Wild Rift Guides
Akshan Mid Lane Wild Rift Guide
Akshan mid lane counters include Zed, Fizz, and Irelia. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
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.
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.
Build Snapshot
Rune Setup
Summoner Spells
Akshan Mid Lane Counters
Who counters Akshan Mid Lane in Wild Rift (WR)? These champions beat Akshan in the mid lane matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Zed: Zed's shadows let him trade and disengage in a pattern your swing cannot match. Akshan's shield appears immediately when he consumes the third Dirty Fighting (Passive) stack on a champion; it does not build gradually, but Zed can burst through it or force the fight while it is on cooldown.
- Fizz: Fizz's pole-vault hops over your boomerang and he is too slippery to kite, so you cannot poke him and cannot escape the all-in once his shark lands.
- Irelia: Irelia's dashes reset through the wave and arrive with a stun attached; she out-sustains your poke, out-trades you once her passive is stacked, and shreds your squishy frame at melee.
- Ryze: Ryze's targeted root cannot be sidestepped: it controls you once the swing ends, or denies the next cast, and his low-cooldown poke plus sustain out-trades the boomerang chip you rely on.
Champions Akshan Is Strong Against
Akshan's best matchups in Wild Rift. Akshan holds an edge against these picks in the mid lane role, so look to press the advantage and contest objectives.
- Veigar: Veigar is stationary and easy to poke. Once Event Horizon (3rd) is down, Heroic Swing (3rd) can close the gap and Comeuppance's (Ult) missing-health scaling can finish him, though the ultimate is not a champion execute and its bullets can be intercepted.
- Viktor: Before Viktor reaches level five, his zone is a nuisance rather than a wall, and your range wins the boomerang-for-autos trade; his only real threat is scaling if he farms freely.
- Lux: Akshan can pressure the gaps between Lux's casts, but Light Binding (1st) passes through minions and Lucent Singularity (3rd) automatically detonates and slows when he swings into its area. Wait for Q (1st) and E (3rd) before committing Heroic Swing (3rd), and account for Prismatic Barrier's (2nd) outward and returning shields.
- Yone: Avengerang (1st) and Akshan's ranged passive trade punish Yone whenever he walks up to prepare Mortal Steel (1st), while Soul Unbound (3rd) always marks the body he must return to. Harass that body rather than chasing the spirit, save Heroic Swing (3rd) for Yone's final dash, and leave before his repeated knockups turn the trade into an extended melee fight.
Early Game
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 Game
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.
Late Game
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
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.