VRC.LOL

游戏版本 26.20Data Dragon 16.20.1

参考 Patch 16.20.1

Akshan

the Rogue Sentinel

Akshan 这是一个有序的损害经销商,需要安全的空间和时间来保持攻击。 此概述保持解释实用,并将敏感的数字留给里奥特的结构化数据和当前的游戏中的工具提示。

中间Mostly physical damageRanged attacks
常见角色中间
班级马克思曼 杀手
难度未评估
基本攻击排序排序基本攻击 · 500 范围。
损害资料Mostly physical damageMost normal kit pressure is physical. Armour may help, but check whether attacks or abilities are the main source.
参考 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
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Source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries are independently written.

实用冠军阅读

如何阅读 Akshan 在真正的斗争中

使用这些模式,在选择项目、目标或承诺之前,就更好地提出问题,他们描述了套件,而不是保证结果。

损害交付

主要是身体压力

可减少广泛的物理资料,从物理能力中分开基本攻击,然后依靠一个被动物体,仅影响攻击。

战斗节奏

重复访问问题

威胁会增加,而这个冠军可以继续攻击一个有用的目标,打破目标访问,在重复模式设置之前创建距离或使用控制。

范围及访问

防护重复产量

排序攻击只有用,而目标的安全线仍然存在,边缘、硬控制和被阻止的逃避路线可以快速消除这一优势。

典型团队工作

威胁到可实现的优先目标

清洁的角度比即时攻击最接近的单位更重要,在采取行动之前,请记住一个出发、重新设置或跟踪路线。

控制检查

确定正确的运动限制

紧张只能缩短合格的控制,移动、空气影响和重复缓慢需要自己的定位、阻止或移动答案。

保护和维护

检查是否恢复改变战斗

反治或反治是局势性的,只购买它,当效果是物质上保护目标,你的冠军可以可靠地应用答案。

资源模式

马纳和冷却两者

可用的不意味着整个序列是可持续的. 观察资源栏以及设置和逃避冷却。

阅读整个团队同一个冠军在改变角色、项目或盟友后可能会产生不同的问题,在承诺防守答案之前,重新检查可见的比赛。

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.
重复的攻击移居Healing or sustain盾牌Health-scaling or true damage
PHYSICAL DEFENCE

物理防御

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

重复的攻击

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

巨蛇之牙

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.

正常设计和排名角色地图

Where Akshan fits on Summoner's Rift

每个路径分别进行评估,打开一个角色,以达到其特定路径的结构和匹配准备。

Top未定路线

旧版本参考. 推荐内容等待审核. Akshan 通常是中间播放,目前没有审查的顶级路线。顶级通常需要独立的射击,可持续的交易或可靠的侧面射击压力。

查看此角色
Jungle未定路线

旧版本参考. 推荐内容等待审核. Akshan 通常是中间玩,目前没有审查的丛林路线,丛林通常需要重复的怪物清晰,安全的滑动和客观的控制,没有路线收入,将此视为一个有意的实验,而不是一个标准的建议。

查看此角色
船未定路线

旧版本参考. 推荐内容等待审核. Akshan 通常是中间播放,目前没有审查的Bot路线,Bot通常需要可靠的双重飞机规模和持续的损害,共享早期压力,将此视为有意的实验,而不是标准的建议。

查看此角色
Support未定路线

旧版本参考. 推荐内容等待审核. Akshan 通常是中间播放,目前没有审查的支持路线,支持通常需要有用的参与,步行或便利,同时在低金收入上运行。

查看此角色

套件参考

Akshan 能力

能力名称、描述和数字字段来自 Riot Data Dragon。实用读物独立撰写;当前的游戏内工具提示仍然具有权威性。

能力 Data Dragon 16.20.1冷却 / 消耗 / 范围 Data Dragon 16.20.1
P
被动

无所不用

它做什么来自阿克尚攻击或技能的每第三次命中会造成额外伤害,并且如果目标是英雄还会为他提供一层护盾。 在阿克尚攻击时,他会进行一次额外的射击,来造成较少伤害。如果他取消掉了这次额外射击,那么他会转而获得移动速度。

实用读物Dirty Fighting 是包含保护或维护和损害的套件的自动部分,在其状态活跃时跟踪,而不是以同样的方式处理每场战斗。

保护

保护或维持是演员阵容价值的一部分。将其时间与受到的伤害进行比较,而不是只读取进攻效果。

Q
Q 能力

去而复还

它做什么阿克尚掷出一个回旋镖,在去程和返程时造成伤害,会在它每次命中一名敌人时延长它的距离。

实用读物Avengerang 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.

冷却9/8/7/6/5 秒消耗60/65/70/75/80列出范围850个单位
W
W 能力

赴险夺人

它做什么被动效果:敌方英雄在击杀了阿克尚的友方英雄时,会被标记为恶人。如果阿克尚击杀了一名恶人,那么他会复活被该恶人击杀的友方英雄,获得额外金币,并清除所有恶人标记。 主动施放时,阿克尚会进入伪装状态并在朝着恶人移动时获得移动速度和法力回复。在离开草丛或墙体附近后,阿克尚会失去伪装状态。

实用读物Going 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.

冷却18/14/10/6/2 秒消耗40/30/20/10/0列出范围5500个单位
E
E 能力

骄行荡寇

它做什么阿克尚发射一个钩爪来吸附住地形,然后围绕它进行摆荡,在摆荡时快速朝相距最近的敌人开火。他可以提前从绳索上荡下来,或在与一名敌方英雄或地形产生碰撞时落下。

实用读物Heroic 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.

冷却18/16.5/15/13.5/12 秒消耗70列出范围800个单位
R
最终

恩怨相抵

它做什么阿克尚锁定一名敌方英雄并开始储存他的子弹。在释放时,他会发射所有已储存的子弹,对命中的第一个英雄、小兵或建筑物造成基于已损失生命值的伤害。

实用读物Comeuppance 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.

冷却100/85/70 秒消耗100列出范围2500个单位
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.

级别 1 - 18

Akshan · 生命值 / 法力值 · 能力

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

水平 1610 生命值350 法力值
水平 3768 生命值409 法力值
水平 61,033 生命值508 法力值
水平 111,549 生命值701 法力值
水平 162,159 生命值929 法力值
水平 182,429 生命值1,030 法力值

冷却 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秒Rank 28秒Rank 37秒Rank 46秒Rank 55秒
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秒Rank 214秒Rank 310秒Rank 46秒Rank 52秒
和
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秒Rank 216.5秒Rank 315秒Rank 413.5秒Rank 512秒
里
最终Comeuppance

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

Rank 1100秒Rank 285秒Rank 370秒
Open every levelHealth and mana from level 1 to 18
等级生命值法力值Ability milestone
1610350 法力值Choose the first basic ability
2687379 法力值Add another basic ability or rank
3768409 法力值Add another basic ability or rank
4852441 法力值Spend one ability point
5941474 法力值Spend one ability point
61,033508 法力值First ultimate rank normally available
71,128544 法力值Spend one ability point
81,228581 法力值Spend one ability point
91,331620 法力值Spend one ability point
101,438660 法力值Spend one ability point
111,549701 法力值Second ultimate rank normally available
121,663744 法力值Spend one ability point
131,782788 法力值Spend one ability point
141,904834 法力值Spend one ability point
152,029881 法力值Spend one ability point
162,159929 法力值Final ultimate rank normally available
172,292979 法力值Spend one ability point
182,4291,030 法力值Spend 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.

选择下一个问题

将个人资料转换为预游戏计划

选择一个彩票,比较一个线路对手,或返回完整的冠军图书馆。

开放 Akshan 建造准备一场比赛布鲁塞尔冠军