VRC.LOL

Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Akshan

the Rogue Sentinel

Akshan is a ranged damage dealer who needs safe spacing and time to keep attacking. This overview keeps the explanation practical and leaves patch-sensitive numbers to Riot's structured data and the current in-game tooltip.

MidMostly physical damageRanged attacks
Usual roleMid
ClassMarksman · Assassin
DifficultyNot rated
Basic attacksRangedRanged basic attacks · 500 range.
Damage profileMostly physical damageMost normal kit pressure is physical. Armour may help, but check whether attacks or abilities are the main source.
Reference patch16.20.1

Strengths and limits

What Akshan does well, and what can go wrong

These are kit-level patterns, not a promise that every lane or matchup plays the same way.

Good patterns

  • Can maintain ranged damage when positioning and target access remain safe.
  • Threatens reachable priority targets through burst, mobility or an unusual angle.
  • Ranged basic attacks can contribute without entering melee distance when spacing is preserved.

Limits to respect

  • Loses reliable output when forced away, controlled or reached before creating distance.
  • A failed commitment can leave no clean exit and little value until cooldowns return.

Riot ally tips

Use these while learning the champion
1

Raising an eyebrow in the face of danger, Akshan fights evil with dashing charisma, righteous vengeance, and a conspicuous lack of shirts. He is highly skilled in the art of stealth combat, able to evade the eyes of his enemies and reappear when they least expect him. With a keen sense of justice and a legendary death-reversing weapon, he rights the wrongs of Runeterra's many scoundrels while living by his own moral code: “Don't be an ass.”

Source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries are independently written.

Practical champion reading

How to read Akshan in a real fight

Use these patterns to ask better questions before choosing an item, target or commitment. They describe the kit, not a guaranteed result.

Damage delivery

Primarily physical pressure

Armour can reduce the broad physical profile. Separate basic attacks from physical abilities before relying on an item passive that only affects attacks.

Fight rhythm

Repeated access matters

The threat grows while this champion can keep attacking a useful target. Break target access, create distance or use control before the repeated pattern settles in.

Range and access

Spacing protects repeated output

Ranged attacks are useful only while a safe line to the target remains. Flanks, hard control and blocked escape routes can remove that advantage quickly.

Typical team job

Threaten a reachable priority target

A clean angle matters more than attacking the nearest unit immediately. Keep an exit, reset or follow-up route in mind before committing.

Control check

Identify the exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement answer.

Protection and sustain

Check whether recovery changes the fight

Anti-heal or anti-shielding is situational. Buy it only when the effect is materially protecting targets and your champion can apply the answer reliably.

Resource pattern

Mana and cooldowns both matter

A spell being available does not mean the complete sequence is sustainable. Watch the resource bar as well as the setup and escape cooldowns.

Read the whole teamThe same champion can create a different problem after changing role, items or allies. Re-check the visible match before committing to a defensive answer.

Defensive item reference

What can help against Akshan?

Start with the threat that is actually affecting the match. These are conditional comparisons, not an automatic counter build.

Pre-game choices
DEFENSIVE BOOTS

Plated Steelcaps usually fit better

Armour and attack reduction address repeated physical basic attacks. The passive does not reduce every physical ability.

Choose Mercury's Treads instead when magic damage or reducible crowd control across the full team matters more.
Repeated attacksDisplacementHealing or sustainShieldsHealth-scaling or true damage
PHYSICAL DEFENCE

Physical defence

Armour · health · role-appropriate defence

Armour can reduce physical damage, but Plated Steelcaps' passive is specific to attacks.

Match the item to attacks, critical strikes or ability burst rather than buying armour from the label alone.
REPEATED ATTACKS

Repeated attacks

Plated Steelcaps · Frozen Heart

These can reduce attack-focused pressure when their stats fit your champion.

Do not use this as an answer to physical spells that are not attacks.
CONTROL AND ONE KEY SPELL

Control and one key spell

Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can help against the relevant disabling effects. Airborne and displacement effects are not solved simply by stacking Tenacity.

Check the current tooltip and whether the exact effect can be shortened, removed or blocked.
MEANINGFUL HEALING

Meaningful healing

Bramble Vest or Thornmail · Morellonomicon · Mortal Reminder

A role-appropriate Grievous Wounds item can reduce healing.

Buy it only when healing is materially changing fights and your champion can apply it reliably.
REPEATED SHIELDS

Repeated shields

Serpent's Fang

Anti-shielding can matter when repeated shields are protecting important targets.

Its offensive stats do not fit every champion; another teammate may apply it more efficiently.
HEALTH-SCALING OR TRUE DAMAGE

Health-scaling or true damage

Shields · sustain · positioning · exact resistance check

Raw health or one resistance may be incomplete against percent-health, missing-health or true-damage mechanics.

Read the current ability tooltip before choosing defence; these mechanics do not all use the same counter.
Player decidesChampion identity is a starting point, not an automatic purchase. Compare the full opposing team, current item tooltips and the problem that is actually deciding fights. Never buy two completed pairs of Boots.

Normal Draft and Ranked role map

Where Akshan fits on Summoner's Rift

Each lane is assessed separately. Open a role to reach its queue-specific build and matchup preparation.

TopUnestablished route

Historical reference. Recommendation review pending. Akshan is normally played Mid and does not currently have a reviewed Top route. Top usually needs independent laning, durable trading or reliable side-lane pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
JungleUnestablished route

Historical reference. Recommendation review pending. Akshan is normally played Mid and does not currently have a reviewed Jungle route. Jungle usually needs repeatable monster clear, safe pathing and objective control without lane income. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
BotUnestablished route

Historical reference. Recommendation review pending. Akshan is normally played Mid and does not currently have a reviewed Bot route. Bot usually needs dependable duo-lane scaling and sustained damage with shared early pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
SupportUnestablished route

Historical reference. Recommendation review pending. Akshan is normally played Mid and does not currently have a reviewed Support route. Support usually needs useful engage, peel or utility while operating on low gold income. Treat this as a deliberate experiment, not a standard recommendation.

Review this role

Kit reference

Akshan abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Dirty Fighting

What it doesEvery three hits from Akshan's Attacks and Abilities deals bonus damage and grants him a Shield if the target was a champion. When Akshan Attacks, he fires an additional Attack for reduced damage. If he cancels the additional Attack, he instead gains Move Speed.

Practical readDirty Fighting is an automatic part of the kit involving protection or sustain and damage. Track when its condition is active instead of treating every fight the same way.

Protection

The protection or sustain is part of the cast's value. Compare its timing with incoming damage rather than reading only the offensive effect.

Q
Q ability

Avengerang

What it doesAkshan throws a boomerang that deals damage going out and coming back, extending its range each time it hits an enemy.

Practical readAvengerang is a ranged cast involving damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

Cooldown9/8/7/6/5 secCost60/65/70/75/80Listed range850 units
W
W ability

Going Rogue

What it doesAkshan passively marks enemy champions as Scoundrels when they kill his ally champions. If Akshan kills a Scoundrel, he resurrects the allies they killed, gains bonus gold, and clears all marks. When activated, Akshan enters camouflage and gains Move Speed and Mana Regen while moving towards Scoundrels. Akshan loses the camouflage quickly while he is not in brush or near terrain.

Practical readGoing Rogue is part of Akshan's W pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

Cooldown18/14/10/6/2 secCost40/30/20/10/0Listed range5500 units
E
E ability

Heroic Swing

What it doesAkshan fires a grappling hook into terrain then swings around it, repeatedly firing at the nearest enemy while swinging. He can jump off early or gets knocked off when colliding with champions or terrain.

Practical readHeroic Swing is a ranged cast involving its listed effect. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

Cooldown18/16.5/15/13.5/12 secCost70Listed range800 units
R
Ultimate

Comeuppance

What it doesAkshan locks onto an enemy champion and starts storing bullets. When released, he fires all stored bullets, dealing damage based on missing health to the first champion, minion, or structure hit.

Practical readComeuppance is a ranged cast involving damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

Cooldown100/85/70 secCost100Listed range2500 units
Low-health pressure

Part of this effect becomes more valuable against a target that has already lost health; it is not the same as maximum-health damage.

Levels 1–18

Akshan · Health / Mana · Abilities

Base values exclude items, runes, temporary buffs and mode-specific modifiers. Cooldowns are the listed base cooldown before ability haste.

Level 1610 Health350 Mana
Level 3768 Health409 Mana
Level 61,033 Health508 Mana
Level 111,549 Health701 Mana
Level 162,159 Health929 Mana
Level 182,429 Health1,030 Mana

Cooldown Data Dragon 16.20.1

Q
Basic abilityAvengerang

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 19 secRank 28 secRank 37 secRank 46 secRank 55 sec
W
Basic abilityGoing Rogue

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 118 secRank 214 secRank 310 secRank 46 secRank 52 sec
E
Basic abilityHeroic Swing

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 118 secRank 216.5 secRank 315 secRank 413.5 secRank 512 sec
R
UltimateComeuppance

First rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Rank 1100 secRank 285 secRank 370 sec
Open every levelHealth and mana from level 1 to 18
LevelHealthManaAbility milestone
1610350 ManaChoose the first basic ability
2687379 ManaAdd another basic ability or rank
3768409 ManaAdd another basic ability or rank
4852441 ManaSpend one ability point
5941474 ManaSpend one ability point
61,033508 ManaFirst ultimate rank normally available
71,128544 ManaSpend one ability point
81,228581 ManaSpend one ability point
91,331620 ManaSpend one ability point
101,438660 ManaSpend one ability point
111,549701 ManaSecond ultimate rank normally available
121,663744 ManaSpend one ability point
131,782788 ManaSpend one ability point
141,904834 ManaSpend one ability point
152,029881 ManaSpend one ability point
162,159929 ManaFinal ultimate rank normally available
172,292979 ManaSpend one ability point
182,4291,030 ManaSpend one ability point
How the numbers are calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics with League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

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