Akshan Wild Rift champion guide - Mid Lane

Mid Lane · Wild Rift Guide

Akshan Mid Lane

Akshan Mid Lane Guide

Updated for Patch 7.3E
A Tier

Akshan Mid Lane Wild Rift overview and best build snapshot

How to play

  • Trade with your shield ready Land three hits with attacks or abilities to trigger extra damage and a shield from your passive, then back away.

  • Push your wave before roaming Use your 2nd ability to become camouflaged and approach another lane without being seen from far away.

  • Leave room for your swing Your 3rd ability swings you around a wall. Keep a clear route for an escape, because hitting an enemy champion stops the swing.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Strong roam and pick threat: terrain-linked camouflage, Heroic Swing (3rd), and a long-range missing-health finisher earn kills across the map, not just in lane.
  • Mixed poke and burst that punishes immobile, squishy enemies who cannot answer the boomerang or escape the swing.
  • His passive shield and revive mechanic make won skirmishes snowball harder than the kill count alone suggests.

Weaknesses

  • No hard crowd control and a thin body, so one lockdown chain kills him before his damage matters.
  • He needs the fight on his angle with cooldowns up; caught flat-footed or mid-swing, he has no second exit.
  • Falls off against true hypercarries if the early lead never comes, since his scaling is good but not huge.
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Akshan Mid Lane Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Akshan Mid Lane, including items, runes, summoner spells, and skill order.

STARTING ITEM

Long Sword

Simple early attack damage. His passive fires a bonus shot after his attacks, so it pays off twice.

BOOTS

Immortal Treads

The omnivamp keeps him healthy in lane, since his passive keeps him trading more than most laners.

CORE BUILD

The Collector

His ultimate already does more damage to low health targets, so the execute finishes the ones it drags down.

Stormrazor

Build second after The Collector. The Energized hit strengthens Akshan's opening trade, and the movement burst helps him reposition after a passive trade and find a safe angle for Heroic Swing (3rd).

Infinity Edge

Build third after The Collector and Stormrazor. He fires several shots per attack window, so the crit damage spike rewards Akshan for staying in range through his passive's follow-up shot.

Lord Dominik's Regard

Build fourth after Infinity Edge to keep Akshan's attacks and ultimate threatening against armored targets. Giant Slayer adds damage against enemies with bonus health; swap to Mortal Reminder when healing is the bigger problem.

Bloodthirster

Attack-based Lifesteal and high Attack Damage suit his crit build and helps him recover between skirmishes.

SITUATIONAL ITEMS

Kraken Slayer

A good first-item alternative to The Collector for a strong early power spike. The tradeoff is weaker two- and three-item power spikes than the standard build. Its repeated third-attack damage rewards Akshan's sustained attacks and passive follow-up shots.

Rapid Firecannon

A situational replacement for Stormrazor when opening from farther away matters more than its movement burst. The extended Energized attack lets Akshan begin a passive-mark trade before committing to Heroic Swing (3rd); the extra range applies to that attack, not the swing or boomerang.

Mortal Reminder

Build this against armor stackers or enemies who heal, since either will outlast his ultimate channel. Choose it over Lord Dominik's Regard when enemy healing is the bigger problem, since Grievous Wounds stops targets from recovering Akshan's damage.

Serpent's Fang

Build this when the enemy has shields. His ultimate channel gives them plenty of warning to cover the target.

Guardian Angel

His revive brings allies back, not himself, so this is what keeps him alive after a flank goes wrong.

Maw of Malmortius

Build this against heavy magic burst, which punishes him hardest while he is standing still channelling.

RUNES

KEYSTONE

Empowerment

His trades come in bursts of stacked shots, which is what this keystone rewards.

PRIMARY

Brutal

Bonus damage on every autoattack, which sharpens the trades he wins before his first item lands.

Cut Down

His damage is single-target and repeatable, so the bonus into health stackers covers the one thing his burst cannot chew through.

Legend: Alacrity

Attack speed compounds with a passive that fires an extra shot after every attack.

SECONDARY

Bone Plating

He trades from range and gets punished when someone closes on him, and this softens the first exchange after they arrive.

SITUATIONAL RUNES

Coup de Grace

Take this over Cut Down against squishy teams, since his ultimate already does more to low health targets.

Sudden Impact

Take this over Bone Plating when his E (3rd) is being used to engage, since the dash sets up the bonus true damage.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. Heroic Swing's (3rd) hook only embeds in terrain, not champions, so Flash covers the angles where there is no safe wall or the swing is interrupted.

Ignite

Ignite

Take this for early kill pressure in lane and on roams, since kills are what turn a mid lead into pressure on the rest of the map. The Grievous Wounds also makes it strong into champions with a lot of healing.

SITUATIONAL SPELLS

Cleanse

Cleanse

Take this over Ignite against roots and stuns. Being held still ends his swing and leaves him standing in the open with no other escape.

Exhaust

Exhaust

Take this over Ignite when the enemy has a diving assassin. He is squishy and his camouflage does not help once someone is already on top of him.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    W Ability
    2nd Ability
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Akshan Mid Lane Wild Rift matchups and counters

Wild Rift matchup guide for Akshan Mid Lane, covering favorable lanes and difficult counters to prepare for in ranked.

Akshan Mid Lane Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Akshan Mid Lane, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Play the early lane as an aggressive poke carry. Throw Avengerang (1st) so it clips the enemy on both passes, then land enough attacks or ability hits to consume three Dirty Fighting (Passive) stacks for bonus damage and the champion-only shield. Decide whether to let the delayed second shot fire or cancel it for movement speed. Heroic Swing (3rd) is both trade and escape, so only hook terrain that leaves a safe arc.

Mid / Late Game

Levels 9+
Once your ultimate and first item are online, shift from laning to hunting picks. Shove the wave, move into the river brush with your stealth, and look for a swing onto a mispositioned enemy mid or a charged barrage onto someone limping out of a skirmish. Mid priority wins objectives, so crash the wave before scuttle, help your jungler contest it, and rotate to dragon or herald with the tempo you built. Roams to the side lanes work very well here, since the camouflage hides your angle. Keep the boomerang chipping and keep an escape route in mind, because the mobility that gets you in is the only thing that gets you out. Clear a side wave only when you can return before Baron or Elder is contested, then hold terrain near your team rather than remaining alone in lane. Comeuppance (Ult) scales with missing health, but enemy units and turrets can intercept every bullet. Charge from an angle where a wounded carry has limited cover and allied vision protects the channel. Stay near useful terrain so Heroic Swing (3rd) has both an entrance and an exit if the target survives.

Teamfights

5v5 Combat
Wait for the fight to start, then come in from a flank. Swing from terrain, build three Dirty Fighting (Passive) stacks for the immediate shield, and use Comeuppance (Ult) on a wounded backliner only when enemies and turrets cannot body-block the bullets. A champion takedown resets Heroic Swing (3rd), which is what can provide the second exit. If a marked Scoundrel killed multiple allies, a qualifying takedown can resurrect all of those currently dead allies; not merely one teammate.
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