526G
- Magic damage (recast)1,118G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
- Magic damage (1st cast)281G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
Converted to gold with the same formula as runes. These are bare values, so ratios such as AP grow with the build you make in the Build Lab. Dashes are counted in Mobility as a dash count. Tap a row to see the formula and assumptions.
Build Trends
Items
Physical
Magic
Boots
Runes
Keystone
Available Skins
—Videos
7 · YouTube
【ワイルドリフト】アカリ練習中の人必見!勝率最下位を救う「絶対に死なない」フルタンク構成とパッシブの極意楽メ攻略Game
【ワイリフ】対面に視聴者登場!?リワークされたアカリでハイパーキャリー!なしくん
Wild Rift 7.0F Patch Notes Breakdown - AKALI REWORK AND OP CHAMPIONS NERFED!iTzSTU4RT
Wild Rift: Akali is so broken...Royal - Wild Rift Gameplay
This damage feels unfair... Akali Build & GameplayRoyal - Wild Rift Gameplay
FULL AP AKALI FORCES ENEMIES TO SURRENDERRoyal - Wild Rift Gameplay
TANK AKALI - BREAK THE META - Akali Gameplay Guide & BuildRoyal - Wild Rift