Ahri Build Guide by Weatherman
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.
Hello and welcome to my first guide on Mobafire! This guide is about the new champion, Ahri.
Hope you enjoy it, i spent some time on it. (This isn't a troll guide, don't be messy).
Also, thanks to JhoiJhoi for her Making a Guide
Her OP dance
Pros / Cons
-Triple blink in a 60 second cooldown
-Doesn't need alot of mana if controlled
-She's looking cute :3
-While Spirit Rush is down, can't really outrun her enemies
-Only one ability is single target, which makes it hard to focus
-Relies on skillshots
Discussion about the ratios.
Okay, so you might be dissapointed about Ahri's AP ratio's, which are hanging around 40% eh? Well, let's do some maths.
- This ability has a 33% AP ratio. It deals both normal and true damage. Both have the same ratio. Now, if you will hit twice that would count as:
base damage + base damage + 66% of AP =
Of course, if you hit once you get:
base damage + 33% of AP =
This is good, and even very when it does true damage on the way back.
Now lets take a look at
- This ability sends out 3 fox fires that lock on and attack nearby units (prioritzes champions). Now, it has a 38% ratio, JUST FOR ONE fox fire. So, if all of them hit, it has:
base damage + 114% AP - same target penalty.
Now thats pretty crazy. But it's not how we would like.
If all three of them hit the same target it does:
base damage + 75% AP =
This is even more crazier because the base damage is increased. awesomesauce.
- This doesn't need explaining, single target nuke mostly used for CC. Has a 35% ap ratio.
- Fires 3 essence bolts at nearby enemies prioritizing champions.
Now, it has a 30% AP Ratio. But what if we do a little math, when 3 targets are hit?
base damage+90% AP =
This damage hits three targets at one dash, also to one target when you use 3 dashes. Lets see what happens when you deal damage with three of your dashes, shall we?
base damage x3+270% AP =
Holy Jebus. This is just some sweet beans.
This means, that when you have over 500 AP you will deal over 1000 damage. Crazy isn't it? So i explained the ratio's to you, i guess
Don't underestimate those! READ THIS!
This is the most common mastery tree setup for AP carries. I guess all of you use it, but tho i'll publish it :)
Runes i use are standard AP runes.
x3 Standard on every AP caster, gives me some AP for a better early game. These go with pair with my marks, as they give me penetration and damage to my spells.
x9 These are to give me more damage. Standard on a AP caster.
x9 These are again for AP, standard on every caster.
x9 Standard on every caster, im also interested in changing these to Glyphs of Force, cause i've read that they're more efficient later. Give me your suggestions on runes as always.
These are to give me the most AP early game i can get. Also some mpen, so i can dish some more damage on that silly Amumu
Spells i take are the most commonly used ones.
This is one of the best spells in game, and will make you quad flash ^^I use this on almost every character, never fails me. Use to escape through a wall, chase runners and other.
One of the most usefull spells again, will kill those silly runners or stop that instantly healing Volibear.
If you didn't unlock Flash yet, tho will help you chase. I use these on not as much champions as Flash, but it's still usefull for chasing, running and other uses, similar to Flash
If you feel like their Tryndamere has too much much movespeed/AS. Disables their AD carries easily. Use for escaping, chasing and who knows what else.
If you are getting pushed out of the lane constantly. Teleport to a ward, mushroom, box or whatever. Can change the tides of a game if used correctly.
Use only if you troll...
Leave it to the supports if they really want it. This spell isn't really usefull, as it's use is only for pushing, which isn't always safe.
Omai gawd!!!! But Ahri iz so mana hungry!!11!!
No... This is a bad spell overall. It is usefull only early game, when you can't handle your mana. When you get your RoA it's not usefull anymore. I would prefer it only to lower levels, but everyone with 15+ level should know it isn't useful.
Other spells i didn't mention aren't usefull nor viable
Ability Sequence and Explanation
Charm doesn't deal a lot of dmg and the 0.25 second duration per level isn't really that good.
Orb of Deception.
Akali's Shadow Dance. When you use it, you dash towards your cursor and deal damage to a maximum of three enemies. You can use it three times before it goes on cooldown.
Use this ability to juke, chase and escape.
This section is taken from Your Tryndamere Resource, by Apotheosis
Use those at mid and late game.
Use those at around mid/late game to prevent being ganked in the jungle.
Use those early game to prevent ganking.
Use those to prevent your buffs from getting stole, and to steal their buffs.
Use those to defend your base.
Use those to know when the enemy is heading to the jungle.
All credit for the picture goes to Apotheosis!!!
DO NOT initiate. Let the tank do it. Open up with Charm, try to land Orb of Deception to the biggest group of enemies, spam Fox-Fire and Orb of Deception, Spirit Rush around the fight to hit most enemies you can and leave Charm for the cowards that are fleeing. Teamfights must be executed properly as Ahri.
YOU build this section! Send in your scores at email@example.com, and i will upload them here.
Also, if you wanna play with me and you have an account on EUW then feel free to add me @SirMoonkey.
My scores - SirMoonkey
2011/12/17 - Guide created.
2011/12/17 - Fixed some spelling and bbcode issues.
2011/12/18 - Changed a few sections, added alot of stuff to Warding and fixed spelling, bbcode and added centering.