Functions as utility gap closer or escape, few scenarios where two summoners are more favourable Flash. Cool down is 300 seconds or 5 minutes.
Damage output works well for securing kills early, utility grievous wounds prevents healing received on your target over a 5 second time period, 1 tick per second. Cool down is 210 seconds or 3 minutes and 30 seconds.
Provides more map coverage, i.e team support and overall map pressure. Works well over Ignite if enemy team does not have much healing or you will not be winning your lane with Ignite. Cool down is 300 seconds or 5 minutes.
Functions well against opponents whose damage output is instantaneous, reducing it by 40% during the 2.5 second duration. Fairs poorly against champions whose damage output can average out over 5 seconds or more (e.g Tryndamere) relative to other spells. Utility slow works well too. Exhaust is a more team oriented spell. Cool down of 210 seconds or 3 minutes and 30 seconds.
Does well against teams that rely on you being CC'd to win. Generally their upfront damage is not as great but can be made up for while you are CC'd, hence by taking Cleanse you can burst them down before they can. Utility tenacity of 65% for 3 seconds after casting. If they do more damage than you up front then Cleanse is not the best choice. Cool down of 210 seconds or 3 minutes and 30 seconds.
Out of respect for your opponent, the sustain helps. Fresh Blood is more effective when you have an engage that extends past 6 seconds, later in the game it does not help that much. Point could be made that early on 30 damage over the course of 6 seconds or 45 damage in 12 is worth it but depends on who you are playing against and if an engage would last that long. Expose Weakness works if no one else on your team is taking it and you are team fighting frequently.
- Natural Talent
No points taken into Vampirism solely for the fact that you have Feast and built in sustain. An additional 0.4% onto already existing life steal/spell vamp will not make that big of a difference.
- Bounty hunter
If you do not respect the enemy team Bounty Hunter works best. It does not always work because your team may not give you kills for this to work. You also begin the match with no stacks, meaning that Double-Edged Sword could help you snowball in its place. This is preference. The 1.5% is relatively negligible when compared to Battle Trance.
- Dangerous Game
Works well against opponents with Ignite or alongside a team with burst capabilities. Overshadowed by Greenfather's Gift if Akali is being played top lane where brushes are readily available.
Puts you 300ish gold deep into your next item. The sustain works not too bad, allows for a bit of an earlier back. Works decently against lanes where you are playing safer.
Provides good sustain and damage early and helps with pots purchased later. Decent start against any lane match up.
Works well against ranged harassing match ups. Not advised against melee match ups, recovery speed is much slower than using pots meaning it'll take longer to get back into a health range to farm against an opponent.
Works well in lanes where you are taking minimal damage or you have teleport. You lose sustain compared to pots but save a lot of money meaning you will hit power spikes earlier.
Cannot be circumvented. Scales the best in terms of ratios. Active fits with Akali's kit in that it slows the target and it provides burst damage. Active does not provide sight on target that it hits. Cool down is 40 seconds. Provides sustain that is 33% effective for E.
Cannot be circumvented. Due to Akali's nature as a diver the active becomes extremely important to survive long enough for your team to follow and back you up or for your abilities to come off cool down. Arm guard rush is acceptable against tough AD match ups.
Suboptimal item to rush due to low damage output. If your team is doing well you can rush this to make sure the enemy team does not close the gold gap by killing you. This should typically be your second item if not third.
Cannot be circumvented. Akali's damage is AP and the enemy team should build accordingly. Build this second if the following conditions are met:
1. The enemy team is building MR early
2. Your team is doing well as a whole
Cannot be circumvented. Akali must proc her Q to do the most damage, Lichbane fits with the nature of her kit. Build this second if the following conditions are met:
1. The enemy team is not building MR early
2. Your team is doing well as a whole
Lichbane does not provide as much utility or damage as the items listed above, so it is acceptable to be built at any point past the first item.