Ahri Build Guide by Terraline

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League of Legends Build Guide Author Terraline

A Charming Destruction

Terraline Last updated on May 1, 2012
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by PrinceAbubu » May 1, 2012 9:52am | Report

Pretty good build.

Do you really need 2 dorans AND a rod of ages?

Seems like a lot of resources invested into HP for a champion with such long range and escape ult.

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by Terraline » May 1, 2012 10:21am | Report


Pretty good build.

Do you really need 2 dorans AND a rod of ages?

Seems like a lot of resources invested into HP for a champion with such long range and escape ult.


A double doran is a standard run for an AP mid health Mana regen and AP keeps you sustained to move toward getting larger items since you don't have the need to B to much from harassments such as jungle ganks or just your lane opponent poking in general. You don't have to get the rod of ages all depends on the game to be honest. If you wanted to you could go Boots->doran's->Revolver->Cap

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by marlfox » May 1, 2012 12:09pm | Report

I like the build. But i have some issues with it. First I find that Will of that ancients is very situational as it is only worth the money if you have more then one ap champ on the team, as otherwise you are spending money for a aura you do not need. Also in late game spell vamp isn't very good on Ahri. early game its gross so getting the revolver is a good idea but I don't think you should get WotA unless your team has a need for its aura.
As a player of Ahri I assume that you know that her ap ratios are terrabad so i might suggest getting void staff right after the revolver to make he damage stick all that much more.
I can see why you like to pick up the rod of ages. but I have one major problem with it. As you build it your ap falls behind you opponents until its complete as most of its recipe doesn't give ap whereas most of the items that go into the crystal scepter give more ap. I would also suggest getting the deathfire grasp before the hat of doom as its active really makes her burst damage midgame far more potent then the rabadons cap would.

I do like your guide, Just be prepared to get down voted by tools who think there is only one way to build there favorite champ.


Never use the words "evil diabolical plan" on your resume
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by Terraline » May 1, 2012 12:30pm | Report

marlfox wrote:

I like the build. But i have some issues with it. First I find that Will of that ancients is very situational as it is only worth the money if you have more then one ap champ on the team, as otherwise you are spending money for a aura you do not need. Also in late game spell vamp isn't very good on Ahri. early game its gross so getting the revolver is a good idea but I don't think you should get WotA unless your team has a need for its aura.
As a player of Ahri I assume that you know that her ap ratios are terrabad so i might suggest getting void staff right after the revolver to make he damage stick all that much more.
I can see why you like to pick up the rod of ages. but I have one major problem with it. As you build it your ap falls behind you opponents until its complete as most of its recipe doesn't give ap whereas most of the items that go into the crystal scepter give more ap. I would also suggest getting the deathfire grasp before the hat of doom as its active really makes her burst damage midgame far more potent then the rabadons cap would.

I do like your guide, Just be prepared to get down voted by tools who think there is only one way to build there favorite champ.


Hehe yeah no worries i'm prepped for it XD.
Just thought it would be nice to have a guide with a diff sort of build to it for people just starting with her to give them a variety.

Yeah I agree on the WotA.
I usually duo queue with someone which i probably should have mentioned so we roll with double WotA on the map ><.

interestingly enough I haven't had a need for a just yet people don't seem to like building MR...

But, yes I really should mention such items along with situations. hehe <3

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by Alishia » May 1, 2012 12:39pm | Report

Don't underestimate fox fire, with it's low mana cost, large range, ability to hit mutilple targets and short CD, I would rank it higher in end game than charm.

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by Terraline » May 1, 2012 1:32pm | Report

Alishia wrote:

Don't underestimate fox fire, with it's low mana cost, large range, ability to hit mutilple targets and short CD, I would rank it higher in end game than charm.


the highest point of ahri is her charm for the CC.
it's what makes her as good as she really is.

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by marlfox » May 1, 2012 2:55pm | Report

The main issue with fox fire is that it does the targeting. So it can be very hard to use it to burst some one down without minions or other champions getting in the way. The best use of fox fire is to combo it with the crystal scepter. As activating Ahri's w doesn't require you to stop so on the move you can slow your opponent allowing to to escape or more easily chase them down.


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by skQn » May 19, 2012 3:30pm | Report

Hi,
OK very cool build, but i think you dont know how your W deal HUGE damage. u should max it before your E. Otherwise, i like your masteries and your runes.
And with these item you are pretty safe. About gameplay, i think ahri is a very agressiv champion because of her mobility and her huge damage.


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