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Both Akali Rune Essence and Red Double Penetration are a common choice, but their effects and suitability vary. For a melee assassin like Akali, the Pierce stat increases her effective penetration through enemy armor and magic resistance, thereby increasing her damage output. But when it comes to choosing Rune Essence and Red, we need to weigh it on a case-by-case basis.
Let's take a look at Akali's skill characteristics. She mainly relies on skill release to strike, and aims to quickly evacuate after quickly defeating enemies. As a result, spell strength is essential to amplify her skill damage.
If you're looking to increase the power of Akali's skill output, it's more appropriate to choose Spell Power as the red attribute. Spell strength can directly increase skill damage and help her defeat enemies faster.
If you're more focused on effective penetration of enemy armor and magic resistance, choosing double penetration as the red stat may be more suitable for you. Double penetration includes both physical and magical penetration, which can help Akali effectively reduce their defense when attacking enemies. This increases her damage output and makes it easier to eliminate enemies.
Both Akali Rune Essence and Red have double penetration and spell power, which have their advantages and disadvantages in different situations. If you're more focused on improving skill damage, it's better to choose spell power as the red attribute. And if you're looking to increase effective penetration against enemy armor and magic resistance, choosing Double Penetration as the red stat might be more suitable for you.
There are other factors to consider when developing runes and equipment, such as the version of the game, teammates, and so on. Therefore, when choosing, you should weigh it according to your own needs and actual situation.
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Akali is a very mobile and explosive assassin in League of Legends, and her choice of runes and red gear plays an important role in her game's performance. When choosing Akali's Rune Essence and Red Gear, we can consider two options: Double Penetration and Ability Power.
The Double Penetration option refers to the selection of runes and red gear to increase physical and magical penetration, which can better break through enemy armor and magic resistance. For a hero like Akali, who focuses on skill damage, increasing her piercing effect will allow her to deal more damage to enemy heroes. The Spell Strength scheme is to choose runes and red gear to increase the power of her spells, thus increasing the power of her skills.
Which is better in double penetration or spell power? Actually, it depends on your personal playstyle and understanding of the Akali character in the game. If you prefer to kill enemies with skill combos, then choosing the Ability Power scheme may be more suitable for you.
Because Mana can increase the damage output of skills, making you more powerful in team battles. And if you prefer to hit your enemies with a combination of normal attacks and skills, then opting for the double penetration scheme may be more suitable for you. Because double penetration can help you penetrate enemy armor and magic resistance, thus dealing more damage.
When choosing Rune Essence and Red Gear, in addition to considering double penetration and spell power, it can also be adjusted for specific game situations. For example, if your opponent has a lot of Meat Shield heroes on their roster, it may be more effective to opt for the Double Piercing option. And if the opponent has a lot of crispy heroes on the roster, then choosing the Ability Power scheme may be more explosive.
When choosing Akali's Rune Essence and Red Gear, consider your own playstyle, your understanding of Akali's character, and the situation of your opponent's lineup. Both dual penetration and spell power have their own advantages and disadvantages, and choosing the one that suits you is the most important thing. Have fun playing the game!
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Pierce it, and in the early stage, it will be close to the true damage because of the reduction of the base resistance, and the lane damage is very sufficient.
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It still depends on the hero to decide, it seems that you are basically playing on the top list, so it may be better to wear 6 and 3 attacks, because the general heroes on the road are more half-flesh heroes, so the benefits of armor piercing are higher than the benefits of attack. And if you only round up the soldiers, I think this is purely by operation and positioning, and the gap between your runes is really not big, because generally everyone inserts the glyph after level 20, and at that time, the talent and glyph attack power will be above 60 when you go out, and it will no longer be said that the situation of leaving dead blood for the creeps when mending the knife.
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6 wear 3 attack a lot of strategies are written like this, but when you dig deeper, it's nothing more than "I think" and so on. Anyway, I'm idle, so I'll help LZ calculate it.
6 wears 8 or so, 3 attacks, 9 attacks.
1.When the opponent's armor is calculated at 30, your initial attack is calculated by 60, and 6+3 is matched with: 63 (100 100+22) = 9 attack:
2.Armor is 50, and the initial attack is still 60
9 Attack: 3Armor is 30 and initial attack is 100
6+3: 103 (100 100+22)=9 Attack:
So the result is obvious, in the early stage it must be 9 attacks are more effective, and when the self attack is higher than 90, penetration has an advantage.
In addition, attacks affect replenishment, making it easier to replenish troops.
In general, there are pros and cons, how to weigh the lz and grasp it yourself.
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It is a high gain of 6 armor penetration and 3 attack runes!! The effect is very good, and all of the 9 red ones are more refreshing for armor penetration. I play physical output classes like Galen Raven, and generally prioritize runes like armor penetration.
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If you are on the list, you feel that it is good to penetrate all the time, and if you press the line, you will be ...... pure attackThe penetration is physically armor-piercing, and the opponent's armor is high, and the damage is also high.
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If it's Raven's Attack Damage, and if it's Panson Demacia's Protection, the hero's traits are different, and the bonuses are different.
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It's better to wear it by law, because the AP bonus of Akali's skill is relatively low, and there is no effect on wearing it.
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Red Mix Penetrates Good Blue Ability Strength.
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Hello landlord, it's a law to wear, AP bonus is low, and I hope to adopt it.
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Personal opinion: Yellow with fixed armor, red with physical magic double penetration, blue with growth or fixed magic resistance, fixed magic is also OK, purple with movement speed or fixed magic is strong, in fact, the runes of Akali and the little fishman are similar. The talent is best to point out 30 points for attack, point physical and magic penetration, and point the trace blocking spell blade to improve the online replenishment. Then before level 6, it is mainly development-oriented, and after level 6, depending on the situation on the field, choose support or posture to follow the continuous development of Heng Tang.
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Red or color. Double wear. Yellow armor. Blue law strong. The essence is strong.
The picture above is just a bit of a hassle. The color of the red bridge group beam. It's the imprint. Buy that first one. Armor penetration spell penetration is available.
Yellow. It's a sigil. Buy the third one. The one of the armor.
Blue. It's the glyph. Visual inspection of the fourth row. The one of spell strength. It's not growing. The fixed one.
Prime.. Pull down the last. Min Yun is the last one. The addition is strong = =
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In the past, the Akali rune talent was more troublesome, because it had to reach a certain value to light up the hands, since the revision, now the rune talent is not too troublesome, the red high-level destruction mark, the yellow high-level recovery lead clever rune, the blue high-level potential glyph essence, 2 movement speeds, 1 high-level destruction essence, and the collapse of the essence.
In the early stage of the double wear rune, when there is no equipment, you can let the damage go down to the flesh, and the hall is very cool, as for the movement speed essence belt 2 is to let you chase people better, and there will be no embarrassing situation that you can't press a little bit.
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The talent is 21:9:0 Runes, 3 Magic Oaks, Strong Essence, 9 Law Piercing Seals, 9 Fixed Seals, Which is as Parallel Li Trace, Anti-Engraving Pattern, 9 Fixed Magic Resistance or Fixed Law Strong! I've been playing AKL like this, and it feels pretty good!
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Rune Red Piercing, Blue Magic Strength or Magic Resistance, Great Essence Strength, and Yellow Armor Talent is the traditional 21 9 0
Generally, the red medicine or shoes go out.
Before level 6, you can use Q to make up for it, and if you can use Q to make up for it, W will go in to make up for it, and there is basically no chance to kill alone before 6, unless the big red goes out and the opponent crosses the line or enters W to let you take the lead.
Generally, after 6, you can try to kill when the line is good, w stay to escape, regardless of the success of the kill or the remnant of the blood retreat, the first thing to do when you go home is a vampire gun to increase the output, shoes and straw sandals can be used for a long time, after all, the strong rush does not need that bit of speed, after the vampire gun, if the wind is downwind, it will be directly made out of the science and technology gun, and the headwind will support the blood to make an ice staff, and then an abyss, at this time, the midfield is generally behind, depending on the situation, make up the hat or hourglass.
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Red Double Wear Yellow Magic Resistance Blue Movement Speed Essence Law Strong When You Go Out, You Can Consider Book +1 Red Go Out Or 1 Shoe 3 Red Outfit Is Vampire Gun to Tech Gun Abyss Hat Resurrection Ice Staff Talent 21 9 0 You can adopt it
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Magic Resistance, Big Essence Method, Wear Fixed Method, Strong Almost Talent + Skills, Go Out, 20 Magic Resistance, You still have to resist in the early stage, otherwise it hurts to be beaten in a single.
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Violent type The essence is strong, the red method is strong, the blue method is strong, and the yellow method grows life.
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Law wearing, law is strong only for the early stage, and the output of Akali is relatively small before it is big, and law wear can be related to the overall situation, some heroes do not have magic resistance at all, only rely on growth, low pitiful. In the middle of the game, you can reduce the magic and resist the equipment, and you can completely deal real damage.
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The red method is worn by the blue method and the essence method is strong.
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That's a heroic rune suitable for dual cultivation like Akari
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It increases the hero's physical penetration and spell penetration at the same time, which is very suitable for some dual-cultivation heroes. There is no separate thing to wear, and there is more to wear than the law.
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No, there is no single attribute that is only high in the way of wearing or wearing, and it says + wearing the law of wearing. And the individual thing wears + the thing wears.
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Double penetration has both physical penetration and spell penetration It's just that it's not as high as a single object and a single method Personally, I think that it is useless to wear a pure object is the king, and I can second people.
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These new runes are suitable for dual cultivation heroes, such as Akali and Jax.
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It's a rune with magic and things to wear! The effect is not as much as that of a single rune, but it is more suitable for dual-cultivation classes, such as Akali, Jax, Explorer, and other heroes whose skill damage is calculated by attack and mana!
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