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Ahri Build Guide by --har--

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author --har--

[4.20] Ahri [in-progress]

--har-- Last updated on November 23, 2014
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Cheat Sheet

Ahri S4 builds

Ahri Build

Ability Sequence

1
3
5
7
9
Ability Key Q
4
8
10
12
13
Ability Key W
2
14
15
17
18
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 9


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Intro

Hey guys, first guide here, decided to make on since Ahri is a champion I starting spamming in soloq ranked to help get me to gold. The middle of season 4 was my first time playing league and I was able to go from 0->gold with no moba.

Currently working on finishing guide and changing items for season 5!

Feel free to leave any questions or comments and keep in mind I'm only gold elo when doing so. I'm trying to make a guide that is quick to read rune/mastery/item info.


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Ahri: Runes

[Magic Pen Marks]

Standard: Good for any lane

[Health @18 Seals]

Standard: against a lane with any AP

[Flat Armor Seals]

Optional: against a lane with all AD

[Ability Power @18 Glyphs]

Standard: Good for any lane

[Flat Magic Resist Glyphs]

Optional: Against AP with early harass or kill potential

[Ability Power Quints]

Standard: Good for any lane


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Ahri: Items

Starting Items


Best start for Ahri, boots or flask are extremely situational

First Item


Assassain: best to build when ahead/even in lane, buy/upgrade boots when forced to back without enough gold for large rod
Mage: best when not getting blue, behind against AP, or need extra wave clear, easy to build
Optional: good buy before first item against an AD lane

Boots


Should buy these with leftover gold in build, after first item focus on finishing boots

2nd/4th Item


If you haven't built it first, DFG is important to get second, unless you play mage Ahri
If you started deathfire grasp or are building Ahri like a mage, get rabadon's deathcap 2nd, if you build grail then dfg get this 3rd, push void staff back to 4th
If you built seeker's armguard in lane or worried about the other team's burst/assassin damage on you, get this 2nd otherwise build it 4th

3rd Item


By this point in a normal paced build you get the most value from % magic pen, it's easy to build so you can always build it 3rd

Defensive Item


banshee's veil is probably the best defensive item on a lot of midlanes, when you can survive a lot of AP burst in fights and can try catching champions with charm without having to flash a thresh hook
can be built out of early armor or magic resist, good to finish just before baron since season 5 baron tends to end the game, you want to plan on using this item for single use, keep in mind that with the changes to the magic resist items it is slightly harder to build than before


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Ahri: Abilities

Ability Statistics


[Essence Theft]

Upon reaching 9 charges, Ahri's next abiliy will heal her for 2 + (Ahri's level) (+9% AP) for each enemy hit.

[Orb of Deception]

RANGE: 880 COST: 55 / 60 / 65 / 70 / 75 mana COOLDOWN: 7
Magic / True Damage: 40 / 65 / 90 / 115 / 140 (+35% AP)
Max. Damage vs Same Target: 80 / 130 / 180 / 230 / 280 (+70% AP)

[Fox-Fire]

RANGE: 800 COST: 50 mana COOLDOWN: 9 / 8 / 7 / 6 / 5
Magic Damage Per Fox-Fire: 40 / 65 / 90 / 115 / 140 (+40% AP)
Max. Damage vs Same Target: 64 / 104 / 144 / 184 / 224 (+64% AP)

[Charm]

RANGE: 975 COST: 85 mana COOLDOWN: 12
Magic damage: 60 / 90 / 120 / 150 / 180 (+35% AP)
Duration: 1 / 1.25 / 1.5 / 1.75 / 2

[Spirit Rush]

RANGE: 450 COST: 100 mana COOLDOWN: 110 / 95 / 80
Magic Damage: 70 / 110 / 150 (+30% AP)
Max. Damage vs Same Target: 210 / 330 / 450 (+90% AP)

Ability sequences



assassin combo


1st Charm - landing charm increases damage from Ahri by 20%, including Ahri's true damage for 6 seconds.
2nd Deathfire Grasp - next hit DFG, increases magic damage to champion by 20% for 4 seconds (not true damage).
3rd Fox-Fire - hit W and get the short delay on fox-fire going, can mash at the same time as DFG because of the delay and it will always hit the enemy champion after.
4th Orb of Deception - make sure Q will hit the enemy champion while they are still charmed and walking towards you, even though they are charmed try casting Q near max range to keep the champion from flashing out of the orb's return as soon as charm wears off.
5th Spirit Rush - ult in range, R does a lot of magic damage, and the percent increase of E and DFG lasts long enough to get more than one ult off.


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Skill combos in lane

wq eqw rewq wqr to aim returning q


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Warding

When placing wards keep in mind that the enemy jungler is always going to smite razorbeaks and will spot any wards you place on that side of his jungle so the ward on ghouls is not as strong as it used to be.


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Path/Skills when Ganking

If you use your skill combo to bully your opponent out of lane but don't get the kill you can still get the same advantage as getting the kill.

  • Make sure to quickly push the wave out and ask your bottom lane if they know if the river is warded and where.
  • If the river is likely not warded you can path past river, warding the dragon-side deathbush earlier will give you information on the jungle's warding and every time the scuttle crab buff walks by that the other team doesn't have vision from that buff.
  • Sweep for the ward that bottom lane pings for you and walk past it instead of hitting it if the botlane doesn't seem to back up.


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Teamfights

keep flash up, ult initiate to flash ewq, save dfg to counter engages