Ahri Build Guide by Terraline
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.
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.
Please feel free to leave comments of your opinions on this build and how it worked out for you.
For "Marks" I take Insight
. I would say this is a standard Mark choice for any AP "assassin" or "caster"
For "Seals" I take Clarity . Once again I would say this is pretty standard for any AP champion bar those that don't use mana such as Kennen
For glyphs I take Force x9. ONCE AGAIN!!!! This is a pretty standard rune for any ap carry.. Wow not much variation in reasoning for my runes is there?
For "Quintessences" I take Potency . This rune choice is for the sheer power of AP to give you that damage early game and it helps a fair bit late game aswell.
For "Masteries" I take a 21/0/9 build.
First, I will start with the "Offensive" masteries.
I place a point in this to give me a boost of 5 AP after an ignite aswell as 5 AD which is also good for CS.
I place 3 points in this talent respectively as this is raw AP only 3 because, 1 point goes toward
I place 4 points into Sorcery simply because, the cooldown reduction is amazing and really the only good grab of it's tier for
I place the point into Arcane Knowledge of course who could turn down 10% Magic penetration?
I place 3 points into havoc. This is a Highly Underestimated talent among the community in my honest opinion. When it comes down to in 1.5% bonus damage on a combo is pretty nasty damage...
I place 4 Points into blast. Free AP?? Yes please :D
I place 4 Into Archmage 5% bonus AP... Enough said.
I place the final point for the offensive tree into Executioner to give that extra push to secure a kill. Amazing talent how could you pass it?? :P
Now to go over the 9 in the utility tree!
I place the 1 point into Summoner's Insight simply because, 15 seconds off flash is amazing. You never know when that 15 seconds less could get you out of a tight spot or even secure a kill.
I place 3 Points into expanded mind, the mana is nice but the real point of this talent is to get to the next teir of it.
I place 3 Points into meditation. Mana regen is amazing and gives you more room to poke your opponent with your Q.
I place 1 point into Swiftness increased run speeds good and it gets you down to your last point.
I place the final point into runic affinity. Longer duration on blue and baron buffs. Blue is especially good because that means you can poke alot more and farm alot easier aswell.
For summoner skill 1 I take Flash.
This skill is amazing for flashing in for that kill that nearly got away or... Maybe even jumping over that wall to escape a gank from the opposing team.
For summoner skill 2 I take Ignite.
Ignite is amazing for securing a kill along with stopping the opponent from healing himself with lifesteal or spellvamp.
Exhaust is an alright choice I suppose aswell depending on your play style.
Keep in mind you wont be gaining that early AP from an ignite if you do end up going for a first blood or a kill in general.
This is also a viable choice for Ahri once again depending on your playstyle. Personally I prefer the Flash+Ignite combo when I play her.
I'll start off with Ahri's Passive
With this passive you have amazing sustain in your lane.
The best ability to charge up the stacks of your passive would have to be as it passes through multiple targets ensuring you get that 3 stack everytime.
When Ahri's passive reaches 10 stacks her ball will begin to glow green instead of blue.
When the ball is Green try to make it pass through as many targets as you can to ensure you get the maximum healing possible.
For skill Sequence I start with Q and max it first seeing as this is her #1 Damage ability.
At level 2 I like to take a point in E because, it is very helpful at harass and or safely escaping a jungle gank without needing to flash. I choose to max this Ability second.
At level 3 I take 1 point in W and choose to max it last as and are your core damage abilities.
At every level your R is available be sure to place the point in it. This ability is nothing short of amazing!
It can be used to dive that enemy on the tower or maybe even charge over the wall or away from the opponent in general.
It has 3 charges of usage per cooldown.
Great ability for offensive and defensive
A general Ahri combo against an opposing champion would be to -> and if you see them low enough that you know you can kill them and they flashed or are attempting to land that skillshot control with your active to be shooting them at the same time Ignite if needed and enjoy your delicious feast.
When farming creeps in your lane try to "last hit" as much as possible as you don't want to open yourself up too much to ganks.
You can however use your through minions and hit the enemy champion to "Poke" at them to keep the pressure up.
Remember to take advantage of Ahri's combined with to maximize your sustain when those bullies try to keep you from your precious farm!
When your jungler provides you "Blue Buff" feel free to farm your minions with try to hit the enemy champ whilst farming to back them off and force them to miss farm.
Pros / Cons
Good Control with her Charm ability
"Skill-Shot" landing Dependancy
Easy to fall behind on farm
For items take
x3 to start the match off.
This start will ensure you have the mobility to avoid enemy "Skill-Shots" alongside having health pots to add to your sustain to maintain farming.
I generally like to go "B" when I have enough gold to buy my alongside a or 2 depending on how you're going in lane.
The rings will add to your survivability from the HP alongside your poking capability from the MP5(Mana Per 5 Seconds) on the rings.
At this point you should be doing some decent damage alongside being pretty scary depending on how soon your able to get these items.
Up next is your this item synergizes very well with Ahri to add even more spell vamp to give that extra boost to her already good lane sustain ability alongside Ability Power.
Try to generally get your as soon as you can after your revolver due to the increase over time on it.
This will give you more health mana and ability power to make you that much more of a force to be reckon'd with.
After these items are built you can generally go about the others in the order you wish.
Personally I like to get my or my before my .
It all depends on the situation if your generally getting hit alot or having some trouble escaping gives you that boost of Health + a slow to aid in running or chasing an enemy champ.
If your team is doing a good job protecting you then, you can feel free to go for your then to give the extra devistation.
I know people are probably at this point questioning... "Why on earth would you build A DFG on Ahri??"
Well to sum it up easily imagine hitting -> -> -> on any opponent this is pretty much 100% HP to Zero if not hunt them down with and their smashed face, feel free to laugh at their demise.
There are specific situations where teams will stack magic resist during this time of dilema a will be in order.
This item is situational sometimes it doesn't really pay to transform it from a
Try to watch for teammates builds if you have a teammate going for a WotA then you can double up the aura if not then you may want to keep it as a revolver.
Ty to MarlFox for reminding me of such situations can't believe I spaced mentioning them =.=;;
I hope you enjoyed my guide and love this playstyle as much as I do!!
Like I said feel free to comment <3.