Akshan: The Rogue Sentinel

Akshan is a champion in League of Legends primarily played in the middle lane position, classified as a Marksman with Assassin tendencies. This Rogue Sentinel combines ranged marksman gameplay with unique resurrection mechanics and mobility. His resource pool uses Mana (350 – 1136.6 at max level). Akshan was first released on July 22, 2021, and received updates in version V26.01, solidifying his position as one of the most unique mid lane picks with game-changing resurrection mechanics.

📊 Base Statistics

StatisticBase ValueMax Value (lvl 20)
HP6102714.16
Mana (MP)3501136.6
HP Regen (HP5)3.7516.53
Mana Regen (MP5)8.221.97
Armor (AR)26118.43
Magic Resist (MR)3055.56
Attack Damage (AD)52111
Movement Speed (MS)330330 (fixed)
Attack Range500500 (fixed)
Attack Speed (Base)0.6380.638 + (0 – 78.66%)

💡 Resource System: Akshan uses Mana as his primary resource (350 – 1136.6 at max level). His passive provides mana regeneration bonuses when facing Scoundrels, enabling sustained trading in lane.

💀 Passive Ability: Dirty Fighting

Speed: 2000 / 5000  |  Static Cooldown: 16 / 12 / 8 / 4 (based on level)

INNATE: Whenever Akshan uses a basic attack, he fires an additional shot after a delay that deals 50% AD physical damage, increased to 100% AD against minions. Issuing an attack order on a different target before the additional shot has been launched causes Akshan to fire it at the new target. If the second shot is cancelled instead, he gains 20 – 81.47 (based on level) × (1 + 100% bonus attack speed) bonus movement speed decaying over 1 second.

The additional shot applies on-hit effects, triggers on-attack effects, and is affected by critical strike modifiers.

INNATE: Akshan’s basic attacks on-hit and ability hits apply a stack of Dirty Fighting to enemies for 5 seconds, refreshing on subsequent applications and stacking up to 3 times. The third stack against a target consumes them all to deal them 15 / 40 / 80 / 150 (based on level) (+ 60% AP) bonus magic damage; if the target is a champion, Akshan will also gain a 40 – 317.62 (based on level) (+ 35% bonus AD) shield for 2 seconds. The shield may be gained only once every few seconds.

🪃 Q: Avengerang

Cost: 60 / 65 / 70 / 75 / 80 Mana  |  Cooldown: 9 / 8 / 7 / 6 / 5 seconds  |  Cast Time: 0.25s  |  Range: 850 + 500 per enemy hit  |  Width: 120  |  Speed: 1500 / 2400

ACTIVE: Akshan throws a boomerang in the target direction that briefly grants sight around its trajectory and deals physical damage to enemies hit, revealing them for 1 second and extending its range each time it hits a target. If this hits an enemy champion, Akshan gains 20% (+ 5% per 100 AP) bonus movement speed that decays over 1 second.

Once the boomerang has passed its original range and has not hit a target in the last 500 units of travelling, it homes back to Akshan and applies the same effects to enemies hit.

Damage TypeValue
Physical Damage (per pass)45 / 75 / 105 / 135 / 165 (+ 70% bonus AD)
Total (both passes)90 / 150 / 210 / 270 / 330 (+ 140% bonus AD)

👤 W: Going Rogue

Cost: 40 / 30 / 20 / 10 / 0 Mana  |  Cooldown: 18 / 14 / 10 / 6 / 2 seconds  |  Cast Time: 0.5s  |  Detection Radius: 800

PASSIVE: Akshan marks enemy champions that kill allied champions as Scoundrels for 60 seconds. If Akshan scores a takedown against a Scoundrel while alive and within 3 seconds of damaging them, he receives an additional 100 gold and resurrects all dead allied champions that they have slain after 1 second.

When Akshan claims a Scoundrel’s bounty he removes the marks of all other enemies. Scoundrels refresh their mark duration on subsequent kills, and will have their mark removed when they die by any means. Akshan cannot mark enemies as Scoundrels while they are dead. Allies are resurrected at their summoning platform.

ACTIVE: Akshan enters camouflage, which lasts indefinitely while he is near terrain or inside brush, and for 2 seconds otherwise. During this time, he can see trails leading toward Scoundrels; and while facing them if they are within 5000 units, he gains bonus mana regeneration equal to 12% of his missing mana as well as bonus movement speed.

ParameterValue
Bonus Movement Speed80 / 90 / 100 / 110 / 120

Going Rogue can be recast after 1 second, and does so automatically after its duration. Attacking or casting abilities ends Going Rogue immediately.

🪝 E: Heroic Swing

Cost: 70 Mana  |  Cooldown: 18 / 16.5 / 15 / 13.5 / 12 seconds  |  Cast Time: NONE  |  Target Range: 800  |  Speed: 2500 / 1200 / 3000

ACTIVE: Akshan can activate Heroic Swing three times before the ability goes on cooldown, and can use the third cast only after 0.5 seconds of the second cast. Akshan may input an attack or movement command to use the second and third casts.

FIRST CAST: Akshan fires a hook in the target direction that embeds in the first terrain hit, and enters preparation for up to 2.125 seconds. Heroic Swing’s second cast can be used while the hook is attached. If the hook fails to attach or Akshan is moved or becomes immobilized, grounded, or polymorphed within the duration, the preparation will end prematurely, cancelling Heroic Swing in the process.

SECOND CAST: Akshan swings around the terrain in either a clockwise or counterclockwise direction based on the position of the cursor relative to his facing direction, stopping upon colliding with an enemy champion or terrain. While swinging, he fires at the nearest visible enemy every 0.231 seconds to deal them physical damage and apply on-hit effects for each shot, with on-hit damage reduced to 25% effectiveness.

Akshan will be knocked down by any immobilizing or polymorphing crowd control during the dash.

🎯 R: Comeuppance (Ultimate)

Cost: 100 Mana  |  Cooldown: 100 / 85 / 70 seconds  |  Cast Time: NONE  |  Target Range: 2500  |  Speed: 3200

ACTIVE: Akshan locks onto the target enemy champion and begins channeling for 2.5 seconds, revealing them as well as revealing himself. He gradually stores bullets into his weapon over the duration.

Comeuppance can be recast after 0.5 seconds during the channel, and does so automatically afterwards. Comeuppance is placed on a 1.5-second cooldown if the channel is cancelled.

RECAST: Akshan fires all stored bullets at the target, each briefly granting sight around their trajectory and dealing physical damage to the first enemy hit, increased by 0% – 30% (+ 0% – 9%) (based on critical strike chance), as well as by 0% – 200% (based on target’s missing health). The shots can hit structures.

Each bullet’s damage applies life steal and executes minions.

🎯 Strategies and Gameplay Tips

Early Game (Levels 1-5)

  • Passive Double-Shot: Your passive fires two shots per auto attack. Weave autos between abilities to maximize DPS and stack Dirty Fighting faster.
  • Three-Stack Shield: Your passive grants a shield on the third stack against champions. Use this defensively in trades – land two autos, then go for the third to proc the shield.
  • Q Boomerang Poke: Avengerang extends its range on each enemy hit. Use it through minions to poke enemies from safe distance.

Mid Game (Levels 6-13)

  • Scoundrel Hunting: Once enemies kill your allies, they’re marked as Scoundrels. Hunt them down to resurrect your team – this is game-changing.
  • Heroic Swing Mobility: E is your primary mobility and damage tool. Use it to reposition, escape, or chase while firing shots.
  • Comeuppance Channeling: R requires 2.5 seconds to channel maximum bullets. Position safely before channeling – you’re vulnerable during this time.

Common Mistakes and How to Avoid Them

  • Wasting W Passive: Your resurrection mechanic only works if you get the takedown on a Scoundrel. Don’t die trying to claim bounties recklessly.
  • Channeling R in Danger: Comeuppance channels for 2.5 seconds. Don’t channel in the middle of fights – you’ll get CC’d and cancelled.

⚙️ Recommended Build and Itemization

Core Items

  • Kraken Slayer / Galeforce: Kraken for tank shredding; Galeforce for extra mobility and burst.
  • Berserker’s Greaves: Attack speed is critical for double-shot passive efficiency.
  • Infinity Edge: Essential for crit scaling and damage amplification.

FAQ

Q: How does the resurrection mechanic work?

A: When an enemy kills your ally, they’re marked as a Scoundrel for 60 seconds. If you get a takedown on them within 3 seconds of damaging them, ALL allies they killed are resurrected at base after 1 second. This is game-changing in teamfights.

Champions

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