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Meta verdict
Duration
Synergy
Counters
Akai is strong against heroes with poor Mobility since he can easily catch and eliminate them with his Ultimate, such as Eudora and Odette.
Deep dive
Status: Player guide only. Base stats / skill numbers not yet pulled from in-client. Fill from screenshots on next ADB pull. Specialty: Wall-pin / Pickoff / Peel
Source: YouTube
CGU1f8erfp8(Hajun, "Solo Rank Akai Roam — Macro & Decision Making"), ingested 2026-04-29.
Akai is versatile — picks into nearly any comp because his ult-pin against terrain is a guaranteed kill setup. But he's not S-tier in current meta; better roamer options exist. Pick him when you want a peel + initiate hybrid, not when you need an early-game bully.
Each skill cast applies a mark; next basic attack consumes it for bonus damage. Practical: weave basic attack between every skill cast in the early game. The damage adds up to where Akai outright out-trades most other roamers L1-L4, especially Minotaur.
Hajun starts by invading enemy blue NOT to steal it — for vision + XP + tempo. You see two enemies, get a tiny EXP bump, and your jungler knows the enemy jungler's location. This works even when you can't take the buff.
When enemy laner has just used ult/dashes (e.g. Hanzo just ulted onto you), dive under your own tower. You eat the ult harmlessly (tower covers you), enemy ult is wasted, and your teammates can collapse.
VOD example: Hanzo ulted Hajun → Hajun took tower shots safely → Hanzo's ult ended → Alucard collapsed → 2-0 score swing.
"Hanzo is easy to counter — kill his shadow."
When Hanzo ults onto your carry, IGNORE the actual Hanzo body. Stun/pin the shadow projectile — kill the shadow and Hanzo is useless for the rest of the channel. CC the shadow with S2/ult, your carry survives.
Conventional wisdom says "don't ult the enemy roamer, lowest bounty." Hajun disagrees: if ulting their roamer creates a clean 5v4 fight, do it. Roamer-down-time = no engages from their side for 60s. The respawn-window value is worth more than the gold tradeoff.
"One mid tower is more valuable than two side-lane towers combined."
If you can choose: trade a side-lane tower for a mid-lane tower every time. Mid tower opens your jungle access + enemy jungle access. Side towers only open one lane.
"If we put a value on lives: gold laner + jungler = 2 points, mid + EXP = 1 point, my life as roamer = 0 points. I will die for the marksman every time."
In any late-game fight, your decision tree is: "does dying buy my marksman 1.5 seconds of damage?" If yes, die. If no, retreat.