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Ahri Build Guide by

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

Ahri - Beautiful Medusa

Last updated on December 20, 2011
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Ability Sequence

1
4
7
8
12
Ability Key Q
3
5
9
13
14
Ability Key W
2
10
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


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Runes

Runes are chosen because of these reasons:

Marks: Build is based on flat Magicpenetration so the Marks just increases this Effekt which makes it more easy to kill squishy targets (especially AD-Carry)

Seals: Defensive runes with the aim to stay longer on the lane in order to get more farm.

Glyphes / Quintessences: To increase your Damageoutput, which is important for you, the AP-Carry


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Masteries

Masteries are 21-0-9.

The Offensive Masteries are the basic ap-masteries (increase AP) important here are Archmage because it stacks with Rabadons Deathcap and Harvoc because it increses the dmg of the second hit of "Orb of Deception".

No Defensive runes: you dont need this because with ur ulti or your E you will get out of a fight easily, and furthermore u have mass HP for an AP-Carry because of your items in this build

Utility: For Cooldownreduction of ur Flash, and more runspeed because Ahri is very slow even with sorcerers boots she only reaches 375 the only other champs who are as slow are mostly AD-Carries. But they will buy Phantomdancer to incresse their runspeed and you dont. In late-game you will be the slowest (with Mastery too), but you have Rylais scepter and Foxfire(W) to slow down follwing enemy so they are much slower than you or with your ulti (triple flash) you will escape.
No Mana regen? Yes, cause in mid to high ELO games u will get the blue buff of your jungle and thats why I chose "Runic Affinty" to increase duration


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Items

Rod Of Ages: Core Item
gives you health, mana and AP

Sorcerers Shoes: Core Item
Increase MPen.

Rylais Scepter: Core Item
Defensive aspect: more Health, escape funtion mentioned in Masteries Chapter.
Offensive aspect: slow down enemy who try to escape and the extra AP

Rabadons Deathcap: Core Item
Increses your AP extremely

Will of ancients: Optional Item
helps u to stay longer in fights cause of the mass Spellvamp combined with huge dmg out put and your passive you will stay very long in fight (for an ap-carry!)

Abyssal Scepter: Optional Item
Defensive aspect:Gives u magic resistance, because u only have 30 at lv 18 which is as low as AD carries have, so without Magic resistance the enemy Ap carry can take you down easily.
Offensive aspect: In Combination with Sorcerers Boots and Runes you have 50 flat Magic Penetration. Now calculate the Magic resistance of a AD Carry with this --> -20 magic resistance --> You deal 25% more dmg to these Squishy targets. Against tanks more useless, but it isnt ur duty to kill tanks, this job can be done by other tanks or AD carry.
Not to forget it grants extra AP too.


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Skill Sequence

Most important Damage skill is Orb of Desolation.
First skill and then the most important skill of Ahri Charm. if it hits you will get a double hit from orb of desoaltion for sure. Next skill fox fire as secondary dmgoutput while enemy is "charmed". Now maximize Orb at first, next fox fire and last but not least charm (higher charm holds enemy longer and haslower cooldown which you dont need in ealrly to mid game, because the time on skill lv 1 is enough th hit orb doulbe and all fox"fires".


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Summoner Spells

Ignite: kill enemys who are getting away, or when your skills are on cooldown, and autoattacks are to weak.
Flash: for the case your ulti is on cooldown.


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Pros / Cons

Pros:

- High DMG output
- Evil Chaser (Ulti)
- quite tanky for ap carry
- heavy CC spell (Charm)

Cons:

- Squishy in earlygame
- Mana Problems (if u get no blue)
- Most skills are to aim (can also be an advantage, for example to dmg enemies in bushes)
- very low runspeed


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Team Work

YOUR ONLY DUTY AS AP CARRY IS TO KILL AD CARRY!!!

So if teamfight has started:
first ulti to ad carry, --> charm , orb of desolation, foxfire --> 2nd ulti use, ignite, autoattack --> charm, orb of desolation, foxfire --> ulti to escape (if ad is not dead either kill him with the last ulti or let him live but he is out of teamfight which is an advantage for your team)


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THX for reading

sry for mistakes in Grammar or speech, i just want u to present my ahri build and not to write my doctor!!!